February 28, 2010

Infernity Gaurdian Beat Control

Is actually REALLY interesting.

The sheer amount of general removal, as well as near unthinkable control via Raigeki Break, Black Rose Dragons, and Infernity Break carves a way to maintain control of the field while beating directly with your indestructible Infernity Gaurdians.

The only things you have to fear are cards such as Gaius or Trishula, and this is where the rest of the control cards comes in.

And even after you thought you got rid of all the gaurdians by removing them from play, adept players can surprise you with a well timed Escape from the Dark Dimension.

Thats all for today.

G-Ray Out.

Looking into the new format

Control decks are mostly gone thanks to 3 Smashing and 3 Fissure, preventing you from building up momentum.

Absolute Zero took a hit because its effect doesnt exactly nuke a lot anymore.

Raiou would be useless, except it still sports a 1900 Beater body while being Light.

Vanity Fiend, Pachicephalo and such are gone. Good luck keeping them alive.

Glads die completely to scrap iron scarecrow. Use it.

Liar Wire is quite interesting tech, as well as usable.

Frogs have another OTK. Whats with Frogs and their OTKs?

Hellway Patrol may be revolutionary.

Mashmallon and Spirit Reaper will see a drop in play.

Flip Monarchs and Lion Frog Monarch(OK fine, and Kuriboh Monarchs, etc) have a shot this format. But theyre killed by Nobleman of Crossout.

Trishula is proven again to be overrated.

Thats all for today.

G-Ray Out.

February 27, 2010

3 Fissure 3 Smashing


Come on.

It looks great on paper, but when it comes down to practice, the balance is offset by these cards, and hence, your monsters have a clear road to the enemy, but you're losing out in balance which leads to what monster are actually attacking.

2-4 removal cards works nicely to shut up Dimension Eatos.

Thats all for today.

G-Ray Out.

February 25, 2010

Effect Veiler

Have you people realized that it stops continuous effects too?

It allows you to tackle effects of monsters such as Psycho Shocker which cards such as Doomcaliber knight and Divine Wrath are useless against.

Thats all for today.

G-Ray Out.

February 24, 2010

Neos Beat + Neos Knight.deck

Doesnt work.

Just having Neos Knight as backup if youre running Element Neos Beat and hence running Fusion and Miracle Fusion works fine, but forecully placing Neos Knight in Neos Beat doesnt end well.

Classic Neos Beat worked for a reason.

Thats all for today.

G-Ray Out.

February 22, 2010

VS Infernity:

D.D. Crow

Compulsary Evac. Device.

Threatening Roar

Crack to a different dimension.

Thats all for today.

G-Ray Out.

February 21, 2010



3 Evoltecher Chevalier
2 Crusader of Endymion
2 Cyber Dragon
3 Breaker the Magical Warrior
3 Thunderking Raiou
3 Doomcaliber Knight
1 Gorz the Emissary of Darkness

3 Fissure
3 Smashing Ground
3 Gemini Spark
3 Book of Moon
1 Heavy Storm
1 Giant Trunade
1 Mystical Space Typhoon

1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
2 Bottomless Trap Hole
2 Scrap Iron Scarecrow
1 Solemn Judgement

Thats all for today.

G-Ray Out.

February 20, 2010

Neos Knight

Note that because it counts the monster OTHER than E. Hero Neos to gain attack, by fusing either two Neos or a King of the Swamp and Neos, you do not gain any ATK.

With King of the Swamp, it really raises some questions. If you wanted to get rid of two monsters on the enemy field, just summon Absolute Zero.

Whilst Neos Knight cannot deal battle damage to the enemy, you CAN use these two battles as a way to burn the enemy using cards such as Junk Attack or Arms Aid.

The best part about this card are the fusion material monsters.

If youre running either Another Neos or Neos himself, be sure to pack this in your extra deck.

This card gives you a way to send Neos and another Warrior to the graveyard quickly, where it can be abused with cards such as Oversoul and Unity of the Family.

You can even send Cross Porter to the graveyard, and follow up by searching, giving you a +1 in advantage.

