Monday, June 25, 2012

Rock Stun

I have been testing Trial and Tribulation a lot lately. Here's one of the deck that I tried, albeit with a less than impressive result thus far

3 Koa'ki Meiru Guardian
2 Koa'ki Meiru Sandman
2 Koa'ki Meiru Wall
3 Koa'ki Meiru Rock
3 Naturia Cliff
2 Block Golem
1 Morphing Jar/Neo-Spacian Grand Mole

3 Pot of Duality
2 Trial and Tribulation
1 Rock Bombarding Area
4 staples

2 Skill Drain
2 warning
2 bth
2 prison
2 torren
1 solemn
1 coth
1 Mirror Force
1 Sealing Ceremony of Mokuton

15 rank 4 xyz

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I'm done with Rock Stun for the moment. Can't seem to find much needed balance

Rock-archetype has some pretty interesting support though. Sealing Ceremony is a good tech against Chaos Dragon. Rock Bombarding Area has some potential use like protecting Fossil Dyna, for example while setting up Graveyard for Block Golem reverse toolbox. Block Golem is pretty decent support, allow for multiple spam of Rock Stun monster or you have the option to Exceed . There are few route that the deck can go - either to main Drain or Dyna. Other good Rock monster are Jujitsu Master and Mormolith. If you decided to forgo Block Golem, Rai-Oh is another good card to have here.

Sunday, June 24, 2012

Currently testing a retardedly good deck.

Yugioh is too retarded now

Monday, June 18, 2012

Ninja Sanctuary

My first post on TCGPlayer was a Baboon deck incorporating the neat hand killer combo involving Protector of the Sanctuary. At the time, Call of the Haunted was definitely in the Limited list still but in Spiritual Earth Art - Kurogane, I have a reliable alternative. Baboon provides field presence while Card of Safe Return allows for draw loop with Manticore of Darkness which I also played.

Now with Call of the Haunted back to 3 and a surpisingly high synergy gained off Ninja archetype, perhaps it is a good time to revisit the old strategy.

3 Ninja Grandmaster Hanzo
3 Upstart Golden Ninja
3 Hyper Hammerhead
3 Tour Guide from the Underworld
1 Sangan
1 Morphing Jar
1 Karakuri Ninja mdl 339 "Sazank"
1 Protector of the Sanctuary

3 Upstart Goblin
2 Pot of Duality
1 Card Destruction
1 Monster Reborn
1 Heavy Storm
1 Dark Hole
1 Book of Moon
1 Reinforcement of the Army

3 Call of the Haunted
3 Ninjitsu Art of Super Transformation
3 Dust Tornado
2 Disturbance Strategy
2 Spiritual Earth Art - Kurogane

2 Lavalval Chain
1 Maestroke the Symphony Djinn
1 Evolzar Laggia
1 Evolzar Dolkka
1 Blade Armor Ninja
1 Steelswarm Roach
1 Number 91 : Thunder Spark Dragon
1 Number 50 : Black Corn
1 Number 39 : Utopia
1 Number C39 : Utopia Ray
1 Number 17 : Leviathan Dragon
1 Wind-Up Zenmaines
1 Leviair the Sea Dragon
1 Chimeratech Fortress Dragon


When building such a combo-based strategy, it is important to note whether you are able to access said combo on a constant basis. If such deck is able to do so, the priority should be to get onto combo pieces as fast as possible. If you cannot, than it is a wise decision to make sure that the deck can still do okay without the combo (in other word, a Plan B) . This build falls into the latter category, which also helps me in deciding, for example, to have Upstart Goblin here, over One Day of Peace.


Having said that, most of the cards here have specific purpose. Some, like Tour Guide is a fairly decent card on its own but, here, it contributes to getting into combo pieces faster helps by sending Sangan to the grave early. Call of the Haunted then, can retrieve Sangan and allows me to tutor into combo pieces.

There are two ways that the combo can work. The first and the primary one is, chaining Call of the Haunted/Kurogane to the activation of Card Destruction/Disturbance Strategy. The second method is to have a Protector face-up while Morphing Jar is attacked. This occurs less frequently but when it happen, it
is game-changing, as you will at least gain a +5 cards advantage. Also note that you cannot flip Morphing Jar manually while Protector is face-up. Of course like the first method, if you have no Protector on the field, you can still flip the Jar and chain Call of the Haunted to summon Protector and proceed to PROFIT STEP.

As the game wore off to later stage, opponent will have a lesser card so the combo is best used as early a possible. Another alternative Protector combo (not possible here) is to chain either Ceasefire or The Spell Absorbing Life to the activation of Card Destruction.

