Thursday, 28 April 2011
May Determination Yield the Fruits of Destruction
Monday, 25 April 2011
Angels Lie to Keep Control - Post-SD20 Permission Angels
With the release of SD-20 Lost Sanctuary, Counter Fairies (I'm using the OCG name Permission Angels from here on) gain power and focus in the form of Divine Punishment. Divine Punishment is a Counter Trap that negates the effect of a Spell, Trap or Monster Effect and destroys said card, while "The Sanctuary in the Sky is on the Field. This new Counter Trap pushes Permission Angels to focus on The Sanctuary in the Sky. In using said field card, you are increasing the usefulness in Meltiel, Sage of the Sky as well as Honest. Therefore cutting away some of the problems that Permission Angels once had.
Moving on to the deck itself. We will view the Monster line-up of my personal version of Permission Angels.
Monsters - 15
Bountiful Artemis x3
Harvest Angel of Wisdom x2
Meltiel, Sage of the Sky x2
Thunder King Rai-Oh x2
Honest x1
Zeradias, Herald of Heaven x3
Van'Dalgyon the Dark Dragon Lord x2
Artemis at 3 is a general staple. Meltiel helps with Lifepoint gain and gives some general destruction. Harvest is a tech choice, it could be replaced with another Meltiel and Rai-Oh. Using Harvest gives me the ability to use my Traps freely. Rai-Oh is for general disruption and for a bigger body. Honest is self explanitory. Zeradias is here to search our most important field spell and our trump Van'Dalgyon is only being ran at 2 to reduce dead draws.Other options are Layard the Liberator, which is useful with an upcoming Spell that I run, as well as D.D. Warrior Lady to add to the anti-meta feel.
Onto the Spells, we see an Angel's Allure of Darkness in Cards from the Sky. Great speed for a deck that has a very situational draw engine.
Spells - 10
Book of Moon x1
Card from the Sky x3
Monster Reborn x1
Mystical Space Typhoon x2
The Sanctuary in the Sky x3
Book of Moon is still staple protection. Cards from the Sky provides much needed draw. Monster Reborn and MST are staples. And The Sanctuary in the Sky is the focus of this deck. Straight forward line-up and this deck is able to use Pot of Duality in place of Cards from the Sky if you can afford it.
Onto the backbone of a Permission Angel deck, the Trap line up. Many of these choices could be personalized to your liking, but this is a fairly standard line up.
Traps - 15
Mirror Force x1
Torrential Tribute x1
Bottomless Trap Hole x2
Royal Oppression x1
Solemn Warning x2
Solemn Judgment x1
Divine Wrath x2
Dark Bribe x2
Solemn Punishment x3
The staples of Mirror and TT. Bottomless Trap Hole is here to save your Warnings for when they would be optimal. Oppression is very powerful in here, because Van'Dalgyon is our only Special Summon. Solemn Warning and Solemn Judgment are vital to the survival of the deck, but Warning can be replaced with Black Horn of Heaven for lower budget players. Divine Wrath and Chivalry are interchangeable, but I use Wrath for the utility despite the cost. Bribe is still great in Permission Angels, because with Meltiel or Artemis, it balances out. And the new card, Solemn Punishment. This card is extremely powerful and the whole reason we run Sanctuary.
Overall the deck could use some tweaking, but it will be a powerful option when the structure deck is released. From testing, it can stand up to some of the top tier decks, as long as we can set up fast enough.
~Lonefire~
Saturday, 23 April 2011
Vala-Infernity: Trishula says "sup?"
Hello there, fellow members of the Yu-Gi-Oh! blogosphere. I went on a short outing today and to my delight I managed to get everything I needed to fully update the main and extra deck.
Here's my deck list.
Main Deck |
Extra Deck |
I finally got my second Solemn Warning. I may have had to trade a Pot of Duality, but is was worth it. After testing, much like Dale Bellido before me, I found it was utterly useless and caused me losses simply because I had to forfeit a turn to use it.
I dropped Thought Ruler Archfiend for Trishula, Dragon of the Ice Barrier. I'd like to re-include TRA, but I haven't got the room for it.
Trap Stun is more or less useless for this deck at the moment. If you need some trap stopping power, use Seven Tools of the Bandit. You shouldn't really need it though.
I didn't feel like butchering the main and extra deck just to make a weak OTK with Trishula. If Launcher were at 3, then yes, I would probably use the Beetle variant because Launcher covered many of the consistency holes. This is no longer the case. I highly advise sticking to the Avenger variant. Avenger is extremely flexible and takes up much less main deck space.