This card works well with Miracle Fusion or Paralell World Fusion to clear the enemy field of monsters.

Not to mention that Miracle Fusion sets up a Voltic play almost perfectly.

This card gives Neos Beat decks yet even more reason to play Super Polymerization, at it allows you to get rid of cards such as Goyou Gaurdian and Collosal Fighter, cards which would be problematic to just run over or Wrath of Neos away.


Two Neos fusing to make Neos Knight makes a 2500 double attacker.

King of Swamp + Neos makes the same deal.

Regardless of whether the monsters on the field used as fusion material were equipped with something to up its attack, Neos Knight counts the ATK when its in the graveyard, so it only gains half of its ORIGINAL attack.

Neos Knight CAN deal damage if you use Forbidden Chalice during the damage step of its second attack.

Thats all for today.

G-Ray Out.

February 19, 2010

Banlist Thoughts

Limited Cards:

Kills decks that were problems.

3->Semi Limited Cards:

Hurts decks that were problems

1-> Semi Limited Cards and 1/2-> Unlimited:

Lets deck that are no longer problems have a chance.

So, to see what lies in wait for the next meta, you have to look at what has become unlimited or semi-limited.

Cyber Dragon, Dandylion, and Treeborn Frog all becoming Semi-Limited might seem to herald the return of Monarchs, and hence, a removal heavy format.

The fact that skill drain got hit really supports this.

However, this will not necessarily be a monarch ruled format.

People also speculate that BF and Glads will take their rightful place.

The latter I doubt. Whilst Glads have a nice toolbox and have their own DDCrow, hence killing Treeborn Frogs, the format also has in wait for them THREE Smashing AND Three Fissure...

Which also, if you look at it, kills off Dimension Eatos too.

Honest at 2 Actually doesnt change much for Light Beatdown decks, since they can simply replace one for Cyber Dragon

Demise at 2? Good luck with that. Battle Fader is still at three, which means any OTK isnt an OTK any more.

Glads also have a similar problem with battle fader.

Mask of Darkness: Nobody gives a fuck.

So, what has a chance next format?

Plain old beatdown. 1900 Beaters, lots of removal. Simplicity is best.
Junk and Debris. Copy-pasta above and replace 1900 Beaters with 2500+ Beaters.
Monarchs... With a LOT of Removal, especially Raigeki Break, since thats what really worked back in the day of 獅子黄泉帝.
BF. Obviously, but Vayu will see a drop in play and price. Graveyard version is dead.
Glads... maybe.
Superbia decks?
One of the crazy ideas someone comes up with that revolutionizes the game?

Who knows.

Thats all for today.

G-Ray Out.

February 18, 2010

Junk And Debris In: Machines of War and The Peacekeeper

Hi. it's Rauzes again.

Today, I'd like to bring to the world yet another Variant of Junk and Debris!

Thanks to DSummon from Dueling Days for somewhat contributing to making this deck.
Dueling DaysのDSummonさんからのさんそうありがとうございます

Today's deck is: Junk and Debris In: Machines of War and The Peacekeeper.

Junk and Debris In: Machines of War and The Peacekeeper

3 Machina Gearframe/マシーナーズ・ギアフレイム
3 Junk Synchron/ジャンク・シンクロン
2 Machina Peacekeeper/マシーナーズ・ピースキーパー
1 Scrap Recycler/スクラップ・リサイクラー^
1 Cyber Dragon/サイバー・ドラゴン
3 Machina Fortress/マシーナーズ・フォートレス
1 Machina Force/マシーナーズ・フォース
1 Card Trooper/カード・ガンナー
2 Heavy Mech Support Platform/強化支援メカ・ヘビーウェポン
3 Debris Dragon/デブリ・ドラゴン
1 Treeborn Frog/黄泉ガエル
1 Dandylion/ダンディライオン
1 Sangan/クリッター

1 Heavy Storm/大嵐
1 Giant Trunade/ハリケーン
1 Mystical Space Typhoon/サイクロン
1 Brain Control/洗脳ーブレインコントロール-
1 Limiter Removal/リミッター解除
2 Pot of Avarice/貪欲な壺
1 Future Fusion/未来融合―フューチャーフューションー
1 Reinforcement of the Army/増援
1 Cold Wave/大寒波

1 Call of the Haunted/リビングデッドの呼び声
1 Mirror Force/聖なるバリアーミラーフォースー
1 Torrential Tribute/激流葬
3 Raigeki Break/サンダー・ブレイク

February 17, 2010



Its rather interesting how they used such language in not flavor text, but in the card name.

