Saturday, January 11, 2014

Gogogo-Reptile-Zombies (Monsters; January 2014)

Hey there guys,

long time no post (I even doubt someone will read this blog at some time, but if someone does, he might want to tell me!).

This is an idea I recently came up with.
Gogogo-Zombies is a merely known decktype which abuses the abilities of Gogogo Golem, Gogogo Ghost and Gogogo Giant with some Zombies (namely Mezuki and Zombie Master) to swarm the field and do stupid stuff with Rank 4 XYZs.

I will start off with the most likely unknown cards of this deck: The Gogogos.

Gogogo Golem
EARTH Rock/Effect
Level 4
1800/1500
Once per turn, this Defense Position card cannot be destroyed by battle.

This card basically acts as two things in one: A blocker for one attack and as fodder for Gogogo Ghost. You might guess what is more useful.


Gogogo Ghost
DARK Zombie/Effect
Level 4
1900/0
If this card is Special Summoned: You can target 1 "Gogogo Golem" in your Graveyard; Special Summon that target in face-up Defense Position, then change this card to Defense Position. You can only use the effect of "Gogogo Ghost" once per turn.

This card is basically the abusable card of the whole engine. Guaranteed +1 (when SS'd) and an 1900 beatstick. Acts obviously as Rank 4 Material. But how are we going to special this card? Well, taking out the Zombie engine which should obviously do the job for us, we have this giant piece of rock here:


Gogogo Giant
EARTH Rock/Effect
Level 4
2000/0
When this card is Normal Summoned: You can target 1 "Gogogo" monster in your Graveyard; Special Summon that target in face-up Defense Position, then change this card to Defense Position. If this card attacks, it is changed to Defense Position at the end of the Battle Phase.

So, this card can SS both Gogogo Golem and Gogogo Ghost, but we want to SS Gogogo Ghost with him and Gogogo Ghost SS's Gogogo Golem for us for maximum Gogogo.

I am totally Gogogoed at this part... these monsters get our shit gogogoing! Hahahahaha..


Okay, enough of this Gogogo shit, they're basically acting as Rank 4 XYZ engine. With the release of Evilswarm Exciton Knight and Number 101: Sh Ark Knight Rank 4 XYZs are definitely a come up by now. But did you notice two of these three guys have something in common? No?
I will definitely tell you.



This is the most badass Reptile. Instant Level 8 Synchro (what means Stardust Dragon, Scrap Dragon, Crimson Blader etc. etc.) and Rank 4 XYZ with three of our monster which we play in this deck! Wait, did I say three...



Yes, we also play this motherfucker! The most badass card existing by time, reviving our Gogogo shit when we want him too! But what if he hits the grave? Isn't there some monster to hold his back..?




He's back to three! (Hooray.)
He revives our fallen Zombie Masters or purposely hitting the grave Gogogo Ghosts by simply banishing him from the graveyard. This isn't just a bit op, this is hilarious once you've seen this shit in action.

But I am missing some monster. Shouldn't there be something more wicked and more devastating than just one Reptile? There is one monster assisting our XYZ plays furthermore...



This little rat is making our XYZ shit way more fun.


Seven monsters, all befriended with each other through some ways (maybe they have some cousins who know each other, I don't know).


By taking a look at this absolutely professionally created whiteboard flow chart you can essentially notice that almost every card is connected to each other in some way.

By far, most ways result in getting and SSing Gogogo Ghost in and from the Graveyard. This means Gogogo Ghost is one of the key cards we want to try to play along and play around with. Gogogo Golem rather than any other card, is just dependent from Gogogo Ghost and Gogogo Giant and has almost no other use than this, this almost makes this idea pretty bad when we would dead draw into him or if he would get banished from our graveyard. Also Gogogo Giant does only get his effect when he is NS'd, and he requires a pre-set graveyard for this.
However, our graveyard is most likely set up pretty fast with spell cards or the XYZs we create from the monsters which we want to hit the grave (and if you did not realize it yet, 3 out of 7 monsters want to be and stay at the graveyard).

We opt for explosive plays with actually little creatures, the recent rise of Rank 4 XYZs is making this deck very viable and I am proud it currently went out that good in 10 try-out duels. 8 wins, 4 enemy ragequits and two losses.

