Qliphort January 2015

This new Archetype was introduced in Next Challengers and they consist of EARTH-Machine monsters the “main engine monsters” are either LV 6, 7 or 8. It’s the first Pendulum archetype that I consider as competetive. They have the thing in common that they can be Normal Summoned without a tribute and become LV 4 with an Original ATK of 1800 ATK when summoned like this (except Scout that is only our searcher card). BUT: Same as Beast King Barbaros their ATK will reset to their original printed value when their effects are negated for example when Skill Drain is face-up on the field and even better is that if Skill Drain or the effect negating effect stops their ATK will remain at their original printed value.

Why’s this deck so good? Well first you have several searchers that can search you everything you need, making it super consistent. Secondly you have access to almost every good flood gate in the meta (Vanity’s Emptiness, Skill Drain or Shadow-Imprisoning Mirror in the side) and suffer almost no drawback from using them, while most of your opponents will be crippled when they face these flood gates you are using. It’s a pretty easy to learn deck, but it’s not autoplay as some people suggest, especially in game 2 and 3 where you have to be careful not to get your Scouts and Skill Drains blown up by Fairy Wind or other Spell and Trap hate that they sided in.

How do Pendulums work? First you have to have Pendulum cards in your Pendulum Zones. These Zones were introduced with the Yuma Starter Deck and they are located between the Extra Deck and the Field Spell Zone on the left side and between the grave and your deck on the right side.

Each Pendulum card is multicolored (the upper half is orange/yellow, while the lower half is green; yellow means its monster part is just a normal monster, if it’s orange it has a monster effect too).

You have to activate 2 Pendulum cards in your Pendulum Zones, then you can Special Summon any monster from your Hand AND/OR face-up on your Extra Deck that has a level in between the Pendulum Scales (so if they are 9 and 1 like above you can Special Summon monsters that have Level 2, 3, 4, 5, 6, 7 or 8). Pendulum Scales are the numbers that are in the middle under the Blue/Red arrow, at the moment there are only Pendulum cards whose scales have the same number on both sides.

So let’s have a quick glance at the build that I’m playing in real life at the moment. Sidenote: I don’t own Vanity’s Emptiness and don’t want to purchase a playset without any big event that I want to attend as I already have my WCQ for the European Championship and I speculated that Vanity’s Emptiness might get hit, so I sold all my copies.

Why does nobody play Qliphort in Japan although it has good cards against Nekroz? – My guess would be that nobody wants to play it because it’s a budget deck and all cards are just common or rare, might be the same as why not many people play U.A. here even though it’s a decent Tier 2 deck.

Qliphort (pre SECE)

Decklist:

Monster (12):

3x Qliphort Scout (LV 5)

3x Qliphort Disk (LV 7)

3x Qliphort Carrier (LV 6)

2x Qliphort Helix (LV 6)

1x Performapal Trampolynx (LV 2)

 

Spell (22):

3x Pot Of Duality

2x Upstart Goblin

2x Forbidden Chalice

3x Mystical Space Typhoon

2x Night Beam

1x Raigeki

1x Enemy Controller

1x Snatch Steal

1x Book Of Moon

3x Summoner’s Art

3x Saqlifice

 

Trap (6):

1x Bottomless Trap Hole

1x Compulsory Evacuation Device

1x Solemn Warning

3x Skill Drain

 

Extra (15):

1x Gagaga Cowboy (R 4)

1x Number 80: Rhapsody In Berserk (R 4)

1x Abyss Dweller (R 4)

1x Daigusto Emeral (R 4)

1x Lavalval Chain (R 4)

1x Evilswarm Exciton Knight (R 4)

1x Steelswarm Roach (R 4)

1x Diamond Dire Wolf (R 4)

1x Number 82: Heartlandraco (R 4)

1x Castel The Skyblaster Musketeer (R 4)

1x Number 101: ARK Knight (R 4)

1x Number 103: Ragnazero (R 4)

1x Number 85: Crazy Box (R 4)

1x Volcasaurus (R 5)

1x Gaia The Thunder Charger (R 7)

 

Side (15):

1x Apoqliphort Towers (LV 10)

3x Maxx “C” (LV 2)

3x Spell Shattering Arrow

2x Chain Disappearance

2x Shadow-Imprisoning Mirror

1x Qlimate Change

1x Magic Deflector

2x Wiretap

 

Card explanations:

Qliphort Scout

 

Pendulum Effect

You cannot Special Summon monsters, except ‟Qli” monsters. This effect cannot be negated. Once per turn: You can pay 800 LP; add 1 ‟Qli” card from your Deck to your hand, except ‟Qliphort Scout”.

Monster Effect

Booting in Replica Mode…
An error has occurred when executing C:\sophia\zefra.exe
Unknown publisher.
Allow C:\tierra\qliphort.exe ? <Y/N>…[Y]
Booting in Autonomy Mode…

This card keeps your deck running and that’s what’s making it good. You have to pay 800 Lifepoints to get any Qli card that you want/need at the moment. The only downside of this card is that you run out of Lifepoints pretty quick when you combine it with other cards where you have to pay Lifepoints (Skill Drain, Solemn Warning). Scout can be searched with Summoner’s Art or Saqlifice. Upstart Goblin and Duality is there to make sure that you get Scout as soon as possible. I don’t play Odd-Eyes Pendulum Dragon anymore, because it is far too slow. Just imagine a Hand where you have no Scout and just an Odd-Eyes with several backrow cards and no monster. In this case you would have to wait 1 Turn for a Scout, then have to hope that you draw either a monster or Saqlifice so that you can establish some field and then you have to wait for another turn to make a Disk play. If you don’t draw any of them you have to search for a monster, while hoping that he doesn’t have MST. That’s far too slow in this format… So it’s better to run some filler cards like Upstart Goblin or Pot Of Duality instead of Odd-Eyes, that can possibly net you a Scout instantly or at least thin your deck out, in order to get Scout faster.

 

Qliphort Disk

Pendulum Effect
You cannot Special Summon monsters, except “Qli” monsters. This effect cannot be negated. All “Qli” monsters you control gain 300 ATK.
Monster Effect
You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing or is Special Summoned, its Level becomes 4 and its original ATK becomes 1800. If this card is Normal Summoned/Set, it is unaffected by activated effects from any monster whose original Level/Rank is lower than this card’s current Level. When this card is Tribute Summoned by Tributing a “Qli” monster(s): You can Special Summon 2 “Qli” monsters from your Deck, but destroy them during the End Phase.

This guy is your OTK enabler, if you Tribute Summon Disk with at least 1 Qliphort monster you can Special Summon 2 Qliphort monster from your deck that are destroyed in your End Phase, but that doesn’t matter as you will either win the game anyways or have them ready for a Pendulum next turn in order to serve as Tribute fodder or to deal heavy damage. Don’t forget that he’s unaffected from all monster effects that have a lower Level or Rank, so that means that for example all Rank 3 0r 4 Xyz’s can’t harm him. A nice addition is that all Qliphort monsters are unaffected by Swift Scarecrow, that every Burn or other troll decks is using and also Effect Veiler cannot affect Disk. In almost all cases you’ll want to Special Summon 1 Carrier and 1 Helix, as you don’t want to waste too much resources (Like wasting all Carrier), except when you want to go for game and know that you have a Skill Drain set, then you will probably summon 2 Disk, or when you just don’t have anything else in your deck.

 

Qliphort Carrier

Pendulum Effect
You cannot Special Summon monsters, except “Qli” monsters. This effect cannot be negated. All “Qli” monsters you control gain 300 ATK.
Monster Effect
You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing or is Special Summoned, its Level becomes 4 and its original ATK becomes 1800. If this card is Normal Summoned/Set, it is unaffected by activated effects from any monster whose original Level/Rank is lower than this card’s current Level. If this card is Tributed: You can target 1 monster on the field; return it to the hand.

Generally you want to start with this Normal summoned guy on the field equipped with Saqlifice, especially when you don’t know what you’re playing against. As you can read above he can bounce a monster to the hand when he’s tributed, so Carrier is the one that will get rid of your opponents monsters for you to OTK him or at least deal some serious damage when you Tribute him equipped with Saqlifice for Qliphort Disk. I also play Enemy Controller because of this guy. The idea is to tribute him for Enemy Controller steal 1 of your opponents monsters while being able to bounce another one, so that you completely interrupt your opponents plays. It has worked for me so far, that’s why I’m still playing it like this.

In case that you have a special summoned Scout you can also bounce your own Scout to be able to use it again or you could bounce a Disk when there’s a Skill Drain face-up so that Disk’s effect will trigger and Special Summon 2 Qliphort Monsters from your Deck with full ATK while being able to search another monster for Saqlifice and being able to Pendulum Summon your bounced Disk + the card that you’ve searched for.

Qliphort Helix

 

Pendulum Effect

You cannot Special Summon monsters, except “Qli” monsters. This effect cannot be negated. All monsters your opponent controls lose 300 ATK.

Monster Effect

You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing or is Special Summoned, its Level becomes 4 and its original ATK becomes 1800. If this card is Normal Summoned/Set, it is unaffected by activated effects from any monster whose original Level/Rank is lower than this card’s current Level. If this card is Tributed: You can target 1 Spell/Trap Card on the field; destroy that target.

Helix is the counterpart to Carrier, as he destroys Spell and Trap cards to ensure that there’s nothing to interrupt you from “OTK-ing” your opponent. Normally this card is better than Carrier in the mirror match, but except that there aren’t any advantages in using him against other Top Tier decks like Burning Abyss, Shaddoll or the upcoming Necloth archetype as almost every deck only plays chainable Spell or Trap cards or like Necloth barely any at all. In the mirror match you can destroy your opponents Pendulum Zones, that’s why you should search him instead of Carrier, except when your hand is capable to OTK him in the next turn, then you should aim to clear the field with Carrier and OTK him or else he will OTK you.

Like Carrier his only purpose isn’t only destroying your opponents s/t, but sometimes it’s wise to destroy your own Spell or Trap cards as well like a face-up Skill Drain that would otherwise block your Disk’s effect (just do this when you’re sure you can win, e.g. when he has no more backrow or you already know his backrow and know he has nothing in hand or deck that would allow him to come back).

