Sunday, January 12, 2014

Dupe Plant

3 Cyber Valley
2 Card Trooper
2 Crane Crane
2 Lonefire Blossom
2 Karakuri Strategist mdl 248 "Nishipachi"
2 Machina Fortress
1 Machine Gearframe
1 Spore
1 Dandylion
1 Debris Dragon
1 Redox, Elemental Dragon of Boulders
2 Effect Veiler

3 Mystical Space Typhoon
2 Scape Goat
2 Machine Duplication
1 Pot of Dichotomy
1 Foolish Burial
1 Enemy Controller
1 Mind Control
1 Dark Hole
1 One for One

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

1 Karakuri Steel Shogun mdl 00X "Bureido"
1 Scrap Dragon
1 Stardust Spark Dragon
1 Crimson Blader
1 Black Rose Dragon
1 Naturia Barkion
1 Vulcan the Divine
1 Ally of Justice Catastor
1 Formula Synchron
1 Mecha Phantom Beast Dracossack
1 Number 30: Acid Golem of Destruction
1 Leviair the Sea Dragon
1 Temtempo the Percussion Djinn
1 Meliaes Tree Spirit
1 Wind-Up Zenmaines


Thursday, January 9, 2014

Art

3 Cyber Dragon
3 Cyber Dragon Core
3 Artifact Moralltach
3 Cyber Valley
2 Lightray Sorcerer
1 Cyber Dragon Drei

3 Artifact Movement
3 Upstart Goblin
2 Machine Duplication
2 Mystical Space Typhoon
1 Mind Control
1 Dark Hole
1 Cyber Repair Plant

3 Theosophy of the Artifact
3 Cyber Network
1 Solemn Warning
1 Torrential Tribute

+ 4 Artifacts ?

There are some nice synergy going on here. The Cydras allow me to bring out Artifact Durandal easily. and it is the main xyz i usually go for. The Extra Deck is just a bunch of Rank 5, Durandals, and Chimeratechs.

The focal play of the deck though centered around the interaction between Cyber Network and what is essentially a superior MST in its own theme deck: Artifact Movement. Basically you play Network and wait until your opponent's turn (the turn before it blows up) and destroy it with Movement. You'll get to set an Artifact of your choice and Network will then dies and blow your recently set Artifact. This is just a 2-card interaction however. Say, if you have another Artifact in s/t zone alongside these two, you can easily end up with a full frontrow by the end of yout opponent's turn (and blow stuff with Moralltach) and without a need to skip the Battle Phase. Note that Theosophy also has similar 'drawback' but it should never be used during your turn anyway.

There are definitely rooms to work with here, especially since I play Upstart Goblins and even have 4 empty slots left in the end (most likely to be filled with Artifacts) although I think I have a rather solid core of the list. Its a fun idea but it might turn out to be promising

____
Update:

After more and more testing, I'm liking this even more. Lightray Sorcerer is just fine but is a bit lackluster. Cyber Eltanin is a thing that I won't consider for this variant. It's tutorable, it's the best follow up to post-Network play but it is another card that will do nothing with a hand full of Artifacts. I'm currently trying Instant Fusions over Sorcerer alongside the new Machine fusion but it's not as good as I expect it to be really.

Here's my list atm :
-3 Upstart Goblin
-2 Lightray Sorcerer
-1 Cyber Network

+ 1 Effect Veiler
+ 1 Honest
+ 2 Pot of Duality
+ 2 Instant Fusion (+2 Panzer Dragon)
+ 1 Chain Whirlwind

which brings it up to 37. The 3 final slots would go to 2 Artifact Labrys and 1 Artifact Beagalltach.

As for Upstart vs Duality, Duality is superior when trying to set up; that is the turn when I summon Core, which is also the turn when I set the Artifacts. In a stalled board state, Upstart feels bad. I'm in no urge to play Upstart here since there is high chance that the card I draw from Upstart won't break the stalled board open. If that is the case, why not play Duality? Upstart Goblin is superior when trying to find instant answer. In decks like Dragon Ruler, where you thin the deck with Dragons + draw cards, Upstart is gold.

There is one fatal flaw though. If you play against this, save your MST for Cyber Network during MY Battle Phase. I can work around this though and many people have no brain when they see MST anyway so its all good for now.