Friday, December 31, 2010

1,000 hits, and Happy New Year!


Wow! The blog has gotten over 1,000 individual hits in just over a month! This is amazing guys, I'm really happy that the blog is doing so well. I never really thought it would take off or go anywhere, but boy have I been proven wrong!

Anyway, I just wanted to say thanks for the support and for reading the blog and to wish you all a Happy New Year!

2011 is going to be a big year for Yu-Gi-Oh! Storm of Ragnarok and the dreaded Six Samurai are just around the corner and I'll be there every step of the way to help everyone make this year the best it can possibly be! So let's all raise our glasses like Jack Atlas and celebrate!

Happy New Year and thanks again!

Until next year... ;)

-- Ryan

Monday, December 27, 2010

Tournament Report



Sunday: Fun4All
Deck Used: Blackwings
Final Record: 4-1

Sunday was kind of garbage... I got the dreaded "undefeated curse", where you go undefeated all the way through swiss (literally undefeated -- I didn't lose a single duel) and then lose in the first round of top 8.

I was upset, but I got over it! I still did really well. :)

Tournament Record to Date: 115-75-1 (draw)

Thursday, December 23, 2010

Deck Doctor: Counter-Agents!


Welcome back! Today I have a special edition Deck Doctor, based around a deck that hasn't even released in the TCG just yet -- The Agents! The Agents are an archetype based on Roman Gods and Goddesses, and are all Light-attribute Fairies. A new structure deck called "Lost Sanctuary" just recently released in the OCG markets, bringing with it reprints of old The Agent cards as well as all new support, including Master Hyperion, which is for all intents and purposes a Light-themed Dark Armed Dragon. Consider this Deck Doctor a sneak peek into a future TCG deck!

This was submitted to me by Daegor42 over on the WBO forums. Thanks for the submission! If you missed the post I made earlier, I've set up a new e-mail account exclusively for this blog, so if you'd like to submit a deck for a future Deck Doctor article, you can do so by e-mailing me at: roans.pro.ygo@gmail.com

So, let's get started! Here's Daegor42's original deck list:

Monsters: (20)

3x Master Hyperion
3x The Agent of Mystery - Earth
3x The Agent of Wonder - Jupiter
1x Archlord Kristya
3x Zeradias, Herald of Heaven
3x Bountiful Artemis
2x Meltiel, Sage of the Sky
2x Honest

Magic: (9)

3x The Sanctuary in the Sky
3x Treasure of Heaven
2x Pot of Duality
1x Dark Hole

Traps: (11)

1x Solemn Judgment
3x Solemn Warning
3x Divine Punishment
2x Dark Bribe
1x Seven Tools of the Bandit
1x Torrential Tribute

First Impression:

I'm going to be perfectly honest in saying that this deck looks amazing. The synergy among the archetype's monsters combined with The Sanctuary in the Sky is great, and the three biggest new support cards (Master Hyperion, Treasure of Heaven and Divine Punishment) only looks to make things better. The only glaring omission I see immediately is the lack of Monster Reborn, which you would think would be a staple in this deck, more so than any other!

So, I'm going to assume that most of you (like me) have no idea what most of these cards do. For the sake of clarification, here's a quick breakdown of the more important cards in the deck:


Master Hyperion

"You can remove from play 1 "Agent" monster from your side of the field, hand, or Graveyard to Special Summon this card from your hand. Once per turn, you can remove from play 1 LIGHT Fairy-Type monster from your Graveyard to select 1 card on the field and destroy it. If you control a face-up "The Sanctuary in the Sky", you can use this effect up to twice per turn."

The Agent of Mystery - Earth

"When this card is Normal Summoned, you can add 1 "Agent" monster from your Deck to your hand, except "The Agent of Mystery - Earth". If "The Sanctuary in the Sky" is on the field, you can add 1 "Master Hyperion" to your hand instead."

The Agent of Wonder - Jupiter

"Once per turn, you can remove from play 1 "Agent" monster from your Graveyard to select 1 face-up LIGHT Fairy-Type monster you control. It gains 800 ATK until the End Phase. Once per turn, if "The Sanctuary in the Sky" is on the field, you can discard 1 Fairy-Type monster from your hand to select 1 of your removed from play LIGHT Fairy-Type monsters, and Special Summon it."

Divine Punishment

"Activate only if "The Sanctuary in the Sky" is on the field. Negate the activation of an opponent's Spell, Trap, or Effect Monster's effect, and destroy it."

So, as you can see, the deck very heavily revolves around having the field spell card "The Sanctuary in the Sky" on the field. Sanctuary is already a great card, making sure that your fairies take no battle damage (though they can still be destroyed by battle), but it's the secondary effects of cards like The Agent of Wonder - Jupiter and The Agent of Mystery - Earth that truly make Sanctuary amazing. Coupled with the searching power of Zeradias, Herald of Heaven, which is essentially this deck's version of Gravekeeper's Commandant, the cards that have Sanctuary-dependent effects should almost never be dead.