Another time you would want to use Helix’s effect on your own cards would be when you want to Special Summon Xyz monsters, but the Qli scales would prevent that as every Qli monster prevents Special Summons except Qli monsters.

There were quite a few duels were I had to do this in order to call Abyss Dweller to keep Burning Abyss effects from activating in the grave (of course you want to have a spare Scout in your hand before you do this risky play). That’s one possibility to Xyz summon using Qli monsters, the other and probably better option would be using Performapal Trampolynx which will be discussed right now.

Performapal Trampolynx

 

This is your only “monster” that isn’t a Qli monster, although you won’t use him much as a monster, but only as a Pendulum Scale. Trampolynx allows you to bounce a Pendulum Scale back when you Pendulum Summon monster(s). Normally you want to bounce your Scout back to use its effect one more time, but as already mentioned before you can also abuse this little cat to allow Xyz plays to use your Rank 4 monsters as a toolbox when needed, as you can bounce Scout and therefore releasing you from the restriction not being able to Special Summon anything besides Qli monsters.

Why am I only playing 1 copy of this awesome card? Well that is because it is a card that can only allow Power Plays, but it will suck on its own for example when you only draw this little guy without anything else and only Spells and Traps. Of course you would want to reduce that situation to happen as close to zero percent as possible. In addition to that you don’t want to draw more than 1 copy of Trampolynx, so just running 1 reduces these crap hands to a minimum, also you can win without this card as it is only a win-more card and not absolutely necessary.

Pot Of Duality


So this card that was a staple in many decks the last formats, didn’t really see a use in the Meta Decks for a long time except in HAT, but finally has a purpose here, too. Why’s that you ask? Isn’t this a deck that special summons like crazy? Well yes, that’s true, although not quite. 😀

Normally in your first turn you will only Normal Summon your Carrier/Helix and equip it with Saqlifice, that’s where Pot Of Duality will come in handy and net you a good backrow like Skill Drain or any staple or it allows you to search a necessary Scout that you might not have in your starting hand. With access to cards like Skill Drain or Vanity’s Emptiness this deck can play the grinding game quite well if you’re forced to, while you lock your opponent with the mentioned flood gates. You can just sit on your 2800 ATK beaters and take your time to take out your opponent while searching for good cards with Duality and locking your opponent with your flood gates.

Upstart Goblin


I only play 2 Upstart Goblin. You think this is bad and I should play 3? It is partially correct that 3 Upstart Goblin is better than just 2, but then you have to think about it that Upstart Goblin is just a filler card that thins out my deck. Why should I leave out good cards or cards that I absolutely want to play on purpose just to play 3 copies of a filler card? That’s my reasoning and I do fill up the remaining spots with Upstart Goblins and it does make the deck faster, but I think it fulfills the same purpose with 2 copies as with 3 copies. The percentage to get a card better is so small that it’s not worth leaving out a card that might win me a game. I wouldn’t play just 1 Upstart Goblin, as you probably won’t see it in all of your games, but 2 or more copies are just right to play.

 

Forbidden Chalice


That’s one of my tech cards and it’s working wonders so far. It will be one of your cards that can decide the mirror match and it can shut down all Flip effects that would trigger when you attack them while they are face-down. Of course you could Flip a Skill Drain pre-emptively, but then you would lock yourself out of Disk’s effect, so it might be wise to just let the Skill Drain stay face-down and only activate it when it’s absolutely necessary.

The ability to use this card offensively and defensively is amazing too, as it will reset the ATK and LV of your monsters to their printed value and giving them a 400 ATK boost on top. In addition to that the reset will stay permanently, and just to mention its awesomeness one more time, you can also use this against your opponent to interrupt his plays, too. Although it’s awesome 2 copies are more than enough as you also have your Skill Drain.

 

Night Beam


An almost forgotten card in the last format, but it’s more and more regaining its usefulness as Artifacts are vanishing and everybody trying to use only chainable Spell and Traps. Especially in the Burning Abyss match-up which is by far the worst one (Shaddoll Artifact was annoying too, but that problem disappeared with the limitation of Moralltach). I’m just maining 2 copies, but that might change from time to time (you should run 2-3 copies depending on the decks you will face).

 

Raigeki


A card that isn’t as broken as it was when it was released, as almost every monster will trigger their effects in this Meta when they go into the grave, but the good thing is you don’t really care much about that, if it enables you to OTK your opponent. Normally Burning Abyss (BA) will be able to Special Summon 1 Dante back with Cir and get a bunch of effects, but that’s it. You can get rid of the Dante with your Carrier effect while your opponent isn’t able to use Fire Lake anymore, one of the probably most annoying cards that BA has. If you have used some S/T removal before they will probably have nothing anymore or a Fire Lake that he can’t use anymore. Even against Shaddoll it’s good to have because the only one that can’t be destroyed is Winda and that card is almost no problem for Qliphort as you will bounce it with Carrier and only Special Summon 1 time a 2 monsters with Disk, the Pendulum Summon can be performed later after you get rid of Winda.

 

Enemy Controller


This card is just my tech card, I tried to use 2 copies but 2 were too much. 1 random Enemy Controller is just perfect for me, usually you want to tribute your Carrier/Helix to interrupt your opponent by stealing their monster and in addition to that with Carrier’s/Helix’s effect.

It also prevents your Helix/Carrier disappearing from Bottomless Trap Hole or similiar, as Enemy Controller is a Quick-Spell card and can be chained to tribute Helix/Carrier to steal one of your opponents monsters for you to Attack/Tribute. In a pinch it can change an opponents monster into DEF.

I would probably use Vanity’s Emptiness instead of this card if I had one.

 

Snatch Steal


There was a reason why this card was banned and it’s still good as you’ll be able to clear your opponents field for an OTK or just use the targeted monster for a Tribute Summon. If your opponent wastes a MST on this card, good for you then you don’t have to worry about them having much more MST’s for your Scout, that’s ’nuff said.

 

Book Of Moon


Book Of Moon is so broken against Burning Abyss as every other Burning Abyss monster will automatically self-destroy when there’s a facedown monster on their field, rendering them unable to do any big combo on that turn (face-down monsters are not considered as Burning Abyss monsters and all BA monsters have an effect that says that they will destroy themselves when there’s a monster that doesn’t have “Burning Abyss” in its name).

It’s also good in the mirror match as their tribute summoned monster will only have 1000 DEF that you can easily run over. The only match-up where you probably don’t want to use this card is Shaddoll, but even there you can flip one of their Fusions face-down to prevent some damage or to stop their attack.

 

Summoner’s Art


Now let’s finally look at the deck specific Spell cards, this is your card that searches your Scout, if you have the choice between this card and Scout (e.g. Pot of Duality) you should always add this card and then search for Scout as this will thin your Deck out and you don’t want to draw into a useless Summoner’s Art during mid-or late game assuming there is one.

 

Saqlifice


The last part of the core engine that keeps your deck running. As said above you always want to start with this card and a Carrier/Helix (preferredly Carrier). This cards gives your Qli monster a 300 ATK boost, prevents it from being destroyed by battle and when you Tribute Summon a Qli monster the equipped monster counts as 2 Tributes. In addition to that Saqlifice will net you a Qli monster when it goes into the grave. So all in all an awesome card. You will mostly want to add a back-up Scout or a Scale 1 Pendulum monster to Pendulum Summon after you used Disk’s effect, depending on your hand.

 

Solemn Warning


This card is a little bit controversial in the deck as 2000 Lifepoints are a huge amount in a deck that pays more than 800 Lifepoints every turn not counting the 1000 Lifepoints for Skill Drain. But it does have its use and I did throw out this card for something else, but I deeply regretted that decision in the tournament and wished I had a Solemn Warning instead, so now it’s a part of my deck again. This card sucks against Burning Abyss but can at least stop Cir from activating in your grave when you get rid of his field.

 

Skill Drain


One of your best flood gates if not your best. As mentioned above the cost of 1000 in addition to the 800 Lifepoints you have to pay everytime for Scout are a huge amount, but normally you can end it pretty quick so that you don’t have to worry about that too much. The ATK of all your monsters will be reset to the original printed value if you activate this card making all monsters you Pendulum Summon or Normal Summon into 2400/2800 ATK beaters.

 

Side Deck Explanation:

I normally side out the 2 Upstart Goblin, sometimes 1 Pot Of Duality and depending on the deck some of the staples or tech cards, for example Enemy Controller or Bottomless Trap Hole against BA. This is what you have to test quite a lot to see what fits you the most against which decks and makes the difference whether you are a good player or not, you can always learn all combos, but these little decisions will make the small difference.

I don’t have that much problems against Shaddoll so I’m just siding Shadow-Imprisoning Mirrors, Wiretaps and a Qlimate Change for these matches most of the time depending on who goes first, if my opponent goes first I sometimes side 1-2 Maxx “C” instead of Wiretap.

 

Apoqliphort Towers


People first thought that this guy was your boss monster and it is a fact that he is pretty cool, but I’m still just playing him in the side deck, because you don’t want to draw Towers, but only search him when you can really summon him. In most of the cases if you can Summon this guy, you would have been able to win otherwise. The only match-up where he comes in handy is against Burning Abyss as they have nothing that can run over or get rid of him except having an Acid Golem and Giga-Brilliant and being able to activate Giga-Brilliant 2 times, which is pretty much non-existent. That’s why I only side this card when I’m facing Burning Abyss and even then I only side it in a game where I begin.

 

Maxx “C”


My favorite side card against Burning Abyss as they have to Special Summon a bunch of monsters in order to protect themselves and being able to activate Fire Lake or they will die pretty quick against Qliphort. Maxx “C” will allow me to draw my combo pieces like Scout, Saqlifice, Carrier and the Spell and Trap removal that I need for their backrow.

 

Spell Shattering Arrow


Of course this card is for the mirror match as it can destroy your opponents Scouts and other scales while also burning themfor some damage. The fact that it is a Quickplay Spell is even better as you can use it in your turn or set it and use it in your opponents turn. Spell Shattering Arrow is also good against Bujin, Madolche, U.A. Spellbook and several other decks.