I'm tempted to drop an Avenger. The only reason I use 2 these days is for their stall force. They'll be fun when Exceeds come out though. Double reviving and making an exceed to counterattack sound good in theory, especially considering that this deck will be able to churn out exceeds thanks to Tour Guide From the Underworld.
I kept BoM in. It helps against Sabers a lot. It can also be devastating if I get it early on. People say Infernity lacks the follow up plays to make BoM worth it, that is false. Play the deck and you'll see how easy it is to churn out monsters at no cost.
I really fear BTH and D Prison at the moment. Without Trap Stun in the main and BoM at 2, I lack the ability to make safe Archfiend plays. It's still something I'm working on. Sided Trap Stuns are mandatory against decks that use those two cards.
That's all that's really changed since last time. I hope you enjoyed this post. Please leave a comment.
For those of you who like the old layout:
Monsters [15]
[3] Infernity Archfiend
[3] Infernity Necromancer
[3] Infernity Mirage
[2] Infernity Avenger
[1] Dark Grepher
[1] Armageddon Knight
[1] Stygian Street Patrol
[1] Plaguespreader Zombie
Spells [10]
[1] Infernity Launcher
[1] Dark Hole
[1] Giant Trunade
[2] Mystical Space Typhoon
[1] One for One
[1] Reinforcement of the Army
[1] Monster Reborn
[1] Foolish Burial
[1] Book of Moon
Traps [15]
[3] Infernity Barrier
[2] Infernity Inferno
[1] Infernity Break
[1] Solemn Judgment
[2] Solemn Warning
[2] Bottomless Trap Hole
[1] Call of the Haunted
[1] Archfiend's Roar
[1] Torrential Tribute
[1] Mirror Force
Extra Deck [15]
[1] Trishula, Dragon of the Ice Barrier
[1] Mist Wurm
[3] Hundred-Eyes Dragon
[1] Infernity Doom Dragon
[1] Dark End Dragon
[1] Scrap Dragon
[1] Stardust Dragon
[1] Colossal Fighter
[1] Brionac, Dragon of the Ice Barrier
[1] Ally of Justice Catastor
[1] Stygian Sergeants
[1] Magical Android
[1] Armory Arm
~Valafar123
Friday, 22 April 2011
Infernity Players Rejoyce!
Thursday, 21 April 2011
LIGHT/Hero Beat
"Elemental Hero The Shining" |
Here's what I came up with.
Unlike other versions I've seen, I decided to keep my monster count low, very low. This has allowed me to run a lot more back row, making the deck run a lot more smoothly and making the deck a lot more defensive and difficult to play against.
I'm not running E - Emergency Call whatsoever. It's useless late game, especially if Future Fusion was used. It also caused me to have too many monsters in hand. Pot of Duality and the single RotA do the job just fine. It also makes me less weak to my own and my opponent's Rai-Ohs, which is nice.
Like in most of my Anti-Meta decks, I'm maxed out on Dimensional Prison. It means I don't need to waste resources defending myself and it makes my back row harder to disrupt with MST. It's by no means necessary, simply a personal preference.
I'm maining Super Polymerization in twos now. With Oppression and Warning running rampant and the plethora of monsters I can summon with it, I felt it was necessary to main it. It's highly effective against Gladiator Beasts and most other decks for that matter.
I decided to stick with Cyber Dragon. It makes my opponent waste Warnings/BTH and forces Royal Oppression activations prematurely. It's also good against the Machina match up, which is nice.
I have yet to use Draco-Equiste. I am waiting for the day it causes tears at a failed Scrap Dragon or Stardust Dragon.
Absolute Zero is in threes because of my side deck. I side Snowman Eaters and Penguin Soldiers, so it seemed like a good idea to max out in case that I may need all three.
Neos Knight is fun against Samurais. Who would of thought that there would be a practical use for Alius' effect. Like Draco-Equiste, I have yet to use it.
The Shining is mandatory in threes. I've used all three far to often not to max out on it. You all know why it's good.
With the release of Vision Hero Adoration, I no longer need Great Tornado in duplicates. Sure, you can't Miracle Fusion it to the field, but you can make opposing LIGHT/Hero Beat players cry and you can Future Fusion it to the field if need be.
I love Vision Hero Trinity. It replaced Cyber Twin Dragon in my Extra Deck. It's a great way to turn the tide of a game if Future Fusion isn't stopped. Who doesn't want 5000 ATK that can attack thrice?
That's it for my mumbling about LIGHT/Hero Beat. Tell me what you think. I'm open to suggestions.
