Wednesday 5 December 2012

I have a Twitter! :o



This is where I post my thoughts, decks, and other whatnots now.


Follow if you want.

As for this blog, I may or may not use it again. Twitter is more convenient on the whole and Pojo gets more views.

~Valafar123

Saturday 18 August 2012

September 2012 List Review

I'm sure most of you have seen the new list by now. It's fairly certain that it's confirmed at this point, but Konami has been known to throw curve-balls in the past. This post is just so I can share my thoughts about the list, people are entitled to agree or disagree.


Forbidden:

Brionac, Dragon of the Ice Barrier

I called it. I for one won't miss it, it's one of the most abused and broken cards in the game and has been a component of numerous OTK and FTK plays. This also serves as a pre-emptive hit against Atlanteans, something I don't oppose either.

However, that said, there's now a substantial lack of good lv6 Synchros. I'm glad Goyo and Brio are gone, but I'd like good and balanced lv6 options. Orient Dragon and Gravity Warrior are OK, and Flamvell Uruquizas is decent when the format calls for him, but aside from that there aren't enough good lv6 options. Somewhat tragic considering Zombies now have the cards they need to be competitive back from the rest of the list, but then had their last strong option taken from them.

Future Fusion

Good riddance. This should have gone to 0 back when Chimeratech OTK reared its head 4 or 5 years ago. I'm glad it's finally gone, but the fact that it lasted so long shows incompetence on behalf of the list makers.

I would have liked to have Metamorphosis back in exchange though. Maybe one day.


Limited:

Inzektor Dragonfly & Inzektor Hornet

I am very pleased about these hits. This doesn't kill the deck, instead this makes it run as it was intended; as an equip based utility deck. With Sword, Centipede, Ladybug and Hopper still all around the deck has no functional issues as some may believe. I think the archetype will still be a strong Tier 2 contender. I can finally use the deck without feeling dirt cheap.

If I could have chosen though, I would rather have Dragonfly get an outright ban and have Hornet at a higher number, but this is fine too. I just have more issues with Summon spam than I do with destruction.

Red-Eyes Darkness Metal Dragon

I can't complain about this hit either. This also means I won't ever have to deal with the choo-choo train of death. I  can settle for a limit.

This card deserved the hit in its own right, but as for actually dealing with Chaos Dragons and Hieratics? There's a lot left to be desired. Both decks are still fully functional and will have a large meta share next format. Keep your sides unchanged for those two.

Chaos Sorcerer

Excuse me? The list makers have got some real nerve touching this card. Apparently BLS-EotB is equally as powerful as this card. This change disgusts me. This card has never needed to be hit in the history of the game. The list makers have made this card their bitch to be frank, they just won't leave it alone.

BLS-EotB should be ban. God knows why it ever left its spot in the first place. This card should be at nothing other than 3. It's perfectly balanced and has never caused issues. Even back in '05 this card was useable at best.

I am grossly disappointed with this hit. Konami needs to stop whoring boss monsters; I'm sick of it. Boss monsters have been killing the game for years and I wish they'd get hit instead of the decks.

Spore

This card probably shouldn't have been banned, so I'm glad it isn't. It's the plant equivalent to Mezuki.

That said, LIMITED!? Who writes these lists?

"Each player can only activate the effect of "Spore" once per Duel."

Who the hell was going to use 2 or 3? Again, this is a real sign of incompetence. I guess I'm just moaning, but seriously?

Evigishki Gustkraken

Seems unfair to Gishki if you ask me, but the less hand loops the better. Not sure if this was the card at fault though.

Tsukuyomi

Was never ban worthy or even limit worthy for that matter.

Wind-Up Zenmighty

No complaints. I'd rather have this hit than WU Hunter. Again, summons spam bothers me more than anything else.

Ultimate Offering

Ban it.


Semi-Limited:

Mandatory Guide from the Underworld

Will still be used with 1 Sangan. If you played September 2009 format you'll remember how people often used 3 Deep Sea Diva with no third target. Fact is this card is still good, as is Sangan. Double TGftU will be common sight (using one to fetch the other; it's still a free Rank 3), and Sangan will still get used because it's Sangan and it always gets used. Realistically this achieves nothing other than making it a one-off rather than something you can do twice. That is until Daigusto Emeral happens.

Yeah, not the smartest hit. Should be limited so that it's exclusive to decks that actually use lv3 Fiends like DWs or Infernity, or even Relinquished decks.

Debris Dragon

I am very pleased. Junk & Debris decks are now viable again. Plus, this is a random toy for X-Sabers if they want to use it. Could easily be at 3 imo.

Blackwing - Kalut the Moon Shadow

I'm not happy with this. They should have Gale or Whirlwind bumped to 2 imo, this card is silly. I'm not a fan of hand-based cards like this.