I don't want to release the complete decklist yet as this deck is still heavily under construction in regards to the currently evolving meta. I hope you understand that.


This is the monster base on which this deck is built around, I hope you had some fun reading this and hopefully you start to come up with some other good ideas instead of playing 3-4 Axis Fire Fist, Hieratic, Lightsworns or Mermail all day. Because these decks all lost.

Peace.

Saturday, November 23, 2013

Karakuri-Geargia ~ Building a deck!

Hey guys,

a lot of people asked me: "Tobi, how do you come up with these deck ideas and their constancy, and how are you even able to build these decks? The ideas are insane!" and actually, I want to show it to you today with the example of a recently whopping deck; Karakuri-Geargia.

Geargia is an archetype which is known for its search and special function with Geargiarmor, Geargiaccelerator and especially Gear Gigant X who can search any level 4 or lower Machine type monster from your deck.

Karakuri is an archetype known for its explosive gameplay, by special summoning a lot of Karakuri monsters with their Synchros, also they revolve around switching the battle positions of monsters on the field.

Combining these two archetypes gives you a pretty good searching engine for machine monsters out of your deck and also combines the special summoned Geargia monsters with Karakuri tuners to reach out to a great variety of Synchro monsters.

But before I start off with the actual deck, I want you to take a trip with me into a process that should be done before building any deck.

Step 1: Analyze the trend (meta).

It is pretty important to analyze the meta that is currently played if you want to compete at a high level of play. The idea behind this is to junk out useless cards and get in better ones, that might be able to counterplay your opponent in game 1. This might sound stupid, but game 1 is probably the most important game. Upon losing game 1 you have to win two more games in order to win the match, you might start off in game 2, but game 3 lets the opponent start the game, and he might knows what you sided in and also he will have cards in reaction to that, you don't want to get outplayed by that.

Looking at the trend by now, Dragon rulers seem to be all over the shit again, thanks to Konami, but also Noble Knights seem pretty strong with their rank 5 XYZ and the new equips. Evilswarm and Constellar are always trying to make the run, and don't even seem that bad at it. Prophecy is still a strong archetype, despiting the fact that Spellbook of Judgment left the scene. Bujin is not that big of a problem for now, but these are by far the most played decks for the moment.

Dragon rulers revolve around banishing monsters, especially dragons.
Noble Knights currently have one pretty good play, which is Medraut into Borz into shenanigans.
Evilswarm has Ophion, who just sucks balls.
Constellars are boring as fuck and send your shit back to the hand.
Prophecy utilizes spells and actually only searches to mill for Spellbook of Fate, also Spellbook Tower of Prophecy is important.

So, we need something to stop people from banishing their dragons, we need to actually erase one guy who seems unkillable, we need to kill some strong dark monster that stops us from Synchroing, we need to stop some random guy from using his goddamn effects and we need to stop a guy from milling his almost whole deck in a few turns.

Sounds hard? Trust me. It isn't that hard actually.


Step 2: Analyze the cards you want to play (Karakuri-Geargia).

Now we take a look at the cards we want to play, but actually it isn't very hard to build this deck. There is almost one pre-built core version in which we just have to set a few more cards. The monster line goes as follows:

(16)
3 Geargiarmor
3 Geargiaccelerator
3 Geargiarsenal
3 Geargiano MK-II
1 Geargiano
2 Karakuri-Watchdog mdl 313 "Saizan"
1 Karakuri-Strategist mdl 248 "Nishipachi"

A whopping 16 cards, and all of them are monsters. However, this is our core structure on which we have to play around, we might add only utility monsters by now (handtraps etc.).

There is general guide on the Spells we want to use, but a big enemy backrow would harm us a lot, also we want to add the staples and probably 1-2 Pot of Dualitys to actually keep on adding good cards to our hand (especially the cards we sided in).

(7)
3 Mystical Space Typhoon
2 Pot of Duality
1 Dark Hole
1 Book of Moon

On the traps, we want the enemy to actually stop getting his game going.

(7)
2 Geargiagear
1 Solemn Warning
1 Compulsory Evacuation Device
1 Torrential Tribute
1 Mirror Force
1 Bottomless Trap Hole

For now we have 30 cards, we definitely want to use, so there is room for 10-12 more cards, depending on preference.


