Showing posts with label Deck. Show all posts
Showing posts with label Deck. Show all posts

3/17/12

BubbleBeat

E.HERO Stratos
E.HERO Alius Neos x3
E.HERO Bubbleman x3
Photon Thrasher

Emergency Call x3
RotA
Duality x3
Super Poly
Miracle Fusion x3
Monster Reborn
G Spark x3
Dark Hole
Warrior Returning Alive
Mask Change
MST
Heavy Storm

Warning x2
Judgment
Hero Blast x2
Mirror Force
Compulse
BTH
Torrential Tribute x2
Fiendish Chain
Starlight Road

I was actually writing this down to keep a copy of the deck but I accidentally posted this instead. Oh well...might as well follow up.

WHAT'S UP YUGINERDS, CHOW UP IN HEEEEEEEEEEEEEEEEEE!!!! AND TODAY WE'RE GOING OVER BUBBLEMAN BEATTT!!!!!

Hahah sorry, I haven't done one of these in a while. I've gone through a lot of decks lately (Wind-Ups, Blue Eyes Control, Chaos Dragons) but I decided I'm selling away all my excess cards for money so I can start up Cardfight!! Vanguard. Hopefully it picks up around here because I am dying for some competition >:D

Anyways, today I'm gonna quickly go over a deck that has been running wild for the last two months. Inspired by no other than Bahamaut himself, who I swear breaks archetypes (i.e. Bahamaut's Divine Performance), I present to you guys with BubbleBeat! Bubblesssssssssss.

...My bubbles.

So I've been playing this deck for almost more than a month and I've got to say, I love it. Gemini Beat was kinda boring but adding the Bubblemans really gives it more plays than summon Alius and setting G-Spark. Since this deck is old news, I'm not gonna bother going over the strategy when Bahamaut and GQ have already done so.

Another thing I really like about this deck is how good it runs against the meta...although I can't really say that for a fact. I've only played against a lot of Inzektors with this deck but this deck wrecks Inzektors. Hero Blast, G Spark, and Torrential kills their attempts to plus with Hornet. Most of the time, I don't find myself the need to side out against them. Still need to test out against Dino Rabbits and Wind-Ups.

The one thing I don't like though is how I occasionally find a hard time to get over big monsters. Blade Armor makes most of the finishing plays in this deck but dropping a Gorz on him kills your momentum.

And yeah that's pretty much it. Oh, I feel like a lot of the times, the only thing we post on here is deck profile. I wanna spice things up here so if we have any readers out there, I wanna hear what you guys want to read about. So leave a comment in the box below ;D

Oh and visit my eBay account! I'm trying to get rid of my Wind-Ups :3
http://www.ebay.com/itm/220975545374?ssPageName=STRK:MEWAX:IT&_trksid=p3984.m1423.l2649#ht_500wt_1287

That's all for now I guess. Take it easy Yuginerds :)

Gotcha~
          Chow

11/9/11

Epicake's Productive Return to TeamRoseBud


So, it's been a while since I've posted on this blog, and frankly reading all my other posts, they're worthless so you probably didn't miss them at all.  Anyways, Team Rose Bud is back after a seven month absence.  I personally have gone through deck after deck, from Gladiator Beasts to X-Sabers, to Gravekeeper's to T.G. Sabers, and then finally settling on Fableds, where I'm at now.  Chow and I have been playing all these months, in person and virtually.  Recently, Fugglor decided to jump back onto the YGO bandwagon, and who can blame him?  Nobody really quits YGO, that's just fact. 

Fableds.  I think I've finally found a deck with a playstyle I can really enjoy.  This would be any deck that can maintain control throughout a game, but also pull of those derpy moments for the trololols.  The reasons I decided to build this deck are as follows:
1.      Heavy Storm is back.  I.  Fucking.  Love.  This.  Card.  It promotes skill, and a better format in general without your opponent normal summoning a TKRO, setting five and ending. 
2.      Black Luster Soldier – Envoy of the Beginning.  God knows why Konami brought this card back, but hey.  It's kinda fun and derpy. 
3.      Tour Guide from the Underworld.  This card is just straight up broke, and of course it has to be worth $180, so I can only afford one.  It also pulls Fabled Kushano, which is just amazing. Extra TGU targets means less pulling of TGU with TGU. 
4.      Reborn Tengu.  Makes for extreme consistency in any deck that uses synchro summoning. 
5.      Ancient Sacred Wyvern.  Oh, man.  This card makes me cream in my pants every time I sync for him.  Wyvern is a game finisher.  It can maintain field presence, and is a high beat stick if you use him correctly.  Just, Oh my God. 