 

Chain Disappearance


This is more than obviously a card against Burning Abyss and you should use it against either Tour Guide, Scarm or Graff, but don’t forget that you can also use it on Dante in a pinch. This card is also useful against Spellbook as it will reduce their consistency when you banish their blue boy, even though everbody says that blue boy is just there as a filler, but it actually allows them cycle through their deck really fast, so hitting it is a pretty ok. Also no more Spellbook Of Life makes it worthy.

In case of troll decks like Burn you can hit their Cardcars with this card which is pretty good, too.

 

Shadow-Imprisoning Mirror


I always side the Shadow-Imprisoning Mirror (SIM) against Shaddoll and Burning Abyss, but against BA I only side it when I begin, if not then I side something else like Chain Disappearance or Maxx “C” as you will always be countered with Fairy Wind or similiar making it not worth it as you have to set it after your opponent already had a turn to set up having already used a bunch of monsters and having several set cards including S/T hate, thus creating a wide gap in advantage and having much more resources to get rid of your SIM.

 

Qlimate Change


This card helps you get back your Scouts that were probably destroyed by your opponents S/T hate, as a bonus you even get more resources back like Carriers that were destroyed by battle or tributed, or Disks that also were destroyed. Don’t forget that you can search this card with Scout.

 

Magic Deflector


My secret tech card against MST, Spell Shattering Arrow, Saqlifice/Noble Knight Equip Spells or El Shaddoll Fusion. It negates every face-up effect of a Spell Card that isn’t a Normal, Ritual or Pendulum Spell Card (Pendulum Spell Cards are not considered as a continous Spell Card, but an own type).

 

Wiretap


Wiretap is for decks that rely heavily on backrow or in case that I go first the second or third game, so that I can make my plays without having to fear my opponents backrow. Also good against Chain Burn and other Troll decks.

 

Extra Deck Choices:

Your extra deck is pretty much a toolbox that you can use when you really need it. Think of it as a an always welcome present that you didn’t expect.

I’ve used my extra deck quite often even if you won’t believe it. These are the Xyz’s that I frequently use:

  1. Castel
  2. Abyss Dweller
  3. Ragnazero
  4. Rhapsody
  5. Exciton
  6. Crazy Box
  7. Lavalval Chain
  8. Gagaga Cowboy
  9. Volcasaurus
  10. Gaia

The most spectacular thing that happened to me was when I only had 1 Helix in hand and a Saqlifice and drew a Trampolynx, while having 1 Carrier in the Extra Deck. That completely turned the tide as I could Pendulum Summon Carrier from my Extra Deck bounce Helix back into my hand with Trampolynx effect, equipped Saqlifice to Carrier, normal summoned Helix, overlayed for Excition, activating its effect while Saqlifice triggered in Grave to destroy my opponents whole field. I searched for Scout then searched for Carrier and from then on he couldn’t come back.

The point I’m trying to convey is that you shouldn’t forget your extra deck that might be able to ensure your victory. For example Ragnazero is really good in the mirror match as he will always need to equip Saqlifice or use a Pendulum scale that will boost his monsters ATK. You can abuse this and make Ragnazero to lock him down, while gaining hand advantage with Ragnazero’s effect.

In case that you’re wondering why I play Lavalval Chain: Its other effect allows me to put Scout on top of my deck, which is pretty neat in case that both players have bad hands and I only have the LV 6 monsters in my hand (that become LV 4 when normal summoned).

I never needed Dark Rebellion Xyz Dragon so I kicked him for something else, also don’t forget that you can play Ragnazero Control style in case that you have a Helix in your Pendulum Zone (Helix makes all opponents monsters lose 300 ATK, which is the condition for Ragnazero to use its effect). Best time to use would be when you have Helix and Trampolynx as you always can get rid of Helix when you need to.

Try to be careful in Game 2 and 3 when your opponent will side in S/T hate to get rid of your Scout. In case that you have a monster, S/T removal and Scout, try to bait out the Traps that aren’t S/T removal then use your S/T removal to get rid of the rest before you play Scout. Sometimes you have to consider if you can afford waiting a turn to wait your backrow to be active (e.g. Magic Deflector or Wiretap) before you use your Scout or not. If you can figure these things out, then this deck will take you pretty far even though it’s still expensive. I wish you the best luck to figure that out.

I don’t play Shell, because it doesn’t help me at all as he would just be a big beater, doesn’t have the damage output as Disk (2800 + 1800 + 1800 = 6400 / 2800 + 2800 = 5600) and I don’t need an additional Pendulum Scale of 9 as Scout already is Scale 9 same as Helix.

If you only play online or have the money and I think you will have the money if you plan on playing this deck, I would switch out 1 Enemy Controller and 2 Upstart Goblin for 3 Vanity’s Emptiness. If you want to keep the Upstarts you can also consider switching out 1 Enemy Controller, 1 Forbidden Chalice and 1 Solemn Warning (although I would keep Solemn Warning, you can also just play 2 Vanity’s Emptiness, that worked for me, too).

Qliphort (post SECE)

Decklist:


Monster (14):

3x Qliphort Scout (LV 5)

1x Qliphort Monolith (LV 5)

2x Qliphort Disk (LV 7)

2x Qliphort Alias (LV 8)

3x Qliphort Carrier (LV 6)

2x Qliphort Helix (LV 6)

1x Performapal Trampolynx (LV 2)

 

Spell (18):

3x Pot Of Duality

1x Forbidden Chalice

3x Mystical Space Typhoon

2x Night Beam

1x Raigeki

1x Snatch Steal

1x Book Of Moon

3x Summoner’s Art

3x Saqlifice

 

Trap (8):

1x Bottomless Trap Hole

1x Compulsory Evacuation Device

1x Solemn Warning

3x Skill Drain

2x Vanity’s Emptiness

 

Extra (15):

1x Gagaga Cowboy (R 4)

1x Number 80: Rhapsody In Berserk (R 4)

1x Abyss Dweller (R 4)

1x Daigusto Emeral (R 4)

1x Lavalval Chain (R 4)

1x Evilswarm Exciton Knight (R 4)

1x Steelswarm Roach (R 4)

1x Diamond Dire Wolf (R 4)

1x Number 82: Heartlandraco (R 4)

1x Castel The Skyblaster Musketeer (R 4)

1x Number 101: ARK Knight (R 4)

1x Number 103: Ragnazero (R 4)

1x Number 85: Crazy Box (R 4)

1x Volcasaurus (R 5)

1x Gaia The Thunder Charger (R 7)

 

Side (15):

1x Apoqliphort Towers (LV 10)

3x Maxx “C” (LV 2)

3x Spell Shattering Arrow

2x Chain Disappearance

2x Shadow-Imprisoning Mirror

1x Qlimate Change

1x Magic Deflector

2x Wiretap

 

Card Explanation

There are 3-5 cards in the next set that I think are useful in this deck. 3 are Qliphort specific cards and 2 of them are more generic cards.

Qliphort Stealth

Pendulum Effect

You cannot Special Summon monsters, except “Qli” monsters. This effect cannot be negated. All “Qli” monsters you control gain 300 ATK.

Monster Effect

You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing or is Special Summoned, its Level becomes 4 and its original ATK becomes 1800. If this card is Normal Summoned/Set, it is unaffected by activated effects from any monster whose original Level/Rank is lower than this card’s current Level. When this card is Tribute Summoned by Tributing a “Qli” monster(s): You can target 1 card on the field; return it to the hand. Your opponent cannot activate cards or effects in response to this effect’s activation.

 

This card’s effect looks not very powerful at the first glance, but if you think about it or test it, you will see it’s really strong, as your opponent won’t be able to chain anything to this effect and it can bounce every card on the field, that means you can either clear your opponents backrow/monsters or bounce your own cards like Vanity’s Emptiness or your own Scout. In addition to that you can put Helix/Carrier on Chain Link 1 so that you get more of Stealth Superpolymerisation-like effect. Unfortunately effects like Cir or Graff will activate in a separate chain, so it will still activate.

 

Qliphort Monolith

Pendulum Effect
You cannot Special Summon monsters, except “Qli” monsters. This effect cannot be negated. During the End Phase, if you Tribute Summoned this turn: You can draw a number of cards equal to the number of “Qli” monsters you Tributed for Tribute Summons this turn.
Monster Effect
Unhandled exception at 0x1i-666 in qliphort.exe: Access violation in writing location 0x00-000
Ignore the error and continue? <Y/N>…[ ]
Xlmgzxg drgs gsv Hzxivw Givv rh uliyrwwvm. Gsv Hxlfitv szh yvvm fmovzhsvw.

Monolith is a Scale 1 Normal Monster with LV 5, which means that you can now search for Monolith with Summoner’s Art, too. The stats of 2400/1000 aren’t bad too, as the ATK won’t go down to 1800 when it is pendulum summoned (in case that it was destroyed and is face-up on your Extra Deck, I wouldn’t Special Summon it in any other case from hand except when going for game).

Its Pendulum effect is kind of like Super Rejuvenation, but only for Tribute Summons. I haven’t used Monoliths effect that much as in most cases where I had this guy, I had an OTK, but it’s definitely worth a try as you can also play a control style with Alias and Carrier/Helix supported by Vanity’s Emptiness rather than trying to go for game with the Disk play. If I go for game I would rather have Carrier, Disk or Alias as a Pendulum 1 Scale, because they give me a 300 ATK boost, that is clearly better than a draw that you would never get when everything goes right. You should also just play 1 Monolith, maximum 2 because same as Trampolynx you don’t want to have this in your starting hand without Scout and you definitely don’t want to have multiple copies in your hand. The fact that you can search for this card with Scout, Summoner’s Art and Saqlifice makes it even less important to play more than just 1 copy. Like Trampolynx it’s just a win-more card.

 

Re-Qliate

When a Level 4 or lower monster is Normal or Flip Summoned: Negate its effects until the end of this turn. (This negation remains even if this card leaves the field.) When a Level 5 or higher monster(s) is Special Summoned: Negate its effects until the end of this turn, also banish it when it leaves the field. (This negation remains even if this card leaves the field.) If the only “Qli” cards on the field are “Reqliphort”, send this card to the Graveyard.