*sigh* Shriek's coverage will be littered with BWs again.

Rescue Rabbit

Achieves nothing. Should be limited. Once Verz Heliotrope is TCG legal the deck will get stronger again and we'll be back at square one.

The Agent of Mystery - Earth

Should never have been hit, Hyperion should have been. This is what I mean by Konami killing decks instead of the problem card in the deck. Agents will make a come back, which I'm not too happy with. Can't say I like the deck because honestly I hate them more than I hated Wind-Ups. It reeks of solitaire and easy boss monsters.

Reasoning

My arse is still sore, I know what this card is capable of. Terrible move. I expect Airblade reincarnations an Junk Collector decks to become much stronger, which is not good.

Pot of Consistency

It was inevitable really. The hit is understandable, though I disagree with it. I wish this was what happened on the September 2011 list to help neuter the usability of decks like GKs and TGs. Sadly this is one of those cards that helps low tier decks more than it helps high tier decks, so I will miss having 3. Can't say I disagree with lowering staple ratios though.

E - Emergency Call

Redundant hit is redundant.

A Hero Lives





















Hieratic Seal of Convocation

Semi-Limiting cards like this literally achieves nothing and doesn't do anything to consistency whatsoever. And once more, Konami can't deal with problems properly. Ban that stupid giant Lonefire Blossom on steroids and we won't have any issues.

Mirror Force

Konami dodging problems. This and TT didn't need to move up. If the list maker were able to hit the problem card (Heavy Storm) we wouldn't have to have every mass destruction trap in the game moving up.

I've said this before: how do one or two face-downs stop 5 monsters? Answer: they don't. The solution is obvious, and this is not it. This game needs more proportionality.


Unlimited:

Marshmallon

Yes.

Necro Gardna

Was never a problem.

Emergency Teleport

Not a fan of this card. I've seen what it does at 3.

Destiny Draw

See Emergency Teleport.

Level Limit - Area B

So discrete.

Swords of Revealing Light

In the words of fellow Pojoer and YouTuber:

"NO ONE USED IT...

... apart from Aliens."


Magic Cylinder

Because solitaire burn needed another toy apparently.


Conclusion:

The two bans are good, but as for actually fixing the game? Nothing was achieved. Last meta's good decks have been torn down and a pathway has been laid for the next generation of lucksacking and solitaire. I got my Tsukuyomi back though, so I don't care. Once I get my second copy of Goats legalised I can finally have modern Goat Control working.

It's evident that this list wasn't well thought out, and it became apparent what the problem was after listening to a podcast that a few pros did. Hint: it's not Kevin. I probably owe him an apology if anything, but that's another post which I've planned.

Wednesday 1 August 2012

The Forbidden & Limited Card List: What Needs to Happen

In an ever increasing attempt to bide time for final testing with the Chain Infernity variant, I thought I'd post a rather unorthodox take on the Forbidden & Limited Card List (or FLCL for conciseness' sake). What I find is people tend to have a habit of creating rigid lists with loose reasoning behind them, but the general state of the game itself seems to be ignored and dead fads also seem to get ignored.

What I'm going to do instead of the norm is divide cards into groups and discuss them rather than ascribe a position to them. This will be based around and idealised model rather than any sort of prediction. The model itself is rather straightforward. There are three primary problems with the game as it stands:

  1. The game is extremely luck based, more than it has ever been in the past.
  2. The game is very fast. Not as bad as Airblade or September 2009, but it's an issue.
  3. The game is limiting player interaction.

Alongside this, there are the two regular issues:
  1. Some cards or combos are broken.
  2. Some cards or decks are overpowered.
Note that there is a difference between the two. A broken card is one that abuses other cards or mechanics, or a card that simply isn't fulfilling the purpose it ought to. An overpowered card is simply a card which is too good.

Also, there are a few cards which are arguably poor design and should have restrictions placed upon them simply because of their functionality, not their actual usage.

I'd also like to point out that popularity isn't a valid reason for anything to be hit, which is tragic considering this is how Konami makes 50% of their FLCL decisions.

Onto some of the actual categories:

Cards that are abusing game mechanics

This is quite the issue and one that I rarely see addressed. Konami gets a bit carried away when making cards and often disregards the functionality of game mechanics themselves. The prime culprits right now are:
  • Leviair the Sea Dragon
  • Daigusto Emeral
  • Pot of Avarice
Leviair the Sea Dragon: Removal has always been an important balancing factor in this game, even in the days of Goat Control. Removal has always been the end of the line for a card and that alone induced a substantial amount of fear, forcing people to play conservatively or run the risk of losing their card for good. Giving these cards a second chance was always reserved for very specialised decks which had their own drawbacks to compensate. What Leviair does is grant universal access to the RFP. As we've seen in the past with Return-DAD and in modern times with Dino Bunny, this only leads to the abuse of cards that have removal as costs or restrictions. It also removes the fear of removal meaning there is reduced incentive to conserve cards. Regardless of how effective Leviair is at his job, this is an issue that needs to be addressed.