Monsters x25:
Tour Guide from the Underworld x1
Sangan x1
Black Luster Soldier – Envoy of the Beginning x1
Snipe Hunter x2
Spirit Reaper x1 (Cheap Ass Tour Guide)
Gorz the Emissary of Darkness x1
Dandylion x1
Glow-Up Bulb x1
Reborn Tengu x3
Neo-Spacian Grand Mole x1
The Fabled Cerburrel x3
The Fabled Chawa x2
The Fabled Ganashia x3
Fabled Grimro x3
Fabled Kushano x1

Spells x8:
Pot of Avarice x1
Heavy Storm x1
Monster Reborn x1
Dark Hole x1
Book of Moon x1
Mind Control x1
Lightning Vortex x1
Pot of Duality x1

Traps x7:
Solemn Warning x2
Solemn Judgment x1
Bottomless Trap Hole x2
Mirror Force x1
Torrential Tribute x1

This deck has the explosiveness of Fableds, and the consistency of Tour Guides.  The reason that this deck works, is basically because it runs Dark and Light types.  Here are my explanations for the above cards:

Tour Guide from the Underworld/Sangan/Spirit Reaper (TGU #2):
          This engine needs to be used in every deck this format.  If you aren't running TGU, you're losing.  (Not necessarily, but you know what I mean).  Having such a broken card is just necessary.  The engine also has synergy with BLS plays, and TGU can pull Kushano.  #IJustCame

Black Luster Soldier – Envoy of the Beginning:
          Fresh off the banlist.  I just picked my copy up a few days ago, finally got the chance to rip a kid off for it.  Bunch of Glad Beast commons for a BLS?  Yes PLEASE.  Anyways, this card is just Chaos Sorcerer on steroids, and is a free boss monster. 

Snipe Hunter:
          Snipe Hunter hates me.  I always end up rolling a 1 or 6 whenever I go to activate his effect.  Really pisses me the fuck off.  Field destruction is always nice, and if you pitch a Cerburrel or Ganashia with his effect there's no minus so Hell, why not?  Also a Dark.

Gorz the Emissary of Darkness:
          This badass is Dark, and can turn games around in the blink of an eye.  If an opponent knows you've got this mothafucka in your hand, they're for SURE not gonna attack.  Game changer, nuff said.

Dandylion/Glow-Up Bulb:
          Okay, this is my Plant engine.  Dandylion creates Formula Synchron plays with Chawa and Bulb, and the tokens can fend off attacks, make different level synchros, etc. etc. etc.  Bulb is just such a splashable tuner that I would rather shoot myself in the penis than not run him.  Both of these guys work well with the deck since you can discard them with ease, such as Brio and Snipe Hunter plays.

Reborn Tengu:
          Tengu, the other broken TCG exclusive.  Makes for huge synchro plays, especially with Chawa.  Makes easy Fabled Ragin's/Hyper Librarians.

Neo-Spacian Grand Mole:
          This is my personal tech, I've loved this card since I first picked it up, and although it has no relation to the deck it is still an amazing card this format.  People tend to waste their Warnings, Veilers, Mirror Forces on this mofo.  Grand Mole bounces shit like Gachi Gachi, Zenmaines, Stardust, and any other Synchro/Exceed.  Just amazing.

The Fabled Cerburrel, The Fabled Chawa, Fabled Grimro, Fabled Kushano, The Fabled Ganashia:
          This is my Fabled “engine.”  This format, I have to call it an engine.  This deck really is based around quick synchro plays with easy Special Summons, and of course BLS plays.  Fableds just happen to have both those traits, AND they're Light. 