Master Hyperion is very clearly this deck's main win condition, and rightfully so, but the deck has plenty of muscle in the form of Zeradias and Jupiter, both of whom can be used as beat sticks, and if backed by Sanctuary and Divine Punishment, they are both more than capable of holding the field.

So, having said all of this, let's get down to the construction, shall we?

Proposed Changes:

- 1 Archlord Kristya, - 1 Seven Tools of the Bandit, - 3 Treasure of Heaven.

+ 1 Meltiel, Sage of the Sky, + 3 Book of Moon, + 1 Pot of Duality, +1 Monster Reborn.

Breakdown:

Daegor42's original deck list is honestly really solid, and most of my changes could be considered player preference, but I noticed that the deck has an overwhelming lack of protection for its creatures. Sure, the deck plays Honest, three Solemn Warning and two Dark Bribe, but I really have a feeling that's not going to be enough. I hate doing this with every deck that I doctor up, but I really cannot stress enough how great of a card Book of Moon is. Yes, it is inherently a minus one, as you lose one card to put your opponent's creature face down, but putting creatures face down is incredibly valuable, especially in this format where both Trap Stun and Royal Decree are seeing a lot of play. A successful Royal Decree would absolutely obliterate this deck, and had we not added Book of Moon in, the only protection the deck's monsters would have would be Honest, which is limited to two.

I know I've said this before, but you should almost never be using a Book of Moon to stop a direct attack, unless said attack is literally going to reduce your Life Points to zero. Book of Moon is an out to synchro summons and is very literally one of the best defense cards in the game.

As for my other changes, I decided to drop Archlord Kristya in favor of a third Meltiel. Kristya is a great boss monster for the deck, but seeing as the general theme of the deck revolves around special summoning backed up by a strong Counter-Fairy engine, I thought that Kristya would be rather counter-intuitive (no pun intended) to the deck's strategy. Meltiel is very literally a broken card, effectively allowing the player to pay 1000 Lifepoints for a Solemn Warning instead of 2000, and if Sanctuary is on the field, destroy a card as well! With the amount of counter traps being run in the deck, I thought that a third Meltiel was somewhat of a no-brainer, as it's essentially, in my opinion, a better version of Bountiful Artemis.

Treasure of Heaven might seem like a good card at first glance, but after taking a better look at it and the role it would play in the deck, I decided that it's really not worth playing at all. There is a lot of special summoning going on in this deck, and removing a Light-fairy from your hand to draw two cards only to be locked out of special summons AND your battle phase sounds awful to me. I dropped all three copies in favor of adding in the three Book of Moon. I also added in a third Pot of Duality to make up for the now somewhat lacking draw power of the deck. Treasure of Heaven is really just a worse version of Cards for Black Feathers, which is already a pretty mediocre card. If it didn't lock the player out of their battle phase for the turn I would have no problem with running two of them along with two Pot of Duality, but that one stipulation makes the card not worth running in my eyes.

Finally, I dropped a Seven Tools of the Bandit in favor of a Monster Reborn. This has become somewhat of a cliched argument since the release of Solemn Warning, and again this may just boil down to player preference, but with three copies of Warning main decked I don't think it's a wise idea to play Seven Tools on top of that -- put shortly, it's a lot of life points to be paying! If you played all three Warning and Seven Tools in one game, that would leave you with 1000 LP! Of course, this is very unlikely to happen in one game, but it's not a risk I'm willing to take.

Monster Reborn is a staple in almost any deck, but I feel it belongs in this deck more so than almost any other as it works so heavily out of the graveyard. For instance, discard Zeradias to search Sanctuary, activate Sanctuary and then Monster Reborn Zeradias for an instant 2100 beater that takes no battle damage. Of course, this isn't the most optimal Monster Reborn play, but regardless, the card absolutely needs to be present in the deck. This also brings the total deck count to 41 cards, but that's acceptable here.

So, though my changes were few, here's what the completed list looks like!

Monsters: (20)

3x Master Hyperion
3x The Agent of Mystery - Earth
3x The Agent of Wonder - Jupiter
3x Zeradias, Herald of Heaven
3x Bountiful Artemis
3x Meltiel, Sage of the Sky
2x Honest

Magic: (11)

3x The Sanctuary in the Sky
3x Book of Moon
3x Pot of Duality
1x Dark Hole
1x Monster Reborn

Traps: (10)

1x Solemn Judgment
3x Solemn Warning
3x Divine Punishment
2x Dark Bribe
1x Torrential Tribute

Test this build out and let me know what you think of it! I'm very curious myself, because this looks like a deck that I would want to play once all of the support releases here in the TCG.

I hope you guys enjoyed this somewhat special edition of Deck Doctor. I had a really great time researching it, learning the deck and deciding how I would want to play a build like this.