It’s certainly a cool card and it’s searchable with Scout but I would probably only play Re-Qliate in the side deck, as it’s kind of like Vanity’s Emptiness and doesn’t work on Xyz or monsters that are already on the field. The only decks that this card is good against is Shaddoll and Nekroz, maybe some rogue decks, too.

Soul Transition

If you control no Special Summoned monsters: Tribute 1 face-up Level 4 Normal Summoned/Set monster; draw 2 cards. You can only activate 1 “Soul Transition” per turn. You cannot Special Summon the turn you activate this card.

This card serves the same purpose as Enemy Controller but it’s slightly better, as your opponent doesn’t have to have a monster on the field and you don’t lose any card advantage. The only thing is that you lose field presence and can’t use it when you have special summoned monsters. 2 copies of this card are good, but I can’t find the space to add this card.

 

Pot Of Riches

Shuffle 3 Pendulum Monsters into the Deck, from your Graveyard and/or face-up in your Extra Deck, then draw 2 cards. You can only activate 1 “Pot of Riches” per turn. You cannot Special Summon the turn you activate this card, except by Pendulum Summon.

A new pot! And it’s good! I don’t know what Konami was thinking when they created this card, but I’m happy to have it, although I would probably only play it in my side deck as the only good moment to play it would be during mid or late game, when you want to shuffle back your Disk/Alias/Scout, might be good in a deck that tries to grind with with Vanity’s Emptiness/Alias and stuff. I wouldn’t play it in an agressive build, only in the side deck as in game 2 and 3 you will lose much more Scouts due to the sided Spell and Trap hate.

 

Strategy

So if you still don’t know what to do in this deck after all this explanation here’s what you have to do:

  1. Search for Scout (if you already have one pretend that you don’t have one and search another)
  2. Look at your hand: If you have Carrier/Helix in hand, then search Saqlifice, if you have Saqlifice, then search Carrier, if you only have Disk or Alias as your only monster in your hand, then search Saqlifice
  3. Normal Summon your monster
  4. Equip Saqlifice
  5. Set some Backrow and wait a turn
  6. Search for Disk, if you already have one then search for Saqlifice
  7. Normal Summon Disk
  8. Activate Disk’s effect
  9. Special Summon 1 Helix and 1 Carrier (or any other combination of Qliphort monsters depending on your field and hand)
  10. Win the game

 

 

 

Thanks for reading, see you next time with an in-depth analysis of the upcoming Nekroz and after that I’ll give you a deck review of the Burning Abyss Deck, that is rampaging in the TCG right now.

Kahzel

 

 

Advertisements

Official March 2013 Banlist

Hey everybody, Kahzel here and I want to give you a fast update on the new March Banlist which was officially released one day ago for those who didn’t catch it. Sorry to everybody that I wasn’t able to post my Harpie deck in time, I have to learn for my exams this semester and I got no time to write or testing my decks so I haven’t finish the post yet.

There will be some major changes in the metagame with the new banlist mostly Wind-Ups will be crippled with the new banlist as Zenmaity is now totally banned from the game and Magician limited. But let’s look at it step by step. I will only list the changes that are relevant, you can look the full list on the Konami page.

Banned:

  • Sangan (I guess they want to hit Wind-Ups and Rabbits, but hitting Sangan is a bit too much in my opinion; Now you can Maxx “C” Tour Guide and scream hell yeah without worrying about a Sangan… )
  • Wind-Up Carrier Zenmaity (This is a total overkill for Wind-Ups, I could be wrong like with Inzektors, but I’m 98% sure that there’s no recovery for Wind-Ups now)

Limited:

  • Wind-Up Magician (That was somehow expected, but I didn’t expect them to hit both Zenmaity and Magician)
  • One Day Of Peace (I didn’t see that coming, haha, but it will punish those Exodia/Final Countdown Players, so hell yeah)
  • Solemn Warning (I definitely think they want to speed up the pace of the game if they limit the Warning and still have MST at 3)

Semi-Limited:

No longer restricted:

Some additional thoughts:

Maybe I’ll try to run a Chaos Dragon deck (even with Sangan banned) or a Lightsworn deck as some might stop using Dino/Macro Rabbit. Both of them are really explosive and with the new Banlist they might be more viable than before. Mermails and Fire Fists are just too expensive and Fire Kings are still unstable without Yaksha and Wolfberk.

Fire Kings

Updated Version (01-20-2013) here.

Sorry for the big delay between the posts, I got no time till now to finish my posts as I was busy with Christmas, New Years party organizing and gigs and stuff. Had to work right after New Years Eve, too, then learning for the exams… I hope you’ll forgive me and understand my situation, I’ll try to keep posting regularly though, if you want to know when a new post is up you can always follow me on Facebook or Twitter, I won’t spam you full of ads or something like that (at least I won’t do something like that by myself, I can’t influence what Facebook or Twitter does, but I think none of them spam you full of ads). In addition to that a 5300+ words post isn’t written in one day.

Seems like quite a few people have read my post on Constellars, as many deck variants are now floating around on DN, to be honest half of myself is proud and the other half is annoyed by facing all those builds now :DToday I’ve got a brand-new Archetype for you guys, the Fire Kings. Fire Kings just came out on December, 8th 2012 in the Structure Deck 24: Assault Of The Fire Kings. 2 cards that are needed are still only available as a VJump Promo only (Yaksha and Wolfberk), but the potential of this deck is really great, that the key cards will be banned or limited before they even release them in the TCG. You’ll understand what I mean when you continue reading this article.

Well what’s so awesome about this deck? There are great searching cards (Barong, Tenki and Generation Shift), special summoning cards (Assault of The Fire Kings, Fire Kings Fire Cycle, Call Of The Haunted) and destruction effects (Garunix, Nephtys). Looks like all requirements for an awesome deck are met, right? The only thing that will hurt this deck are cards that can banish your stuff like Macro Cosmos, Dimensional Fissure, Dimensional Prison or Banisher Of The Radiance. Of course you should take care of Bottomless Trap Holes or Solemn Warnings, too, as both of them can stop your Garunix from reviving from grave.

Let’s take a look at the decklist and I’ll explain my card choices later.

Decklist:

Fire Kings Deck List 2012

Monster (16)

3x Fire King Beast Barong (LV 4)

3x Fire King Beast Yaksha (LV 4)

3x Enthusiastic Beast Wolfberk (LV 4)

1x FLamvell Firedog (LV 4)

3x Fire King High Avatar Garunix (LV 8)

1x Sacred Phoenix Of Nephtys (LV 8)

2x Meklord Emperor Wisel (LV 1)

Spell (18)

3x Assault Of The Fire Kings

3x Fire Formation – “Tenki”

2x Fire Kings Fire Cycle

3x Rekindling

1x Dark Hole

1x Heavy Storm

1x Monster Reborn

1x Pot Of Avarice

3x Mystical Space Typhoon

Trap (6)

2x Torrential Tribute

1x Generation Shift

3x Call Of The Haunted

Extra (15)

1x Gagaga Cowboy (R 4)

1x Lavalval Chain (R 4)

2x Diamond Dire Wolf (R 4)

2x Fierce Leader Of The Fire Fist – Tiger (R 4)

1x Abyss Dweller (R 4)

1x Maestroke the Symphony Djinn (R 4)

1x Blackship Of Corn (R 4)

1x Photon Papilloperative (R 4)

1x Number 39: Utopia (R 4)

1x Gem-Knight Pearl (R 4)

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

1x Number 16: Shock Master (R 4)

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

Side (15)

2x Effect Veiler (LV 1 – Tuner)

1x Maxx “C” (LV 2)

1x Prime Material Dragon (LV 6)

1x Night Beam

2x Mind Crush

1x Solemn Warning

1x Bottomless Trap Hole

2x Royal Decree

1x Imperial Iron Wall

1x Needle Ceiling

1x Backfire

1x Dust Tornado

Explanation and Strategy

The basic strategy in this deck is getting Garunix as fast as possible out of your deck to pressure your opponent and abuse Garunix destruction effect (Destroy all other monsters except Garunix) when it is destroyed by card effect and revived by it’s own effect. The best thing you can do is Special Summoning Garunix with Assault Of The Fire Kings, this spell is like an Abyss-Sphere on dope. Garunix can still attack when you Special Summon him like that, at the End Phase it’ll be destroyed with Assault Of The Fire Kings effect, therefore it’ll be revived in the next Standby Phase, that means in your opponents Standby Phase and it’ll wipe out all monsters. So having Assault Of The Fire Kings in your hand is almost like having Future Fusion in Chaos Dragon before Konami banned it. To be even more broken Barong can search for any Fire King card you like when he’s destroyed by effect, so you have really easy access to your game winning spells. Yaksha allows you to destroy a card in your HAND or the field when it is destroyed, knowing that you can destroy Garunix or Nephtys in your hand to summon them with their effect in the next/your Standby Phase, as the effects will always trigger when they’re destroyed and sent to grave, no matter where they are destroyed (you can also destroy your Barong in hand to search for any Fire King card).

Fire King Avatar Barong

Effect:

Beast-Warrior/Effect

If a face-upFire Kingmonster you control is destroyed by a card effect: You can Special Summon this card from your hand. During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Add 1 “Fire King” card from your Deck to your hand, except “Fire King Avatar Barong”.

First of all you can search this guy with Fire Formation – Tenki, although I’d rather not search for him if you already have one in your hand (search for Wolfberk instead). Normally he’s just a beater and a bait for your opponent to call out a bigger monster just to get smashed by a Torrential Tribute that’ll make your Barong search in the next Standby Phase. The effect will even activate when he’s destroyed in your deck with effects like Chain Destruction. You can only activate the effect of Barong once per copy like XX-Saber Darksoul, that means that even if you revive a Barong destroyed by a card effect before with Call Of The Haunted and it is destroyed again by card effect you won’t get another search from the same Barong. If Barong is banished from your grave before the next Standby Phase you won’t get a search, because it’s a trigger effect that activates in grave.