So that's the monster line-up of the deck.  A majority of it is pretty self-explanatory, but if you've got any other questions on why I run it just ask in the comments below!

Pot of Avarice x1
Heavy Storm x1
Dark Hole x1
Monster Reborn x1
Book of Moon x1
Mind Control x1
Lightning Vortex x1
These cards, IMO are just straight up necessary.  This deck would probably work even better if Pot of Avarice had stayed unlimited.  You're graveyard always ends up full, and only having the ability to draw into one of these broken cards, Epicake gets sad.  :(  FUCK YOU KONAMI. 

Pot of Duality x1:
          Well, some of you might be yelling at me, or thinking “WTF is this dumbass thinking?  I should just stop reading now.”  Don't do that.  Duality makes for great consistency, as if you don't draw into a good enough hand to explode, you probably end up with Duality in hand. 

Thats the Spells.  Total of eight.  The traps in this deck are all necessary to be run, since you've got the space to do so.  I also get the feeling that people are going to stop putting their MST's in the main, after all the YCS tops running only Trap Dustshoot.  Seven traps to me, is the perfect number.  A majority of the time you draw into one of them, and only one of them. 

So, that's my deck profile.  Welcome back to Chow and Fugglor, and fuck you Brah for losing my copy of Pokemon Black.  I clocked over 150 hours on that thing, you son of a bitch.

~Epicake~

11/7/11

A BLOGGER Lives!

Yeah. We vanished 7 months ago. Unlike Rauzes and many other bloggers who have stopped with YGO during our absence, we left the blogging community without a formal goodbye.

Times have changed. Brah has left the group for college, his money going towards tuition instead of shiny cardboard (Brah). Another member lives two hours away from the rest of us (Orgymaster). A third quit the game (Fugglor)...or so he thought. In the end, there was two (Me and Epicake).

Even in our absence, we were still HAMing this game! Dueling Network has allowed us to tests variety of decks with people from all over the globe. The only problem is a majority of players are scrubs, jerks, or clueless about rulings which doesn't make it the ideal place for testing. Nevertheless, DN has done wonders by bring me back into the game when I was trying to push it away from me.

I'd be lying if I told you guys playing the same deck for 6 years wasn't boring. HEROs are a versatile archetype, expanding everywhere from Elemental, to Destiny, to Evil, and now to Masked and Vision. Even with all this support, I still felt bored every now and then. Two months ago, I went on a temporary haitus, an attempt to focus on college and get away from such childish activities. This was short lived as Fugglor dove back into the game and is now more feisty than ever.

With his and Epicake's constant nagging, I've been able to develop two new decks that aren't HERO based. I feel like they DO have the same strategy as my current HERO Gate build: swarm. It doesn't matter if it's with big monsters or small monsters. I realized that this aggressive strategy has been my playing style all along as I've been attracted to many decks in the past with this concept (i.e. Infernities). It's either that or decks that makes very flashy plays.

In fact, I've got a flashy deck right here just for you guys in celebration of our rebirth~~~~~~~~


A little background history before I go on to the decklist: when E.HERO Air Neos was first released, people tried utilizing his effect to its fullest by running three Solemn Judgments. Three Judgments would certainly add a lot of potential to Air Neos along with a lot of control to the deck. However, on September 2009, Solemn was sent to the limited portion of the list for the good of the game and Air Neos lost a core part of the deck.

 Fast forward to 2011, a time where hand traps are the new dangers of the format, where a timely Effect Veiler can give a player chance to make a come back, Maxx "C" forces the opponent to reconsider whether or not they want to go on a Special-Summon-spamming spree, and a timely Gorz will change the outcome of the game. Even with all these dangers (namely Veiler and Herald), a HERO will never give up until the very end! 

This is AIR NEOS OTK 2.0!!!