Step 3: Combine Step 1 and Step 2.

With combining our knowledge about the current meta and our ground structured deck, we can try to build a deck that is very good situated for game 1 and even if we lose game 1, we would have some spare cards to side out if they don't make sense against the enemy deck.

Banishing? Add 2-3 Imperial Iron Walls.
But hey, do they not harm our BTH play? Actually you won't need the BTH once the Iron Wall is on the field against dragons, and also it is only dead as long as our iron wall keeps staying. We don't need to banish anything from our graveyard, but our graveyard is the resource for most of our cards.

Adding cards from the deck to the hand? Prophecy, Evilswarm and Constellar all add open cards from their deck to their respective hand, to punish these moves you want to add 1-2 Mind Crush.

Medraut and other general on field effects might generate too much field advantage for the enemy. Add 1-2 Fiendish Chain.

The enemy seems to special summon a lot of monsters, Black Rose Dragon is a general problem with the banning of Heavy Storm and the resulting retiring of Starlight Road of the main deck. Add a Black Horn of Heaven.

For my preference, I added 2 Imperial Iron Walls to the main, 2 Mind Crush, 2 Fiendish Chain and 1 Black Horn of Heaven.

This is 7 more traps actually, resulting in 37 cards total. As I said before we might want to add some hand traps to it. If all else fails, 1-2 Swift Scarecrow might save our ass from an OTK (especially with the ability to be searched by Gear Gigant X). Also, 1 Genex Ally Birdman is a great tech for our deck as he is able to open up for some good Synchro action by returning Geargiaccelerator back to the hand and resulting in him getting specialed again.

So, my deck for now looks like this:



(19)
3 Geargiarmor
3 Geargiaccelerator
3 Geargiarsenal
3 Geargiano MK-II
1 Geargiano
2 Karakuri-Watchdog mdl 313 "Saizan"
1 Karakuri-Strategist mdl 248 "Nishipachi"
1 Genex Ally Birdman
2 Swift Scarecrow

(7)
3 Mystical Space Typhoon
2 Pot of Duality
1 Dark Hole
1 Book of Moon

(14)
2 Geargiagear
2 Imperial Iron Wall
2 Mind Crush
2 Fiendish Chain
1 Solemn Warning
1 Compulsory Evacuation Device
1 Torrential Tribute
1 Mirror Force
1 Bottomless Trap Hole
1 Black Horn of Heaven

This is how a deck of mine would look like before actually testing it against the respective meta.

Monday, October 21, 2013

Saturday, October 19, 2013

FF 4-Axis Turbo - September 2013


This is a Fire Fist build I've been playing for some time now, it currently can't compete with toptiers (dragon ruler, dragon ruler and dragon ruler) but it has some nice mechanics and you should be sure to check it out.

Tooltips relevant for card informations!


Monsters (13):
3x Brotherhood of the Fire Fist - Bear
3x Cardcar D
3x Coach Soldier Wolfbark
3x Maxx "C"
1x Brotherhood of the Fire Fist - Gorilla

Spells (17):
3x Forbidden Lance
3x MST
3x Pot of Duality
3x Upstart Goblin
2x Fire Formation - Tenki
1x Book of Moon
1x Dark Hole
1x Fire Formation - Tensu

Traps (10):
2x Dimensional Prison
1x Bottomless Trap Hole
1x Compulsory Evacuation Device
1x Fiendish Chain
1x Fire Formation - Tensen
1x Mirror Force
1x Sixth Sense
1x Solemn Warning
1x Torrential Tribute

Side:
3x Imperial Iron Wall
2x Effect Veiler
2x The Huge Revolution is Over
2x Gozen Match
2x Vanity's Emptiness
1x Brotherhood of the Fire Fist - Gorilla
1x Fiendish Chain
1x Needle Ceiling
1x Soul Drain

Extra:
2x Brotherhood of the Fire Fist - Tiger King
1x Ally of Justice Catastor
1x Abyss Dweller
1x Brotherhood of the Fire Fist - Cardinal
1x Daigusto Emeral
1x Diamond Dire Wolf
1x Evilswarm Ouroboros
1x Gagaga Cowboy
1x Lavalval Chain
1x Maestroke the Symphony Djinn
1x Number 39: Utopia
1x Number 50: Blackship of Corn
1x Number 85: Crazy Box
1x Photon Papilloperative



