Machina Geargia (September 2012 Banlist)

This is my current Machina Geargia build, I’m still testing the Karakuri monsters, not sure how many are sufficient, but I’ll keep you updated. There are still some cards I want to squeeze in my deck, especially in the Extra Deck, still thinking about what to kick though. Karakuri Steel Shogun MDL 00X “Bureido” still has no space in the Extra. Geargia is a pretty popular deck in the TCG right now even though I don’t know the reason why nobody plays it in OCG (well could be because of the many Side Deck cards like System Down, Rai-Oh, Chimeratech etc., but other decks like Gadget have the same problem and are still played…)

Decklist

Machina Geargia Decklist September 2012

Monster (21)

3x Geargiarmor (LV 4)

3x Geargiaccelerator (LV 4)

3x Geargiarsenal (LV 4)

2x Geargiano MK-2 (LV 3)

2x Machina Gearframe (LV 4)

3x Machina Fortress (LV 7)

1x Machina Cannon (LV 8)

2x Genex Ally Birdman (LV 3 – Tuner)

1x Karakuri Watchdog MDL 313 “Saizan” (LV 4 – Tuner)

1x Karakuri Strategist MDL 248 “Nishipachi” (LV 3 – Tuner)

Spell (10)

1x Book Of Moon

1x Dark Hole

1x Monster Reborn

1x Heavy Storm

1x Pot Of Avarice

2x Pot Of Duality

3x Mystical Space Typhoon

Trap (9)

2x Bottomless Trap Hole

2x Solemn Warning

1x Dimensional Prison

1x Compulsory Evacuation Device

1x Starlight Road

1x Mirror Force

1x Solemn Judgment

Extra

1x Fairy King Albverdich (R 4)

2x Gear Gigant X (R 4)

1x Maestroke The Symphony Djinn (R 4)

1x Blackship Of Corn (R 4)

1x Gem-Knight Pearl (R 4)

1x Number 16: Shock Master (R 4)

1x Number 91: Thunder Spark Dragon (R 4)

1x Wind-Up Zenmaines (R 3)

1x Number 11: Big Eye (R 7)

1x Gaia Knight, The Force Of Earth (LV 6)

1x Black Rose Dragon (LV 7)

1x Karakuri Shogun MDL 00 “Burei” (LV 7)

1x Stardust Dragon (LV 8)

1x Scrap Dragon (LV 8)

Side

2x Effect Veiler (LV 1 – Tuner)

2x Snowman Eater (LV 3)

1x Fossil Dyna Pachycephalo (LV 4)

1x Gorz The Emissary Of Darkness (LV 7)

1x Prime Material Dragon (LV 6)

2x Mind Crush

1x Torrential Tribute

2x Soul Drain

2x Royal Decree

1x Imperial Iron Wall

Strategy and Explanation

Main strategy would be farming with Geargiarmor and in the best case scenario you would still have Armor on the field and search for Geargiaccelerator to Special Summon Accelerator from hand to the field. Nowadays you can’t really rely on Armor staying on the field with his 1900 DEF, because most of the decks will be able to pull off something in the 1st turn and end up with a 2000+ ATK monster, so your backup strategy would be something like this:

If you got Genex Ally Birdman in your hand you can also try to do this:

Well that’s just some basic strategy and as you can see the main point of this deck would be Farming hand cards and then flooding the field. Now I’ll try to explain the function of particular cards.

Geargiarmor

Normally you’ll always add Accelerator to your hand with Armor, don’t forget that you can Special Summon him with Geargiano MK-2 from grave and use his effect to set himself. You can also Special Summon him from deck with Geargiarsenal and then use the effect.

Geargiaccelerator

The Special Summoning ability is the best point of this guy, special and then make Gigant X. I actually never used the adding effect, because I never had the chance to 😀

Geargiarsenal

This guy specials your Geargiarmor in face-up DEF and does nothing more then that except maybe being a Xyz material partner for Geargiaccelerator.

Geargiano MK-II

MK-II usually revives your Armor to to do something, but it wasn’t that good, that’s why I’m just using 2 copies (thinkin about adding 2 more Karakuris instead and don’t play MK-II at all).

Machina Gearframe

Effect:

When this card is Normal Summoned, you can add 1 “Machina” monster, except “Machina Gearframe”, from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a MachineType monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

Adds your Fortress to your hand and can protect 1 Machine monster or use it as a Xyz material.

Machina Fortress

Effect:

You can discard MachineType monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or Graveyard). When this card is destroyed by battle and sent to the Graveyard: Target 1 card your opponent controls; destroy that target. Before resolving an opponent’s monster effect that targets this face-up card, look at your opponent’s hand and discard 1 card from their hand.

Your Ace monster hard to get rid off without making a minus. Don’t mix up the second effect of Fortress, I always did that. You just get the discard from a monster effect and not from any effect that targets. Make sure that you don’t overextend with Fortress because you’ll make a big minus if your opponent has some mass removal like Dark Hole (you have to discard for Fortress and Fortress is gone too, makes at least a 2 card waste).
Like I said in the Machina Gadget post some people still don’t realize that you can discard Machina Fortress itself + any LV 1 or higher Machine to Special Summon Fortress from hand. That’s just not working when Macro Cosmos or Dimensional Fissure is face-up on the field.

Machina Cannon

This card’s main purpose is being a discard fodder for Fortress in grave, however it is much better compared to Machina Force which was used as a discard fodder in the old days. While Machina Force can’t be Summoned at all in most decks, Cannon can be Special Summoned in emergency situations if you have another Machine monster in your hand.

Genex Ally Birdman

Effect:

You can return 1 face-upmonster you control to the hand to Special Summon this card from your hand and this card gains 500 ATK if it was a WIND monster you returned. If this card is Special Summoned with this effect, remove it from play when it is removed from the field.

This guy is a Machine, don’t forget that (you can add it with Gear Gigant X to the hand!). Birdman allows you explosive playstyles that you wouldn’t be able to pull off with just Geargia alone and gives you easy access to Burei or Black Rose Dragon for a field reset. In addition to that you can reuse your MK-II or Gearframe if they’re on the field.

Karakuri Watchdog MDL 313 “Saizan”

This guy is usually just Special Summoned by Burei‘s effect, but you can use him to sync with your Geargias too or Overlay him for something.

Karakuri Strategist MDL 248 “Nishipachi”

Like Watchdog he’s just there for Burei‘s Special Summon, but he can help you in pinches with his effect. Note that his effect his mandatory so in the worst scenario you have to change Nishipachis own battle position.

Gear Gigant X

Your main Xyz if you’re not in a pinch where you need some different Xyz. Gigant X adds a LV 4 or lower Machine-Type monster into your hand so the perfect searcher for your deck. Always think about the ability to add Genex Ally Birdman into your hand, as he’s a Machine too (allows explosive plays with Synchros). To be honest I haven’t been able to resolve The 2nd effect of Gigant X even once (the leaving from the field effect) as I only have 2 Geargiano MK-II.

Karakuri Shogun MDL 00 “Burei”

It’s really easy to make Burei in this deck, you can use Genex Ally Birdman or one of the Karakuri-Tuner to make Burei and his effect shouldn’t be underestimated too. Many monsters have low DEF and most of them don’t have a DEF that exceeds 2600, so this guy can really save your ass in some situations (Special Summon Nishipachi for another Battle Position changer). It’s too bad that I still didn’t found the space for Bureido in my Extra Deck.

Snowman Eater

This card is especially there in the Side Deck for Rai-Oh, that will give you a hard time in Round 2 and it’s funny to see them expecting a face-down Geargiarmor and then facing a Snowman Eater.

Fossil Dyna Pachycephalo

Fossil Dyna helps a lot against swarming decks like Wind-Up or Six Samurai (even though Six Sams almost disappeared in tourneys here, there are still some guys running around on DN). Just note that you can’t Xyz with Fossil Dyna itself or while it’s on the field.

Gorz The Emissary Of Darknesss

This guy has just a side deck slot in this deck, as I didn’t feel the need of him in many duels so I just sided him out.

Prime Material Dragon

I just hate loosing to some troll Burn deck, so that’s why there’s a Prime Material Dragon in there.

Mind Crush

Helps a lot against dumb Exodia deck that adds Exodia parts to the hand. Works perfectly against Mermails, Gadgets, Geargia Mirror and Prophecy too. As Abyssmegalo is a Special Summon that starts a chain, they have to show Abyssmegalo first and then activate the effect from hand, making you be able to chain Mind Crush to Abyssmegalo and dropping him to grave before his Summon can resolve (chain resolves backwards!).

Soul Drain

Perfect Side for Mermail Atlantean, Dark World and Hieratic as all of their effects resolve in grave (or even in Banished Zone: Hieratic). Just notice that Grapha‘s Special Summon doesn’t start a chain and therefore the special summon isn’t affected by Soul Drain. (You can avoid that if you side D.D. Crow instead of Imperial Iron Wall, I just like Iron Wall more, but that’s personal preference, both of the cards are good)

Royal Decree

Against all those troll decks that love stalling and using Trap effects (Burn, Exodia, Final Countdown), these decks will make your own traps useless so just side every trap out and think of how you can counter their strategy with your deck. I constructed this Side Deck to be able to compete with every deck out there.

Imperial Iron Wall

Imperial Iron Wall is pretty usefull against Chaos Dragons and Heros (although Lyla or Spark will remove it instantly …).

Comment:

I personally don’t really like playing Geargia, I don’t know why exactly, but maybe there’s no synergy between me and this deck. It is good, but I doubt it’s competitiveness due to certain Side cards like Chimeratech, System Down or Rai-Oh. The deck lacks some speed against decks like Wind-Up or Hieratic, so you have to rely heavyly on your trap backup. To summarize it: there could be some potential in it, but I doubt that it will become an Auto-Win deck like Inzektor was.

All images are taken from Yu-Gi-Oh! Wikia.

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Machina Gadget

Alright here’s my Machina Gadget deck which I promised you in the last post. This is still an OCG only build as I’m using Tinplate Goldfish, but without Tinplate the deck loses a big amount of speed. Well you can still playtest it on DN. I’m still not happy about the monster count and like to add a few more monsters, as there are still situations where I only have a single monster together with a hand full of spells/traps. You can still stall out with your trap lineup, but I prefer to have my combo pieces ready with my starting hand. Gadgets are really popular in OCG nowadays, especially in Indonesia as I’ve seen. There are also regularly Gadgets in the Top 10 of the major Japanese events, so you might figure out that this deck has some potential. The main reason why so many players like Gadgets is probably the price of the deck, as it’s really cheap to build Gadgets (almost everything in Structure decks), only Gear Gigant X is really expensive.

Monsters I might add are:

Decklist:

Machina Gadget

Monster (15)

3x Green Gadget (LV 4)

3x Red Gadget (LV 4)

3x Yellow Gadget (LV 4)

3x Tinplate Goldfish (LV 4)

2x Machina Fortress (LV 7)

1x Machina Gearframe (LV 4)

Spell (11)

1x Heavy Storm

1x Dark Hole

1x Monster Reborn

1x Pot Of Avarice

1x Night Beam

3x Mystical Space Typhoon

3x Double Summon

Trap (14)

2x Compulsory Evacuation Device

2x Torrential Tribute

2x Mirror Force

2x Bottomless Trap Hole

1x Ultimate Offering

2x Call Of The Haunted

2x Solemn Warning

1x Solemn Judgment

Extra (15)

1x Daigusto Emeral (R 4)

1x Maestroke The Symphony Djinn (R 4)

1x Steelswarm Roach (R 4)

1x Blackship Of Corn (R 4)

1x Photon Papilloperative (R 4)

1x Number 39: Utopia (R 4)

1x Number C39: Utopia Ray (R 4)

1x Gem-Knight Pearl (R 4)

1x Fairy King Albverdich (R 4)

2x Gear Gigant X (R 4)

1x Number 16: Shock Master (R 4)

1x Number 91; Thunder Spark Dragon (R 4)

1x Evilswarm Ouroboros (R 4)

1x Number 11: Big Eye (R 7)

Side (15)

2x Effect Veiler (LV 1 – Tuner)

2x Maxx “C” (LV 2)

2x Gemini Imps (LV 4)

1x Prime Material Dragon (LV 6)

1x Tragoedia (LV 10)

1x The Emissary of Darkness Gorz (LV 7)

2x Dimensional Fissure

1x Rainbow Life

1x Soul Drain

2x Mind Crush

Strategy and Explanation

Gadgets are still played more or less in the same way as in old times, you do the Gadget farming to gain hand advantage and then Summon Machina Fortress to control the field. The difference now is that you have access to an amazing Machine Xyz: Gear Gigant X, a monster which you can summon by using 2 LV 4 Machines. This guy allows you to add any Machine monster with LV 4 or lower in your deck or grave, so usually you would add Machina Gearframe (to get Machina Fortress next time) or add a Gadget. As Ultimate Offering is now limited, the swarming capabilities of Gadgets have been cut down and many players changed their playstyle to control the field instead.