Monsters (14)
E.HERO Neos x2
E.HERO Stratos x1
E.HERO Prisma x3
E.HERO Necroshade x1
N. Air Hummingbird x3
N. Aqua Dolphin x1
N. Grand Mole x1
Thunder King Rai-Oh x2

Spells (18)
Pot of Duality x2
E - Emergency Call x3
Convert Contact x1
A Hero Lives x3
Dark Hole x1
Heavy Storm x1
Mystical Space Typhoon x2
Monster Reborn x1
O - Over Soul x1
Miracle Fusion x2
Future Fusion x1

Traps (8)
Solemn Warning x2
Solemn Judgment x1
Call of the Haunted x2
Mind Crush x2
Trap Dustshoot x1

Extra (15)
E.HERO Air Neos x2
E.HERO Storm Neos x1
E.HERO Grand Neos x1
E.HERO Shining x3
E.HERO Absolute Zero x2
E.HERO Great Tornado x1
E.HERO Nova Master x1
E.HERO Escuridao x1
E.HERO Gaia x1
E.HERO Darkbright x1
Leviair the Sea Dragon x1
No.17 Leviathan Dragon x1

A Hero Lives and Solemn Warning are two new toys that Konami has to offer this deck. With A Hero Lives, you can pay half your life to summon Prisma, dump Neos, summon Hummingbird, and contact for Air Neos! You can potentially have a first turn monster with 6500 attack! Throw in an Over Soul and that's game if you have a clear field. A neat trick I've done once was Live into Prisma, dump Necro, Dark Hole, then Lives into Prisma, dump Bird, summon Neos with Necro, contact for an Air Neos with 8500~ Can someone say game?

Veiler kills our win condition but that's why Dustshoot and Mind Crush are in there.

Overall, this deck was just for funzies and the build that I have posted right now is really not that solid. To me, it's very weak and could use a lot more tweaking. It lacks good back up plays besides Miracle Fusion which I only have at two. 


This deck was only for nostalgia purposes. I promise you guys that I'll get around to showing you guys the new decks I've been working on and that all my posts won't be about HEROs. During that time, I hope you guys will continue reading our blog and supporting us ;)

Gotcha~
     Chow

2/4/11

Orgymaster - Finally Posting / New Deck



So here I am with my first post in a long ass time. Lately I've been really busy with college applications, school, etc, and I haven't felt like posting anything. Now that some of that's out of the way I plan to start posting a lot more often.
Now, you may remember me as the resident dragon guy of Team Rose Bud (or not), so here Ima try to live up to that reputation. For a long time I've been trying to make a consistent deck that uses the white stone of legend draw engine (3 white stone, 3 blue eyes, 3 trade in, and 3 cards of consonance). I tried a lot of shit, but I realized that I needed something to help put guys in the graveyard. For a while I thought I would have to wait until Dragon Ravine came out in the new dragunity legion structure deck, but after some tinkering I found something to hold me off until then. Here's the new build, which I've lovingly named Quick-Dragunity of Legend.

Monsters: 24
3x Blue Eyes White Dragon
3x White Stone of Legend
3x Quickdraw Synchron
2x Dandylion
2x Red Eyes Darkness Metal
2x Red Eyes Wyvern
3x Debris Dragon
2x Dragunity Dux
2x Dragunity Phalanx
1x Card Trooper
1x Treeborn Frog

Spells: 16
3x Cards of Consonance
3x Trade In
2x Pot of Avarice
1x Tuning
1x One for One
1x Hand Destruction
1x Future Fusion
1x Foolish Burial
1x Monster Reborn
1x Mind Control
1x Giant Trunade

Extra: 15
1x Five Headed Dragon
1x Brionac Dragon of the Ice Barrier
1x Dragunity Knight Vajrayana
1x Junk Destroyer
2x Drill Warrior
2x Formula Synchron
2x Stardust Dragon
1x Shooting Star Dragon
2x Black Rose Dragon
1x Trident Dragion
1x Goyo Guardian