On to Actually using it:

One For One. It provides a blanket no special summoning, and hence works well with Vanity Fiend.

Will this replace Holy Light in side decks?


On that same note, it also works rather well with Monarchs, which also work with Vanity Fiend.

Notice that its a Water/Aqua, similar to frogs... which really benefit from locking down special summoning of big monsters.

When this card is face up on the field, and Wetlands is face up as well, you CAN special summon frogs with more than 600 ATK. This is because blanket effects such as this only check the ATK and DEF BEFORE it tries to be summoned, and hence, at that stage, chances are that the ATK and DEF are still low.

Thats all for today.

G-Ray Out.

February 16, 2010


First off, blatant Toyota shout out.


I think we're all missing the fact that it recruits two copies of ITSELF, Two Dark Plant Tuners to play around with.

You could pack a single copy of Tomabo if you felt like it, because it lets you go into Catastor, but this gimmick is simply amazing.

On top of that, if you use this with Diva...

Perhaps Gaia Knight might see a tiny bit of increase in play for just being a level 6 that you dont care about?

Thats all for today.

G-Ray Out.

Junk Destroyer

Junk Destroyer...





@Where is banlist:




G-Ray Out.

February 15, 2010

Deck Naming: Doing it right.

Everyone has deck names right?

So how do you make a deck name that shows the deck content to its fullest, yet retaining some form of coherence and not sounding stupid?

By combining the shortened forms of various elements in the deck of course.

First, most decks that use battle damage to reduce the opponent to 0LP use the word "Beat" or "Beatdown" at the end of the deck name, regardless of whether they intend on beating anything down or not. Hence, terms such as Beat at the end of the deck name are implied, and can be dropped from the name, if it is not called for.
(EG: Dimension Eatos Beat is the same as Dimension Eatos)

Similarly, unless there is need to differentiate one deck from its OTK variant, the 1キル can also be ignored.
(EG: Zombie Synchro 1Kill is the same as Zombie Synchro)

The monster or card that the deck revolves around everyone knows to include, so what about other terms?

Revival: The deck intends to special summon this card from the graveyard

Return: The deck intends to special summon this card from the RFP zone

Recruiter: Usually used in tandem with other Recruiters, and hence the central monsters are the recruiters themselves. You intend in special summoning this card from the deck

Recycle: The deck intends to revive the monster for the sole purpose of using it for synchro summons.(EG: Fane Recycle, Ryko Recycle, Porter Recycle are the only ones used nowadays)

Control: The deck intends to win in the long run by gaining advantage

Removal: Control Via removal

Meta: Control Via Anti-Special Summoning

Permission: Control Via Counter Traps

Hand: Control Via Hand Destruction

Dimension: Graveyard control Via Dimension Fissure and Macro Cosmos

Lock: Control Via not letting the opponent attack.

Burn: You intend to win via Burn Damage

Im sure I left out a bunch of stuff, but this covers almost everything.

With this, you can easily see what the deck is supposed to do by just looking at its deck name.

Asmodeus Return: A deck revolving around Asmodeus and specializing in special summoning it several times from the RFP zone. Wins by beatdown. (And HOW!)

As opposed to another RFP special summoning Fairy Build,

Dimension Saturn: A Control deck using dimension cards to net graveyard advantage, and win by using the special effects of Saturn.(And because it is サターン, and not Saturn, you know its The Agent of Judgment, Saturn, not The Big Saturn)

Obvious terms such as "Synchro" are ignored because you can put that term, similarly to beat, into any deck with Tuners. It tells you nothing.