3 copies of Double Summon are there to replace the missing Offering, they do make a big minus if your Xyz Summon of Gear Gigant X fails, but on the other hand if it doesn’t then you’ll end up with the same amount of cards in your hand, while your field has a Gear Gigant X.

Example: You got 5 hand cards, 1 of them is a Gadget and 1 is Double Summon

  1. Summon Gadget (4 hand cards), the Gadget replaces itself with another added Gadget from deck (5 hand cards)
  2. Activate Double Summon (4 hand cards)
  3. Summon the added Gadget (3 hand cards), the Gadget replaces itself with another Gadget from Deck (4 hand cards)
  4. Xyz Summon Gear Gigant X
  5. Activate Gear Gear Gigant X‘s effect, add 1 LV 4 or lower Machine-type monster from deck or grave (5 hand cards)

See? You’ll end up with the same amount of hand cards while you were able to bring Gear Gigant X out, that’s the reason why you should play Double Summon. I tried to avoid the scenario of being interrupted by some traps by maxing out the Mystical Space Typhoon and adding 1 Night Beam, that should be enough in my opinion.

Now were moving to the specific monsters and their purposes.

Tinplate Goldfish

Effect:

Machine/Effect

When this card is Normal Summoned: You can Special Summon 1 Level 4 monster from your hand.

Don’t know the exact name of this guy, sometimes it’s called Tin Goldfish and other call it Tinplate Goldfish, we have to wait for the official TCG translation. Well what’s the ability of this little fish roboter? Like Marauding Captain, Goblindbergh and some other guys, Tinplate Goldfish can Special Summon 1 additional LV 4 monster from your hand. The most important difference to the other mentioned monsters is the Type of Tinplate: it’s a Machine-Type monster, therfore you can overlay a Gadget together with Tinplate to Xyz Summon Gear Gigant X.

Machina Fortress

Effect:

Machine/Effect

You can discard MachineType monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or Graveyard). When this card is destroyed by battle and sent to the Graveyard: Target 1 card your opponent controls; destroy that target. Before resolving an opponent’s monster effect that targets this face-up card, look at your opponent’s hand and discard 1 card from their hand.

Fortress will be one of your strongest monster in almost every duel and it will give your opponent headaches how to get rid of this thing without losing a card through Fortress‘s effect. Don’t forget that you can discard Fortress itself and another Machine monster from your hand to Special Summon Fortress from your hand. The Special Summon doesn’t start a chain, so it can be negated by Thunder-King Rai-Oh and Solemn Judgment.

Machina Gearframe

Gearframe searches for your Fortress and can be used as Xyz material for Gear Gigant X, too. It is searchable with Gear Gigant X and I tend to search for Gearframe when using Gigant X’s effect. Many people forget about the equip effect of Gearframe, which can protect a Machine monster from destruction, no matter how it is destroyed (battle or effect).

Night Beam

For additional trap removal, as it is necessary not to lose your Gigant X to a Solemn Warning or similiar (otherwise you’ll make a big minus). I like to have Night Beam, as it is the best single target S/T removal after MST, but this is just my personal preference, you could play without Night Beam, too.

Double Summon

Like I already mentioned before this card will make a big minus if you can’t resolve Gigant X‘s effect, as you will lose 3 hand cards without gaining any field presence. But it’s worth the price if you manage to resolve the effect. Triple Double Summon is crucial, as Summoning Gadgets alone won’t help you that much, assuming you only have a Gadget and no Tin Goldfish. Downside of this card is the high dead draw possiblity when you’re in a pinch.

Compulsory Evacuation Device

Still one of my favorite monster removals, as it is chainable and versatile (target own monster or opponents monster; face-down or face-up, etc.).

Mirror Force

In my opinion Mirror Force is still an amazing monster removal even though there’s a lot of S/T removal running around, especially Machina Gadget decks need the maximum amount of monster removal to stop your opponent from attacking, as most of your own monsters are not that big (Gear Gigant X: 2300 ATK, Fortress: 2500 ATK). Even though there’s a lot of S/T removal, the chances of being able to use your traps will get higher if you use a lot of them. Most of the duelist will play 2-3 MST + Heavy Storm, so if some cards were hit by MST and Heavy Storm, your other Traps that you still have will have more chances to resolve. Just don’t overextend and make sure that you still have an ace in your sleeve. The ability to play/set your trump with the right timing makes a good duelist.

Ultimate Offering

Best-case would be having a set Offering and a Gadget in your hand to swarm the field with your monsters, but make sure your Offering doesn’t get MST‘d, I would suggest using Night Beam on face-down cards in this situation, as the opponents chances to be able to chain MST decreases (has to chain another card in order to be able to activate his targeted card).

Call Of The Haunted

Revives your Gadgets and profit from their adding effect again, you can Xyz summon a Shock Master easier when needed with Call Of The Haunted and lots of other stuff.

Fairy King Albverdich

This guy is perfect for your deck as most of your monsters are EARTH monsters and won’t be affected by Albverdich‘s effect. The loss of 500 ATK is very important, because most of your opponents Boss monsters will have like 2800 ATK while your guys just have about 2300-2500 ATK.

Gear Gigant X

Effect:

Machine/Xyz/Effect

2 Level 4 MachineTypemonsters
Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower “Geargia” monster in your Graveyard; Special Summon that target.

This guy is your main Xyz monster and creates a great card advantage if you manage to resolve its effect. Normally you add Tin Goldfish or Machina Gearframe to your hand with Gear Gigant, in rare cases where you have Tin Goldfish already in hand and no other monster to Xyz, then you should add a Gadget to your hand. Always think about what Gadgets are left in the deck, which Gadget you will add with the Gadget in your hand and don’t forget that you can also add monsters from your grave with Gear Gigant X.

Number 16: Shock Master

This guy is harder to call out now with just one Ultimate Offering, but still really useful against Exodia decks and other decks that rely heavily on Spell or Monster effects (Mermail Atlantean). Double Summon and Call Of The Haunted is a possibility to call him, but Offering is just the best.

Number 91: Thunder Spark Dragon

Almost nobody plays this guy, but I think he’s amazing in this deck. The ability to blow up the field (face-up monsters) is so good and getting 3 monsters out shouldn’t be a problem with Ultimate Offering. Thunder Spark Dragon saved my ass a couple of times and made my opponent scoop, just summon Gadgets with Ultimate Offering -> Thunder Spark Dragon then use the effect and summon more Gadgets to go for game 😀

Gemini Imps

This card is one of my Side Deck cards for Dark World as they’re really popular nowadays, works against Card Destruction, Dragged Down Into The Grave, Dark World Dealings, Morphing Jar and other stuff. It just conflicts with Dimensional Fissure, but this shouldn’t be a big problem, think of it as a backup strategy if your Dimensional Fissure is destroyed.

Prime Material Dragon

In case of Burn Decks, because I hate facing them and Shock Master doesn’t work against their traps and you got nothing else to counter them (They can play them in your Standby Phase …). Make sure that you only have 1 monster out, otherwise you can say bye bye to Prime Material Dragon and welcome a Lava Golem on your side.

Dimensional Fissure

Obviously a Side for Dark World, Mermail Atlantean, Chaos Decks, Lightsworn and other grave stuff. Doesn’t really make a problem for you, except that you can’t discard Fortress itself anymore to Special Summon it from hand. Xyz materials are still sent to the grave as they’re not considered as monsters.

Rainbow Life

Another Side for Burn Decks, just in case that they still manage to get rid of your Prime Material. Wait for them to chain all their cards they want to activate then activate Rainbow Life as the last Chain Link in order to gain for every burn effect they use. Maybe I’ll drop this card for Imperial Iron Wall, as Burn decks are not that common and Imperial Iron Wall can stop Chaos Decks, Macro Rabbit and other stuff, while Rainbow Life just helps you against Burn Decks.

Soul Drain

Side Deck choice for Mermail Atlantean, Hieratic and some other decks, as both of them resolve in grave or even in the banished zone (Hieratic).

Mind Crush

Against Exodia Decks, Mermail, Gadget Mirror Match, Geargia and other decks, that searches a lot.

Additional Comment:

The deck still needs more monsters, I would add Tragoedia as you always have a big hand and Tragoedia can Special Summon itself even though there are cards on the field. Maybe a 3rd Fortress wouldn’t be bad, too. What to drop for those 2 cards? – I would kick 1 Night Beam and 1 Call Of The Haunted (Call more than Beam although).

Watch out for Thunder-King Rai-Oh as it will wreck your whole deck (no adding possible and negates your Xyz and Fortress). That’s also one reason for 2 Mirror Force in the main deck.

I’m still thinking about the next deck, maybe I’ll post a fun deck for a change next time (even though I’m calling it a fun deck, all decks still work perfectly >.<).

All images are taken from Yu-Gi-Oh! Wikia.

Avicii Vs. Nicky Romero – Nicktim (Danny Better Remake)

Normally I don’t provide any downloads except for my own mixes, but I’ll make an exception on this one because it’s a personal Remake made with Fruity Loops, so I don’t think that there should me that much problems.

The Original Version of this track is still not released, but there were already some radio/club rips (not that brilliant quality), so that various hobby producers all over the world made some Remakes with Fruity Loops or different programs. Most of the tracks are only available as .flp files, so I decided to upload a mp3 of one really good Remake. No Justice – D.A.N.C.E. Loop although in this remake, but it’s better this way, I think.

Avicii Vs. Nicky Romero

File Specifications:

Title: Avicii Vs. Nicky Romero – Nicktim (Danny Better Remake).mp3

Format: mp3

Quality: 320 kB/s CBR

Duration: 00:06:14

Size: 14.00 MB

Download Mirrors:

Rapidshare: Download

Zippyshare (with preview): Download

Hulkshare (with Preview): Download

YouTube Preview:

Still writing on the Machina Gadget post, but should be done by tomorrow.

Wind-Up Deck and Combos (September 2012 Banlist)

Finally I got some time again to write a post, sorry for not posting anything in the last few weeks. Today I’ll present you one of the most hated decks in the past format:

Wind-Up

They definitely got nerfed with the limit of Zenmighty, but this deck is still as explosive as ever even though the attack of the summoned monsters are not very high. Wind-Ups still have incredible 2 card combos that can do crazy OTK’s, which I present you later. I do have to admit that Wind-Ups are one of the hardest decks to play in this format, cause you can do so many combos with just a few cards and it reminds me somehow of Infernities with their crazy loops, although you’re not that committed to the field as they are.

This post will be probably important to all OCG players who are still not familiar with the TCG Wind-Up strategy, as the Sharks and Rabbits are still not released there (October 13, 2012 the Extra Pack 2012 will be released).