This deck centers around the aforementioned white stone draw engine, with some other deck ideas thrown in. It runs dragunity phalanx and debris as extra COC targets, and also 2 dragunity dux to further take advantage of the phalanx and increase the deck's already enormous amount of synchro options. The main attraction here is the quickdraw synchrons. These help ditch cards in hand like dandylion and white stone, or wyverns and darkness metals. Many of the guys it ditches create advantage on their own when sent to the graveyard, or set up for big plays later in the game. With dandy tokens and treeborn frog, it's easy to make drill warriors, which also remove dead cards in hand, while recycling draw engine fodder and basically anything else I need. Card trooper helps mill, and can serve as a small amount of draw power. Extra draw power comes in the form of formula synchrons (which are easy to make with white stones) that also make it possible for me to make shooting star dragon.
Future fusion ditches darkness metals, wyverns, phalanxes, and even white stones (ditching white stone creates advantage on its own) to help thin the deck while also giving me the possibility of a five headed dragon in 2 turns. It also makes reverse toolboxing possible with drill warrior. The darkness metals and wyverns become a threatening mid to late game prospect when in grave. Darkness metal also sets up for explosive turnarounds by bringing out blue eyes as a beater, or even as a synchro material for trident dragion.
I was frankly surprised by how well this deck worked. The monsters have a lot of synergy with each other, and the spell lineup really complements this synergy. 2 pot of avarice help reuse draw engine cards and also increase advantage, plus they rarely stay dead draws long even if drawn early game. One for one searches out white stones or treeborn while also ditching monsters, and can make some amazingly explosive plays possible. Tuning searches quickdraws and mills, which is always helpful. Hand destruction is some extra draw power that I would rather take out at this point, but whatever. Foolish ditches anything I want in grave, normally dandylions, treeborn, or phalanx, but it is incredibly versatile here. Mind control takes advantage of the 11 tuners in here, and creates further advantage while also helping get rid of annoyances like stardust (or even shooting star). Monster reborn is a staple here, and doesn't interfere with the flow of the deck at all. Trunade stands as the only backrow removal outside of brionac, black rose, and junk destroyer, and it has worked out so far.
The deck's objective is to cycle through quickly with the draw power and milling, and set up for explosive plays later. While it produces some bad hands, at most it usually takes about 1 or 2 turns before I draw into something to get the ball rolling. That's not to say this happens often. On the contrary, I have frequently found myself in a good position for an FTK after going through over half the deck. All in all, I like this deck and its consistency, and it will likely hold me off until dragon ravine comes out with the structure deck.
Hope you enjoyed this deck idea. Leave me any suggestions or thoughts in the comments. I'd also like to know if you thought my post was too long, cuz I wanna get better at this. Until next time,
-Orgymaster

2/1/11

Light ZERO

My main deck in the TCG has been HEROES since Elemental Energy. Specifically Light Beat at the moment as it is the most competitive form of HEROES. Fusion based builds have a hard time recovering if you try to overextend for game but stopped by something like Battle Fader. It also has a hard time countering Glads which I hate with a passion. The aggressiveness of Fusions allows it to stand up to Frog Synchros and Gravekeepers but are outs sped/overpowered by Frogs and out controlled by Gravekeepers. I tried switching to Light Beat but lack of Dualities have made it hard to play the deck consistently and when I tried shoving in WATER food for Absolute Zero, I would find myself clogged with dead Miracle Fusions that I could go for Shining with but that's not available in the TCG for another month. With Light Beat, I also have a hard time getting past decks like Hopeless that are able to bring out their boss monsters over and over again while I can only do it three times with Miracle Fusion. The deck is below is basically a bunch of big monsters shoved into a Light Beat deck. I call it...

It's been doing really well against my teammates but I feel like I might have built this just to counter all of their decks...unconsciously though. I can see this not doing well against GKs but I guess that's what you have your side deck for.