Fire King Beast Yaksha

Yaksha

Effect:

Beast-Warrior/Effect

If a face-upFire Kingmonster you control is destroyed by a card effect: You can Special Summon this card from your hand. If this card is destroyed and sent to the Graveyard: You can destroy 1 card you control or in your hand. You can only use this effect of “Fire King Beast Yaksha” once per turn.

This card’s only purpose is to destroy the Fire King cards in your hand to trigger their effects. The most effective ones to destroy are Barong, Garunix and Nephtys, you can also Xyz with this monster and Wolfberk, but I’d always choose Barong if there’s the choice between those 2 as you’ll still be able to search for a Fire King card in case of a Torrential Tribute.

Enthusiastic Beast Wolfberk

Wolberk

Effect:

Beast-Warrior/Effect

You can target 1 Level 4 FIRE Beast-WarriorTypemonster in your Graveyard; Special Summon that target in face-upDefense Position, but its effects are negated. You can only use the effect of “Enthusiastic Beast Wolfberk” once per turn.

Your instant Xyz assuming you have a FIRE LV 4 in your grave. He’s searchable with Tenki and his effect is an Ignition effect that you can activate at any time you want in your Main Phases, not just at the summon like many other similiar Special Summoners, that means you can Special Summon him with Call or Reborn and still have your instant Xyz. Backside of this is his vulnerability to Effect Veiler, at least he’s got a more or less decent attack and a reusable effect. Like other cards with the same wording that mentions the name explicitly (“You can only use the effect of “Enthusiastic Beast Wolfberk” once per turn.”), you can only use Wolfberks effect once per turn even if it is another copy or destroyed and revived again (wouldn’t apply to effects with the wording “this card once per turn”).

Fire King Avatar Qilin

Qilin

Effect:

Beast/Effect

If a face-upFire Kingmonster you control is destroyed by a card effect: You can Special Summon this card from your hand. If this card is destroyed and sent to the Graveyard: You can send 1 FIRE monster from your Deck to the Graveyard.

Not the best Fire King monster and I think of replacing it with Flamvell Firedog. The only good thing it can do is sending Garunix or Nephtys to grave to revive it with Fire Cycle, Call or Reborn.

Changed Qilin for a Flamvell Firedog. Click here to read why.

Fire King High Avatar Garunix

Garunix

Effect:

Winged Beast/Effect

During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Special Summon this card from the Graveyard. When you do: Destroy all other monsters on the field. When this card is destroyed by battle and sent to the Graveyard: Special Summon 1 “Fire King” monster from your Deck, except “Fire King High Avatar Garunix”.

Your boss monster in this deck with a pretty decent attack and an even more awesome effect. Still vulnerable to Maestroke, but you can summon another Fire King if it is destroyed by battle, so you can easily recover again. The effect states that Garunix is revived in the next Standby Phase, that means it will come back even in your opponents Standby Phase like Evilswarm Thunderbird. There are a few possibilities to call out your boss, you can use Assault Of The Fire Kings to Special Summon him from the deck if you have no monster and your opponent has some, then Garunix will be destroyed by the card effect of Assault and revive himself in the next Standby again and blow the field up. This is probably the most broken way in this deck, but there are a few others, too. You can mill him with Qilin and then revive Garunix with Fire King Fire Cycle, Call Of The Haunted or Monster Reborn. One more possibility would be using Yaksha‘s effect to destroy Garunix in hand to make him revive himself in the next Standby Phase. Now I’ll tell you a few rulings concerning Garunix:

  • Garunix won’t revive himself again (even not in the next Standby Phase) if he’s destroyed by card effect and is removed from the grave afterwards (Revived or banished) and put back to grave again.
  • If the Trigger effect that summons himself from grave due to being destroyed by card effect is negated by Solemn Warning, Divine Wrath, Light and Darkness Dragon, Dolkka or similiar cards Garunix won’t revive himself again (even not in the next Standby Phase as cards in grave or Banished Zone can’t be destroyed, even if the card effect of Solemn Warning and others say it destroys them) (compare to Nephty’s Ruling or check the ruling affirmation of The Detonator a Head admin on DN)

This is the exact ruling it doesn’t mention Solemn WarningLight and Darkness Dragon or Dolkka, but it’s the same problem:

Divine Wrath: You can activate “Divine Wrath” when “Vampire Lord” or “Sacred Phoenix of Nephthys” activate their effects in the Graveyard, and their effects are negated and they are not Special Summoned; but because they cannot be “destroyed” while in the Graveyard, they are not destroyed by a card effect so their effect will not activate again (Look here close to the bottom of the rulings page).

Note that these rulings only apply to Garunix and Nephtys reviving themselves from grave with their own effect, if you happen to summon them by trbiuting (really unlikely to happen, but I won’t exclude this weird scenario) and its summon is negated by Solemn Warning, Solemn Judgement or similiar and destroyed THEN (means they are not in grave when destroyed) you can activate their effects to summon them.

  • If cards like AssaultFire Circle or Call Of The Haunted are negated, you won’t get to revive Garunix, as the card which is destroyed is your Spell or Trap and Garunix or Nephthys will never leave the deck or move away from grave
  • If Garunix or other monsters are destroyed because Call Of The Haunted leaves the field you can activate their effects in the next Standby Phase, because it’s considered as a card effect that destroys cards.
  • Even if Garunix is destroyed face-down his effect will still activate
  • If Garunix is destroyed by Starlight Road, it will revive in the next Standby Phase
  • In case of a mirror match the following scenario will happen (not 100% sure, but about 98%):
    • The Summon is a separate Chain from the destruction effect (destruction effect starts a new Chain, look here for the ruling; the second one)
    • Turn players Garunix will be Chain Link 1, opponent will be CL 2, therefore opponents Garunix will be summoned first the Turn players summons afterwards (no destruction effects will activate in between)
    • New chain starts after the summon: Turn players destruction effect CL 1, opponents effect CL 2
    • Opponents effect will destroy the whole field, but Turn players Garunix will still resolve their destruction effect, so the opponents Garunix will be destroyed too, even when Turn players Garunix is already destroyed

That’s all that comes to my mind right now about Garunix/Nephthys rulings that are important to know when playing with or against them. Feel free to add some more in comments or correct me if you think that I got something wrong.

The Sacred Phoenix Of Nephtys

Nephtys

The counter-part of Garunix, a bit weaker ATK stats and still vulnerable to Maestroke, but it can destroy all Spell and Traps instead of monsters. All rulings I explained in the Garunix part apply to Nephthys, too. Unlike Garunix Nephthys doesn’t have a battle destruction effect, so it’s not as good as Garunix. In addition to that Nephthys only revives in your own Standby, so it can’t protect your life points like Garunix. Important to know is that it sucks against Starlight Road, as Nephthys is weaker than Stardust Dragon, so try to read a hidden Starlight Road. Well probably they will try to save their face-down cards with Stardustagain when Nephtys is revived in your next Standby, so you might not have to worry about that too much.

Meklord Emperor Wisel

Wisel

Effect:

Machine/Effect

Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard: You can Special Summon this card from your hand. Other monsters you control cannot declare an attack. Once per turn: You can target 1 face-up Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to those equipped monsters’ combined ATK. Once per turn, when an opponent’s Spell Card is activated: You can negate the activation, and if you do, destroy it.

My personal tech, as there’s so much destruction in your deck and it gives you a back-up like a small Gorz, too. Why no Gorz? Well I don’t like my Gorz + Token to be blasted by Garunix, so I didn’t put him inside, but I’ll test Gorz in this build, although Gorz will probably clash with your Tenki‘s. The negating effect of Wisel is nice, but the attack restriction will probably annoy you. Normally Wisel won’t be staying that long as it’ll be destroyed by your opponent or your Garunix/Torrential. You should know that you can’t summon Wisel if there’s something happening after the destruction like Ryko milling 3 cards or Soul Taker giving you 1000 LP, basically it’s the same condition that makes your Lightpulsar Dragon misses its timing (If there’s a chain after the destruction you still can summon Wisel, like Sangan‘s effect to Dark Hole). To mention certain things you can’t do:

Things you can do:

Assault Of The Fire Kings

Assault

Effect:

If your opponent controls a monster and you control no monsters: Special Summon 1 FIREBeast, Beast-Warrior, or Winged BeastType monster from your Deck. Its effects are negated and it is destroyed during the End Phase. You can only activate 1 “Assault of the Fire Kings” per turn.

Awesome card and probably your almost autowin condition, probably this card will be banned and Garunix will be limited with the next banlist. Look closely, this card doesn’t have a level limitation and you can still attack when summoning a monster. Important to remember is that it will just negate effects on the field, so Garnuix/Nephtys/Barong and similiar will still activate their effects in grave at the right time. The one responsible for this cards effect must have been nuts and the one who gave his ok is insane, too. Assault can be searched by Barong, so it’s not really hard to wipe the field and OTK.

Fire Formation – Tenki

Effect:

When this card is activated: You can add 1 Level 4 or lower Beast-WarriorTypemonster from your Deck to your hand. All Beast-Warrior-Type monsters you control gain 100 ATK. You can only activate 1 “Fire Formation – Tenki” per turn.

Your searcher for Barong, Yaksha or Wolfberk, although I prefer to get Wolfberk when I have some LV 4 FIRE monsters in grave. Be careful that your opponent doesn’t activate Mystical Space Typhoon on activation as you won’t get the search when it’s destroyed due to being a continous Spell Card. Tenki can be searched with your Fierce Leader Of The Fire Fist – Tiger, but remember that you can only activate one Tenki per turn. If you set Tenki with Tiger‘s effect, remember that you can play it in the same turn you set it with Tiger‘s effect as it is a Continous Spell card, which can be used in the same turn they are set.

Fire King Fire Cycle

Cycle

Effect:

Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first target on the field, and if you do, Special Summon the second target. You can only activate 1 “Fire King Fire Cycle” per turn.