For those of you who like the old lay out, here it is.
Monsters [10]I hope you all enjoyed this post. Please leave a comment.
[2] Cyber Dragon
[3] Elemental Hero Neos Alius
[1] Elemental Hero Stratos
[1] Honest
[3] Thunder King Rai-Oh
Spells [17]
[1] Book of Moon
[1] Dark Hole
[1] Future Fusion
[3] Gemini Spark
[3] Miracle Fusion
[1] Monster Reborn
[2] Mystical Space Tyhpoon
[2] Pot of Duality
[1] Reinforcement of the Army
[2] Super Polymerization
Traps [13]
[3] Dimensional Prison
[2] Bottomless Trap Hole
[2] Hero Blast
[1] Mirror Force
[1] Royal Oppression
[1] Solemn Judgment
[2] Solemn Warning
[1] Torrential Tribute
Extra Deck [15]
[2] Chimeratech Fortress Dragon
[1] Dragon Knight Draco-Equiste
[3] Elemental Hero Absolute Zero
[1] Elemental Hero Gaia
[1] Elemental Hero Great Tornado
[1] Elemental Hero Neos Knight
[1] Elemental Hero Nova Master
[3] Elemental Hero The Shining
[1] Vision Hero Adoration
[1] Vision Hero Trinity
~Valafar123
Saturday, 16 April 2011
Structure Deck - Devil's Gate [IMAGES!]
Ankokukai no Ryuujin Gurafa (Grapha, Dragon Lord of Dark World)
7 Stars/DARK/Fiend-Type - Effect
You can return 1 face-up "Dark World" monster you control to the hand except "Grapha, Dragon Lord of Dark World" to Special Summon this card from your Graveyard. If this card is discarded from your hand by a card effect, select 1 card your opponent controls and destroy it. If this card is discarded from your hand by a card effect your opponent controls, look at 1 card in your opponent's hand. If that card is a Monster Card, you can Special Summon that monster to your side of the field.
Ankokukai no Mon (Gate of Dark World)
Field Spell Card
While this card is face-up on the field, xxx gains ??? {ATK/DEF?}. 1 of your removed from play Fiend-Type monsters... Select 1 monster...
Draw...
補足:
手札の「暗黒界」を捨てて効果を発動させつつ、ドロー加速ができるのだ!
When a "Dark World" monster is discarded from your hand by a card effect, you can draw due to it!
Wednesday, 13 April 2011
The Ignored Metagame - A premature prediction
The ban list should closely resemble the March 2011 ban list (the one that we are currently in). The game is played in the OCG and includes everything up to and including Storm of Ragnarok and Duel Terminal - Judgment of Omega!!. Last year's top 3 consisted of LIGHT/Hero Beat coming first, Frog Monarchs coming second and the former omnipresent Blackwings coming third.
Here are my candidates for top 3 this year.
LIGHT/Hero Beat |
Hyperion Angels (Herald included) |
Six Samurais |
Monarchs |
Anti-Meta |
So, those are my candidates for Top 3 in the VGWC. Tell me what you think and leave a comment below.
Monday, 11 April 2011
Vylons - The fruits of my tinkering
Enough chitchat, on with my build.
Monsters [14]
[3] Shining Angel
[2] Vylon Hapt
[3] Vylon Prism
[3] Vylon Stella
[3] Vylon Vanguard
Spells [23]
[3] Axe of Despair
[3] Mage Power
[1] Monster Reborn
[2] Mystical Space Typhoon
[3] Pot of Duality
[2] Release Restraint Wave
[3] Vylon Component
[3] Vylon Material
[3] Vylon Matter
Traps [3]
[3] Royal Decree
The extra deck is mostly generic save for some of the key synchros like Vylon Sigma and Vylon Epsilon.
I chose Stella over Cube because I found that Cube's tiny stats could be a huge hinderance, making it rather hard to boost. I also dropped Dark Hole, finding that most of the time it was dead, especially considering that I don't want to blow up b 7000 ATK monsters.
Release Restraint Wave is amazing in here. The Vylon equips replace themselves, meaning that this card is always a one for one or a plus one or more. This build lacks swarm potential, it compensates by transferring all the assets to Vanguard. When Vanguard dies. you'll plus immensely, allowing you to continue your onslaught and end the game next turn.
I hope you all enjoyed this little deck profile. I'll make another one once I get to test the DT12 stuff. I may also make some other pre-DT12 deck lists while I'm at it.