Light ZERO

Elemental Hero Stratos x1
Elemental Hero Neos Alius x3
Elemental Hero Prisma x1
Elemental Hero Ocean x2
Cyber Dragon x2
Thunder King Rai-Oh x2
Honest x2
Snowman Eater x2
Spirit Reaper x1
Debris Dragon x1
Gorz the Emissary of Darkness x1

E - Emergency Call x3
Miracle Fusion x3
Super Polymerization x1
Gemini Spark x3
Book of Moon x2
Monster Reborn x1
Dark Hole x1

Chivalry x1
Solemn Judgement x1
Torrential Tribute x1
Mirror Force x1
Compulsory Evacuation Device x2
Dimensional Prison x2

Elemental Hero Absolute Zero x3
Elemental Hero Gaia x1
Elemental Hero Terra Firma x1
Chimeratech Fortress Dragon x1
Dragon Knight Draco-Equiste x1
Ally of Justice Catastor x1
Goyo Guardian x1
Black Rose Dragon x1
Gungnir, Dragon of the Ice Barrier x1
Red Dragon Archfiend x1
Colossal Fighter x1
Stardust Dragon x2

Match 1 (Fugglor - Dragunities)
In Game 1, I had Spark and Alius setup. He went into Dux and Synchro Climbed into Stardust. Big misplay right there as I was planning to Spark with Alius when he was about to be destroyed when the better move would have been to disrupt the Climb by Sparking Vajrayana. I took care of it with Honest but he Synchro Climbed into another the next turn and Reborned his first Stardust. Game 2 was short and sweet: Trident Dragion on my open field.

Match 2 (Fugglor - Dragunities)
I don't remember if I won this one two out of three or not but I won this match. A well timed Gorz stopped his Trident Dragion from finishing me off. Can't remember much else, I made him waste all his Vajrayana which stopped his attempts to Synchro Climb late game.

Match 3 (Fugglor - Monster Surge)
I lost the first game because of Red Nova. My Mirror Force just sat on the field crying. Second game I controlled with Compulse and Super Poly. Third I drew into a god hand. Alius, Spark, Compulse, Honest, Super Poly, and Solemn Judgment. GG.

Match 4 (Brah - Dimension Glads)
First match I kept trying to set up for Absolute Zero but Brah kept removing my WATER food from play with Retiari. Locked me down with Heraklinos for game. The game sucked so much with all my plays being countered, I seriously wanted to pull a Fugglor and smack Brah. I could see why he was pissed haha. Second game was fun because Fugglor kept commenting on Brah's hand, not that it made a difference with me. The game started with me D Prisoning his Murmillo. Bad move? Nah man, twice or thrice Brah tried to go for Murmillo only to remember I removed it from play. By late game, both of us had about 14 monsters removed from play and 1-2 face downs each. Every monster Brah drew into after that was Torrentialed or D Prisoned. I somehow managed to get Absolute Zero out but was too scared to attack because of his face downs. He summoned Darius and dared me to attack. I sac AZ for CyDra and took him down to a perfect 0. Whew, 20 minute duel right there. Third game I summoned AZ second turn so that Brah wouldn't screw me over with Dimensional Fissure. He destroyed it and summoned Murmillo...which I Solemned Judgment. Haha this was only because I knew Brah lacked monsters in hand. I controlled the game from there and won :D

Match 5 (Epicake - Infernities)
I won game 1 because Cake drew into crap. Game 2 he got the loop on me. Game 3 Gorz saved me again from an assault by Iron Chain Dragon and Infernity Doom Dragon. Took Game 3 home.

Match 6 (Epicake - Karakuri Machina)
I opened my turn with a 3000 ATK Chimeratech Fortress Dragon. Game 1 was mine. Game 2 I dropped into double E - Calls which I fetched Stratos, Alius, and Prisma with. I had Spark and Miracle in hand so my plays were set up. Epicake went into double Gadjiltron, Fortress, and Soldier. Limitered for game. Game 3 I dropped into double E - Calls again but this time I went into Alius and set mah Spark. He went into double Gadjiltron, Fortress, and Soldier again. He then Limiter Removed but I had Honest :D Game was mineeee.

Match 7 (Epicake - Karakuri Machina)
I should be known as the Machina killer. I won this match 2-0.

7 matches in one school day...I'm not sure whether to be impressed or ashamed. 

Gotcha~
          Chow

1/25/11

Light and Dark. Hope and Choas. Shining HERO of Dark Justice!