Daigusto Emeral & Pot of Avarice: In this case, the area being abused is the Graveyard. The Graveyard has always been a little bit loose, but with the speed of the game on the rise these two are not only removing the need to conserve resources, they're actually giving an incentive to burn through them as fast as possible. There's no need to keep cards in reserve because these two are essentially letting you do everything twice. Again, this isn't an issue of how good the cards themselves are, it's about the gameplay they allow for.

Cards which are or have become broken
  • Future Fusion
  • Lavalval Chain
Lately Konami seems to have been rather strict about this. This is a fairly straightforward example of what it is to be broken. This was a card designed to give a more effective option to fusion summon that wasn't as redundant as Polymerization. Right now, its sole function in the game is to act as a super powered Foolish Burial or a mini Painful Choice.

Oddly though, I think the correct way to handle this card is to give it the Prisma treatment: make it so that it's only valid for monsters with specific materials.

Lavalval Chain needs to be dealt with also. There are already decks abusing the ability to determine their own draws indefinitely. The culprits are Infernity, and to some extent, Lightsworn.

Cards which are overpowered
  • Judgement Dragon
  • Dark Armed Dragon
  • Black Luster Soldier - Envoy of the Beginning
  • Red-Eyes Darkness Metal Dragon
  • Grapha, Dragon God of Dark World
  • Infernity Launcher
  • Rekindling
  • Limiter Removal
  • Royal Tribute
  • Return from the Different Dimension
There's been quite the build up of these over the years. Regardless of how good the deck that supports these cards are, these cards are quite frankly far too powerful. They more or less hand wins to the user on a silver platter. The majority of these are boss monsters, which have proven time and again to have no positive effect on the game whatsoever. I'm not certain why the player base seems to have such a fetish for them.


Cards that limit player interaction
  • Cardcar "D"
  • Evolzar Laggia
  • Final Countdown
  • Skill Drain
  • Chain Burn in general
I've reserved some cards that should be here for another section. This is a fairly straightforward one. Cards like these are removing interaction between players and are making the game more solitaire like.

Regarding back row in general
  • Heavy Storm
  • Solemn Judgement
  • Solemn Warning
  • Torrential Tribute
  • Dimensional Prison*
This chunk of cards here are fairly controversial. Personally, I think they should all get the axe and be taken down a few notches.

Heavy Storm: I won't deny that this card has served the game well in the past, but realistically speaking this card has had so many ill effects on the game lately that denying it is, to be frank, ignorant. It's been the golden ticket for OTK decks and it's been letting players get away with overextending their monsters for a very long time. I won't deny that back row needs to exist in moderation, but as it stands back row simply does not exist. There's no reason to think twice with monsters any more. How is one face-down (if any) meant to handle an obscene number of monsters? The monsters have been taken up a notch over the years and for proportionality back row needs to be made more present also. This cannot happen with this card legal.

The Solemn Brigade: Inversely, without HS legal these two acted as the golden ticket for stun decks. By definition, stun decks limit player interactivity. The Solemns turned attrition based gameplay into flat out stalemates. Summons need to be restricted, not made impossible. There are more balanced conditional options in existence. These needn't be legal.

Torrential Tribute: This is a testament to HS's detrimental effect on the modern game. This card was raised up because one back row was not sufficient in dealing with a swarm of monsters. With HS gone, this can be taken down.

Dimensional Prison: A bit of a miscellaneous hit here. Arguably it isn't a problem, but we saw how hideous the game becomes when people main 3 of this. This card ought to stick around just as an attack deterrent, but like with SW we don't want stalemates. I'm not completely certain as to what to do with this one, though. There are attack deterrents in the game which are much more balanced and perfectly useable.

Effect Veiler

This is a card that bothers me often with its design. I don't like the idea of having cards that have no risk attached to them in this game. I'm not settled on this card.

Miscellaneous Decks
  • Inzektors
  • Wind-Ups
If all of the prior are dealt with, these should be the only issues left. I'm not particularly bothered about how these decks are dealt with, so long as they are.



I think that's everything summed up. This is opinion based, but I hope this at least conforms to my model. Let me know your thoughts in the comments.

Quick Thought - 2




Would March 2011 format really have been so bad if Solemn Warning wasn't around?

Tuesday 31 July 2012

Well I'll be damned...

And who said Yu-Gi-Oh!'s art was kiddy?



If you don't believe this is a real card, check here: http://www.konami.com/yugioh/articles/?p=4096#more-4096

Way to sell an archetype. I'll definitely be looking into Prophecy monsters because of this guy.