Decklist:

Wind-Up September 2012

Monster (19)

3x Wind-Up Rabbit (LV 3)

3x Wind- Up Rat (LV 3)

3x Wind-Up Shark (LV 4)

3x Wind-Up Magician (LV 4)

1x Wind-Up Kitten (LV 2)

2x Tour Guide From The Underworld (LV 3)

1x Tour Bus From The Underworld (LV 3)

1x Sangan (LV 3)

2x Snowman Eater (LV 3)

Spell (13)

3x Mystical Space Typhoon

3x Wind-Up Factory

1x Heavy Storm

1x Dark Hole

1x Monster Reborn

1x Pot Of Avarice

1x Book Of Moon

2x Salvage

Trap (8)

2x Solemn Warning

2x Torrential Tribute

2x Bottomless Trap Hole

1x Mirror Force

1x Solemn Judgment

Extra (15)

1x Wind-Up Zenmaines (R 3)

1x Wind-Up Zenmaity (R3)

1x Number 20: Giga-Brilliant (R 3)

1x Number 17: Leviathan Dragon (R 3)

1x Number 30: Acid Golem Of Destruction (R 3)

1x Daigusto Emeral (R 4)

1x Maestroke The Symphony Djinn (R 4)

1x Wind-Up Zenmaister (R 4)

2x Photon Papilloperative (R 4)

1x Gem-Knight Pearl (R 4)

1x Number 16: Shock Master (R 4)

1x Adreus Keeper Of Armageddon (R 5)

1x Tiras Keeper Of Genesis (R 5)

1x Wind-Up Zenmaioh (R 5)

Side (15)

1x Effect Veiler (LV 1 – Tuner)

2x Maxx “C” (LV 2)

1x Prime Material Dragon (LV 6)

2x Dimensional Fissure

1x Smashing Ground

1x Soul Taker

2x Night Beam

2x Mind Crush

1x Mirror Force

1x Royal Decree

Strategy and Explanation

Well the basic strategy is to stall out for your OTK combos, while protecting your field and stopping the opponent from summoning big things with your traps/Zenmaines. In addition to that you’ll do farming with Factory + Rabbit (banish in their turn, makes Factory trigger, banish in your Standby Phase makes it trigger again; get Shark and Magician), so that you can make the OTK really quick, of course you have to get rid of the opponents backrow before that. There are a few odd choices that I made and I’ll try to explain them for you.

Wind-Up Kitten

Wind-Up Kitten

I prefer Kitten over Hunter because of the bouncing effect which can get rid of Reaper, Zenmaines, Mashmallon and other annoying stuff. The other reason is that I always mess up with hunter and don’t find the right moment to use his effect, so you can change it for Hunter, if you like him more.

Tour Bus From The Underworld

Tour Bus From The Underworld

Not really needed since there are 2 Salvage in the deck, but still good to bounce Zenmighty or other Xyz back to the deck. I think there should be no need to mention that this is a target for Tour Guide. You can also bounce back your opponents Grapha, Red-Eyes Darkness Metal Dragon or Hornet.

Snowman Eater

Snowman Eater

One of the oddest card choices will be probably this guy (at least among the monsters). We all know Snowman Eater as a Side Tech against Dinos, but why do I main Snowman Eater here? Well first because of his awesome effect, then because he’s LV 3 and the last thing and probably most important thing: he has a high def that can survive a Thunderking Rai-Oh (one of the cards that would otherwise kill your deck). So there’s a high chance that he stays on the field and you can Xyz for Rank 3 in your turn. In addition to that you can take him back to your hand with Salvage.

Salvage

Salvage

This card is the oddest card in my deck as I think, but if you look through my decklist, it has its reason and I’ll explain why. Well with Salvage you can return 2 WATER monsters with 1500 or less ATK  to your hand, Shark and Snowman Eater would be the most obvious targets. But people usually forget that the most important Wind-Up monster Zenmaity is a 1500 ATK WATER monster too and you can bounce him back to the Extra deck with Salvage. Salvage alone is a really nice advantage generator if you think of Mermail Atlanteans or something similiar, here you will want to bounce back Zenmaity for some more swarming, but this just makes Salvage a 1 for 1 Trader as you get 1 card to your hand and use 1 (Salvage itself) for it (for the moment the returned Zenmaity won’t give you any advantage, just if you can summon and resolve its effect).

Loops and Combos

I will write down 5 loops and combos with Wind-Ups and link the corresponding video below. Of course you can vary the combos on certain points and improve them, I just tell you some basic combos with cards that you got in your hand. You can generate a much bigger advantage if you got Rabbit and Factory already on the field. You can change the Pearl for a Utopia, this is just a personal preference. I like pearl more cause he can run over a few guys which Utopia can’t. The combos are mostly taken from the videos I linked or embed here, although I made minor changes or added a few variations, you can either watch the videos or read the combo list.

Shark + Magician OTK

Required:

Combo:

  1. Normal Summon 1. Wind-Up Magician
  2. Special Summon Wind-Up Shark from hand [Field: Wind-Up Magician + Wind-Up Shark]
  3. Trigger the effect of the 1. Wind-Up Magician in response to Wind-Up Sharks chainable Special Summon
  4. Special Summon 2. Wind-Up Magician from your deck [Field: Wind-Up Magician + Wind-Up Magician + Wind-Up Shark]
  5. Effect Wind-Up Shark: Shark to LV 3
  6. Trigger the effect of the 2. Wind-Up Magician
  7. Special Summon Wind-Up Rat in face-up DEF (Magician always summons them in DEF) [Field: Wind-Up Magician + Wind-Up Magician + Wind-Up Shark + Wind-Up Rat]
  8. Overlay the 2 used up Wind-Up Magicians
  9. Special Summon Photon Papilloperative from your Extra Deck [Field: Photon Papilloperative + Wind-Up Shark (LV 3) + Wind-Up Rat (DEF)]
  10. Effect Papilloperative: Detach 1x Wind-Up Magician
  11. Change Wind-Up Rat to ATK mode [Field: Photon Papilloperative + Wind-Up Shark (LV 3) + Wind-Up Rat (ATK)]
  12. Effect Wind-Up Rat: change Wind-Up Rat  to DEF
  13. Special Summon Wind-Up Magician back from grave [Field: Photon Papilloperative + Wind-Up Shark (LV 3) + Wind-Up Rat (DEF) + Wind-Up Magician(DEF)]
  14. Overlay Wind-Up Shark (LV 3) + Wind-Up Rat (LV 3)
  15. Special Summon Wind-Up Zenmaity [Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Magician (not used)]

From here on you can go several different ways:

Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Magician (not used)

  1. Effect Wind-Up Zenmaity: Detach Wind-Up Shark
  2. Special Summon Wind-Up Rat  in ATK mode [Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Magician(not used) + Wind-Up Rat (ATK)]
  3. Trigger the effect of the rat revived Wind-Up Magician (DEF)
  4. Special Summon Wind-Up Shark from deck [Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Magician(used) + Wind-Up Rat (ATK) + Wind-Up Shark (from deck)]
  5. Overlay Wind-Up Magician(DEF) + Wind-Up Shark (from deck)
  6. Special Summon Pearl/Utopia [Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Rat (ATK) + Pearl/Utopia]
  7. Effect Wind-Up Rat : change Wind-Up Rat to DEF
  8. Special Summon Wind-Up Shark from grave [Field: Photon PapilloperativeWind-Up Zenmaity + Pearl/Utopia + Wind-Up Rat (DEF) + Wind-Up Shark (DEF)]
  9. Effect Wind-Up Shark (DEF): Shark to LV 3)
  10. Overlay Wind-Up Rat (DEF) + Wind-Up Shark (LV 3)
  11. Special Summon Number 20: Giga-Brilliant [Field: Photon PapilloperativeWind-Up Zenmaity + Pearl/Utopia + Number 20: Giga-Brilliant]
  12. Effect Number 20: Giga Brilliant: Each of your monsters gain 300 ATK permanently (you could also call out any other generic R 3 Xyz, but normally Giga-Brilliant is good, you can call out Acid Golem although, you just need to change the extra deck then)
  13. Field: Photon Papilloperative (2400 ATK) + Wind-Up Zenmaity (1800 ATK) + Pearl (2900 ATK)/Utopia (2800 ATK) + Number 20: Giga-Brilliant (2100 ATK)

Other variation (begins from Zenmaity effect), requires 1 Shock Master (instead of Pearl/Utopia + Giga-Brilliant) and 1 additional Wind-Up Shark/Wind-Up Magician in the deck/hand (actually there’s a better version of this combo, I call it the Lockdown, will be a bit below):

Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Magician (not used)

  1. Effect Wind-Up Zenmaity: Detach Wind-Up Shark
  2. Special Summon Wind-Up Shark [Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Magician (not used) + Wind-Up Shark]
  3. Trigger the effect of Wind-Up Magician (not used) to Zenmaitys effect
  4. Special Summon Wind-Up Shark/Wind-Up Magician [Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Shark/Wind-Up Magician]
  5. Overlay Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Shark/Wind-Up Magician
  6. Special Summon Number 16: Shock Master [Field: Photon PapilloperativeWind-Up Zenmaity + Number 16: Shock Master]
  7. Effect Number 16: Shock Master: Call whatever you need at the moment (best thing with your opponent having no backrow would be Spell, if there’s a huge backrow I’d call Trap, when I’m playing against effect heavy decks like Mermail Atlantean or I know for sure that the opponent has Gorz in his hand, I would call effect)
  8. Field: Photon PapilloperativeWind-Up Zenmaity + Number 16: Shock Master

2nd variation (begins from Zenmaity effect), requires 1 Adreus/Tiras/Wind-Up Zenmaioh and 1 additional Wind-Up Shark in the deck/hand like the first variation, but it has to be Shark, unlike the variation before:

Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Magician (not used)

  1. Effect Wind-Up Zenmaity: Detach Wind-Up Shark
  2. Special Summon Wind-Up Shark from deck [Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Magician (not used/DEF) + Wind-Up Shark]
  3. Trigger the effect of Wind-Up Magician (not used) to Zenmaitys effect
  4. Special Summon Wind-Up Shark [Field: Photon PapilloperativeWind-Up Zenmaity + Wind-Up Magician (used/DEF) + Wind-Up Shark + Wind-Up Shark]
  5. Effect of both Wind-Up Shark: Change both Wind-Up Sharks to LV 5
  6. Overlay Wind-Up Shark (LV 5) + Wind-Up Shark (LV 5)
  7. Special Summon Adreus/Tiras/Wind-Up Zenmaioh [Field: Photon PapilloperativeWind-Up ZenmaityWind-Up Magician (used/DEF) + Adreus/Tiras/Wind-Up Zenmaioh]
  8. Effect Adreus/Wind-Up Zenmaioh: Destroy 1 Face-up Card (Adreus) or destroy 2 Set cards
  9. Field: Photon Papilloperative (2100 ATK) + Wind-Up Zenmaity (1500 ATK) + Wind-Up Magician (used/DEF) + Adreus/Tiras/Wind-Up Zenmaioh (2600 ATK)

Tour Guide + Shark OTK

Required:

Combo:

  1. Normal Summon Tour Guide
  2. Special Summon Tour Guide/Tour Bus From The Underworld/Sangan from deck/hand [Field: Tour Guide + Tour Guide/Tour Bus From The Underworld/Sangan]
  3. Overlay Tour Guide + Tour Guide/Tour Bus From The Underworld/Sangan
  4. Special Summon Zenmaity from Extra Deck [Field: Zenmaity]
  5. Effect Zenmaity: Detach Tour Guide/Tour Bus From The Underworld/Sangan
  6. Special Summon 1st Wind-Up Magician from deck [Field: Zenmaity + Wind-Up Magician (not used)]
  7. Trigger the effect of Wind-Up Shark in hand
  8. Special Summon Wind-Up Shark from hand [Field: Zenmaity + Wind-Up Magician (not used) + Wind-Up Shark]
  9. Trigger the effect of Wind-Up Magician (not used) to the chainable Special Summon of Wind-Up Shark
  10. Special Summon a 2nd Wind-Up Magician (not used)  from deck [Field: Zenmaity + Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Magician (not used)]
  11. Overlay 1st Wind-Up Magician (used) + Wind-Up Shark
  12. Special Summon Wind-Up Zenmaister from Extra [Field: ZenmaityWind-Up Zenmaister + Wind-Up Magician (not used)]
  13. Effect Wind-Up Zenmaister: Detach Wind-Up Shark
  14. Switch Zenmaity to face-down DEF
  15. Trigger the effect of the 2nd Wind-Up Magician to Zenmaisters effect
  16. Special Summon Wind-Up Shark from deck [Field: ZenmaityWind-Up Zenmaister + Wind-Up Magician (used) + Wind-Up Shark]
  17. Overlay 2nd Wind-Up Magician (used) and Wind-Up Shark
  18. Special Summon Photon Papilloperative [Field: ZenmaityWind-Up Zenmaister + Photon Papilloperative]
  19. Effect Photon Papilloperative: Detach Shark
  20. Switch Zenmaity to ATK mode (900 ATK)
  21. Effect Zenmaity: Detach Tour Guide/Tour Bus From The Underworld/Sangan
  22. Special Summon Wind-Up Rat from deck in ATK [Field: Zenmaity (900 ATK) + Wind-Up Zenmaister + Photon Papilloperative + Wind-Up Rat]
  23. Effect Wind-Up Rat: Switch to DEF
  24. Special Summon Wind-Up Shark from grave [Field: Zenmaity (900 ATK) + Wind-Up Zenmaister + Photon Papilloperative + Wind-Up Rat + Wind-Up Shark]
  25. Effect Wind-Up Shark: Change Shark to LV 3
  26. Overlay Wind-Up Rat (DEF) + Wind-Up Shark (LV 3)
  27. Special Summon Number 20: Giga-Brilliant/Acid Golem [Field: Zenmaity (900 ATK) + Wind-Up Zenmaister + Photon Papilloperative + Number 20: Giga-Brilliant/Acid Golem]
  28. Effect Giga-Brilliant: Each monster gains 300 ATK permanently
  29. Field: Zenmaity (900/1200 ATK) + Wind-Up Zenmaister (2100/2400) + Photon Papilloperative (2100/2400) + Number 20: Giga-Brilliant/Acid Golem (2100/3000)

Shark + Magician Lockdown

This lockdown will ensure yourself a good position from the beginning of the duel. Usually you will set traps to support your lockdown (traps that prevent summoning or remove the opponents monsters from the field: Solemn Warning, etc.)