Also, as always, if any of you wonderful readers would like to submit a deck for a future Deck Doctor article, you can do so by e-mailing me at our brand new address: roans.pro.ygo@gmail.com

Until next time!

New Twitter Feed!

Hey everyone! I just wanted to let you all know that I've set up a new Twitter account specifically for posts pertaining to this blog and to the world of Yu-Gi-Oh! in general. I felt that I needed to separate and differentiate my own personal Twitter account from the Yu-Gi-Oh posts I was making, as not all of my friends are interested in reading about that sort of thing!

So, I present to you the official Roan's Pro YGO Twitter!


Follow me there, if you please, to get updates on all kinds of things -- new articles, tournament reports, as well as all kinds of other things. I have a lot of cool stuff planned for this, so you don't want to miss it!

Tournament Report




I managed to get a couple of locals in this weekend, and I was really happy with how I did. The new build of my Blackwings has been testing really well. Adding in Mind Control was probably one of the best decisions I could have made, as it very literally won me a game on Sunday when I Mind Controlled my friend and team mate's face down Karakuri Ninja, flipping it to send his Consecrated Light to the graveyard and then attack for game with Sirocco and Shura. Talk about epic!

Anyway, here's my record for the weekend:


Sunday: Fun4All
Deck Used: Blackwings
Final Record: 4-2 (took 3rd)

Monday: Our House Games
Deck Used: Blackwings
Final Record: 3-0 (took 1st!)

Tournament Record to Date: 111-74-1 (draw)

Saturday, December 18, 2010

Deck Doctor: Lightsworn


Another day, another Deck Doctor! I'm really surprised at the amount of submissions and requests I've been getting for these articles, but I'm glad that they're doing so well. Since I started writing Deck Doctor articles the traffic on this blog has quite literally tripled, and I couldn't be happier with that! I enjoy writing them, and I'm sure that you all enjoy reading them as well. It's a win-win situation for both of us! I get to test my knowledge on various decks while helping you all make your decks better.

So, without further adieu, this time we have a Lightsworn submission brought to us by Pockyx3 over on the WBO forums! Lightsworn have enjoyed something of a renaissance since the release of Starstrike Blast via cards like Glow-Up Bulb, and have often been a deck I've enjoyed playing this format.

Let's get started! Here's Pockyx3's original deck list:


Monsters: (26)

X2 Wulf, Lightsworn Beast
x2 Celestia, Lightsworn Angel
x2 Lyla, Lightsworn Sorceress
x2 Ryko, Lightsworn Hunter
x2 Judgment Dragon
x2 Honest
x1 Lumina, Lightsworn Summoner
x1 Necro Gardna
x1 Gorz, Emmisary Of Darkness
x1 Ehren, Lightsworn Monk
x1 Aurkus, Lightsworn Druid
x1 Plaugespreader Zombie
x1 Glow-up Bulb
x1 Garoth, Lightsworn Warrior
X1 Jain,Lightsworn Paladin
x1 Card Trooper
x2 Thunder King-Rai Oh
x2 Effect Veiler

Magic: (14)

X3 Solar Recharge
x1 book of moon
x1 charge of the light Brigade
x1 Foolish Burial
x1 Pot of Avarice
x1 Monster Reincarnation
x1 Cold Wave
x1 Dark Hole
x1 Giant Trunade
x1 Monster Reborn
x1 Gold sarcophagus
x1 My Body As a Shield

Traps: (2)

x2 Beckoning Light

First Impression:

This is a pretty solid and standard build, though I do take issue with a few omissions, such as two more Book of Moon, a missing Tragoedia (practically a staple in Lightsworn) and an extra Pot of Avarice or two. I also don't particularly care for the incredibly small amount of traps in the deck. Lightsworn is a deck that needs as much protection as possible, especially since their best cards (Lumina and Charge of the Light Brigade) have been limited.

Proposed Changes:

- 1 Necro Gardna, - 2 Thunder King Rai-Oh, - 1 Monster Reincarnation, - 1 Giant Trunade, - 1 Gold Sarcophagus, - 1 My Body as a Shield.

+ 1 Tragoedia, + 2 Book of Moon, + 2 Pot of Avarice, + 1 Mirror Force, + 1 Torrential Tribute.


Breakdown:

Lightsworn is inherently an inconsistent deck due to its basic function: milling. Not to mention that a lot of cards are run at one or two copies in the deck, which is a recipe for inconsistency. I am of the opinion that the more cards you run that do not directly support the milling/Judgment Dragon engine of the deck the worse the deck becomes. It's tempting to run cards that benefit from being sent to the graveyard (Necro Gardna, etc.) but they almost always turn into dead draws that you'll have a very hard time getting rid of. The best Lightsworn decks are focused and built specifically around abusing their own monsters effects.