I for one am impressed. Let's have more stuff like this, Kevin.

Saturday 28 July 2012

Quick Thought - 1

This is a little idea I had to make it easier to post frequently as well as stimulate the community. These probably won't be more than a paragraph or even a sentence long, but the idea is to use a little rhetoric to convey ideas. If they're popular, I'll keep them coming. The idea is I post a little notion and then it is up to you all to decide what to make of it. There will often be implied meaning in these posts.


Can you imagine this format without Effect Veiler?

Thursday 26 July 2012

Building the April 2005 Community

This post will be a little shorter as it's an ongoing project, but hopefully it's one that should interest you all.

As you all know, I've been working on setting up an April 2005 format group. What I have discovered is that duelistgroundz also has its own Goat community with a bulkier player roster. Naturally I am now registered and subscribed. Although they do have a larger community, they do seem to be a little unorganised, so perhaps I could lend assistance there.

I intend to do something a little unorthodox; I plan to create an inter-forum community. I'm not quite sure how I'm going to go about this and to my knowledge nothing like this has been attempted before. The end objective is to make one large group instead of several small groups. What this will do is make it easier to find games and perhaps increase the community's influence overall.

To my knowledge, DN still doesn't have a community for this, so this will be my next project once I can at least secure interactions between the communities.

If we can get enough demand, we may be able to persuade the DN admins to have a fully fledged option for this format.


On another note, I have fully retired from Advanced gameplay. I've grown sick of the metagame and how boring it is. Most decks play themselves and build themselves, and most games are decided by raw luck more than anything else. It's gotten to the point where it's fairly safe to say that skill is largely irrelevant in the meta. I've had games where I've misplayed the entire way and still gotten wins simply because the deck I'm using is so obscenely powerful. Winning this way isn't satisfactory, and losing this way is bitter. I can't take it anymore.

Tuesday 24 July 2012

Standardising the April 2005 Format

Hello blogosphere. Today I present you all with one of my pet projects that I have been ardently devoted to. That of course would be the recreation of the April 2005 format, more commonly referred to as the Goat Control format. I wasn't made aware of any standardised set up for this, and the community seemed to be a little everywhere because of how recent the upsurge in demand for this format is.

Again, as stated in my previous blog entry, I attribute the start of this demand to Michael Bonacini. I plan to contact him fairly soon since he has more direct experience of the format whereas my knowledge lies primarily on the logistical side of things

When I was first setting this up, I noticed the Yu-Gi-Oh! Wikia's record of this format's Forbidden & Limited list was inaccurate, so I spent a little time with a few veterans of the format to ensure that the list we would be using was entirely accurate. Another pressing matter was set legality. For now, I and the others on Pojo are fairly settled on using the pre-CRV TCG legality. The only disparity between the TCG and OCG at this time was the fact that the OCG was a few sets ahead of the TCG (with the post-CRV sets having a fairly negative impact on the game) and a few exclusives like Crush Card Virus and Foolish Burial (again, fairly negative impact).

Once we had that established, it became apparent that people were trying to abuse the format by building solitaire decks such as OTK decks, burn decks, mill decks, stall decks, etc. These were all present in the format and although they had no substantial advantage, it's fairly safe to say that they took away from the overall game state. Other decks like Warrior Chaos, Zombies or Apprentice Monarchs, however, are acceptable.

To solve this problem with out detracting from the authenticity of the format, I devised an Honour Bans system. What this essentially is is a sub-F/L list that is completely optional. It forbids cards that specifically detract from the game whilst leaving the natural gameplay unchanged.

With all that said, here are the lists for this format. It should provide you with everything you need to know to play the format:

The Official April 2005 Forbidden & Limited Card List
Forbidden
• Chaos Emperor Dragon - Envoy of the End
• Fiber Jar
• Magical Scientist
• Makyura the Destructor
• Witch of the Black Forest
• Yata-Garasu

• Butterfly Dagger - Elma
• Change of Heart
• Confiscation
• Dark Hole
• Harpie's Feather Duster
• Mirage of Nightmare
• Monster Reborn
• Painful Choice
• Raigeki
• The Forceful Sentry

• Imperial Order

Limited
• Black Luster Soldier - Envoy of the Beginning
• Breaker the Magical Warrior
• Cyber Jar
• D.D. Warrior Lady
• Dark Magician of Chaos
• Exiled Force
• Exodia the Forbidden One
• Injection Fairy Lily
• Jinzo
• Left Arm of the Forbidden One
• Left Leg of the Forbidden One
• Marshmallon
• Morphing Jar
• Protector of the Sanctuary
• Reflect Bounder
• Right Arm of the Forbidden One
• Right Leg of the Forbidden One
• Sacred Phoenix of Nephthys
• Sangan
• Sinister Serpent
• Tribe-Infecting Virus
• Twin-Headed Behemoth