Your second Fire King support spell and it’s again a generic FIRE support card that can revive any FIRE monster in your grave. Cycle can be searched with Barongs effect and I always mix up the name and call it “Circle”, so forgive me in case that I wrote Circle somewhere. It was called Fire Kings Fire Ring before which sounded much better but the name was changed to Fire King Fire Cycle. This card is pretty awesome because it’s a Quickplay Spell, so you can attack with your monster and activate Cycle afterwards to Special Summon another FIRE monster from grave and attack again. The good thing is that almost every Fire King monster will reward their destruction with card effect so you don’t lose advantage at all. Just remember that all Fire King Special Summoning and Wisel’s effects will miss the timing if the destruction is not the last thing in the card effect like in Fire King Fire Cycle (again not if something happens in a chain after that). Something just as important as the point before is that you can evade Bottomless Trap Holes or Dimensional Prisons with Cycle or chain to Dimensional Fissure to make Garunix trigger one last time in the next Standby Phase or Special Summoning a LV 4 monster to call out Diamond Dire Wolf to pop the Fissure.

Rekindling

Rekindling

Effect:

Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. During the End Phase, remove from play all monsters that were Special Summoned by this effect.

Probably the third OP card in this deck, as almost every Fire King monster has 200 DEF, so this is an instant Xyz for you if your grave is filled with a lot of Fire Kings. This card and Berk is also the reason for me to have Number 91: Thunder Spark Dragon which alows me to blow up every face-up monster on the field and can be a real life saver against Evilswarm/Verz decks, as Ophion will wreck your Garunix (Well you can also try to call Diamond Dire Wolf out).

Pot Of Avarice

Avarice

Avarice is pretty useful in Fire Kings as I really run out of monsters in my deck easily and 2 additional cards are never wrong. I haven’t been in a situation yet where I thought this card is a dead draw, it’s pretty useful during mid/late game when you’re running out of monsters in extra and main deck.

Mystical Space Typhoon

MST

3 MSTs are obligatory in my opinion as there are so many decks out there with a heavy backrow and you won’t stand a chance if everything is negated. In game 2 you’ll need them even more as the opponent will always side Dimensional Fissure or Macro Cosmos if their deck allows them to, so you have to have some cards to get rid of that.

Torrential Tribute

Torrential

One of the best traps in the deck, cause it’ll trigger the effects of your Fire Kings and wipe out your opponents field, too. Best thing is using it with Barong or Garunix, Barong for advantage and Garunix for a field clearer.

Generation Shift

Generation Shift

Some people prefer Destruct Pot to gain the Life Points, but I like to have more hand advantage rather than having some more Life Points. This card combos with Barong really good, as you get 2 searches, 1 Barong instantly and the Barong search next time. Generation shift also helps you evading stuff like Dimensional Prison or Bottomless Trap Hole, not as good as Cycle, but still something to keep in mind.

Call Of The Haunted

You thought that Plant decks were trolling you with chaining Call to your MST or Heavy and calling out Sangan or Dandy? Or Mermails chaining their Abyss-Sphere? This deck can do exactly the same, well not as good as Mermails with their Sphere, but still annoying when you revive your Garunix from grave and get a free Dark Hole next turn or get a search with Barong. You should keep in mind although that this just works if they activate their MST/Heavy first and you chain your Call to it. This won’t work if you activate Call first and they chain their MST to that. Why? Because of the chain links and their resolve. In the first scenario your opponent activates MST/Heavy first, so it’s Chain Link 1, you chain your Call, so it’ll be CL 2. The chain will resolve backwards and your Call will resolve first and Special Summon your monster in ATK. but if we look at the second scenario your Call will be CL 1 and your opponent’s MST/Heavy will be CL 2. The MST will resolve first and destroy your Call, as Continous Spell/Trap cards need to be on the field to resolve their effects you won’t get any summon.

Gagaga Cowboy

Cowboy

Effect:

Warrior/Xyz/Effect

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card’s battle position.
Attack Position: If this card attacks an opponent’s monster this turn, it gains 1000 ATK and the opponent’s monster loses 500 ATK, during the Damage Step only.
Defense Position: Inflict 800 damage to your opponent.

Previously called Gunman, nowadays known as Cowboy. This card helps a lot in a pinch, as it can defeat monsters up to 3000 ATK and most important thing is the Burn effect which let’s you finish your opponent with “Last Stand”. 😀 1600 damage against staller decks like Final Countdown or Exodia shouldn’t be underestimated, too.

Diamond Dire Wolf

Dire Wolf

Effect:

Beast/Xyz/Effect

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 Beast, Beast-Warrior, or Winged BeastType monster you control and 1 other card on the field; destroy them.

This guy’s pretty awesome as it’s a generic Rank 4 Xyz with a “Scrap Dragon“-like effect and in emergency cases you can also pop himself to destroy a card of your opponent. Best thing here would be to destroy Barong to destroy one card of your opponent as you would get a search from Barong in your next Standby Phase, but you can also blow up Garunix, although your Wolf will be gone in the next Standby then. You can chain Wisel‘s Special Summon to this card’s effect as both destructions are happening simultaneously.

Fierce Leader Of The Fire Fist – Tiger

Tiger

Effect:

Beast-Warrior/Xyz/Effect

2 Level 4 Beast-WarriorType monsters
When this card is Xyz Summoned: You can Set 1 “Fire FormationSpell/Trap Card directly from your Deck. Once per turn: You can detach 1 Xyz Material from this card; negate the effects of all face-up Effect Monster currently on the field, except Beast-Warrior-Type, until the end of your opponent’s turn. When this card is sent from the field to the Graveyard: You can send 3 face-up “Fire Formation” Spell/Trap Cards you control to the Graveyard; Special Summon 2 Level 4 or lower Beast-Warrior-Type monsters with the same ATK from your Deck, in face-up Defense Position.

This card is called Fierce Leader Of The Fire Fist – Tiger on DN, but it’ll be changed to Brotherhood Of The Fire Fist soon, I think. Tiger allows you to set a Fire Formation card from your deck to the field, that would be always Tenki in our case, but make sure that you play tenki face-up first on DN to show your opponent that the card you set is really Tenki. Then you can set it and activate it from the field, as Normal or Continious Spell cards can be activated in the same turn they are set (unlike Quick-play Spells). Tiger is also a real good staller killer like Zenmaines, Gachi Gachi, Spirit Reaper, Marshmallon, although it can’t overrun Maestroke without an additional boost. Tiger is really good against Tragoedia trolls, too, as it makes their ATK 0 till your OPPONENT’s End Phase and they can’t use the effect to steal or LV copy.

Abyss Dweller

Dweller

Effect:

Sea Serpent/Xyz/Effect

2 Level 4 monsters
While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent’s Graveyard cannot be activated this turn.

The main Purpose of this monster is to stop Dark World monster effects and more important: Mermails and Fire King mirrors. You can chain the effect to any card that discards these cards to grave and then when they would activate, they can’t activate, but you can’t chain to an effect that is already activated in grave like when your opponent declares to use Garunix’s effect in Standby Phase it is already activated and your Dweller’s effect won’t help anymore when the effect is already activated.

Gem-Knight Pearl

Pearl

Why the need for a mere 2600 ATK beater? The reason is the existence of a guy called Ophion, that would otherwise wreck your deck strategy, well not completely, but enough to be annoying.

Hieratic Sun Dragon Overlord Of Heliopolis

Sun Dragon

I haven’t used him yet, but I think there could be times when you need him, like destroying a Dimensional Fissure or something similiar.

Number 16: Shock Master

shock Master

Effect:

Fairy/Xyz/Effect

3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to declare 1 card type (Monster, Spell, or Trap); that type of card (if Spell or Trap) cannot be activated, or (if Monster) cannot activate its effects, until the end of your opponent’s next turn.

The most effective weapon against troll decks like Final Countdown, Exodia and stuff. Won’t help that much against Burn though. Remember that you can always chain something to Shock Master, like Maxx “C” or similiar if you fear a Gorz, but want to call Spell (I would recommend calling spells most of the time, but it depends on the situation and the deck you’re playing with, of course).

Number 91: Thunder Spark Dragon

Thunder Spark Dragon

My secret weapon that almost nobody expects: Thunder Spark Dragon, I usually put him inside decks which can Special Summon a lot of LV 4 monsters and his effect is great as he can destroy every face-up monster on the field by detaching 3 materials. If you ask yourself how to get 5 materials with a monster that only requires 3 materials, I have to say that there are some spells that allows you to put cards from the field or hand under a Xyz as material. Examples would be Haze Pillar, Overlay Regen or Spirit Converter.

Royal Decree

Decree

I won’t explain all Side Deck choices, but only a few, the most of the other Side Deck choices are explained in other deck reviews, too, so just read through them. Decree is your counter to cards like Macro Cosmos or Soul Drain that will wreck your deck, making your grave effects useless, and helps against backrow heavy decks, too. I would always side at least 1 Decree against decks like Dino Rabbit, Evilswarm, Wind-Ups or Dark World as those already have a big Trap count or can Side devastating traps against your deck. Wind-Up are an exception where I would look closely how many traps he plays in the 1st duel to decide what to side against  them, it doesn’t have to be necessarily Decree. Dark World will mess you up with their Skill Drain and Dark Smog, so you should stop them with Decree. Burn decks will be wrecked with Decree, too.

Imperial Iron Wall

Iron Wall

Stops cards like Macro Cosmos, Dimensional Fissure, Bottomless Trap Hole and doesn’t affect you at all, so why not? I’m still thinkin about what to drop for a second Iron Wall.

Needle Ceiling

Needle Ceiling

My favorite tech against Wind-Ups as they usually don’t run Starlight Road and my own monsters effect will still trigger with this card. Best thing is, that it’s chainable and doesn’t need a condition like Torrential or Mirror Force. Face-down monsters won’t be destroyed, but still count to one of the 4 required monsters on the field.

Backfire

Backfire

This card is for all staller decks like Exodia or Final Countdown to burn them to death just in case that everything else fails.

Dust Tornado

Dust Tornado

I’m still testing Twister and Dust Tornado to see which one’s better, I’d like to have both in my side, but the Side Deck is still in the test phase.

Additional Comment:

Now what to do when facing Fire Kings? There are a lot of ways to stop aggressive grave using decks like Fire Kings, just look at Mermail, Chaos Dragon or similiar decks.

First what to do in game 1?