So, having said all of that, there are reasons I chose to remove Necro Gardna and Thunder King Rai-Oh. Necro Gardna used to be amazing in Lightsworn before it became limited, but at one copy it doesn't do much to protect you as a player and just eats up space in the deck that could be better served with cards like Tragoedia. Tragoedia is absolutely amazing in Lightsworn, due almost solely to the fact that you will almost always have hand advantage against your opponent, and should they ever clear your field you will have a gigantic monster to fall back on whose summon, barring Solemn Warning, cannot be stopped. It's also a great discarding engine. I can't count the number of times I've used Tragoedia's effect to discard a dead Wulf, piling up the number of different Lightsworn names, taking control of an opponent's monster and then using it to synchro into Brionac, ditching even more Lightsworn creatures and clearing the opponent's field to make a huge and devastating Judgment Dragon play. In other words, Tragoedia is an absolute must in any Lightsworn deck, especially coupled with Card Trooper. I've covered this combo in a previous Deck Doctor article, check that out for more information.

Thunder King Rai-Oh is a great card this format due largely to its effects, and while it's Light attribute and high attack would make it seem like a no-brainer to include in a Lightsworn deck, it really doesn't perform that well. Like I mentioned previously, I'm of the opinion that if the card doesn't directly benefit the main Lightsworn engines (I.E. milling or supporting Judgment Dragon), then it shouldn't be in the main deck. Thunder King is a great card, but it belongs in the side deck.

My other subtractions came in the form of Magic cards, and I feel they are pretty self-explanatory. Monster Reincarnation is a straight -1 in terms of card economy, and at one you will almost never see it because it will most likely get milled. The same can be said for Trunade, My Body and Gold Sarc.

Pot of Avarice is quite honestly completely broken and one of the last straight +1's left in the game. If you want to recycle milled monsters, Pot of Avarice is absolutely the way to go, not Monster Reincarnation. It allows you to put five of your best creatures back in the deck, many of which are amazing when recycled (Effect Veiler, Judgment Dragon, Honest, etc.), which is great because Lightsworn always run the risk of milling out, and it also gives you an extra card in your hand. If any deck can get away with running three Pot of Avarice, it's absolutely Lightsworn. I played the deck this way when I was still playing it and I loved it, and I have a feeling that Pockyx3 will too. Running three Pot of Avarice will also greatly boost your consistency, because not only will you be more likely to see Pot of Avarice, but you will also be more likely to see your best monsters because of Pot's recycling effect.

I removed Giant Trunade because it's counter-productive to the Lightsworn strategy. Lightsworn is all about the destruction of cards, and while playing Giant Trunade before summoning a Judgment Dragon may guarantee your summon, it will only guarantee that your JD will stay on the field for that turn, because all your opponent has to do is re-set the back rows you just bounced. Cold Wave into Judgment Dragon is a MUCH better play, and typically turns into +2's and sometimes +3's. You should always save your Cold Wave for Judgment Dragon plays, and never just willy-nilly throw down a Cold Wave into JD play. Save it for when it will truly benefit you and give you the most advantage. If your opponent only has, say, one monster and one back row, don't bother with Judgment Dragon -- wait for your opponent to over-commit to the field and then punish them for it with Cold Wave and JD.

My Body as a Shield and Gold Sarcophagus are good cards that will help you get JD to your hand and then keep it on the field once its summoned, but they're both completely unnecessary, and run at one copy each, they also hurt consistency. Pockyx3 already ran two Beckoning Light, and with our added two copies of Pot of Avarice, you should almost never have to worry about getting JD to your hand. My Body as a Shield is a situational card that will almost always end up dead in your hand or milled, and it doesn't benefit the player enough to warrant playing. If you're intent on playing My Body as a Shield, side deck it, and at two copies at least.

Following up on my point about Lightsworn needing protection for their monsters, I chose to add in two Book of Moon, a Mirror Force and a Torrential Tribute. Book of Moon may be a minus one in card economy, but there's a reason almost every deck still runs it -- it's an amazing card that frequently changes the pace and advantage of the game. It can keep your Lumina on the field for another turn to further abuse with Garoth, it can stop your opponent from making a board-breaking Synchro summon when you have control over the board, etc. It's just a great card that should almost always be run at two in every deck, no matter what.

Mirror Force and Torrential Tribute are rather self-explanatory additions. Lightsworn are a slower-paced deck when compared to other current top-tier meta decks, and can easily be overwhelmed in terms of field presence. Mirror Force and Torrential Tribute will both allow you to reset control of the board and the game, and since Lightsworn rarely has more than two creatures on the field at a time, you'll almost never be at a disadvantage in activating either of them.

So, here's our new list after all the changes have been made!