Thats all for today.

G-Ray Out.

February 14, 2010

Bomb Gaurd

Is a waste of time but it DOES raise some possibilities for the future.

For starters. its the second normal trap card that negates and destroys cards.

Because negating and destroying is something usually handled by our friends the counter traps, and hence, counter Fairies, this is starting to dissapear.

Not to mention that some recent counter traps such as Forceful Drop Off are doing things that dont exactly "counter" anything.

So, perhaps this is a sign that counter cards wont always be Counter Traps, and the counter cards of the future will be Spell Speed 2.

And maybe spell speed 3 cards will do things usually done by other spell speeds, such as ATK increase or decrease, or even Fusion.

Who knows?

Bomb Gaurd still sucks.

Thats all for today.

G-Ray Out.

Stairwell of Trial

Continuous Magic
While this card is face up on the field, any face-up monsters special summoned to the field from the deck have their effects negated, and cannot declare attack.


Oh wow.

Summon Beastiari, blow this up, chain Book of Moon, then summon Esquite, salvage Chariot, and contact fusion.

Thats all for today.

G-Ray Out.

February 13, 2010

Ally Genex Accel

Treeborn Froggy

Summon Black Bomber, Revive Dekoichi/Ally Genex Durdark

Birdman bounce Black Bomber

Synchro Ally Genex Accel

Revive Machiners Peacekeeper.

Revive Arms Aid.


Revive Victory Viper.


Revive Recycle Genex.

Level Stealer.


Revive Genex Controller

Synchro Cancel

Synchro Summon

Revive Jinzo

Level Stealer

Synchro Summon

Revive Jinzo

Thats all for today.

G-Ray Out.

February 12, 2010

Dimension Saturn

Dimension Saturn

3 The Agent of Judgement Saturn
3 D.D. Survivor
3 Sin Stardust Dragon
1 Mashmallon
3 D.D. Warrior Lady
1 Morphing Pot

3 Soul Absorbtion
3 D.D.R.
2 Dimension Fissure
3 Sanctuary in the Sky
2 Terraforming
2 Foolish Burial
1 Hurricane

3 Macro Cosmos
3 Dark Bribe
2 Miraculous Descent
1 Torrential Tribute
1 Holy Barrier Mirror Force

Thats all for today.

G-Ray Out.

February 11, 2010


If you mind control the opponent's synchro/fusion monster, you CANNOT bounce it to summon Ally Genex Birdman.

Bouncing Airman is great, but Bouncing Genex Neutron is almost better.

Without Imperial Iron Wall, you CANNOT bounce the special summoned Birdman for another birdman.

Raises questions as to why you would want to do so but...

Works great with Junk Synchron or Debris Dragon to salvage whatever you want.

Thats all for today.

G-Ray Out.

February 10, 2010

Magical Zero!?/マジカル Zero!?

Hi all. Its everyone's favorite blogger, Rauzes here.

Today, I'll be making a guest post, for my teammate G-Ray.

You might have noticed already, but I'm added as a contributor.

I'm still unsure whether this will be permanent or temporary, but lets think about that another day shall we?

Anyhows its been a long time since I last blogged, so I'm sorta rusty.

So, I'd like to introduce to everyone a very interesting deck concept that I came up with recently.

So, lets look at the key cards for this concept shall we?

Magical Citadel of Endymion



Wait what?

Last time we all checked, the only significant spell caster fusion was Musician King.

Well, who said anything about summoning a Spell caster fusion?

The monster we want to be dishing out this time is Absolute Zero.
今回の召還目的モンスターはE・HERO アブソリュート Zeroです

And the Occasional The Shining
そして時々 E・HERO The シャイニング も

So what does Absolute Zero have to do with Spell casters?

The Polymerization and Absolute Zero engine is supposed to provide what Spell Counter decks tend to lack: A bunch of Spells to fire off.

So, how?

Most of the time, in Spell Counter decks, the player runs out of spells to use to accumulate Spell Counters.