• Card Destruction
• Deliquient Duo
• Graceful Charity
• Heavy Storm
• Lightning Vortex
• Mage Power
• Mystical Space Typhoon
• Pot of Greed
• Premature Burial
• Snatch Steal
• Swords of Revealing Light
• United We Stand
• Call Of The Haunted
• Ceasefire
• Deck Devastation Virus
• Exchange of the Spirit
• Magic Cylinder
• Mirror Force
• Reckless Greed
• Ring of Destruction
• Torrential Tribute

Semi-Limited
• Abyss Soldier
• Dark Scorpion - Chick the Yellow
• Manticore of Darkness
• Marauding Captain
• Night Assailant
• Vampire Lord

• Creature Swap
• Emergency Provisions
• Level Limit - Area B
• Nobleman of Crossout
• Reinforcement of the Army
• Upstart Goblin

• Good Goblin Housekeeping
• Gravity Bind
• Last Turn

Note that neither Crush Card Virus nor Sixth Sense had TCG prints at this time.


Honour Bans
• Cyber Jar

• Dimension Fusion
• Level Limit - Area B
• Monster Gate
• Reasoning
• Wave-Motion Cannon

• Gravity Bind
• Last Turn

- Cyber Jar was banned to prevent mill decks and OTKs.
- Dimension Fusion was banned to prevent OTKs.
- Wave-Motion Cannon was banned to prevent OTKs and burn (this was a serious issue).
- Monster Gate and Reasoning were banned to kill OTK engines.
- Level Limit - Area B and Gravity Bind were banned to kill stall, burn and mill.

April 2005 TCG Set Legality

Booster Packs
• LOB - Legend of Blue Eyes White Dragon
• MRD - Metal Raiders
• MRL - Magic Ruler
• SRL - Spell Ruler
• PSV - Pharaoh's Servant
• LON - Labyrinth of Nightmare
• LOD - Legacy of Darkness
• PGD - Pharaonic Guardian
• MFC - Magician's Force
• DCR - Dark Crisis
• IOC - Invasion of Chaos
• AST - Ancient Sanctuary
• SOD - Soul of the Duelist
• ROD - Rise of Destiny
• FET - Flaming Eternity
• TLM - The Lost Millennium

Starter Decks
• SDY - Yugi
• SDK - Kaiba
• SDP - Pegasus
• SDJ - Joey
• SKE - Kaiba Evolution
• SYE - Yugi Evolution

Structure Decks
• SD1 - Dragon's Roar
• SD2 - Zombie Madness
• SD3 - Blaze of Destruction
• SD4 - Fury from the Deep

Tin Promos
• BPT - 2002 and 2003 Collector's Tins
• CT1 - 2004 Collector's Tins
• CT2 - 2005 Collector's Tins

Special Editions
• IOC-SE - Invasion of Chaos SE
• ROD-SE - Rise of Destiny SE
• TLM-SE - The Lost Millennium SE

TCG Reprint Sets
• DB1 - Dark Beginning 1
• DB2 - Dark Beginning 2
• DR1 - Dark Revelation Volume 1
• DR2 - Dark Revelation Volume 2
• DR3 - Dark Revelation Volume 3

Tournament Packs
• TP1 - Tournament Pack 1
• TP2 - Tournament Pack 2
• TP3 - Tournament Pack 3
• TP4 - Tournament Pack 4
• TP5 - Tournament Pack 5
• TP6 - Tournament Pack 6

Jump Magazine Subscription Cards
• Blue-Eyes White Dragon
• Red-Eyes B. Dragon
• Archfiend of Gilfer
• Blue-Eyes Ultimate Dragon

Miscellaneous Sets
• MP1 - McDonald's Promotional Cards
• PT1 - Pharaoh's Tour Championship Prize Cards 2005

Miscellaneous Cards
• Kanan the Swordsmistress
• Black Luster Soldier
• Firewing Pegasus

Monday 23 July 2012

A few thoughts

It's been a very long while since I made a blog post, and in all honesty with the game as inert as it is it's very hard to make consistent posts. I've been following Michael Bonacini's initiative and have revisited the April 2005 format.

I've been very impressed with the format to the point where I play it more than I play Advanced. Surprisingly, the demand has been very large and I'm having no difficulty in finding a game. More surprisingly, I've managed to get a decent following for it on Pojo, perhaps suggesting it isn't the completely inane well of idiocy some portray it to be.