Required:

Combo:

  1. Normal Summon Wind-Up Magician
  2. Trigger the effect of Wind-Up Shark in hand
  3. Special Summon Wind-Up Shark from hand [Field: Wind-Up Shark + Wind-Up Magician (not used)]
  4. Trigger the effect of Wind-Up Magician (not used)
  5. Special Summon 2nd Wind-Up Magician from deck [Field: Wind-Up Shark + Wind-Up Magician (used) + Wind-Up Magician (not used)]
  6. Effect Wind-Up Shark: Change Wind-Up Shark to LV 3
  7. Trigger the effect of the 2nd Wind-Up Magician
  8. Special Summon Wind-Up Rat from deck in DEF [Field: Wind-Up Shark (LV 3)+ Wind-Up Magician (used) + Wind-Up Magician (used) + Wind-Up Rat (DEF)]
  9. Overlay 1st Wind-Up Magician (used) + 2nd Wind-Up Magician (used)
  10. Special Summon Photon Papilloperative [Field: Wind-Up Shark (LV 3)+ Photon PapilloperativeWind-Up Rat (DEF)]
  11. Effect Photon Papilloperative: Detach Wind-Up Magician
  12. Switch Wind-Up Rat (DEF) to ATK
  13. Effect Wind-Up Rat (ATK): Switch Wind-Up Rat (ATK) to DEF
  14. Special Summon Wind-Up Magician from grave [Field: Wind-Up Shark (LV 3)+ Photon PapilloperativeWind-Up Rat (DEF) + Wind-Up Magician (not used)]
  15. Overlay Wind-Up Shark (LV 3) + Wind-Up Rat (DEF)
  16. Special Summon Zenmaity in DEF (cause you’re going to go into control and you’ll normally do this on Turn 1) [Field: ZenmaityPhoton Papilloperative + Wind-Up Magician (not used)]
  17. Effect Zenmaity: Detach Wind-Up Shark
  18. Special Summon 3rd Wind-Up Magician from deck/hand [Field: ZenmaityPhoton Papilloperative + Wind-Up Magician (not used) + Wind-Up Magician (not used)]
  19. Trigger the effect of the 2nd Wind-Up Magician
  20. Special Summon Wind-Up Rabbit [Field: ZenmaityPhoton Papilloperative + Wind-Up Magician (used) + Wind-Up Magician (not used) + Wind-Up Rabbit]
  21. Effect Wind-Up Rabbit: Banish Wind-Up Rabbit [Field: ZenmaityPhoton Papilloperative + Wind-Up Magician (used) + Wind-Up Magician (not used)]
  22. Trigger the effect of the 3rd Wind-Up Magician (not used)
  23. Special Summon a 2nd Wind-Up Shark from deck (you can leave the Rabbit part out, if all Sharks are in your hand and just trigger one to the Special Summon of the 3rd Wind-Up Magician)[Field: ZenmaityPhoton Papilloperative + Wind-Up Magician (used) + Wind-Up Magician (used) + Wind-Up Shark]
  24. Overlay Wind-Up Magician (used) + Wind-Up Magician (used) + Wind-Up Shark
  25. Special Summon Number 16: Shock Master [Field: ZenmaityPhoton Papilloperative + Number 16: Shock Master]
  26. Field: Zenmaity (1500 ATK)+ Photon Papilloperative (2100 ATK)+ Number 16: Shock Master (2300 ATK)
  27. Don’t forget the banished Wind-Up Rabbit which will come back in your next Standby Phase

Video of these 3 combos:

Shark + Magician + Factory Combo

You can still pull off this combo if you have 2 Sharks + Magician in hand instead of Shark + Factory + Magician.

Required:

Combo:

  1. Activate Wind-Up Factory
  2. Normal Summon Wind-Up Magician
  3. Trigger the effect of Wind-Up Shark in hand
  4. Special Summon Wind-Up Shark from hand [Field: Wind-Up Shark + Wind-Up Magician (not used)]
  5. Trigger the effect of Wind-Up Magician (not used) to the chainable Special Summon of Wind-Up Shark
  6. Special Summon a 2nd Wind-Up Magician from deck in DEF [Field: Wind-Up Shark + Wind-Up Magician (used) + Wind-Up Magician (not used)]
  7. Factory triggers: add a 2nd Wind-Up Shark from deck to hand (normally you should put Factory on Chain Link 2 and Magician on Chain Link 1; that way you can trigger the searched Shark on the Special Summon of Magician, it isn’t necessary here, but you should keep it in mind)
  8. Effect 1st Wind-Up Shark: Shark to LV 5
  9. Trigger the effect of the 2nd Wind-Up Magician
  10. Special summon the 3rd Wind-Up Magician, [Field: Wind-Up Shark (LV 5) + Wind-Up Magician (used) + Wind-Up Magician (used) + Wind-Up Magician (not used)]
  11. Overlay 1st Wind-Up Magician + 2nd Wind-Up Magician
  12. Special Summon Zenmaister [Field: Wind-Up Shark (LV 5) + Zenmaister + Wind-Up Magician (not used)]
  13. Trigger the effect of Wind-Up Shark to the Special Summon of Zenmaister
  14. Special Summon the 2nd added Wind-Up Shark, [Field: Wind-Up Shark (LV 5) + Zenmaister + Wind-Up Magician (not used) + Wind-Up Shark]
  15. Trigger the effect of the 3rd Wind-Up Magician (not used)
  16. Special Summon Wind-Up Rat in DEF from deck [Field: Wind-Up Shark (LV 5) + Zenmaister + Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Rat (DEF)]
  17. Overlay 3rd Wind-Up Magician (used) + Wind-Up Shark (LV 4)
  18. Special Summon Photon Papilloperative [Field: Wind-Up Shark (LV 5) + ZenmaisterPhoton Papilloperative + Wind-Up Rat (DEF)]
  19. Effect Papilloperative: Detach Wind-Up Shark
  20. Switch Wind-Up Rat (DEF) to ATK
  21. Effect Wind-Up Rat (ATK): Switch Wind-Up Rat (ATK) to DEF
  22. Special Summon Wind-Up Shark from grave [Field: Wind-Up Shark (LV 5) + ZenmaisterPhoton Papilloperative + Wind-Up Rat (DEF) + Wind-Up Shark]
  23. Effect Wind-Up Shark: Change Wind-Up Shark to LV 3
  24. Overlay Wind-Up Shark (LV 3) + Wind-Up Rat (DEF)
  25. Special Summon Wind-Up Carrier Zenmaity [Field: Wind-Up Shark (LV 5) + ZenmaisterPhoton Papilloperative + Wind-Up Carrier Zenmaity]
  26. Effect Wind-Up Carrier Zenmaity: Detach Wind-Up Shark
  27. Special Summon 3rd Wind-Up Shark [Field: Wind-Up Shark (LV 5) + ZenmaisterPhoton Papilloperative + Wind-Up Carrier Zenmaity + Wind-Up Shark]
  28. Effect 3rd Wind-Up Shark: Change Wind-Up Shark to LV 5
  29. Overlay 1st Wind-Up Shark (LV 5) + 3rd Wind-Up Shark (LV 5)
  30. Special Summon Adreus/Tiras/Wind-Up Zenmaioh [Field: Adreus/Tiras/Wind-Up ZenmaiohZenmaisterPhoton Papilloperative + Wind-Up Carrier Zenmaity]
  31. Effect Adreus/Wind-Up Zenmaioh: Destroy 1 Face-Up Card/Destroy 2 Set Cards
  32. Field: Adreus/Tiras/Wind-Up Zenmaioh (2600 ATK) + Zenmaister (2400 ATK) + Photon Papilloperative (2100 ATK)+ Wind-Up Carrier Zenmaity (1500 ATK)

Tour Guide + Shark + Factory OTK

Here you can use 2x Sharks in hand again instead of 1x Shark + 1x Factory + 1x Tour Guide.

Required:

Combo:

  1. Normal Summon Tour Guide
  2. Special Summon Tour Guide From The Underworld/Tour Bus From The Underworld/Sangan from deck/hand [Field: Tour Guide + Tour Guide From The Underworld/Tour Bus From The Underworld/Sangan]
  3. Activate Wind-Up Factory (you can stop with Tour Guide and Sangan, without fearing that your Factory will be wasted, when you stop because of Maxx “C”)
  4. Overlay Tour Guide + Tour Guide From The Underworld/Tour Bus From The Underworld/Sangan
  5. Special Summon Zenmaity [Field: Zenmaity]
  6. Effect Zenmaity: Detach Tour Guide
  7. Special Summon Wind-Up Magician [Field: Zenmaity + Wind-Up Magician]
  8. Trigger the effect of Wind-Up Shark in hand
  9. Special Summon Wind-Up Shark from hand [Field: Zenmaity + Wind-Up Magician (not used)+ Wind-Up Shark]
  10. Trigger Wind-Up Magician (as Chain Link 1) and Wind-Up Factory (as Chain Link 2)
  11. Add 2nd Wind-Up Shark to the hand
  12. Special Summon a 2nd Wind-Up Magician from deck [Field: Zenmaity + Wind-Up Magician (used) + Wind-Up Magician (not used) + Wind-Up Shark]
  13. Effect Wind-Up Shark: Change Wind-Up Shark to LV 5
  14. Trigger the effect of the 2nd Wind-Up Magician
  15. Special Summon the last Wind-Up Shark from deck [Field: Zenmaity + Wind-Up Magician (used) + Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Shark]
  16. Overlay the 2 used up Wind-Up Magicians
  17. Special Summon Wind-Up Zenmaister [Field: ZenmaityWind-Up Zenmaister + Wind-Up Shark + Wind-Up Shark]
  18. Trigger the effect of Wind-Up Shark to the Specail Summon of Zenmaister in your hand
  19. Special Summon Wind-Up Shark from your hand [Field: ZenmaityWind-Up Zenmaister + Wind-Up Shark (LV 5)+ Wind-Up Shark + Wind-Up Shark]
  20. Effect of 1x Wind-Up Shark: Change to LV 5 [Field: ZenmaityWind-Up Zenmaister + Wind-Up Shark (LV 5)+ Wind-Up Shark (LV 5) + Wind-Up Shark]
  21. Overlay the 2 LV 5 Wind-Up Sharks
  22. Special Summon Adreus/Tiras/Wind-Up Zenmaioh [Field: ZenmaityWind-Up ZenmaisterAdreus/Tiras/Wind-Up Zenmaioh + Wind-Up Shark]
  23. Field: Zenmaity (1500 ATK)+ Wind-Up Zenmaister (2400 ATK) + Adreus/Tiras/Wind-Up Zenmaioh (2600 ATK)+ Wind-Up Shark (1500 ATK)

Video of these 2 Combos:

Shark + Magician Combo (another one)

Required:

  1. Normal Summon Wind-Up Magician
  2. Trigger the effect of Wind-Up Shark in your hand
  3. Special Summon Wind-Up Shark from your hand [Field: Wind-Up Magician (used) + Wind-Up Shark]
  4. Trigger the effect of Wind-Up Magician to the chainable Special Summon of your Wind-Up Shark
  5. Special Summon a 2nd Wind-Up Magician from your deck [Field: Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Magician (not used)]
  6. Effect Wind-Up Shark: Change Wind-Up Shark to LV 3
  7. Trigger the effect of the 2nd Wind-Up Magician to the effect of your Wind-Up Shark
  8. Special Summon a Wind-Up Rat from your deck in face-up DEF (has to be DEF due to Magician) [Field: Wind-Up Magician (used) + Wind-Up Shark (LV 3) + Wind-Up Magician (used) + Wind-Up Rat (DEF)]
  9. Overlay the 2 used up Wind-Up Magician
  10. Special Summon Photon Papilloperative [Field: Photon Papilloperative + Wind-Up Shark (LV 3)+ Wind-Up Rat (DEF)]
  11. Effect Photon Papilloperative: Detach Wind-Up Magician
  12. Switch Wind-Up Rat (DEF) to ATK mode
  13. Effect Wind-Up Rat (ATK): Switch to DEF
  14. Special Summon Wind-Up Magician from grave [Field: Photon Papilloperative + Wind-Up Shark (LV 3) + Wind-Up Rat (DEF) + Wind-Up Magician (not used)]
  15. Overlay Wind-Up Shark (LV 3) + Wind-Up Rat (DEF)
  16. Special Summon Zenmaity [Field: Photon PapilloperativeZenmaity + Wind-Up Magician (not used)]
  17. Effect Zenmaity: Detach Wind-Up Shark
  18. Special Summon a 2nd Wind-Up Shark from deck/hand with Zenmaity [Field: Photon PapilloperativeZenmaity + Wind-Up Magician (not used) + Wind-Up Shark]
  19. Trigger the effect of Wind-Up Magician (not used) to Zenmaitys effect
  20. Special Summon a 3rd Wind-Up Magician from deck [Field: Photon PapilloperativeZenmaity + Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Magician (not used)]
  21. Overlay Wind-Up Magician (used) + Wind-Up Shark
  22. Special Summon Wind-Up Zenmaister [Field: Photon PapilloperativeZenmaityWind-Up Zenmaister + Wind-Up Magician (not used)]
  23. Effect Wind-Up Zenmaister: Detach Wind-Up Shark
  24. Switch Zenmaity to face-down DEF
  25. Trigger the effect of Wind-Up Magician (not used) to Wind-Up Zenmaisters effect
  26. Special Summon 3rd Wind-Up Shark from deck [Field: Photon PapilloperativeZenmaity (face-down) + Wind-Up Zenmaister + Wind-Up Magician (used) + Wind-Up Shark (LV 4)]
  27. Overlay Wind-Up Magician (used) + Wind-Up Shark (LV 4)
  28. Special Summon a 2nd Photon Papilloperative from Extra Deck [Field: Photon PapilloperativeZenmaity (face-down) + Wind-Up Zenmaister + Photon Papilloperative]
  29. Effect Photon Papilloperative: Detach Wind-Up Shark
  30. Switch Zenmaity (face-down) to ATK mode
  31. Effect Zenmaity (900 ATK): Detach Wind-Up Rat
  32. Special Summmon Wind-Up Kitten in ATK [Field: Photon PapilloperativeZenmaity (900 ATK) + Wind-Up Zenmaister + Photon Papilloperative + Wind-Up Kitten]
  33. Effect Wind-Up Kitten: Bounce one of your opponents monsters back to the hand/extra
  34. Field: Photon Papilloperative (2100 ATK) + Zenmaity (900 ATK) + Wind-Up Zenmaister (2100 ATK)+ Photon Papilloperative (2100 ATK) + Wind-Up Kitten (800 ATK) = 8000 damage

Video:

Here are some more combos without videos:

Wind-Up Rabbit + Factory Combo

Required:

Combo:

  1. Normal Summon Wind-Up Rabbit
  2. Activate Wind-Up Factory
  3. Effect Wind-Up Rabbit in your opponents turn: Banish Wind-Up Rabbit
  4. Trigger the effect of Wind-Up Factory to Rabbit’s effect
  5. Add Wind-Up Shark to hand
  6. In your Standby Phase: return Rabbit
  7. Activate Rabbit’s effect again
  8. Trigger the effect of Wind-Up Factory to Rabbit’s effect
  9. Add Wind-Up Magician to hand
  10. Normal Summon Wind-Up Magician
  11. Do the Magician + Shark Combo I explained before (each one is ok, depends on the situation)

Additional Comment

I hope you can figure out how these combos work now, I spent a really long time with writing all these stuff down. Of course there are more combos which I didn’t explain, but I think you should try and experiment by yourself to find them.

An amazing tech AGAINST swarming decks like Wind-Ups is definitely Needle Ceiling in my opinion, sure you can use Effect Veiler and Maxx “C” to stop (/profit from) their summons, but you just have to set a monster with Needle Ceiling (only affects face-up monsters) and wait till they swarm their field and activate it in the right moment. In addition to that Needle Ceiling is chainable (at any time assuming that there are 4 or more monsters) and your set monster counts as a monster for the activation condition of having 4 monsters on the field, even though it is not destroyed.

Thanks for reading until now and hope you step by again for my next post, which will be Gadgets in the new Format.

All images and videos embed in this post are taken from DuelingNetwork, Yu-Gi-Oh! Wikia and Youtube.

Agent Fairy/Agent Angel Deck September 2012 (TCG)

As you can see from the headline, this is a TCG Agent deck, so sorry at all OCG players, but you will be able to play it in near future I think. I built a Chaos Agent deck (not that Chaos with just 1 BLS lol), that’s one of the most frequently used Agent Decks in TCG, although mine is more a control build.

Like Dinos Agents do have occasions were you have terrible hands like double Ball, MST, Heavy and other random stuff; I guess that can’t be avoided with 100%, although I prefer to have a 1900 ATK beater than a 500/500 vanilla. (ノ ̄△ ̄)ノ ~ ┻━┻

Decklist:

Agent Fairy / Agent Angel September 2012

Monster (22)

3x Master Hyperion (LV 8)

2x The Agent Of Mystery – Earth (LV 2 – Tuner)

3x The Agent Of Creation – Venus (LV 3)

3x Mystical Shine Ball (LV 2)

2x Herald Of The Orange Light (LV 2 – Tuner)

1x Archlord Kristya (LV 8)

1x Gorz The Emissary Of Darkness (LV 7)

2x Tour Guide From The Underworld (LV 3)

1x Tour Bus From The Underworld (LV 3)

1x Sangan (LV 3)

1x Genex Ally Birdman (LV 3 – Tuner)

1x Black Luster Soldier – Envoy Of The Beginning (LV 8)

1x Honest (LV 4)

Spell (9)

2x Pot Of Duality

1x Cards From The Sky

1x Monster Reborn

1x Dark Hole

1x Heavy Storm

1x Book Of Moon

2x Mystical Space Typhoon

Trap (9)

2x Torrential Tribute

2x Bottomless Trap Hole

1x Solemn Warning

1x Mirror Force

1x Solemn Judgment

1x Compulsory Evacuation Device

1x Starlight Road

Extra (15)

1x Number 96: Dark Mist (R 2)

1x Gachi Gachi Gantetsu (R 2)

1x Wind-Up Zenmaines (R 3)

1x Leviair The Sea Dragon (R 3)

1x Number 17: Leviathan Dragon (R 3)

1x Hieratic Sun Dragon Overlord Of Heliopolis (R 8)

1x A.O.J. Catastor (LV 5)

1x T.G. Hyper Librarian (LV 5)

1x Gaia Knight, The Force Of Earth (LV 6)

1x Ancient Fairy Dragon (LV 7)

1x Ancient Sacred Wyvern (LV 7)

1x Black Rose Dragon (LV 7)

1x Stardust Dragon (LV 8)

1x Scrap Dragon (LV 8)

1x Mist Wurm (LV 9)

Side Deck

2x D.D. Crow (LV 1)

1x Effect Veiler (LV 1 – Tuner)

2x Thunder King Rai-Oh (LV 4)

1x Hanewata (LV 1 – Tuner)

1x Mystical Space Typhoon

2x Night Beam

2x Soul Taker

2x Mind Crush

1x Solemn Warning

1x Dimensional Prison

Strategy and Explanation

Agent Fairy was a real common deck in the last few years so normally I wouldn’t have to explain that much, but I’ll still do it and explain everything from the beginning.

Master Hyperion

Hyperion

Of course we’ll be starting with your boss monster, Master Hyperion. This guy is pretty easy to summon and in fact even easier than Red-Eyes Darkness Metal Dragon. The once per turn destruction effect along with his good stats makes him a really good card. Normally it’s not a big problem to get out an Agent monster in this deck, so most of the time you’ll be able to summon him when you get him into your hand. I thought about adding Jupiter, but then I decided not to, because Jupiter slowed me down instead of being useful.

Agent Of Mysteries – Earth

Agent Earth

Earth is the searcher of your deck and adds Venus to your hand to do explosive plays in the next turn. As the build is a control build it’s very likely that she survives until your next turn to do some Synchro stuff too. I’ve never tried a Sanctuary build, but I think it’s possible to do some nice things with the Sanctuary.

The Agent Of Creation – Venus

Venus

Venus summons your 3 vanilla Mystical Shine Balls to do some tricks with them. In a T.G. splashed deck you can Special Summon T.G. Striker (LV2 – Tuner) first and then Normal Summon Venus to Special Summon the Shine Balls, synch them for whatever you need at the moment. Here in my build you can do pretty much the same thing with Genex Ally Birdman in hand, except that you don’t even need your opponent to Special Summon Genex Ally Birdman (thinking about adding a 2nd one):

Return 1 Mystical Shine Ball to Special Summon Genex Ally Birdman, Summon the Shine Ball in hand again with Venus and do some Synchro/Xyz stuff:

Herald Of The Orange Light

Orange

I prefer Orange over Effect Veiler, because it’s a Fairy, you can activate it in almost every situation, it destroys the monster and it works against all kinds of monster effects (not only those on the field). Orange fills the grave quickly with Fairies for Kristya (dumping useless Shine Ball)

Archlord Kristya

Kristya

The answer to all swarming decks you might face; if you’re doing it right you’ll have a field of Hyperion, several Synchros/Xyz and finally Kristya to lock up your opponent.

Tour Guide From The Underworld

Tour Guide

She’s one of your main Xyz engine and DARK material for BLS. You can call Leviair to Special Summon Birdman/Venus/Earth back from the banished zone or go into defense and Special Summoning Zenmaines. I did think about adding one Chaos Sorcerer, but decided to add Book Of Moon instead.

Tour Bus From The Underworld

Somehow just a replacement for the missing 3rd Tour Guide, works better in Wind-Ups, but has the same purpose here: Bouncing your Xyz/Synchros back to extra or bounce back annoying monsters from your opponents grave, I wouldn’t play Assailant here.

Cards From The Sky

Serves as the 3rd Pot Of Duality, it’s ok to fall back a turn if you have enough backup and can thin out your deck or at least pick out the best card among the coming 3 cards. Sure thing that Duality is better if you have a full field, but as we all know Duality is now semi-limited. (I’m referring on the situation where you have a field of Hyperion, Kristya, Gachi Gachi and Venus or something smiliar; that’s when a Duality is broken)

Additional Comment

I think that’s all I wanted to post about Agent Fairy/Agent Angel, if there’s something I forgot, let me know and I’ll update it; of course I’ll update this post, if something comes into my mind.

Edit:

You can’t Xyz Summon Hieratic Sun Dragon Overlord Of Heliopolis with Kristya (unless there’s Skill Drain), it’s the same as not being able to Xyz Utopia with Fossily Dyna

Editing these Dueling videos takes so much time, that it’s almost a pain in the ass. Tried several programs to edit my videos and began to render everything just to notice that the quality is totally crap or gives me a green screen…

Tested Lightworks 11 Free (bullshit, can’t even cope with a different fps rate), Pinnacle VideoSpin Free 2.0 (works, but far too blurry and crappy quality with a fixed Proportion 700 x 500 something) and finally tried Cyberlink PowerDirector 10 Ultra. PowerDirector still has it’s issues, but when you manage to make it work, you’ll be satisfied; just make sure you have 6GB RAM (Win7 64-Bit), as it sucks on my laptop (ACER Aspire 7745G 4GB RAM, 1.6 GHz Quad-Core), but when I tested it on my friends desktop PC with 6GB RAM it worked perfectly. There are just some minor freezes for a few seconds although (on my laptop), so nothing really grave and worth mentioning, but still annoying. The price of 50 bucks isn’t really that expensive compared to other Video Editors, only big problem I experienced was not being able to activate the MPEG2 and H.264 codecs, but I found the solution while searching for a while. Took me a good amount of time although, as everybody was only providing cracks (-.-), but I didn’t even need one and the support was far too expensive to rely on (what company charges you for customer services except Windows?!? That’s not how good customer services should be)…

Well this is the solution for everybody who needs it: You have to replace the file called Simkey (no extension; is located in C:\Programs\CyberLink\PowerDirector10), if somebody needs it, I’ll upload it, as I don’t think it’s illegal just to upload that file to solve that idiotic issue.