So you probably lost game 1 due to the swarming and destruction abilities of Fire Kings. What do you do in game 2? Of course you would be siding everything you have against grave using decks against Fire Kings. This would be:

Using Lavalval Chain to mill Garunix from deck and using Cycle to destroy Chain and revive Garunix sounds good, but I haven’t decided which Xyz to kick, maybe 1 Diamond Dire Wolf has to go.

That’s all I want to say for today, have fun, practise and enjoy like Jonathan always says (those who are youtube hardliners will know what I’m talking about, if not: look here). Thanks for reading until the end and stay tuned for my next post where I’ll give a deck review of my Harpie version, as some new Harpie cards came out like Harpie Channeler, Hysteric Sign or Harpie’s Pet Mirage Dragon. I can’t promise that it’ll be soon though, as I haven’t got much time in the next few weeks.

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

Constellar Xyz Decklist (September 2012 Banlist)

I just got bored of all those Mermails nowadays floating around in TCG, so I decided to make something new. Well it’s not that new as I already made a few Sacred/Constellar decks before when they came out, but as the new monster Constellar Sombres came out a few weeks ago, I made a new Constellar deck from the scrap. Note that some of the cards are still not out, I just tested them on DN. Actually Constellars are pretty good although their summon takes some amount of your hand cards. This matter was mostly fixed now when the most broken Constellar called Constellar Sombres came out. What’s so amazing about this guy? Let us have a look at him:

Constellar Sombres

Effect:

Fairy/Effect

You can banish 1 “Constellarmonster from your Graveyard to target 1 “Constellar” monster in your Graveyard; add that target to your hand. You can only use this effect of “Constellar Sombres” once per turn. During your Main Phase, if you used this effect this turn: You can Normal Summon 1 “Constellar” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once during the turn this card is sent to the Graveyard, you can Tribute Summon 1 “Constellar” monster with 1 less Tribute than required.

This is the most broken rib card ever when you’re in a pinch and have a grave full of Constellar monsters. You can ADD 1 Constellar from your grave by banishing 1 Constellar from your grave AND being able to Normal Summon ADDITIONALLY sounds like an instant Rank 4 Xyz right? Furthermore you’ve got access to one of the most broken Xyz-Archetypes so far in my humble opinion. Being able to make Beehive (A Constellar monsters gains 1000 ATK until the End Phase; can be activated during EITHER players turn) or Omega (makes all Constellar monsters you control unaffected by Spell/Trap cards; can be activated during EITHER players turn, too). But that’s not enough, you can Special Summon Constellar Ptolemys Messier 7 by just overlaying over ANY Constellar Xyz monster (you can’t activate it’s effect right away, but who the hell cares if you have a 2700 ATK beatstick and resolved the effect of your previous Xyz under M7; you can activate M7’s effect in the next turn though).

So in my opinion Constellars are far too underestimated and have some big potential (although they easily fall prey to a Dark World Skill Drain… ). I focussed on Rank 4 Xyz’s and I think that’s probably the best form of a Constellar deck, I also tried to make a Chaos build, but it didn’t work out as good as a pure build (Means teching in Tour Guide, Sangan, Chaos Sorcerer and BLS; tried teching in Tele-DAD engine with Psychic and Emergency Teleport too; not the results that I hoped). Maybe a Phantom Of Chaos + Tour Guide build works better, have to give it a try although I’m a bit skeptic about that (You know the Leviar Stuff to bring back a banished Pollux, then Additional Normal Summon and so on; Guides and Phantom Provides the DARK materials for BLS and Sorcerer).

Now I think I’ve written enough of the intro, so let’s go to the decklist, probably one of the most important parts of my posts (well for some people 😀 ).

Decklist

Constellar Xyz Decklist

Monster (22)

3x Constellar Algiedi (LV 4)

3x Constellar Pollux (LV 4)

3x Constellar Sombres (LV 4)

3x Constellar Kaust (LV 4)

3x Constellar Leonis (LV 3)

2x Constellar Sheratan (LV 3)

2x Constellar Hawwa (LV 2)

1x Constellar Schet (LV 1)

1x Honest (LV 4)

1x Gorz The Emissary Of Darkness (LV 7)

Spell (12)

1x Monster Reborn

1x Pot Of Avarice

1x Dark Hole

1x Heavy Storm

1x Reinforcement Of The Army

3x Mystical Space Typhoon

2x Constellar Star Chart

2x Constellar Super-Rebirth

Trap (6)

2x Torrential Tribute

1x Solemn Warning

1x Solemn Judgment

2x Xyz Reborn

Extra (15)

1x Wind-Up Zenmaines (R 3)

1x Constellar Hyades (R 3)

2x Constellar Beehive (R 4)

2x Constellar Omega (R 4)

2x Constellar Pleiades (R 5)

1x Adreus Keeper Of Armageddon (R 5)

2x Constellar Ptolemys Messier 7 (R 6)

1x Maestroke The Symphony Djinn (R 4)

1x Photoknight Paladius (R 4)

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

1x Gaia Dragon The Thunder Charger (R 7)

Side (15)

2x Effect Veiler (LV 1 – Tuner)

1x Maxx “C” (LV 2)

1x Prime Material Dragon (LV 6)

1x Thunder King Rai-Oh (LV 4)

1x Gemini Imps (LV 4)

2x Night Beam

2x Mind Crush

1x Bottomless Trap Hole

2x Royal Decree

1x Shadow-Imprisoning Mirror

1x Number 16: Shock Master (R 4)

Strategy and Explanation:

Like every of my post here’s your explanation part. The main strategy of Constellar’s is to flood the field with your Xyz and control the field with it’s effects, while gaining advantage with Constellar Star Chart (lets you draw one card once per turn when a Constellar Xyz is Special Summoned; Note that you draw when it is SPECIAL Summoned not Xyz Summoned! Means that if you Monster Reborn a Constellar Xyz, you can also draw). The double Summons from your hand does take a fair amount of your hand cards, so you have to make sure that your Xyz Summon doesn’t fail, therefore there are 3 MST + Heavy Storm. Constellar’s Super-Rebirth does give you a little of your “lost” hand cards back, but in return you can’t attack that turn (good thing is that most of the Constellar Xyz’s have Quick effects that can be activated in your opponents turn). The deck is currently not perfect in this form, it does work pretty good though.

Constellar Algiedi

This card is not as good as Pollux when comparing their effects, as Pollux allows another Normal Summon and is a condition too, which I’ll explain later in the Pollux part. Note that you can only Special Summon a LV 4 monster, NOT a LV 4 or lower monster.

Constellar Pollux

One of your best Double Summoners in your deck, as its additional Double Summon is a condition that is fulfilled with the Normal Summon of Pollux (the effect doesn’t start a chain too). Best thing is that Pollux additional Summon can’t be Veilered; look at the Counter part of Pollux, Evilswarm Castor‘s rulings (Same card text, as it is the counter part), it says if Skill Drain is chained to Castor’s Summon , you’ll still be able to Normal Summon, the same thing will apply to Effect Veiler too that is chained to Pollux‘s Normal Summon.

Constellar Sombres

Effect:

Fairy/Effect

You can banish 1 “Constellarmonster from your Graveyard to target 1 “Constellar” monster in your Graveyard; add that target to your hand. You can only use this effect of “Constellar Sombres” once per turn. During your Main Phase, if you used this effect this turn: You can Normal Summon 1 “Constellar” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once during the turn this card is sent to the Graveyard, you can Tribute Summon 1 “Constellar” monster with 1 less Tribute than required.

Like I mentioned in the introduction part before this guy is the most broken card during mid/late game (except drawing something like Reborn or Dark Hole) as you can instantly make an Xyz out of nowhere, assuming you have some LV 4 Constellar in grave. You can overlay it to any Rank 4 Xyz which you need at the moment, but in most cases it’s better to Xyz Omega or Beehive (you can overlay M7 over them if needed). Sombres effect is pretty cool as you can use it any time you want and not only in the turn you Normal Summoned him (like Pollux), therefore you can revive him with Hawwa and still use Sombres‘ the effect. To all those who already played Constellars before: Sombres has been errata’d, you can now use its effect on either Main Phase, before you could only use it in Main Phase 1.

Constellar Kaust

Effect:

Beast-Warrior/Effect

This card cannot be used as a Synchro Material Monster. Up to twice per turn: You can target 1 “Constellar” monster on the field; activate 1 of these effects.
● Increase that target’s Level by 1.
● Reduce that target’s Level by 1.

Kaust is like your Ladybug in Constellars, although its effect isn’t as easy to resolve as the Inzektor counterpart. Keep in mind that you can use Kaust‘s effect TWICE per turn, so you can make a Rank 5 Xyz (Pleiades for example) or boost a LV 3 or LV 2 Constellar to LV 4 to overlay it with Kaust into a Rank 4 Xyz. Kaust‘s LV boost is permanent so if the situation occurs that you can’t Xyz the LV will stay like that (not just till End Phase). Be careful that you don’t get Veilered in between when boosting 2 LV 4 monsters to LV 5, as you’ll end up with a LV 4 and a LV 5 monster without being able to Xyz. But I think getting Pleiades is worth the risk as he’s a chainable field removal; Konami FTW).

Constellar Leonis

Effect:

Beast/Effect

During your Main Phase, you can Normal Summon a “Constellar” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

This is your LV 3 double summoner, his effect is similiar to his Atlantean friend Heavy Infantry, therefore he can be Veilered. Leonis combos well with Sheratan as both of them are LV 3 Constellars and you can Xyz them to Hyades and then make M7 out of Hyades. This combo gives you a 2700 Beater which can bounce monsters in the next turn and a search for any Constellar you need at the moment, sounds awesome right?
You can also summon Kaust with Leonis and make Leonis a LV 4 monster or decrease Kaust‘s LV to make him LV 3 (the LV 4 option definitely sounds better, but remember that you have access to Leviar which can do some crazy things when you have a banished Sombres, assuming you have Leviar in the deck, which I don’t; I just have it in the Chaos build).

Constellar Sheratan

Sheratan is the searcher of your deck and it’s really a pity that he’s LV 3, but I guess LV 4 would have made Constellars far too powerful. Like I said before Sheratan is at his best form when used together with Leonis, but you still have Honest so this could be a possibility too if you want to protect it no matter what happens (I wouldn’t go that far though).