With that point raised, I'd like to respond to one of Michael's posts briefly. Link to post here. The content of his post is accurate. I can't disagree with anything he said because in all honesty it's true. What I will say, however, is that his post seems somewhat mis-targeted. From my personal experience, I do find that this sort of player extends far beyond the boundaries of just Pojo; I find them wherever I go, be it YouTube, DuelingNetwork, locals or wherever I venture. Although Pojo does seem to have a disturbing accumulation of these players, especially (if not, exclusively) in the Forbidden/Limited forums, I don't think it's accurate to say that Pojo is the sole culprit of the game devolving as it is.

I'm also becoming increasingly frustrated with Konami. Their motives are so blatantly about pushing product that it's sad. Kevin's F/L list articles are a crude attempt to make the list seem altruistic when in reality it acts solely as a form of pseudo set rotation. This goes for their other articles too. They seem to be more about pushing the card than discussing its relevance and design in an honest and open way. And to no discredit to the authors, some of the articles are very misleading or at least show lack of proper knowledge. When I read the Void Ogre Dragon article suggest that people should be discarding cards in an Infernity deck, part of me died.

On that note, my Chain Infernity variant has been testing flawlessly. It has good match-ups against most of the meta. Dino Rabbit just doesn't have outs to Barrier, Chaos Dragons aren't designed to be able to handle mass back row, Inzektors have a tough time handling the negation and Wind-Ups lose their win condition after I take a turn. If the OCG weren't so busy maining triple Beetle in a redundant attempt to summon VOD on the first turn, they might have noticed how obscene Lavalval Chain was as a brute consistency engine. Running the first turn VOD variant (A.K.A. BVOD) is quite frankly idiotic. The deck can't do what Dino Rabbit does and forfeiting so many plays for a mediocre boss monster that dies to Fiendish Chain/Compulsory Evacuation Device is asking for trouble. It's far better to abuse what Infernity is best at: raw advantage. The BVOD variant just doesn't have a reliable +1 engine to fall back on after their field gets dismantled.

I'll go into a bit more detail about Infernity in an upcoming post. There's an awful lot to talk about.

Goat Control format has been very appealing to me so far. The fact that I can be hit by a first turn full trinity and still win leaves a very nice feeling. The deck is also a lot of fun and the format is unbelievably balanced. It's nice to actually play against my opponent rather than just their deck. I highly recommend trying out the format.

Here's a guide I made on Pojo if you need somewhere to start. Link here. A lot of people don't have accurate access to the F/L list or legality for the format (the Wikia's one is inaccurate), so that thread is pretty good in that regard.

On another note, I'll probably be removing the rating system below. While I've always wanted honest feedback and I do appreciate the good ratings I get, I don't want to have to restrain myself just to appeal to readers. I want to be more honest in my posts and I feel that it's the best way to go about it.

Leave a comment if you want.

~Valafar123

Saturday 10 March 2012

Teleport Zombies


Hello, Yu-Gi-Oh! Blogosphere. As promised, here's the Zombie deck list. The ban list gave Zombies a lot to play with this format. For starters, E-Tele to 2. E-Tele gives Zombies the speed they've been craving for quite some time. We can now summon Brionac fairly quickly and have out grave set up within a few turns. Secondly we were given CotH at 3. Given all the floaters the deck can run, CotH works out very nicely.

Deck List:

Screenshot from DN, for those who prefer visual deck lists

Monsters: 22
[1] Black Luster Soldier - Envoy of the Beginning
[1] Card Trooper
[1] Dark Armed Dragon
[2] Effect Veiler
[3] Goblin Zombie
[1] Gorz the Emissary of Darkness
[2] Krebons
[1] Mezuki
[1] Mystic Tomato
[1] Plaguespreader Zombie
[2] Ryko, Lightsworn Hunter
[1] Sangan
[1] Spirit Reaper
[3] Tour Guide from the Underworld
[1] Zombie Master

Spells: 13
[1] Allure of Darkness
[1] Book of Life
[1] Charge of the Light Brigade
[1] Dark Hole
[2] Emergency Teleport
[1] Foolish Burial
[1] Heavy Storm
[1] Mind Control
[1] Monster Reborn
[2] Mystical Space Typhoon
[1] Pot of Avarice

Traps: 5
[3] Call of the Haunted
[2] Torrential Tribute

Synchros: 9
[1] Ally of Justice Catastor
[1] Black Rose Dragon
[1] Brionac, Dragon of the Ice Barrier
[1] Orient Dragon
[2] Revived King Ha Des
[1] Scrap Dragon
[1] Stardust Dragon
[1] T.G. Hyper Librarian

Exceeds: 6
[1] Daigusto Emeral
[2] Leviair the Sea Dragon
[1] Number 17: Leviathan Dragon
[1] Number 39: Utopia
[1] Wind-Up Zenmaines

Review:


This particular build focuses more on abusing floaters than it does Synchro/Exceed swarming. With Mezuki at 1, I find that aggressive builds suffer some consistency issues, so this is more of a control build that works by generating advantage, and then using that advantage to fuel plays. As always, the deck relies heavily on Brionac, mainly for the discard. Solemn Warning can cause Brionac a headache, but fortunately we have Emeral and Avarice to recycle it back to the Extra Deck and get a free draw too.