As usually all pictures are taken from Yu-Gi-Oh! Wikia and DuelingNetwork.

Mermail Atlantean September 2012

Changes:

Main:

Out:

  • -1 Dragon Ice

In:

  • +1 Atlantean Heavy Infantry

Side:

Out:

  • -1 D.D. Crow
  • -1 Soul Taker

In:

  • +1 Twister
  • +1 Snowman Eater

I already posted a few versions of my Mermail Atlantean builds, but this build is more or less my final one. The only things I’m not sure about are Dragon Ice and Dewloren, maybe I’ll replace Ice for a 3rd Armsman and Dewloren for Gaia Knight, The Force Of Earth. Mermails will definitely be Tier 1 in OCG, they’re super fast and have amazing combos, can’t wait for them to be released in TCG. Their explosive playstyle reminds me of Inzektors and the numerous amount of combos reminds me of Infernities, so a really cool archetype, Konami did an amazing job by creating Mermails and Atlanteans.

Ah, and sorry for taking so long for the next post 😉

Decklist

Monster (26)

2x Mermail – Abyssgunde (LV 3)

3x Mermail – Abysspike (LV 4)

2x Mermail – Abyssturge (LV 4)

3x Mermail – Abyssmegalo (LV 7)

3x Deep Sea Diva (LV 2 – Tuner)

3x Atlantean Heavy Infantry (LV 2)

3x Atlantean Marksman (LV 3)

3x Atlantean Dragoons (LV 4)

3x Mermail – Abysslinde (LV 3)

1x Gorz The Emissary Of Darkness (LV 7)

Spell (8)

2x Salvage

2x Mystical Space Typhoon

1x Pot Of Avarice

1x Monster Reborn

1x Heavy Storm

1x Dark Hole

Trap (6)

3x Abyss-Sphere

2x Torrential Tribute

1x Solemn Warning

Extra (15)

1x Armory Arm (LV 4)

2x A.O.J. Catastor (LV 5)

1x Dewloren, Tiger King Of The Ice Barrier (LV 6)

1x Gungnir, Dragon Of The Ice Barrier (LV 7)

1x Stardust Dragon (LV 8)

1x Scrap Dragon (LV 8)

1x Gachi Gachi Gantetsu (R 2)

1x Wind-Up Zenmaines (R 3)

1x Number 17: Leviathan Dragon (R 3)

1x Evigishki Merrowgeist (R 4)

1x Snowdust Giant (R 4)

1x Number 39: Utopia (R 4)

1x Mermail – Abyssgaio (R 7)

1x Number 11: Big Eye (R 7)

Side (15)

1x Snowman Eater (LV 3)

1x Effect Veiler (LV 1 – Tuner)

1x Night Shot

1x Mystical Space Typhoon

1x Twister

1x Soul Taker

2x Bottomless Trap Hole

1x Mind Crush

1x Shadow-Imprisoning Mirror

1x Light-Imprisoning Mirror

2x Imperial Iron Wall

1x Royal Decree

Strategy and Explanation

I did explain all cards in some posts before, if you want to read it, click here. In this post I’ll talk about combos and rulings about some Mermail cards, but I’ll explain some cards I recently added too.

So first some card explanation:

Snowman Eater

Typical Rai-Oh killer and helps against Laggia too (assuming there’s no Dolkka on the field). Can be added back by Salvage, but I’m thinking of adding a second one to the side.

Twister

Against the usual side cards which are used vs. Mermail (Macro Cosmos, Dimensional Fissure, Soul Drain), the 500 LP are worth the price, if you can get rid of those sides.

Imperial Iron Wall

Imperial Iron Wall

This is my ultimate weapon against Dino Rabbits/Verz Rabbit, as it blocks off Rabbit and shuts down their sided Macro Cosmos, in addition to that you’re not affected at all.

Dragon Ice

Dragon Ice

Ugly guy, but I think he could be useful in combo with Atlanteans as a hand trap. Wasn’t really useful most of the time, but I still hope to resolve the combo in the future 😉

Combos would be either opponent Special Summoning, trigger him with discarding Armsman to destroy one face-up card, you could also discard Marksman to blow up a set card, ditch Seahorsemen/Dragon Riders to add a Sea Serpent or drop Abyssgunde to Special Summon a Mermail from grave. This Special Summon is an Effect Summon, therefore you can activate the Atlantean effects.

Dewloren, Tiger King Of The Ice Barrier

Dewloren

Returning monsters ain’t that bad, if you’re returning Atlanteans, but it’ll be probably more useful to return face-up Spells/Traps; too bad that there are not that much except Abysssphere. You can do a pretty good combo with Sphere and Dewloren although.

Activate Sphere, summon Linde, return Sphere, Linde is destroyed and from there on you can do all kinds of combos depending on your hand and your deck.

  • Hand with Atlanteans and grave pretty empty? -> Summon Pike, discard an Atlantean, add a LV 3 WATER monster, trigger the Atlantean effect
  • Hand with Gunde and some Mermails in grave? -> Summon Pike/Turge, discard Gunde, add LV 3 or lower WATER monster from grave, trigger Gunde’s effect, Special Summon a Mermail (even Megalo is possible)
  • Not really good hand cards or no hand? -> Special Summon Megaloabyss for a big Beater
  • much more combos possible, just think carefully about your options

Now we’re moving to the rulings part

Abyssphere

Sphere

Effect:

Special Summon 1 “Mermail” monster from your Deck, but its effect(s) is negated. While this card is face-up on the field, you cannot activate Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent’s next End Phase after activation.

This card let’s you summon a Mermail from your deck with its effects negated (only on the field!) and is chainable to MST, Heavy Storm and similiar (means that you can still Summon Linde from deck and get her effect to Special another Mermail; just the same as when you chain Call Of The Haunted to MST/Heavy; cause Sphere will be Chain Link 2 and resolve before MST/Heavy). The part that says to destroy itself at the opponents End Phase will trigger in the same turn if you activate it before your opponents End Phase (Draw Phase, M1, BP or M2) (see Ruling here).
Sphere is clearly the best Trap card in Mermails, so make sure you run 3.

Mermail – Megaloabyss

Megaloabyss

Effect:

During your Main Phase: You can discard 2 WATER monsters, except this card; Special Summon this card from your hand. When this card is Special Summoned by this effect: Add 1 “AbyssSpell or Trap Card from your Deck to your hand. You can Tribute 1 other face-upAttack Position WATER monster you control; this turn, this card can attack twice during the Battle Phase.

Although the translation of the japanese card text sounds exactly as Swap Frog (which is an Inherent Special Summon) this card’s Special Summon is an Effect summon, as Konami stated:

Special Summoning this card from the hand is an Ignition Effect that activates in the hand. (Source: Yu-Gi-Oh! Wikia)

That means that the summon can’t be stopped by Rai-Oh, Laggia, Solemn Judgment or Black Horn Of Heaven, as all of them can only negate Inherent Special Summons (Special Summons which doesn’t start a chain). And an effect clearly starts a chain, therefore you can chain Maxx C to the summon of Megalo. The add part of Megalo is obligatory, don’t forget that.

Edit:

Joel reminded me of an important thing considering Megaloabyss that I forgot: If you tribute an Atlantean on the field and send it to grave, their effects will also be activated.

Mermail – Abyssturge

Turge

Effect:

When this card is Normal or Special Summoned: You can discard 1 WATER monster to target 1 Level 3 or lower WATER monster in your Graveyard; add it to your hand. The effect of “Mermail Abyssturge” can only be activated once per turn.

This is also from Joel: You can also add the WATER monster you just discarded to the grave, although I’m not sure whether the effect of an Atlantean/Gunde will activate or not.

Additional Comment

Well that was everything for today I guess, maybe I’ll upload some DN dueling videos of Mermails when I’m done editing them. Didn’t even use Dragon Ice once, but maybe 1 copy of it is too little to make some cool moves, but I won’t add more cause it’s really a dead draw if you’re in a pinch.

Next deck will be the revived TCG Agent Fairies, so look forward to it.

All images are taken from Yu-Gi-Oh! Wikia and DuelingNetwork.

Dark World Turbo Deck

This is a TCG Dark World Turbo deck and not the Fabled Raven build like some guys running in OCG. The original deck idea (this build) is from Joseph Truong who got into Top 8 at YCS Toronto 2012 (September 2012 list – was held on September-01-2012 I think) with this deck and in addition to that, he was the only Dark World player who accomplished that. So you might ask yourself what’s the difference between a standard DW deck and the Turbo Version? Well Turbo means, that you’re using some additional Draw Power like Upstart Goblin and Reckless Greed to get most of your combo pieces as fast as possible into your hand and thin out your deck. I tried to use Hope For Escape too, but didn’t had the amazing results I was hoping for so I dropped them for some protection tech (Torrential, Starlight, Book Of Moon).

Decklist

Dark World Turbo Decklist September 2012

Monster (15)

3x Grapha, Dragon Lord Of Dark World (LV 8)

3x Broww, Huntsman Of Dark World (LV 3)

1x Beiige, Vanguard Of Dark World (LV 4)

3x Snoww, Unlight Of Dark World (LV 4)

1x Sillva, Warlord Of Dark World (LV 5)

2x Trance Archfiend (LV 4)

2x Tour Guide From The Underworld (LV 3)

Spell (17)

3x The Gates Of Dark World

2x Dark World Dealings

3x Dragged Down Into The Grave

1x Allure Of Darkness

1x Card Destruction

1x Monster Reborn

1x Dark Hole

1x Heavy Storm

1x Book Of Moon

3x Upstart Goblin

Trap (8)

3x Reckless Greed

1x Dark Smog

1x Starlight Road

2x Torrential Tribute

1x Solemn Judgment

Extra (15)

1x Stardust Dragon (LV 8)

1x Scrap Dragon (LV 8)

1x Wind-Up Zenmaines (R 3)

1x Leviair The Sea Dragon (R 3)

1x Number 17: Leviathan Dragon (R 3)

1x Maestroke The Symphony Djinn (R 4)

1x Number 39: Utopia (R 4)

1x Number 50: Blackship Of Corn (R 4)

1x Photon Palilloperative (R 4)

1x Gem-Knight Pearl (R 4)

1x Adreus Keeper Of Armageddon (R 5)

1x Gaia Dragon The Thunder Charger (R 5)

1x Number 15: Gimmick Puppet Giant Killer (R 8)

1x Hieratic Sun Dragon Overlord Of Heliopolis (R 8)

1x Number 22: Fran Ken (R 8)

Side (15)

1x Dark World Dealings

3x Mystical Space Typhoon

2x Twister

2x Deck Devastation Virus

2x Eradicator Epidemic Virus

2x Skill Drain

1x Dark Smog

2x Royal Decree

Explanation and Strategy

There’s not much esplanation needed concerning the Dark World monsters I guess, so I’ll try to keep it short (you know what’s happening when I try that lol). Please be aware of a few things before you play this deck or a similiar build (especially beginners): Dark World effects do NOT activate when they’re discarded as a cost (for example Hand Destruction; this card doesn’t trigger the DW effects for more info click here).
For more infos concerning costs click here. Most important part there:

In the lore of a card whose effect requires a cost, the cost description is separated from the effect description by a comma (“,“), a period (“;“) or the word to.

I don’t really like Fabled builds although they offer the possibility to sync, cause they lack the ability to take back a banished Fiend, which Trance Archfiend offers (ok, maybe 1 Trance and 1 Raven would be ok too, but I still like Trance more). The biggest problem of DW would be of course the Game 2 of a match and the mirror match (as the effects of a DW monster will be much better when your opponent makes you discard).