Spell Power Grasp was a great idea, and did greatly help the decks.

But, it too is subject to the rules of the game, and hence, you can only run 3.

The best idea to net even more uses of Spell Power Grasp was to use Recycle, to return one copy to the deck every turn.

But even that plan has problems, especially one named Mystical Space Typhoon.

Thus, by using Magical Citadel of Endymion as a sink for Spell Counters to use, the concept is to fire off several spell cards that either give you advantage or bring back some spells to use again.

This is where the Absolute Zero comes in.

But Rau, How?

One type of Absolute Zero engine utilizes two very powerful salvaging cards, Salvage, and Fusion Recovery to regain advantage, mainly to fire off Polymerization again.

Playing all 3 of these gives you Three spell counters.

Another thing that this allows you to do is run Draw Power in the form of Moray of Greed.

Crystal Seer is one example of a card that allows these two engines to mesh, by being a target for Salvage and Polymerization whilst being a spell caster.

Other cards such as Spell Reproduction and Magical Stone Excavation... are up to you.

So Great! I have a ton of cards in my hand, an Absolute Zero on the field...

But I have a ton of Spell Counters on my Endymion, with nothing to use them!

Will you use them to draw a bunch of cards with Royal Magical Library?

Discard the opponent's whole hand with Dark Red Enchanter?

Summon the Big Bad, Endymion, The Master Magician, and salvage your Miracle Fusion?

That's all up to you.

That's all for today.



February 9, 2010


Ally Genex Durdark

Genex Neutron

Jade Knight

Summon Priest

Blue Thunder

Thats all for today.

G-Ray Out.

February 8, 2010

Forced End

You can activate another card, such as Cyclone, then chain Forced End to send Cyclone to the graveyard, and end the battle phase.

Thats all for today.

G-Ray Out.

February 7, 2010

Deck Analysis: Devil Guy Beat

As promised.

Rau showed me the places he posted his decklist online, and the comments it received.

And it seems most of you really dont see how this works, and I'm a bit disappointed at the level on such forums. The only thing that caught me off guard after the third turn was Dark Creator.

Its important to be able to formulate a rough idea of the enemy's deck by just looking at a few key cards when they're played. This also allows you to calculate the amount of needed cards theyre packing, and hence the number of "hidden tech" cards.

But thats a story for another day.

On to the deck analysis.

For those who do not know, Devil Guy Beat looks like this:

1 The Dark Creator/ダーク・クリエーター
1 Destiny Hero Plasma/D・HERO Bloo-D
1 Gorz the Emissary of Darkness/冥府の使者ゴーズ
1 Dark Armed Dragon/ダーク・アームド・ドラゴン
2 Destiny Hero Malicious/D・HERO ディアボリック・ガイ
3 Caius the Dark Monarch/邪帝ガイウス
1 Sangan/クリッター
2 Krebons/クレボンス
2 Destiny Hero Doom Lord/D・HERO デビル・ガイ
3 Necro Gardna/ネクロ・ガードナー
2 Battle Fader/バトル・フェーダー
2 Dark Grepher/ダーク・グレファー
2 Mystic Tomato/キラートマト
1 Blackwing Gale the Hurricane/BF-疾風のゲイル
1 Armageddon Knight/終末の騎士
1 Plaguespreader Zombie/ゾンビ・キャリア
1 Elemental Hero Stratos/E・HERO エアーマン

3 Destiny Draw/デスティニー・ドロー
3 Burial From a Different Dimension/異次元からの埋葬
2 Allure of Darkness/闇の誘惑
1 Giant Trunade/ハリケーン
1 Heavy Storm/大嵐
1 Reinforcement of the Army/増援
1 Emergency Teleport/緊急テレポート
1 Pot of Avarice/貪欲な壺
1 Brain Control/洗脳ーブレインコントロールー

Copy pasta from Rau's FB.

Heres whats unpredictable in the deck:

Emergency Teleport (If you didn't allure Krebons)
The Dark Creator
Pot of Avarice(Into a 2nd Diabolic play)

So what makes this work?