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Moving on to the monster lineup, the Ninjas is the engine of the deck. Triple Hanzo is staple for Ninja engine. Upstart is golden here, more so than Hanzo. Upstart allows for instant access to any Rank 4 but the primary use is to bring Lavalval Chain out; subsequently, Lavalval Chain can dump Protector of the Sanctuary to the grave. This is on top of Upstart Golden Ninja ability to make use of any dead Trap Cards in hand and compliment the high-number but low-utility trap lineup nicely.

Going along with the Ninja engine, triple Hyper Hammerhead, a hugely underrated card, makes for a decent sole target for Super Art. Its Earth attribute makes it available as a fodder for Spiritual Earth Art - Kurogane. Also being a Dinosaur present an opportunity to bring forth Dolkka or Laggia on occassion. One copy of Sazank completes the engine, as usual.

Tour Guide inclusion is contentious, but definitely goes along well with 3 copies of Call of the Haunted. Morphing Jar is no-brainer; being a key part of the combo.

Spells and Traps

At times, I don't feel Upstart Goblin is necessary but, along with Duality, they are sort of a placeholder, which mean I am starting the duel with 35 cards each time, which is theoretically a recipe for consistency. Reinforcement can fetch for one of the Ninja. The other four spells are a definite staple in any of my deck. Dust Tornado is just plain good, getting rid of nuisances and the second effect is quiet handy. One of the advantage of the combo is that you can do it on the opponent's turn, right after Draw Phase - no Veiler to mess things up. Also, Disturbance Strategy is a troll on its own.






Sunday, June 17, 2012

This mini-lock would be awesome in the past, replicating the Cyberdark concept ;

Allure Queen LV3/LV5/LV7 + Destiny Hero Departed

Unless your opponent have two monsters, or destroys Queen outside of battle, you can keep stalling.

Your opponent cannot destroy Queen by battle if he only have one monster. The destroyed Departed would keep coming back and equipped again.

How about combining it with The Dark Door?

My, how old school  :>
Some deck idea : United We Stand, DNA Surgery and Volcanic Monarch/Alice

Tuesday, June 5, 2012

Second Chance

One of the good thing about DN is that sometimes you will stumble upon a fun deck that allure you to try it. This happen to me today. The idea is to 'abuse' the Second Coin Toss so that you have as good of probability as possible to achieve the desired effect of cards that required a coin toss. Upon the first draft, and first testing, this is what I've come up with,

3 Sasuke Samurai #4
3 Tour Guide From the Underworld
3 Cardcar D
2 Gambler of Legend
2 Time Wizard
2 Twin-Barrel Dragon
2 Meklord Emperor of Wisel
1 Meklord Emperor of Granel
1 Sangan

3 Second Coin Toss
2 Cup of Ace
2 Pot of Duality
1 Monster Reborn
1 Book of Moon
1 Heavy Storm
1 Dark Hole

2 Fairy Box
2 Bottomless Trap Hole
2 Torrential Tribute
2 Solemn Warning
1 Solemn Judgment
1 Tour of Doom

Monday, June 4, 2012

When one compared Fortune's Future with Destiny Draw, the flaw is obvious. Whereas with D-Draw, for it to be alive, you only need to draw a Destiny Hero, with F-Future, if you did not previously have any Fortune Lady in the RFP area, you have to draw one AND need to find a way to remove it. Fortune Lady deck typically need to find balance between trying to remove cards (to feed F-Future) ,to get Lady Light off the field, to find some balance between Light and Dark(ness!), which lead to ratio debate, et cetera. It is a big mess and Future Vision goes some way to tie the deck together but other than triggering Light, it has lesser synergy with the rest of the ladies.

There are other area of deficient too. LadyWater, and Fire is a mediocre cards to draw; Earthy is plain terrible while Windy is a downgrade version of Breaker the Magical Warrior. LadyDark is also an inconvenient draw for early game. Put it simply, Fortune Lady is an inconsistent archetype, and some of the attempt to combine it with other archetype - Destiny Hero, specifically - is bound to fed chaos.

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What if you take one of the element away and focus on the strongest asset instead? 

3 Fortune Lady Dark
2 Fortune Lady Light
2 Fortune Lady Water
3 Apprentice Magician
2 Thunder King Rai-Oh
2 Effect Veiler
3 Tour Guide From the Underworld
1 Sangan
1 Old Vindictive Magician
1 Black Luster Soldier - Envoy of the Beginning

1 Allure of Darkness
1 Book of Moon
1 Dark Hole
1 Heavy Storm
1 Mystical Space Typhoon
1 Pot of Avarice
1 Scapegoat

3 Call of the Haunted
2 Compulsory Evacuation Device
2 Torrential Tribute
2 Bottomless Trap Hole
2 Solemn Warning
1 Solemn Judgment