Mentionable match-ups I've had with this deck:


Blackwing:
Delta Crow - Anti Reverse will be the only thing that hurts your ass like fuck, be sure to side in The Huge Revolution is Over against this deck, Blackwing almost has no explosive plays, they rely on their endurance, be sure to stall them and keep pressure, remove keycards as soon as possible. Blackwing - Kalut the Moon Shadow will hurt your attacks on a blackwing monster, you might want to rethink the decision of an attack on a Blackwing monster if you could remove it by another way.

Mermail:
At all a hard to play game, without side and Abyss Dweller it is literally impossible to counter enough plays of them. Abyss Dweller plays a keyrole in this match-up and you should be able to protect him properly, as he counters most of Mermail's plays, Soul Drain is a must-have in this match, Vanity's Emptiness aswell as Summon Limit help you to stop their OTKish plays.

Lightsworn:
Pretty easy to play at all, just pay attention on what the enemy is focusing on, there are different goals he might try to achieve, but the main goal is to fill the graveyard with different Lightsworns, either you keep defensive traps behind to remove Judgment Dragons or you try to end the game as early as possible.

Dragon Ruler:
Hardest match-up by far, probably the most unbeaten deck at all. With Sixth Sense, this deck just goes ham. There is literally nothing you can do against their graveyard setup as they will continue to side in MSTs, Blaster throw materials etc. Imperial Iron Wall, Soul Drain and Gozen Match play keyroles in this deck, Malevolent Catastrophe will be a pain against you however, your win is a coinflip away from hitting that shit or not, try to side in The Huge Revolution is Over. However you will lose speed from siding in, but it will hit the Dragon Ruler player too. Edit: Thoughts on The Huge Revolution is Over: Not worth siding in, as Dragon Ruler players will most likely play sole MSTs and more Blaster and Blaster materials.

Evilswarm:
This is pretty much a same same game, you are not bound to level 5 and higher plays, so you can pretty much ignore on Evilswarm Ophion, however your field will most likely consist of 1-2 monsters, so Evilswarm Bahamut could be a threat.

Constellar:
Another hard match-up, you should only XYZ if you're sure that the enemy is not playing out a Constellar Pleiades, other than that pay attention to their backrow and don't blind MST when you have a face-up monster, they could chain on a Safe Zone (however, you can "negate" their Safe Zone by MSTing on it as a later chain link). Gorilla x MST plays are recommended for backrow removal if you want to remove it.

Bujin:
Bujin heavily relies on their graveyard (and the banishing of their support) to have an impact on the game. Be sure to side Imperial Iron Walls and Soul Drain, pick out cards that target (Dimensional Prison, Compulsory Evacuation Device), keep the Fiendish Chains in for on-field supports like Coach Soldier Wolfbark.

Harpies:
A rather easy matchup, however it can become tricky on Harpie's Pet Phantasmal Dragon, as it is pretty much ignored by everything you will play out. Harpie's Hunting Grounds in conjunction with Harpie Dancer will erase your backrow faster than you can imagine, care on laying out too much S/Ts and beware of that play. A broken Hysteric Sign is adding Harpie Queen along with Harpie Dancer, making your backrow vulnerable to that shit if you are not able to counter it. Be sure to react on these plays by booking Harpie Dancer or stop the cycle somehow else.


A game against a Bujin/Fire Fist hybrid, won 2-1. Sided out 1 Dimensional Prison, 1 Upstart Goblin, 1 Brotherhood of the Fire Fist - Bear and 1 Forbidden Lance for 3 Imperial Iron Wall and 1 Soul Drain.


A game against Dragon Ruler, won 2-1. Sided out 2 Dimensional Prison, 1 Bottomless Trap Hole, 1 Sixth Sense, 2 MST, 1 Mirror Force and 1 Forbidden Lance for 3 Imperial Iron Wall, 2 Gozen Match, 2 Vanity's Emptiness and 1 Soul Drain.

Leave some suggestions and greetings behind!