The first thing that stands out in this decklist is Necro Gardna, and the triple Burial From a Different Dimension.

Whilst in other 埋葬ダムド/Burial Dark Armed builds, 2 is the more commonly used number, and much more emphasis placed on Necro Gardna.

But, as the deck name suggests, the main player in the deck is not Necro Gardna, but Devil Guy.

Because Burial can turn Devil Guy's effect from a 2 turn stall into a permanent removal, Necro Gardnas and other concepts used by Burial Dark Armed are just stuck in because they happen to make Burials become live cards, instead of dead ones, depending on the situation.

Another aspect of this deck is the its synchro's.

With Gale, Zombie Carrier, and Krebons, this deck easily accesses high level synchros.

Unlike other builds, this deck calls upon the well tested aspects of Emergency Teleport Dark Armed Dragon for its synchros.

Since many aspects of the engine were hit by the banlists, its impossible to make a deck to live off of what remains, and simply adding it to a deck wont work due to the absolute lack of synergy.

To solve this lack of synergy, Burial was maxed out.

Whilst it seems to only benefit the Necro Gardna aspect, Burial on Diabolic and Zombie Carrier can give you more than just one use of either monster, another synchro on the field.

Gaius the Evil Monarch maxed out is another interesting choice that may not make sense, but greatly contributes to the deck.

In the current meta, it is not always the opponent will be attacking on the return turn, so at times, Necro Gardnas may be stuck on the field, an outlet for other engines.

So how does maxing it out help?

The deck also packs two Battle Faders, to compensate for the lack of any traps(well come back to this later)

Battle Fader, although it gives you another turn, only gives you on turn. Without something to solve your problem, your not going to be getting game anyways.

Gaius solves many of said problems.

With both its monarch ability and relatively high ATK, it will probably take two cards with it, giving you another chance at winning.

Not to mention Devil Guy's effect followed by Gaius is always more painful than 2400 direct damage.

Although it could work at 2, having 2 or 3 Gaius gives this extremely defensive deck much more much needed aggression.

Most of the other cards are either standard cards or teched, and do not contribute much to the central function of the deck.

In terms of deck function and cards included, Devil Guy Beat functions well because it capitalizes off aspects that have already been tested and tried, and have been proven to work.

Burial Dark Armed, Teleport Dark Armed, Cold Wave Dark Armed.

By pulling on the concepts that that made these decks work, and making them mesh, Devil Guy Beat can shift, to an extent, to methods and play styles used in the past.

Because the play styles for the three decks were Short term defense, short term offense, long term offense, respectively, Devil Guy Beat, playing a long run defense game, can shift with ease to several styles of play easier than other decks.

Yes, doing so does depend on your draw, but the deck does change over games.

The second aspect of what makes it work is what everyone realizes first: No traps.

Why not? Isnt Holy Barrier - Mirror Force good?

If you're running no other traps, why not run Treacherous Trap Hole or Royal Decree?

These types of thinking are too low level.

The lack of traps, and in fact, any backrow (quickplays included), are due to the recent meta.

Because the deck was built to function without spells, all of the spells are either included to A: Assist and recycle, or B: Speed up the deck.

To combat Dimension Eatos, the current top meta, most decks are packing as much backrow disruption and destruction as they can, which Eatos replied with Starlight Road.

Hurricane and Cyclone have joined Heavy Storm in top class needed cards, next to Mirror Force or Torrential Tribute, with Cold Wave following behind, bringing Breaker with it to fill the recently vacated spots of Sided backrow removal.

To combat Eatos, a heavily trap based deck, some people have been maining decree recently.

What no backrow does is capitalize off the amount of backrow removal by making all of these mentioned cards dead draws.

Drawing a Storm, Hurricane, or Cyclone gives you a completely dead card for the whole game, putting you 1 card less than Devil Guy Beat.

And god help you if you're maining 3 Decree also.

This gives you no advantage in card count, but it does give you Effective Advantage, a LOT of it.