Constellar Hawwa

Effect:

Spellcaster/Effect

You can Tribute this card; Special Summon 1 “Constellarmonster, except “Constellar Hawwa“, from your hand or Graveyard in face-up Defense Position.

Another rib card if you have Sombres in your grave, as it gives you instant access to Sombres which doesn’t need to be Normal Summoned to use its effect (like Pollux and every other Constellar double summoner does). Don’t forget that Hawwa can revive your Constellar Xyz monsters too, that can be used as an Overlay material for M7. Well you can revive Leonis and try to Xyz Hyades too, as Leonis effect is active when he’s face-up on the field.

Constellar Schet

Effect:

If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can target 1 “Constellar” monster you control or in your Graveyard; this card becomes the same Level as that target. This card cannot be used as Xyz Material, except for the Xyz Summon of a “Constellar” monster.

This card is your only “Self-Special Summoner” in your deck (except Gorz maybe) and I didn’t even use him once in all my duels 😀 But he might prove himself useful in the next time, although he’s a pretty annoying Effect Veiler target. I might as well drop Schet for another Sheratan, as searchers are always good, although Sheratan is a little too weak.

Honest

I don’t need to explain that much about this card, right? Constellars are LIGHT, that’s nuff said. If you want to check out rulings about Honest see here on wikia and in my post where I explained you some useful information about Honest in Damage Step. Honest is a LIGHT monster, therefore you can make Omega in emergency situations with him.

Gorz The Emissary Of Darkness

Why do we need this guy? Well our trap line-up isn’t the biggest and except a few Torrentials we don’t have that much protection when a Summon fails, the only card that could block our Gorz is Constellar Star Chart, that is most likely to be busted by a random MST as your opponent usually doesn’t want you to plus off that much. I tried a more trap heavy build but it wasn’t stable as I expected (drawing too many Spells and Traps together with a random Constellar).

Pot Of Avarice

You’ll fill your grave really quickly when you’re playing Constellars, Omega/Beehive makes 3 monsters in grave and if you’re overlaying with M7 too, you’ll already have 4 monsters in grave. So Avarice is a pretty broken card in this deck, even during early game, but I wouldn’t play it early as it’s necessary to be able to shuffle back your important parts to the Extra Deck (M7 and Omega) or your deck (Pollux, Hawwa and maybe 1 Sombres). What I want to say is that you’ll be able to draw 2 cards off Avarice most of the time and that’s pretty awesome (assuming you don’t open up with only Spell and Trap bullshit).

Reinforcement Of The Army

Now we’re moving to our Spells section: ROTA searches your Pollux out and only this guy, there’s no other Warrior. But regarding Pollux effect ROTA is worth it, the rate to have a dead draw with this card while having 3 Warriors in the deck is pretty low (You’ll have more dead draws with your Heros than here with Constellars).

Mystical Space Typhoon

It is crucial to have 3 MST‘s in here, cause you really don’t want to lose your monster to a Solemn Warning/Bottomless Trap Hole/Torrential Tribute and similiar stuff. That’s really important, because this Constellar build relies heavily on its first Normal Summon, if that fails you’ll end up with an empty field most of the time if you didn’t summon something in the last turn. I also wanted to squeeze in Night Beams, but I couldn’t decide which card to throw out. So you can conclude that Constellars have an obvious weakness against Dino Rabbit and Heros as both of them have a big backrow and you have almost no special summonable monsters like BLS that can save your ass in such situations.

Constellar Star Chart

This card is your draw card and gives you so much advantage if it stays on the field, I said it before, but I’ll say it again you can draw every time you SPECIAL SUMMON a Constellar Xyz, not XYZ SUMMON a Constellar Xyz. That means that you can use Xyz Reborn in your opponents turn and still draw a card from Star Chart, of course you can only draw once per turn but that’s still an awesome thing. This card is pretty much a fusion of Six Samurai United and Wind-Up Factory.

Constellar Super-Rebirth

Effect:

Target 2 “Constellar” monsters in your Graveyard; add them to your hand. You cannot conduct your Battle Phase the turn you activate this card.

Pretty cool card when you’re in a pinch and draw this card. The only drawback is that you can’t attack this turn but you have access to Beehive that can protect you for one turn (3400 ATK with the effect) or you can make a chainable Field removal (Pleiades) if you got Kaust and a Double Summoner. You can bounce one Xyz Constellar to the Extra deck with Super-Rebirth too, don’t forget that option when you need a particualr Constellar Xyz in your Extra Deck.

Torrential Tribute

A well timed Torrential together with Omega on the field can be a pretty big advantage for you, as Omega will protect ALL your Constellars from being destroyed while you will keep your field. Because of this combo and the lack of other protection you should max out the number of this card.

Xyz Reborn

My favorite tech in this deck, there are a few other decks that can abuse Xyz Reborn as well, but in my opinion this card is at its best form in Constellars. Xyz Reborn saved my ass really often, people never expect me playing it and use random MSTs on it, while I can still chain it to Special Summon my Xyz back.

Constellar Hyades

Normally this card is just a step stone for the Summon of M7, but you can use its effect to switch your opponents Boss monster to DEF (normally they have a lower DEF than 2700) and destroy them with your M7.

Constellar Beehive

Effect:

Machine/Xyz/Effect

2 Level 4 “Constellarmonsters
Once per turn, during either player’s Damage Step, when a “Constellar” monster you control battles: You can detach 1 Xyz Material from this card; that monster gains 1000 ATK until the End Phase.

Your brawny Kalut version on the field, although his DEF is really poor. This guy is an out for all big monsters your opponent might have, like The Shining or similiar.

Constellar Omega

Effect:

Beast-Warrior/Xyz/Effect

2 Level 4 LIGHT monsters
Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card; this turn, face-upConstellar” monsters you control are unaffected by the effects of Spell/Trap Cards.

Omega is your main Xyz most of the time (I make him really often just to evade that Dark Hole).  His DEF is poor too, but at least he can protect himself from a Book Of Moon, although a Maestroke is a K.O. Some opponents don’t realize that Omega‘s effect can be activated during both turns and it’s really funny how they rage when they play Dark Hole and nothing happens.

Constellar Pleiades

Pleiades has a Quick effect too and one of the best in my opinion. He can return a monster OR a Spell/Trap per turn, therefore you can use him like a MST in the End Phase or remove some troublesome monsters in the Battle Phase.

Adreus, Keeper Of Armageddon

I prefered this guy over Tiras, because Tiras is too slow and can’t get rid of big guys when needed.

Constellar Ptolemys Messier 7

Effect:

Machine/Xyz/Effect

2 Level 6 monsters
You can also Xyz Summon this card by using 1 face-upConstellarXyz Monster you control as the Xyz Material, except “Constellar Ptolemys Messier 7”. (Xyz Materials attached to that monster also become Xyz Materials of this card.) You cannot activate this card’s effect the turn you Special Summon this card this way. Once per turn: You can detach 1 Xyz Material from this card to target 1 monster on the field or in either player’s Graveyard; return it to the hand.

M7 already made his appearances in Gishki Hieratics and various other decks, but he’s probably in his best element when combined with his own buddies. You’ll probably never use the normal Xyz method, but it’s good to know that you can use the bouncing effect, if it’s summoned normally or with Xyz Reborn. You can’t use it in the same turn if you’re overlaying over an Constellar Xyz. M7 is a respectable beater with 2700 ATK and an awesome effect that allows you to bounce a monster either in grave or on the field back to the hand. Some people are not aware of the fact that you can use this effect to get your own mosters back from grave, too. Sometimes that can be more advantageous than bouncing an opponents monster.

Photoknight Paladius

Effect:

Warrior/Xyz/Effect

2 Level 4 LIGHT monsters
Once per turn: You can detach 2 Xyz Materials from this card to target 1 face-up monster your opponent controls; the target‘s ATK becomes 0, and negate its effects. When this card on the field is destroyed by your opponent’s card (either by battle or by card effect) and sent to the Graveyard: Draw 1 card.

Your solution for any big guy that even your boosted Beehive can’t run over (except Obelisk), renders stallers like Utopia or an ATK-position Zenmaines useless, too. Replaces itself with a card like Card Trooper, so all in all a great card.

Number 91: Thunder Spark Dragon

I like to have a card that can destroy all big guys on your opponents field at once as your own monsters are not that big as you sometimes want them to be (Beehive can just use his effect once per turn). Therefore I prefer Thunder Spark Dragon over Shock Master, both of them can be summoned pretty easily assuming you have several Double Summoners in your hand. As you might have seen I’ve sided a Shock Master just in case of a troll deck (Exodia, Final Countdown, Burn, etc.) or facing Mermails.

Gaia Dragon, The Thunder Charger

Gaia Dragon is just there if you’re facing a staller and your Xyz’s don’t have any more materials in order to get rid of the staller.

Gemini Imps

This is the only card I probably need to explain in my Side Deck, as all other cards should be clear. This card is like you can all figure out a Side for Dark Worlds which have gained much popularity due to some hype and I don’t underestimate the strenght of Dark Worlds as an ex-Dark World player, so Gemini Imps just for the sake of having something against them.

Comment:

Constellars are pretty funny to play and are really something to fear when played right. The only downside of this Archetype is that it relies too much on the one Normal Summon you’re allowed to do in your turn and don’t have any other outs beside Monster Reborn and Gorz. This problem can be solved in most cases with maxing out MST’s and maybe a few Night Beams, too, but against Trap-heavy decks like Dino Rabbit, which can also negate monster effects you’ll have a hard time. Photon Thrasher would be a good tech card too, maybe I’ll take 1 Schet out and put 1 Thrasher in. I thought that making Constellars go to Chaos would solve the problem, but it made the deck unstable instead.

This is what I tested on DN:

The Chaos parts are obviously Phantom Of Chaos which can copy your Pollux, Leonis and Sombres effect, Tour Guide + Sangan engine and last but not least BLS and Chaos Sorcerer. The Guides will make your Leviar who can bring back your banished Sombres or Hawwa or something else.

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

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.

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.