Monsters: (24)

Judgment Dragon x 2
Celestia x 2
Wulf x 2
Lyla x 2
Ryko x 2
Lumina x 1
Ehren x 1
Aurkus x 1
Garoth x 1
Jain x 1
Honest x 2
Effect Veiler x 2
Gorz x 1
Tragoedia x 1
Glow-up Bulb x 1
Plaguespreader Zombie x 1
Card Trooper x 1

Magic: (14)

Solar Recharge x 3
Book of Moon x 3
Pot of Avarice x 3
Cold Wave x 1
Foolish Burial x 1
Dark Hole x 1
Monster Reborn x 1
Charge of the Light Brigade x 1

Traps: (4)

Beckoning Light x 2
Mirror Force x 1
Torrential Tribute x 1

These changes should help make the deck much more consistent and competitive. Try the build out and let me know what you think!

That's all for this time guys, thanks for reading and I hope you enjoyed it! As always, if you'd like to submit a deck for a future deck doctor article, you can do so by e-mailing me at: ssroan [at] gmail [dot] com.

Thursday, December 16, 2010

Deck Doctor: Blackwings



Hey guys! I'm back with another Deck Doctor article, submitted to me by Diamond over on the WBO forums. Blackwings are a deck that have remained competitive since their introduction to the game, and since they are my current main deck, this should be fun! However, the catch this time around is that Diamond only has access to OCG cards! Alright, let's get started.

First, here's Diamond's original deck list:

Monsters: (25)

Gale the Whirlwind x1
Shura the Blue Flame x3
Bora the Spear x3
Kalut the Moon Shadow x3
Blizzard the Far North x3
Kochi the Daybreak x2
Vayu the Emblem of Honor x1
Mistral the Silver Shield x1
Gust the Backblast x1
Fane the Steel Chain x1
Elphin the Raven x1
Sirocco the Dawn x1
Neo-Spacian Grand Mole x1
Spirit Reaper x1
Penguin Soldier x1
Breaker the Magical Warrior x1

Magic: (11)

Mystical Space Typhoon x2
Lightning Vortex x2
Black Whirlwind x1
Monster Reborn x1
Book of Moon x1
Swords of Revealing Light x1
Raptor Wing Strike x1
Nobleman of Crossout x1
Pot of Avarice x1

Traps: (14)

Magical Cylinder x2
Bottomless Trap Hole x2
Delta Crow- Anti Reverse x2
Solemn Judgement x1
Mirror Force x1
Dark Bribe x1
Call of the Haunted x1
Torrential Tribute x1
Icarus Attack x1
Sakuretsu Armor x1
Scrap Iron Scarecrow x1

First Impression:

My initial reaction to seeing this deck list was something along the lines of "Oh dear... This deck is all over the place!" Blackwings are typically a very focused and consistent deck, but this list has included all sorts of cards that don't fit the theme or the overall strategy, and it runs a lot of cards at 1, which kills any chance of consistency the deck might possess. We're going to fix all of that!

Proposed Changes:

- 2 Kochi, - 1 Mistral, - 1 Gust, - 1 Fane, - 1 Elphin, - 1 Grand Mole, - 1 Penguin Soldier, - 1 Breaker, - 2 Lightning Vortex, - 1 Swords of Revealing Light, - 1 Raptor Wing Strike, - 1 Nobleman of Crossout, - 1 Pot of Avarice, - 2 Magic Cylinder, - 2 Delta Crow, - 1 Dark Bribe, - 1 Call of the Haunted, - 1 Sakuretsu Armor, - 1 Scrap-Iron Scarecrow

+ 1 Sirocco the Dawn, + 1 Dark Armed Dragon, + 1 Allure of Darkness, + 2 Pot of Duality (Greederosity for you OCG players!), + 2 Book of Moon, + 1 Dark Hole, + 2 Icarus Attack, + 1 Royal Oppression, + 1 Torrential Tribute, + 2 Solemn Warning (Divine Warning for OCG lol)

Breakdown:

I'm going to risk sounding like a broken record here, but I really can't stress enough just how important consistency is in a competitive Yu-Gi-Oh! deck, which accounts for a lot of the changes I've made. Diamond's original build was playing FIFTY cards -- this is absolutely unacceptable in a Blackwing deck. There are some decks that benefit from playing more than forty cards (Lightsworn, stall decks, etc.), but as a general rule of thumb most decks should be run at forty or forty-one, simply for the sake of having a higher chance of seeing the cards you want to see. It's all probability people!

So, having said that, let's go over some of the changes I've made. I took out a large chunk of the monster count, and most of them are pretty self-explanatory. Penguin Soldier, Breaker, Gust etc. are really cards that don't belong in the deck. Gust is just a bad card in general, and so are Elphin and Kochi. I dropped a lot of the monsters and added in a second Sirocco and a Dark Armed Dragon. Blackwings play nothing but Dark monsters, so Dark Armed Dragon is a natural and perfect fit. They also have an easy time manipulating their graveyard with Vayu and Blizzard plays, so getting three Darks in the grave should almost never be a problem, especially if you play into DAD right. This brought the monster count down to 18, which is pretty standard for Blackwings, and it's actually identical to my own monster list for my Blackwing deck.