For the mentioned Game 2 there’s a lot of Spell / Trap hate in the Side Deck, cards that hurt you are for example: Macro Cosmos, Dimensional Fissure, Shadow-Imprisoning Mirror and some other cards. These cards should be removed from the field as fast as possible. Most of the players won’t have those cards in their main decks (except maybe Verz/Dino Rabbit or Macro Monarchs/ D.D. decks), but all decks that aren’t affected by these cards will probably side them in after the 1st game. But let me tell you one VERY important thing concerning Shadow-Imprisoning Mirror for a DW player: This card does NOT stop you from Special Summoning Grapha from grave, as it is not an Effect Summon, but only an Inherent Special Summon, the returning of a DW monster is the Summoning Condition.

Grapha, Dragon Overlord Of Dark World

Grapha

Grapha is your boss monster in the deck like Master Hyperion in Agent Fairy or Red-Eyes Darkness Metal Dragon in Chaos Dragons. He’s easily summonable from the grave, just returning 1 DW monster from your side of the field to summon him back from grave is one of the best Summoning Condition in the game in my opinion (most of the other similiar guys are just once per duel). Destroying one of your opponents cards when discarded is something you shouldn’t underestimate too. The Hornet loop might be a rare sight now, but a rampaging Grapha isn’t something you want to mess with. Just be careful that you don’t get hit by a D.D. Crow, if that happens you still have Trance Archfiend to take Grapha back, don’t forget that. Awesome thing about Grapha is that you don’t lose any hand cards at all when you summon him from grave so he’s basically a +1 every turn and it’s really hard to get rid of him in game 1 (mostly Chaos Decks will have the upperhand here).

Broww, Huntsman Of Dark World

Broww

This guy’s your advantage generator, he will make you +1 most of the time, if you discard him (or at least +0 and not make a -1). He’s a target for Tour Guide too, if the other copy is either in your hand (and you don’t want to lose hand advantage) or in your grave. There aren’t really much more purposes besides returning for Grapha and banishing for Gates.

Beiige, Vanguard Of Dark World

Beiige

Beiige summons himself from grave if he’s discarded. Not much to say about this card except that you can probably call out 2 Graphas in 1 turn with him.

Snoww, Unlight Of Dark World

Snoww

She’s your main searcher in the deck and can search for almost everything you need: Grapha, Gates, Dealings.

Sillva, Warlord Of Dark World

Sillva

Had twisted feelings about him, I didn’t want to put him inside at the beginning, but tests proved that he’s good, if there’s no Grapha or Snoww in sight (Sillva‘s great in Mirror Matches too; he will trigger his effect after your opponent draws from Dealings or Card Destruction, don’t forget that; returning 2 cards to the deck is great)

Trance Archfiend

Like I said, I prefer him over a Raven, because of his ability to get a banished Grapha back (or any other fiend; but I would save 1 Archfiend for emergency cases. My extra deck is stuffed up too, so I would have to make some space for him that I don’t really have. In my opinion those Xyz’s are more than enough, DW doesn’t even need an Extra Deck at all (is better with one although)

Tour Guide From The Underworld

Tour Guide

Your Xyz engine and also a Fiend monster. I don’t play Sangan alongside because there are already 3 Browws for additional targets and Sangan doesn’t really have a good target here and is way too slow for a turbo deck. Trust me Sangan is not needed here 😉

The Gates Of Dark World

The Gates OF Dark World

This field spell should always be on your side as it makes you plus so much and it is one of the reasons why we are running Reckless Greed without having a problem of not drawing cards for 2 turns. Always remember that it boosts your monsters with 300 ATK / 300 DEF, I always forget that lol.

Dark World Dealings

Dark World Dealings

Dealings is one of the best cards in a dark world deck, so why do I only play 2 copies? That’s because of fearing a Mirror Match, if I see that it’s not a Mirror Match, I side in the 3rd Dealings instead of a Trance, sometimes it’s much better to have Dealings than Trance in hand (you have to Normal Summon him, but you also want to Normal Summon a DW to return for your Grapha).

Dragged Down Into The Grave

Dragged Down Into The Grave

Dark World is the only deck that can abuse this card so hard and to that extent (I think so). It will definitely give you an advantage of knowing your opponents hand, while you’re setting every Spell/Trap, leaving only the DW monsters, whose effects will trigger when discarded. I tried to squeeze in Mind Crushes (cause of Dragged Down), but they slowed me down or rather didn’t come at the right time, so I kicked them. Setting all your S/T is funny because most of the time it will only be Reckless Greed or Dark Smog, Reckless can be chained (in case of MST) and Smog isn’t really a must on the field. In addition to that a Heavy Storm will be punisshed by a Starlight Road (this happens so often, you won’t believe it lol; the amazing deck thinning abilities of DW could be a reason for always getting Starlight when needed).

Card Destruction

Card Dstruction

This card is maybe the best advantage generator you can get in a DW deck (well only if your hand’s not full of S/T 😀 ). Nothing else to say here, except that you can choose the order your DW effects activate, but remember that they all activate after you and your opponent draw the cards.

Upstart Goblin

Upstart Goblin

Thins your deck out, the 1000 additional LP for your opponent are peanuts. Makes your deck more speedy 😉

Reckless Greed

REckless Greed

This card makes your deck going into Turbo Mode, always try to activate multiple Reckless Greed instead of just 1, as the turns you’re unable to draw do NOT stack, so if you’re playing 2 Reckless Greed in the same turn, you will just be unable to draw for 2 turns. Also don’t activate this card in your opponents turn if it doesn’t get destroyed, always wait for your draw in your own turn first and then decide, if it’s really necessary to activate them because you’re running out of options or if you might be able to kill your opponent with 4 additional cards. Never succeeded in having 3 Reckless at the same time, but 2 Reckless happens really often.

Dark Smog

Dark Smog

Dark Smog gives you a huge advantage against decks that abuse the grave like Chaos Variants and some other stuff. Your opponent will most likely have 1 or 2 monsters in their grave, that you can remove and dropping one Fiend monster isn’t a bad thing either. Very expensive in TCG although, I don’t know the price in OCG.

Starlight Road

Starlight Road

As we’re playing with a full set of Dragged Down, it will be most likely that we’re setting all our S/T, therefore I think Starlight is definitely needed and will punish all careless Heavy Storm players who doesn’t expect a Starlight in a DW deck (I know, it’s not really usual, but makes sense; I do the same in my Bubble Beat Deck too). With all those Mirror Forces running around Starlight is even better.

Torrential Tribute

Torrential Tribute

Most of the DW players don’t play techs like Torrential or Bottomless, I like Torrentials although, cause they give me the reset option I need when a BLS or something similiar hits the field and Grapha is always easy to revive.

Number 15: Gimmick Puppet Giant Killer

Number 15: Gimmick Puppet Giant Killer

Effect:

2 Level 8 monsters
Up to twice per turn, during your Main Phase 1: You can detach 1 Xyz Material from this card to target 1 Special Summoned monster your opponent controls; destroy that target, and if that target was an Xyz Monster, inflict damage to your opponent equal to its original ATK.

Giant Killer’s stats are not that amazing, but gives me the ability to destroy annoying monsters in late game, when all Graphas are already in grave or on the field and you can’t use their effects to get rid of your opponents monsters.

Hieratic Sun Dragon Overlord Of Heliopolis

Hieratic Sun Dragon Overlord Of Heliopolis

This guy’s a much better choice than Giant Killer, but sometimes you might be in a situation where you don’t have any monsters to tribute or can’t afford doing so, these are the rare times you’ll need Giant Killer.

Number 22: Fran Ken

Number 22: Fran Ken

Effect:

2 Level 8 DARK monsters
Must be Xyz Summoned, and cannot be Special Summoned by other ways. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card and send 1 card from your hand to the Graveyard to target 1 face-up card your opponent controls; change this card to Defense Position, and if you do, negate the target’s effect(s) until the End Phase.

Whopping 4500 ATK are amazing, although his DEF are meager 1000. Has a nice effect, but the resulting defense switch leaves him vulnerable. I think the name is a pun about Franken (Stein)?

Mystical Space Typhoon

Mystical Space Typhoon

I didn’t consider it to be necessary to main deck MST cause of Grapha, but triple MST’s are definitely needed in Game 2, as there are several anti-DW cards that are always popping up.

Twister

Twister

Why that, you might think, Twister is a bad card, you have to pay 500 LP cost and it only destroys face-up S/T cards. But hold on a minute and think: Almost every side deck cards against DW are continious cards (except maybe D.D. Crow). Therefore it is an awesome choice, as it is a Quick-Spell and gets rid of every annyoing card you might face. You definitely have to side in Game 2, I can’t emphasize this point enough, and S/T hate will be your main side choices.

Deck Devastation Virus

Deck Devastation Virus

A little tech against decks that like small monsters (there aren’t many right now, maybe Mermail and Junk decks).

Eradicator Epidemic Virus

Eradicator Epidemic Virus

Amazing tech against Exodia and Burn decks, works against some decks with heavy backrow like Dino Rabbit or Hero Beat too. Against Exodia decks: Call Spell; Against Burn decks: Call Trap.

Skill Drain

Skill Drain

Doesn’t affect you at all (except Trance Archfiend and Tour Guide) and stops/slows a bunch of decks (Inzektor, Agent Fairy, Mermail, Six Samurai)

Royal Decree

Royal Decree

Together with all your other S/T hate this card completes your side decking. Including this card you have 9 cards (3x MST, 2x Twister, 2x Eradicator Epidemic Virus, 2x Royal Decree) that helps you in case of Macro Cosmos, Dimensional Fissure and Shadow-Imprisoning Mirror.

Additional Comment

So now that we know what to side in, what should we side out? Well I’m usually doing this or something similiar, depending on the opponents deck and his ability to side:

Usual Dino Rabbit siding (or anything else that relies heavily on Traps), the most fearsome opponent in my opinion.

Out:

In:

I do lose some speed with this siding, but with Macro or something similiar out you can’t do anything at all, so better losing some speed than dying to their side deck cards.

You got some comments or ideas? Feel free to post a comment here or on my Facebook page.

All images are taken from Yu-Gi-Oh! Wikia and DuelingNetwork.

DuelingNetwork Down

Sander Van Doorn – Chasin’

Update:

DuelingNetwork is online again (September-11-2012, 01:26 GMT+1).

Due to still unknown reasons Duelingnetwork one of our favourite Duel simulators is currently down (20:37 GMT+1 here). I checked the pages availability with this page tester too:

This is what I get with the tester:

DuelingNetwork Down

So in the meantime while DN is down and I still didn’t finish my Dark World article, here’s a funny music video from a cool track from the dutch House DJ Sander Van Doorn:

Sander Van Doorn – Chasin’

I’ll keep you guys updated if there’s something new.

Big Thanks For Hitting The 10,000 Views Mark

I want to shout out a big thanks to all my readers and fellow bloggers for hitting the 10,000 view mark.

Yuru Yuri: Akari~n  >.<

Thanks to you readers for supporting me with your views, comments and spreading the address of my blog. Thanks to all my fellow bloggers who linked my blog on their pages (I still don’t know how to make wordpress display your most recents posts in a blogroll like it works on blogspot; if somebody knows how to do this on wordpress I would be glad if you could tell me that; it isn’t in the widgets part -.-‘ )

Now what else could I write? – Well concerning myself, I will try to keep up the detailed work and continue posting monster articles with 2000+ word count to keep you guys up to date. Feel free to comment on every post I make, I’ll try to answer all comments you make, only annoying thing is the more or less hidden comment part, you can comment if you click on the bubble on top of every post (dumb designer of this open source layout did this 😀 ) ; the Facebook page is also open for discussions just post something there and I’ll answer you (hope you found that Facebook Like button on the right upper corner of my blog; you don’t have to like it to comment 😉 I know that some of you guys might feel too embarressed to like it; it’s not that big problem for me, you can still join the discussion if you click on the page’s name instead of the like button).

Special thanks goes to Lee Scyu, AndrewNg, Clarence, K’yde Ren, Chaosygo, AwesomeHazelNuts and Yu-Gi-Oh! Estragia for adding my blog on their pages, arigatou gozaimasu 😉

Wish me good luck for my exams in the following weeks 😀

Oh, and before I forget to tell you the next Meta candidate: the next post is about Dark World, an archetype that many people are talking about right now whether it will make an impact and reach the Tops everywhere in the world or not. My build will be a Dark World Turbo deck so look forward to it (will be up in a few days I think; few days means 1-3 days 😀 ).