The E-Tele engine essentially allows one to summon Brionac (long with other synchros) a lot more easily. In the past cards like Deep Sea Diva were used, but I've found Diva to be inefficient for this format because it uses up ones normal summon. That's where E-Tele comes in. E-Tele gives one an instant level 2 Tuner on demand. One can then use that Tuner to Synchro with Sangan or Goblin Zombie to get your search. If one searches into PSZ/Mezuki, you can then discard it for Brionac and bounce a pesky Exceed or Synchro monster back to the Extra Deck, or get a free turn of attacks. This allows one to instantly set up the Graveyard for future abuse whilst not losing any real advantage. Additionally, Krebons is DARK attribute, which has plenty of support in the form of Allure, Dark Armed, Tomato and BLS-EotB.

In the past, the E-Tele engine has often been seen paired with the Destiny engine (Stratos, Malicious, Diamond, Doom Lord, RotA, Allure and D-Draw). I did test the engine since I had a lot of success with it in 2009 (the last time it was viable), but I found 2 copies of Destiny Draw to be insufficient and often resulted in dead hands. Feel free to try it if you can find space, but don't expect anything fantastic.

The second part of the deck is the Zombie engine. I'm using it to make advantage-neutral Synchro plays. The engine is fairly self-explanatory; use Goblin and Master for Synchros and take advantage of PSZ and Mezuki along the way. I'm only using 1 Zombie Master. With Veiler and other similar cards quite prevalent, I find that Zombie Master doesn't really do much very often. It's good enough to run, but not good enough to rely on in my opinion. I'm using 3 Goblin Zombie for consistency. I can also search other copies of Goblin off of it, so I can stay advantage neutral for most of the duel. Sprit Reaper is and always has been good in Zombies as a 1 of. It gives you stall and hand destruction, two things this deck appreciates. I threw in a random Book of Life for Leviair plays.

Finally, the near-staple Tour Guide engine. TGftU gives one access to Leviair, a card this deck likes a lot. For this deck, it's Burial From The Different Dimension 2.0. It lets one abuse all of the removal outlets in this deck, namely Mezuki, PSZ, BLS-EotB and DAD. Being able to continually reuse these cards is too good an opportunity to pass up. Additionally, it gives one access to Zenmaines, which is one of the best control cards this format in my opinion.

One of the new toys this deck got from the ban list was CotH at 3. With back row destruction so plentiful, CotH really shines. Chaining it to destruction lets you gain access to the effects Sangan, Goblin Zombie and Card Trooper, which will in turn give you a +1. And of course, it can just be used for general revival of monsters to help one make aggressive plays. I'm really liking this card at 3 at the moment.

I opted against the Solemn brigade. Torrential and Veiler are more effective for this particular deck. Veiler is graveyard fodder and Torrential lets you deal with swarms whilst not losing advantage due to the copious number of floaters.

Ryko is in there against Laggia. It also lets you fill up your grave as a bonus. One can also use it to bluff with CotLB by setting Goblin or Reaper instead, which could buy a turn to make plays.

The rest of the deck is staples, which don't need explaining. I'm only running 2 MST because of space constraints.

Conclusion:


It's a fun Tier 2 deck to play around with. I don't think it's strong enough to consistently take on the Tier 1 decks, but it does fine against most other decks.

Hope you all enjoyed the deck list. Please rate and comment.

~Valafar123

Monday 5 March 2012

Quick Update

I got a request from Pojo for my current Infernity build, so I thought I'd post it here in tandem with an update.


I might do a review on this after I post my Tele-Zombie deck list. I just need to get more play testing done.

Also, I'm feeling a lot of negativity on my last post. I'm going to guess it was any of the following:
  • The quality of the post was poor. I've got the balls to admit it, it wasn't as good as some of the posts I've done in the past. It's hard to go in depth about something I've already talked about and hasn't changed much, so my apologies if that was the problem. I'll try to keep it fresh in future and put a little more time into my deck profiles.
  • Storm fanboys.
  • The deck itself. Maybe people don't like the build. That's fair enough I guess, but it's been solid in testing. To each their own.
Please leave a comment so I know what I'm doing wrong. :/

Also, why I it whenever I run a deck with 9 monsters I open with 5 of them, and when I run a deck with 24+ monsters I open with only 1. Oh DN, why must you troll me. -.-

~Valafar123

Saturday 3 March 2012

LIGHT/Hero Beat for March 2012

Here's one of the decks I mentioned in my earlier post. It's doing better than I expected.