I also removed a lot of the more questionable Magic choices, like Lightning Vortex and Raptor Wing Strike. Lightning Vortex isn't a bad card, but it certainly doesn't belong in Blackwings, especially since the deck already has a hard time maintaining any sort of hand advantage. Raptor Wing Strike is just a bad card. Both Swords of Revealing Light and Pot of Avarice are great cards, but they don't belong in Blackwings. Blackwings don't fill up the graveyard with enough monsters to warrant playing Pot of Avarice, and as a control deck they should almost never need to play Swords of Revealing Light.

I replaced these magic cards with 2 extra Book of Moon, 2 Pot of Duality/Greederosity, a Dark Hole and an Allure of Darkness. I've said this before, and I'll say it again: Book of Moon is one of the best cards in the game right now, and every deck should be running at least two. Blackwings need three, however, to protect their monsters as they aren't exactly giant beaters that are going to stay on the field for more than a few turns. Pot of Duality and Allure are also more or less staples for the deck at this point, as they help you get to your good monsters, spells and traps faster, and the way that Blackwings play now as a control deck, typically only putting one monster on the board at a time, you want to do whatever you can to protect that monster, whether that be via Kalut or a defensive spell or trap. Dark Hole is a staple this format. It's a powerful card and you'd be doing yourself a huge disservice by not playing it.

I also removed a large chunk of the traps that Diamond was playing, as most of them were being run at one and weren't very good for the deck anyhow. Sakuretsu, Magic Cylinder, Scrap-Iron Scarecrow, etc are all decent cards in their own right, but they don't do anything to further the strategy of Blackwings. There are much better trap cards to be playing in Blackwings, namely ICARUS ATTACK. Icarus Attack is the sole reason that Blackwings are still able to compete with the rest of the meta-game. It absolutely has to be run at three, no exceptions. It may seem like a solid two-for-two trade in terms of card economy, but more often than not Icarus Attack turns into a solid +1. For instance, let's say you have a set Icarus Attack, and you summon a Bora. Your opponent chains Bottomless Trap Hole, and in response you chain Icarus Attack, targeting two of their other cards. Your opponent has lost three cards, while you've only given up two -- Icarus Attack and the Blackwing itself. The card is great, and is very literally the backbone of any Blackwing deck.

I also added in some more staple control traps, such as Royal Oppression, Torrential Tribute and 2 Solemn/Divine Warning. Blackwings are inherently a slow deck, especially compared to the rest of the current meta-decks (Debris-Plants, X-Sabers, Six Samurai, etc.), so a Blackwing player needs as many ways to control the board as possible. Torrential Tribute will help you reset the board if your opponent commits to too many monsters and you get overwhelmed, while both Oppression and Warning will help you stop the opponent from making any game-breaking Synchro or Special Summons.

So, here's our new and improved deck list!

Monsters: (18)

2 Sirocco
3 Shura
3 Bora
3 Blizzard
3 Kalut
1 Gale
1 Vayu
1 Spirit Reaper
1 Dark Armed Dragon

Magic: (11)

3 Book of Moon
2 MST
2 Pot of Duality
1 Allure of Darkness
1 Black Whirlwind
1 Monster Reborn
1 Dark Hole

Traps: (11)

2 Bottomless Trap Hole
3 Icarus Attack
1 Torrential Tribute
1 Royal Oppression
1 Mirror Force
1 Solemn Judgment
2 Solemn Warning

The deck looks much more solid now, no? This is a relatively cookie-cutter Blackwing build, but there's a reason that 99% of Blackwing decks look the same -- because they work this way!

Thanks for reading guys, if you have any questions or comments, you know what to do! Also, if you'd like to send me a submission for a future Deck Doctor article, you can do so by e-mailing me your deck list at: ssroan [at] gmail [dot] com.

Sunday, December 12, 2010

Tournament Report




Wednesday: Wonderworld
Deck Used: Blackwings
Final Record: 1-2 (scrubbbb lol)

Sunday: Fun4All
Deck Used: Blackwings
Final Record: 4-2 (took 2nd)

Tournament Record to Date: 104-72-1 (draw)

Friday, December 3, 2010

Deck Doctor: Trapless Scraps!



Hey guys, I'm starting up a new segment on the blog both as a means to keep more fresh, interesting content coming and to keep myself sharp on strategies and decks I wouldn't normally consider. It's called “Deck Doctor”, and I'm sure you've all seen something similar to this before. Basically, it works like this: readers submit their deck lists to me, no matter what they might be (the more unheard of the better, actually! I love learning about new decks I haven't seen before), and I'll take a look at them and go in-depth with some changes to help better the deck and the overall strategy.