Verz Rabbit

This is the part 2 of my Dino Rabbit/Verz Rabbit post. The first decklist here is not a real big impact, I just changed 3 Kabazauls to 3 Evilswarm Heliotrope, 1 Dolkka to 1 Evilswarm Ophion and 2 Thunder King Rai-Oh for 2 Effect Veiler (because Ophion often falls prey to Monster effects, rather than S/T destruction). Just to mention it again, I still don’t call them Evilswarm, but Verz, cause Evilswarm sounds stupid to me.

Verz Rabbit (Dino Focus)

Decklist

Verz Rabbit Decklist September 2012

Monster (18)

3x Evilswarm Heliotrope (LV 4)

3x Sabersaurus (LV 4)

2x Rescue Rabbit (LV 4)

3x Jurrac Guaiba (LV 4)

2x Tour Guide From The Underworld (LV 3)

1x Sangan (LV 3)

1x Spirit Reaper (LV 3)

2x Effect Veiler (LV 1 – Tuner)

1x Gorz The Emissary Of Darkness (LV 7)

Spell (12)

1x Heavy Storm

1x Dark Hole

1x Monster Reborn

2x Pot Of Duality

3x Forbidden Lance

3x Mystical Space Typhoon

1x Book Of Moon

Trap (10)

2x Compulsory Evacuation Device

1x Starlight Road

1x Mirror Force

1x Torrential Tribute

2x Bottomless Trap Hole

2x Solemn Warning

1x Solemn Judgment

Extra (15)

1x A.O.J. Catastor (LV 5)

1x Stardust Dragon (LV 8)

1x Wind-Up Zenmaines (R 3)

1x Leviair The Sea Dragon (R 3)

1x Daigusto Emeral (R 4)

1x Maestroke The Symphony Djinn (R 4)

1x Blackship Of Corn (R 4)

1x Photon Papilloperative (R 4)

1x Gem-Knight Pearl (R 4)

1x Number 16: Shock Master (R 4)

1x Evilswarm Ouroboros (R 4)

2x Evolzar Laggia (R 4)

1x Evolzar Dolkka (R 4)

1x Evilswarm Ophion (R 4)

Side (15)

1x Hanewata (LV 1 – Tuner)

2x Maxx “C” (LV 2)

2x Thunder King Rai-Oh (LV 4)

1x Snowman Eater (LV 4)

2x Forbidden Chalice

2x Dimensional Prison

3x Macro Cosmos

1x Skill Drain

1x Mind Crush

Strategy and Explanation

There isn’t that much to explain except the Verz part, as I think. The rest is pretty similiar to the Dino Rabbit deck. Well first of why Verz (Evilswarm)? Just because of one single card:

Evilswarm Ophion

Evilswarm Ophion

While this card is on the field no player can Special Summon monsters with LV 5 or higher (Has to have at least 1 Xyz material to apply this effect). Does it ring a bell? Yes? Yeah, probably: This card doesn’t affect you at all (except maybe your Gorz and Stardust Dragon) and stops many decks when it’s out, especially Hieratic, Chaos Dragon, Dark World (Still gets blown up by a discarded Grapha – Debunk as a side deck choice??). Too bad that it’s still unknown when it will come out in TCG or if it will ever come out. The reason why I don’t play Pandemic Contagion Infestation: I just have 3 Heliotrope and 1 Ophion, so if I draw Infestation Pandemic Virus it’s pretty dead in my hand, therefore no Infestation card in this build; just using it in the more Verz focused build, which I will present you now.

Verz Rabbit (Verz Focus)

Decklist

Verz Rabbit Decklist September 2012

Monster (18)

3x Evilswarm Heliotrope (LV 4)

3x Kabazauls (LV 4)

2x Rescue Rabbit (LV 4)

3x Evilswarm Castor (LV 4)

1x Evilswarm Mandrago (LV 4)

2x Tourguide From The Underworld (LV 3)

1x Sangan (LV 3)

1x Spirit Reaper (LV 3)

1x Effect Veiler (LV 1 – Tuner)

1x Gorz The Emissary Of Darkness (LV 7)

Spell (12)

1x Heavy Storm

1x Dark Hole

1x Monster Reborn

1x Book Of Moon

2x Pot Of Duality

1x Forbidden Lance

3x Mystical Space Typhoon

2x Infestation Pandemic Infection

Trap (10)

2x Compulsory Evacuation Device

1x Mirror Force

1x Torrential Tribute

2x Bottomless Trap Hole

2x Solemn Warning

1x Solemn Judgment

1x Starlight Road

Extra (15)

1x A.O.J. Catastor (LV 5)

1x Stardust Dragon (LV 8)

1x Wind-Up Zenmaines (R 3)

1x Leviair The Sea Dragon (R 3)

1x Daigusto Emeral (R 4)

1x Maestroke The Symphony Djinn (R 4)

1x Blackship Of Corn (R 4)

1x Evilswarm Bahamut (R 4)

2x Evilswarm Ophion (R 4)

1x Gem-Knight Pearl (R 4)

1x Number 16: Shock Master (R 4)

1x Evilswarm Ouroboros (R 4)

1x Evolzar Laggia (R 4)

1x Evolzar Dolkka (R 4)

Side (15)

1x Hanewata (LV 1 – Tuner)

2x Maxx “C” (LV 2)

2x Thunder King Rai-Oh (LV 4)

1x Snowman Eater (LV 4)

2x Forbidden Chalice

2x Dimensional Prison

3x Macro Cosmos

1x Skill Drain

1x Mind Crush

Strategy and Explanation

Normally Verz players use Evilswarm Thunderbird instead of what I use, but I’ll explain all my choices later. This build is a much more Verz focused deck as you can see, so I use 2 Pandemic Contagion Infestation, cause the card isn’t a dead hand card anymore in this deck; there are more than enough Verz monster you can protect with this card. I think the strategy will become a bit more understandable, when you read the effects of the monsters I used.

Evilswarm Castor

Evilswarm Castor

This guy is your Double Summoning engine (to call out Ophion), I do think that you can’t Veiler the effect away, as it is a condition for being able to summon like Swap Frog and in addition to that look at this ruling:

If Skill Drain is activated after this card is Normal Summoned, the effect that performs an additional Normal Summon can be applied.[1]  (Source: Yu-Gi-Oh! Wikia)

That means that if your opponent chains Skill Drain to the Normal Summon of your Catastor you will still get your additional Normal Summon, so I think it’s the same with Veiler, too.
BUT: Don’t mix it up with Skill Drain already being active BEFORE you Normal Summon Castor this is different from the ruling before:

If this card is Normal Summoned while Skill Drain is active, the effect that performs an additional Normal Summon cannot be applied.[1]  (Source: Yu-Gi-Oh! Wikia)

Because of that I didn’t use Skill Drain in my Side Deck, but added 1 additional Mind Crush. Castor is according to the wikia the counterpart of Constellar Pollux (the infected twin brother of Constellar Pollux to be exactly).

Evilswarm Mandrago

This card’s pretty cool, it is a bit like Photon Thrasher or Cyber Dragon, but much better for Rank 4 Xyz. You can even Special Summon this card, if you have a monster on your field. The only condition you have to fulfill is having less monsters than your opponent, so a really awesome card to call out your Ophion or Bahamut. According to the wikia Mandrago is an infected grown-up Naturia Cosmobeet.

Pandemic Contagion Infestation

Pandemic Contagion Infestation

Strange name there on DuelingNetwork Infestation Pandemic Infection … Sounds weird lol. Nonetheless a great card in a Verz deck as it protects your monsters from almost all Spell/Trap threats and doesn’t have a bad side effect too (only that you can’t use your own spell/trap on them). The important thing to remember here is that it just Pandemic Contagion Infestation only protects cards that are already on the field, so if you have 2 Heliotrope on the field and play Pandemic Contagion Infestation, then summon Ophion, your Ophion won’t be protected by Pandemic Contagion Infestation. This card is searchable with Ophion, so don’t forget to search for it after you’ve summoned Ophion, as it will protect your Ophion. As we already talked about Ophion before in the other decklist, I’ll skip Ophion and go straight to Bahamut. Pandemic Contagion Infestation seems to be the virus responsible for all monsters evolving into corrupted Verz monsters, but I’ll tell you the story later.

Evilswarm Bahamut

Evilswarm Bahamut

Bahamut is so good if you are in a pinch and your opponent has a board full of monsters, just steal away your opponents BLS lol. Don’t forget that it’s a permanent stealing, the cost of dropping one Evilswarm for that effect should be peanuts, right? 😀 Bahamut is the infected Brionac, who was infected by the Pandemic Contagion Infestation (a virus; I’ll post the story behind the Verz later)

Evilswarm Ouroboros

Evilswarm Ouroboros

Effect:

3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; activate 1 of these effects. Each of these effects can only be used once while this card is face-up on the field. ● Target 1 card your opponent controls; return it to the hand. ● Send 1 random card from your opponent’s hand to the Graveyard. ● Banish 1 card in your opponent’s Graveyard.

Just to round up our Verz monsters: This card can activate 3 different effects, but only one of them each turn and you can only activate each of them once while it is face-up. This card is like I said in the Dino Rabbit post the infected Trishula and their effects do resemble, did you notice that?

Evilswarm Thunderbird

Evilswarm Thunderbird

The last part of our Verz guide that I found worth mentioning. I didn’t use this guy, cause I think he’s too slow and your opponent can play around his banishing effect or you have to waste resources to make him banishing. Therefore I replaced him with a Mandrago, but he’s a good card.

Additional Comment

Ophion alongside with Laggia/Dolkka are one of the best lockdowns you can have, so I think there will be some decks in OCG coming up once Dolkka is released in OCG. Finally we’re at the end of this post and as I promised here’s the storyline of the Verz and how they came to life and were defeated. This was originally a post of akoe2 on pojo regarding the Gusto, but it also explains everything else really good, so I’ll just use this post here.

Once upon a time…

there were the Gusto, a tribe that lives with the wind and worships the bountiful land they’ve lived on since ancient times. Against their various outside enemies they link their hearts together with and battle along animals that live around in order to protect their land through the generations. Whilst the Gem-Knights and Lavals war was interrupted by the Vylons, the Gusto face a new foe, one the likes of which they’ve never face; the Gishki. The Gishki wanted the bountiful resources of the Mist Valley marshlands, the home of the Gusto. To this end, they invaded the Marshlands to take these resources by force. In the midst of this intense battle, the Steelswarm rose from the depths of the abyss to regain their lost power.

With the Steelswarm threat ravaging the land and no way to stop it, the Gusto joined forces with the other tribes under command of the Vylons. The Vylons offered power to a selected few from each tribe to increase fighting potential. Among them, was Reeze, Whirlwind of Gusto who combined with Vylon Sphere to create Daigusto Sphreez. And so, the final battle began.

After the great battle, the Vylons saw the Tribes go back to war immediately afterward. They ruled that if the world could not change, it would be destroyed. Facing anihilation, the four tribes once again banded together to survive. In doing so, they shared among each other the great powers they had kept secret among themselves. Chasing the Vylons back to the heavens from which they came, war broke once more.

However, though the Steelswarm was gone, their plague spread like Wild Fire. Members of all nation, including Gusto Falco were infected. This new Virus gave rise to the Verz, and they began to wreak havoc on the war torn land. With the tattered remains of the Lavals finished off by the Gishki, the Gishki in a panic do to their dwindling resources and the Gem-Knights locked in battle with the Verz, the Gusto prayed to the heavens that the ancient Messiahs would descend. Some lent aid to the Gem-Knights, though it seemed all for naught until the descent of the Constellar. The Constellar was evenly matched with the Verz giving the Gem-Knights and Gusto time to retreat. As war raged between light and darkness, the Gishki gave in to the Verz in order to survive. The Gem-Knights joined the Constellar in battle to defend Justice. As all hope resting on the last of the Gem-Knights and the power of the Constellar and the Verz threat looming ever so close to the Marshlands, the Gusto sent out a final prayer. As some of the worn-out Gusto prepared for battle to defend themselves, their last hope went to their Diety. Hell broke loose around the Shrine of the Mist Valley, and the Gusto’s last prayer was answered by the Genesis Star God, Sophia. Seeing as how there was no hope left, Sophia reset the world.

Additional additional Comment 😀

Thx for reading this much and I hope you liked it.

All images are taken from Yu-Gi-Oh! Wikia and DuelingNetwork.