~Valafar123
Sunday, 10 April 2011
Valafar's Renders
Vylon Vanguard |
Kikouhei Wisel Ein |
Gravekeeper's Visionary |
Solemn Warning |
Pot of Duality |
Machina Gearframe |
Infernity Archfiend |
~Valafar123
Saturday, 2 April 2011
Deck of the Month [2] - Fish OTK
The Fish OTK deck's boss monster is a Fish from Phantom Darkness titled Superancient Deepsea King Coelacanth. By discarding 1 card, you can summon as many Fish monsters as possible from your deck, but they can't attack and their effects are negated. This is no problem if you are planning on to use these Fish as Synchro Material Monsters. The monsters that will most likely be the target of Coelacanth's effect are Fishborg Blaster and Oyster Meister. Fishborg Blaster is a Level 1 Fish Tuner Monster who can be Special Summoned from the Graveyard by discarding 1 card if you control a face-up Level 3 or lower WATER monster. Oyster Meister is a Level 3 Fish non-tuner Monster that creates a Level 1 Oyster Token any time it is sent to the Graveyard, except through Battle.
Because Coelacanth is so important in this deck, you need a good way to unleash this ancient fish. Most players use a Frog engine of Swap Frog's, Treeborn Frog's, Dupe Frog's, and Ronintoadin as tribute fodder. The deck also uses big protective monsters such as Gorz the Emissary of Darkness and Tragoedia to maintain field presence and to summon Coelacanth. Some players even use Snowman Eater's for the same reason.
The main strategy of the deck is to Clear the field of any backrows that may be a threat to you, summon your Coelacanth, and to summon 2 Fishborg's and 2 Oyster Meister's from your deck. You would then tune a Fishborg Blaster witth an Oyster Meister to Synchro Summon Armory Arm, thus producing a Level 1 Oyster token. Then, you can take 1 of 2 paths. One of them is to Synchro your 2nd Fishborg and Coelacanth into Colossal Fighter. Then, discard a card to summon your Fishborg back, and tune it with your 2nd Meister for another Armory Arm. Then, you equip your 2 Arm's to an opponent's monster, increasing its ATK by 2000. Colossal Fighter would then attack this monster, dealing 5600 damage to your opponent through both Arm's effects. Colossal Fighter is revived through his effect, and attack again for game. You may lose some LP through this process, but it is worth it.
The 2nd option is to have your Coelacanth, 2 Fishborg, and 2 Meister out again. Synchro Summon a Fishborg and Meister into an Armory Arm, and summon your Oyster Token. Thrn, synchro your 2nd Fishborg and Token into Formula Synchron, and draw a card. Synchro the Formula and 2nd Meister into Sea Dragon Lord Gishilnodon, and summon another token. Discard 1 card to summon Fishborg, and tune the token with it for a 2nd Formula Synchron. With this summon, Gishilnodon's attack increases to 3000. Draw your card. Synchro your Armory Arm and Formula Synchron into Brionac, Dragon of the Ice Barrier. Discard any necessary cards to clear the opponent's field, and attack directly with all of your monsters for 8100 damage.
Additionally, this deck will be able to Summon Shooting Quasar Dragon and OTK with it when released into the TCG. This can be done by Tuning a Formula with an Armory Arm and Brionac. Since it can attack twice, that's instant 8000 damage.
The rest of the spells are your standard staples.
[3] Superancient Deepsea King Coelacanth
[3] Fishborg Blaster
[3] Oyster Meister
[3] Swap Frog
[3] Dupe Frog
[2] Treeborn Frog
[1] Ronintoadin
[1] Snowman Eater
[2] Light and Darkness Dragon
[1] Gorz the Emissary of Darkness
[1] Tragoedia
Spells: 17
[3] Moray of Greed
[3] Gold Sarcophagus
[3] Pot of Duality
[3] Enemy Controller
[1] Monster Reborn
[1] Dark Hole
[2] Mystical Space Typhoon
[1] Giant Trunade
Extra: 15
[3] Formula Synchron
[2] Armory Arm
[1] Colossal Fighter
[1] Sea Dragon Lord Gishilnodon
[1] Brionac, Dragon of the Ice Barrier
[1] Scrap Dragon
[1] Black Rose Dragon
[1] Shooting Quasar Dragon
[1] Shooting Star Dragon
[1] Stardust Dragon
[1] Red Nova Dragon
[1] Red Dragon Archfiend
This wraps up April's Deck of the Month. Thank you for taking the time to read this article. If anyone as suggestions of future decks to review, leave them in the comments.
*[NOTE: This article was intended to be posted April 1st, 2011.]
~Arceus