So, our first submission comes from Daegor42 over on the WBO forums, in the form of his “Trapless Scraps” deck! First up, the decklist as it stands now:

Monsters: (31)

3 x Scrap Beast
3 x Scrap Chimera
3 x Scrap Goblin
2 x Scrap Golem
2 x Scrap Searcher
2 x The Tricky
2 x Cyber Dragon
2 x Level Eater
2 x Treeborn Frog
2 x Caius the Shadow Monarch
3 x Ryko, Lightsworn Hunter
1 x Necro Gardna
1 x Card Trooper
2 x Battle Fader
1 x Gorz the Emissary of Darkness

Magic: (9)
2 x Scrapstorm
1 x Charge of the Light Brigade
1 x Giant Trunade
1 x Cold Wave
1 x Monster Reborn
1 x Foolish Burial
1 x One For One
1 x Dark Hole

First Impression:

Wow, what a monster heavy deck! I'm a fan of monster heavy builds myself (I'm primarily a Lightsworn player competitively), and I also just recently built my own Scrap build. The first thing that jumps out at me after looking at the deck list is that it lacks protection! Running a lot of monsters is great, as monsters are what win games, but monsters are nothing at all if you don't have any way to keep them on the field! Also of note, Daegor42 has chosen to run both the Treeborn Frog and Level Eater techs to fuel his Scrap Dragon's effect. I don't particularly like this, as both Treeborn and Level Eater by themselves have the potential to be dead draws. I like the idea for the deck, but as an archetype Scraps inherently rely on the graveyard, and though there are 3 Ryko and a Card Trooper present, complimented by Charge of the Light Brigade, that's not nearly enough fuel to get the deck moving properly. Also, a 31/9 ratio for monsters to magic is way too much!

Proposed Changes:

+ 3 Book of Moon, + 2 Enemy Controller, + 1 Scrapstorm, + 1 Scrapyard, + 1 Tragoedia, + 1 Super-Nimble Mega Hamster, + 1 Pot of Avarice, - 2 Battle Fader, - 2 Treeborn Frog, - 2 Caius, - 2 The Tricky, - 1 Necro Gardna, - 1 One for One.

Breakdown:

Book of Moon is an absolute must in more or less every deck, but especially in a Scrap build. Now, some of you might find this strikingly obvious and already want to stop reading, but here's the thing: Book of Moon isn't played the same way in this deck as it is in others. You should almost never be using it to protect yourself from a direct attack, unless you really can't afford to let a LP change go through. Both Book of Moon and Enemy Controller are here simply to protect your monsters, which are all relatively weak compared to other competitive archetypes currently present in the meta. Scraps are unique in that they generally only summon 1-2 monsters in a turn, and making a Scrap Dragon play, which is the absolute bread and butter of the deck, is already costly in terms of card economy. If you put a Scrap Dragon on the field, you'll want to make sure you can keep it there for longer than a turn, and Book of Moon and Enemy Controller will both go a long way in making sure that that happens.

Scrapstorm is a card that must be run at three, period. It's the single best support card that Scraps have, and it's perfect for setting up your graveyard for Scrap Chimera plays. My favorite thing to do is to target Scrap Beast with Scrapstorm, send Chimera from my deck to the graveyard, destroy Beast and gain its effect, adding back Chimera to my hand. It's a reverse search, and the best part is that it's unstoppable. Even if the opponent chains Book of Moon to Scrapstorm, all of Scrapstorm's effects resolve separately, so Scrap Beast doesn't have to be face up for Scrapstorm to resolve, and your opponent has effectively wasted a Book of Moon. The same combo works with a Scrap Goblin on the field.

Scrapyard is infinitely worse than Scrapstorm, but it's still worth teching at one, solely for the times when you need to search a specific tuner. Even though the deck is very consistent and runs most of its creatures at three, there will still be times when you don't open up with the Tuner that you need, and Scrapyard can really help get you that crucial card you need. Also, if worse comes to worse and Scrapyard is dead, you can always set it as a target for Scrap Dragon's effect!

As for Tragoedia, I'm amazed it wasn't already present! Tragoedia and Card Trooper are two of my absolute favorite cards, and I'm very strongly of the opinion that you cannot run one without the other. In this deck, which runs almost nothing but monsters, you'll almost always have a large hand to support Tragoedia, not to mention you run very little protection, so Tragoedia will almost never be dead! It's also fueled by Card Trooper's draw effect. If you open up a game with both Tragoedia and Card Trooper in your hand, you're already in a prime position to gain advantage. Summon Trooper, mill three with priority, hopefully milling a Scrap Beast or a Scrap Goblin, and let it sit. The opponent will have to destroy it, you'll get to draw a card, replacing the Card Trooper, AND you'll get to drop a 3,000 attack Tragoedia, which is almost unstoppable as it triggers in the damage step. See what I mean? These two cards should never be played alone.