By including a single backrow card, such as a quickplay meant to be played on the opponents turn, brings with it a very high chance that it'll be end-phase cyclone'd or decree'd, considering there are no other cards to use it on.

To compliment this, Burial is typically held in the hand, not set and used in response to something.

The third gimmick that the deck utilizes is Adaptive Side Shift, a side deck and main deck that allows you to completely or partially shift the deck focus and decktype, to throw the opponent off even more.

Whilst the main deck contains zero backrow, making you immune to any End Phase Cyclone'ing or Decree'ing or Set-Storming, the deck the side shifts into is Trap Fader Monarchs, bringing in more Monarchs, a 3rd Fader, many traps, and other card choices.

This is another reason for the 3 mained Gaius.

With this shift, the card to kill the main deck, oppression, becomes useless, by this time any back row removal related cards are gone, making you immune to anything stopping your traps, and finally, the main fighting force of the deck becomes 2400 Beaters, not 600 weenies with fancy combo effects, whilst sitting behind a ridiculous amount of defense.

In conclusion, Devil Guy Beat works because it can capitalize off proven concepts, already hammered out for you, and several highly effective gimmicks.

Despite looks, for starters the absolute lack of backrow, do not let this decieve you into playing it wrong. Devil Guy Beat remains a very defensive deck overall.

Thats all for today.

G-Ray Out.

February 6, 2010

Febuary 6th Tournament Report

So I took Standard Beatdown to locals this week, just to test it out.

I also met up with teammates/遊戯王 後輩 Rau and Gambitto, who were in town. Great re-connecting with them. They also joined the tournament.

Cossy card used: Testing tournament use Card.

Deck used: Trying out Standard Beatdown

Round 1: Person from Locals
Deck: Zombies?

Too weak. No other comments

Round 2: DiceK
Deck: Dimension Eatos

Game 1:
Removal, removal removal. Fissure at 3 is Awesome.
Game 2:
Hurricane, Triple Eatos, Another Neos, Game.
Game 3:
Opponent's draws were ridiculously bad.
And I think I saw a tragoedia get dropped somewhere.
Lucked out of this game.

Round 3: Gambitto

Both Games:
His deck hasnt changed since summer, his playing hasnt changed since summer, and all his plays are still ridiculously readable.
That being said he still plays a hard fight.

Other comments: Hes changed a lot in 6 months, in almost every matter other than Yugioh.

Round 4: Rau

Deck: Junk and Debris w/ Lightlords

Game 1: For some reason I drew ridiculously bad hands. 2 Gemini Spark, no Evoltecher, Storm, Hurricane, and Cyclone opening... Great, except I'm playing against a deck with next to no backrow. My only monster got hit by Trap Dustshoot. The rest decided it would be a GREAT idea to be milled by Chain Dragon

Game 2:
Raiou Opening, negate 1 summon, summon another, negate another synchro, summon a last one, get destroyed, but be brought back by Living Dead to stop another synchro. A good flow of 1900s and game.

Game 3:
Gemini Spark is awesome to destroy Junk Synchron and Debris Dragon.

Overall comments: This is my first time playing Junk and Debris w/ Lightlords, but I found it quite easy to predict and read.

Round 5: Someone who used to come to this locals but just got back from College so I've never seen before #1
Deck: Lightlords

Games 1, 2, 3:
Summon 1900 Beatstick of your choice. Apply pressure, constantly attack, and before you realize it the enemy is at 0.

So apparently that was finals before I realized.

Prize: Tournament Packs...
As usual, I kept all of them because they tend to sell for around 300-400 yen after theyre out of print.

After the tournament:
The 4(Wait 4?) of us went to Starbucks and played, discussed Yugioh related and college related stuff.

I faced off against Devil Guy Beat, which I found interesting. Ill post up an analysis tomorrow, of what makes it work.

+ Other random "daytime activities" to fill up the rest of the day.

Thats all for today.

G-Ray Out.

February 4, 2010

Darkness Neosphere

Miracle Fusion! GOD NEOS!

Thats all for today.

G-Ray Out.