Choices:

  • Cyber Dragon: I still main and side a CyDra. It's good for those pesky 2000 DEF walls and is a nice counter to Zenmaines, which can be a very frustrating card.
  • Thunder King Rai-Oh: good card is still good. Dropping this on turn 1 is crippling to most meta decks. Inzektors do get around him, which is annoying, but it's very nice against everything else. His negation effect works through Skill Drain, which is always a bonus. Having a 1900 Black Horn of Heaven on legs when your opponent's monsters are limited to mere beatsticks is very good. Verz Heliotrope gives TKRO issues, however.
  • E - Emergency Call: I see a lot of OCG builds use it, so I thought I'd give it a go. It's decent, but I'll probably drop it to 1. Luckily Skill Drain removes the conflict with TKRO.
  • Miracle Fusion: bumping it to 3 because of Grapha. Sided out Skill Drains, sided in DCK, MST and Sack Storm.
  • Compulsory Evacuation Device: still good. Another out to Zenmaines and a very nice disruptive card. Two was overkill, one is perfect.
  • Dimensional Prison: dropped to 2 because of Sack Storm. It's been very good in testing. Most people don't see it coming and it makes TKRO very hard to deal with for some decks.
  • Mirror Force: I still like it. With SLR mained, it becomes very good.
  • Skill Drain: best anti-meta card of the format without a doubt. It renders the big three decks totally useless.
  • Solemn Brigade: this is a control deck. Enough said.
  • Starlight Road: I mained 2 last time Sack Storm was legal and I main 2 now. Very good card, especially with DH legal and TT at 2. Most decks don't have many outs to back row because Storm does the work for them. Being able to shut down their enabler is nice. It also lets you safely put 2+ monsters on the field without risking 1/5 of all of your monsters.
  • Torrential Tribute: nice against a lot of decks. This deck keeps a low monster presence, so it fits nicely in here.
  • Hero Blast: too slow so I dropped it.
  • Bottomless Trap Hole: redundant thanks to TT.
  • Doomcalibur Knight: strong generic side card. Works through Skill Drain so you can stop hand and graveyard shenanigans.
  • Maxx "C": Wind-ups.
  • Snowman Eater: Rabbit.
  • Abyssal Designator: It's dueling network; I play against a lot of Exodia decks.
  • Sack Storm: for anything that's annoying.
  • Mystical Space Typhoon: good against some decks.
  • Super Polymerization: mostly for the mirror match.
  • Chain Disappearance: it really hurts a lot of decks, namely Inzektors. Mostly for lower tier decks though.
Next up will be Teleport Zombies.

~Valafar123

Friday 2 March 2012

Lavalval Chain


Lavalval Chain is soooooo good. This was Turn 3 or so.

And yes, I'm alive.

*fake cheering from background*

Anyway, just a few quick thoughts:

  • The new ban list finally addressed Plants, so I am happy. However, it failed to address every other glaring problem in the game. Namely a certain spell card that really shouldn't be legal with the game the way it is.
  • Trish banned brought a tear to my eye. It needed a ban, but I will miss it. Luckily, Verz Ouroboros is playing well in testing and has equally awesome artwork.
  • Tele-DAD prices woo. Maxx "C" and TGFTU are $120 each last time I checked. Rescue Rabbit's going for about $40-80 from what I've seen. That makes it about $1000 for a Bunny main deck. I wonder how much the extra deck costs.
  • Wind-Ups, Bunny and Inzektors. I don't think I need to say anything. I'd rather give Sams first turn for an entire match than play against these things.
  • Inzektors are fun. Very broken, but somewhat satisfying. Yes, I'm a hypocrite.
  • Bunny with Verz Heliotrope is good. Verz Bahamut's discard cost is frustrating though.
  • Skill Drain is very good.
  • Lavalval Chain is very good.
  • Heroes are good. Nice to see them do well in the OCG again.
  • OCG isn't using BFs. I didn't even know that was possible.
  • Emergency Teleport with Goblin Zombie shenanigans is effective.
  • I miss big back rows. Was more fun and took more effort to win against imo.
  • Most of OCG land still doesn't know how to run Infernity properly.
  • Even now I still call Exceeds Exceeds. I refuse to call them Xyz. That's not even a word, nor is it any permutation of any word I know. How Kevin gets "exseeze" from "xyz" I'm not sure. I get "ziz" from "xyz". I'm sure XYZ-Dragon Cannon is weeping.
  • I don't like the new blogger layout. That said, I'm glad they kept my "magic fix problem" button, more commonly known as the "remove formatting" button. If any of you bloggers out there don't know about it, you should. It's the easiest way to fix buggy posts.
That's about it really. I may or may not make more posts. I want to share a few things I've been working on, so if you're an optimist you have something to look forward to.

~Valafar123