Finally for our additions, I've chosen to add in a teched Super-Nimble Mega Hamster. As I mentioned in my First Impression, the original deck list had quite a bit of mill present, but Super-Nimble Mega Hamster will only help you, and on two fronts! First, it has great defense that most popular monsters won't be able to get over, and it also allows you to special summon a Ryko. This might not sound like much, but when you flip that Ryko on your next turn, wipe out a backrow, then summon Scrap Beast to synchro with Mega Hamster into Scrap Dragon for the first time, you'll see how great it can be. You've effectively cleared two of your opponent's cards and it only cost you one card to do it – Mega Hamster. You'll have a dead Ryko face up that you can target with Scrap Dragon's effect, and your opponent's field will likely be clear for a direct 2800 attack. Good stuff!

Pot of Avarice is also another card that is more or less a staple in Graveyard-based decks. I like to call it a Pot of Greed in disguise, as it's one of the last straight +1's in advantage left in the game. Because this deck runs so many monsters and its core strategy works out of the graveyard, it's a great choice to replenish both your deck and your hand. I'm only playing one here, because Scraps generally want to keep quite a few of their monsters in the graveyard, so at two it might run the risk of being dead.

For our removals, here's a re-cap: - 2 Battle Fader, - 2 Treeborn Frog, - 2 Caius, - 2 The Tricky, - 1 Necro Gardna, - 1 One for One. Battle Fader is a great card, and not a bad choice, but with both Gorz and Tragoedia now in the deck it's more or less worthless. We've also added in more protection in the form of Book of Moon, Enemy Controller and Super-Nimble Mega Hamster, so Battle Fader is really unnecessary. Because Battle Fader is gone, this also makes running Caius redundant, as Battle Fader is its primary mode of being summoned. Caius is a great card, but it doesn't really do anything to benefit the theme or the overall strategy of this deck, so I chose to cut it. Treeborn Frog is a great tech in Scrap decks because it's able to be reused and abused with Scrap Dragon's effect, but because both Treeborn and Level Eater were in this deck, I chose to drop Treeborn in favor of Level Eater for one good reason: Level Eater has a much higher utility. What I mean by that is, say you have a Scrap Dragon on the field, you can “eat” its level with Level Eater to special summon Level Eater from the graveyard, and then target Level Eater with Scrap Dragon's effect. But it doesn't stop there, Level Eater can be brought out by eating a Scrap Golem's level as well. If you special summon a Scrap Goblin or Scrap Beast with Golem's effect, you can make an instant 8 star synchro (aka Scrap Dragon), with an immediate target for its effect. Level Eater is just more versatile and useful, which is why I chose it in favor of Treeborn.

The Tricky is also a great splash idea here, as it allows you to discard dead Beasts or Goblins to setup future plays, and its also a special summon which can lead to an instant Scrap Dragon or Scrap Twin Dragon play. However, it's a costly effect, and one that can be stopped easily by a Bottomless Trap Hole or a Book of Moon, costing you three cards (if you summoned a Tuner to synchro with The Tricky) and only costing your opponent one. Cyber Dragon is already in the deck and it's an infinitely better choice. It accomplishes the same thing as The Tricky and does it more efficiently, and in competitive Yu-Gi-Oh, that means a world of difference.

I also removed Necro Gardna and One for One. Necro Gardna isn't a bad choice, but in a deck that is already prone to dead cards and hands, its effect doesn't do enough to warrant the risk. Without running six targets (2 Treeborn, 2 Level Eater, 2 Scrap Searcher), One for One also becomes a dead card, so I chose to cut that as well.

So, after all of our changes have been applied, here's what we're left with!

Monsters: (24)

3 x Scrap Beast
3 x Scrap Chimera
3 x Scrap Goblin
2 x Scrap Golem
2 x Scrap Searcher
2 x Cyber Dragon
2 x Level Eater
3 x Ryko, Lightsworn Hunter
1 x Tragoedia
1 x Card Trooper
1 x Gorz the Emissary of Darkness
1 x Super-Nimble Mega Hamster

Magic: (16)
3 x Scrapstorm
3 x Book of Moon
2 x Enemy Controller
1 x Scrapyard
1 x Charge of the Light Brigade
1 x Giant Trunade
1 x Cold Wave
1 x Monster Reborn
1 x Foolish Burial
1 x Dark Hole
1 x Pot of Avarice

Now we have a deck that is still trapless, but which also provides enough offensive and defensive power to accomplish its big plays that should also play much more consistently! In competitive Yu-Gi-Oh play there is nothing more important to a player than consistency. It's one thing to run a deck full of powerful monsters and effects, but if you never see them or are unable to consistently make your big combo plays, it will have been for nothing at all!

I hope you guys like the new segment. I plan on doing one or two Deck Doctor articles per week, but I can't keep them going without your submissions! If you'd like to submit a deck list for a Deck Doctor article, you can post it in the comments of this article, or you can mail me your deck-list at ssroan [at] gmail [dot] com. I look forward to doing more of these articles in the future, it was a lot of fun to write and hopefully it was informative and helpful for all of you out there! Until next time!