February 3, 2010


Tokens are treated as monster cards with some extra rules.

Here are some things you might not know about them.

You CAN Absorb Tokens with Sacrifice or Transform Sphere, and they retain their ATK and DEF whilst being equip spells.

Most tokens tend to be small though, less than 1000 ATK, so its not very practical.

However, since Transform Sphere re-summons them, they are removed from the field at the end phase.

You cannot turn or set Tokens. Thus, they are also always counted as Face up.

Tokens are always counted as Normal monster, regardless of what effect they have.

Thus, Skill Drain and the mirrors do not affect them.

Also, interestingly enough, by using Natural Tune, you can turn any of them into Tuners.

Meaning you can turn the Tokens spawned by Asmodeus to synchro into a level 8.

Meaning you can access synchros in decks such as Skyblaster Blood without pushing out too far.

Meaning Kinkabyou and Kaien token form Trishula or Mist Wurm.

Although you cannot send Tokens to the graveyard or return them to the hand or deck as a cost, you CAN remove them from play from the field, using something like Cyber Eltanin.

Regarding the original ATK and DEF of Tokens for things such as Shrink, most tokens use the ATK and DEF they were spawned with as their original.

However, the Kaien token spawned by Gorz has ? as its original ATK and DEF, according to card lore.

Thus, it is treated as having ? Original ATK and DEF, and so Shrink can bring it to 0.

The final type of token are those similar to Option Tokens spawned by Victory Viper.

Because its ATK and DEF, even its original ATK and DEF, are always equal to the Victory Viper's, any changes to its ATK and DEF will not work.

Meaning even if you shrink it, its ATK wont change.

That being said, during the damage step, you could just shrink Victory Viper, and have the same effect.

Thats all for today.

G-Ray Out.

February 2, 2010

Standard Beatdown

Standard Beatdown

Monsters 19
3 Breaker the Magical Warrior
3 Thunderking Raiou
3 D.D. Warrior Lady
2 Chaos Sorcerer
3 Doomcaliber Knight
1 Gorz the Emissary of Darkness
1 Cyber Dragon
3 Evoltecher Chevalier

Spells 13
3 Fissure
1 Smashing Ground
3 Book of Moon
2 Gemini Spark
1 Reinforcement of the Army
1 Heavy Storm
1 Giant Trunade
1 Mystical Space Typhoon

Traps 8
1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
2 Threatening Roar
1 Trap Dust Shoot
2 Bottomless Trap Hole
1 Solemn Judgment

Sometimes, simplicity is best.

G-Ray Out.

February 1, 2010

LE17 Concepts: Part 2

Today we will be discussing The Atmosphere and Transform Sphere.

Transform Sphere is a 100/100/Winged Beast, with the ability to absorb monsters in defense position, but will special the monster back to the opponents field at the end of the turn.

Whilst changing monster with high ATK to DEF might eat more cards than you want it to, Transform Sphere has other ways of sporting its stuff.

If you use cards with a blanket no special summoning, it allows you destroy the monster you stole, instead of returning it.

There are, of course, ways to deal with the equip card.

Evoltecher Chevalier comes to mind...

Summoning things like Lava Golem, then stealing it works well, but you're trying too hard.

Transform Sphere is a level 3 Winged Beast with 100 Attack, allowing you to special summon Dragunity Knight Trident with Debris Dragon.

The Atmosphere is by far, much more versatile.

In terms of Board Advantage, The Atmosphere easily breaks even by sending large amounts of attack at the opponent and stealing one monster as an equipment.

In summoning conditions, since it removes monsters from play as a cost, Mind Control works well, along with things such as Evil Thorn.

Torch Golem comes to mind, as it spawns tokens for you to remove, as well as a 3000 ATK Beatstick to suck.

Monster Tokens can also be removed to summon him.

Also to note is that after hes been summoned once, its possible to bring him back through either Return or Revival.

Keep in mind that you can use him to break locks put on by Trance decks, or decks that use similar gimmicks like most Extra Win or Countdown builds.

Thats all for today.

G-Ray Out.