Oh yeah, look at me skipping school so I can write a blog. I'm such a badass mofo haha~
Recently, the news of E.HERO Escuriado has got me pumped and filled with brilliant deck ideas. It would be such a shame if this guy wasn't released...


E.HERO Airman x1
E.HERO Ocean x1
E.HERO Another Neos x3
E.HERO Prismer x2
Honest x2
Effect Veiler x1
Chaos Sorcerer x2
Killer Tomato x2
Messenger of Hades - Gorz x1
Soul-Erasing Spirit x1
D-HERO Diabolic Guy x2
Zombie Carrier x1

Fusion x1
Miracle Fusion x3
Parallel World Fusion x2
Mirai Yuugou - Future Fusion x1
Dual Spark x3
E - Emergency Call x3
Hurricane x1
Black Hole x1
Book of Moon x2

Thunder Break x1
Declaration of God x1
Warning of God x2
Holy Barrier - Mirror Force x1

E.HERO Escuriado x3
E.HERO Shining x3
E.HERO Absolute Zero x2
E.HERO Great Tornado x1
V.HERO Trinity x1
Ally of Justice - Catastor x1
Brionac, Dragon of the Ice Boundary x1
Black Rose Dragon x1
Colossal Fighter x1
Stardust Dragon x1

Chaos Sorcerer = Parallel World Fusion Funzies = Carrier/Malicious Abuse

Ugh, it is incredibly difficult to squeeze Synchros in. Screw this, screw the 15 Extra Deck limit, I am never building a Synchro/Fusion build again ><

1/24/11

Gateway of the Six HEROES


Messenger of Hades - Gorz x1
Tragoedia x1
Wicked Emperor Gaius x3
E-HERO Hell Brat x2
E-HERO Malicious Edge x1
E.HERO Airman x1
E.HERO Ocean x2
E.HERO Heat x2
E.HERO Prismer x2
N - Groun Mole x1
Snowman Eater x2

E - Emergency Call x3
Future Fusion x1
Fusion Gate x3
Miracle Fusion x2
Dark Calling x1
Parallel World Fusion x1
Hurricane x1
Cyclone x2
Book of Moon x2

Declaration of God x1
Warning of God x2
Torrential Burial x1
Holy Barrier - Mirror Force x1
Cry of the Living Dead x1

E.HERO Escuridao x3
E.HERO Absolute Zero x3
E.HERO Shining x2
E.HERO Gaia x1
E.HERO Great Tornado x1
E.HERO Nova Master x1
E.HERO the Earth x1
E.HERO Flame Blast x1
E-HERO Dark Gaia x1
E-HERO Malicious Devil x1
V.HERO Trinity x1

This is basically a very rough idea of something I would like to try out. 

Tragoedia + Stealing an opponent's monster = FUSION GATE TIME! :D

The only thing that irks me is that I feel like I'm not running enough E.HEROES :(

1/19/11

When HEROES Collide

The biggest advantage that HEROES have over most archetypes:

1. Our sheer number of support. We not only have HERO support, but Warrior and Fusion support as well.
2. Fusion. I remember reading a OCG blog about how Fusions has more advantages than Synchros. Why? Because we can make use of our materials from anywhere in the game. Our hand (Polymerization), the WHOLE field (Super Polymerization), the grave (Miracle Fusion), the deck (Future Fusion), and the RFG zone (Parallel World Fusion).
3. Tool boxing yo. A different HERO to call for any situation whether via Emergency Call or Miracle Fusion or Mask Change or Super Polymerization.

So taking all the advantages we have into account, what happens when Koyo Hibiki's Nature Heroes, manga Yuki Judai's Masked Heroes, and anime Yuki Judai's Neos Heroes unite? We get the ultimate HERO alliance...


HERO ALLICANCE
E.HERO Neos x1
E.HERO Airman x1
E.HERO Ocean x2
E.HERO Ice Edge x1
E.HERO Heat x1
E.HERO Woodsman x1
E.HERO Wildman x1
E.HERO Necro Darkman x1
E.HERO Prismer x3
Devil King of the Marshland x3
Hane Kuriboh x1

E - Emergency Call x3
Reinforcement of the Army x1
A Hero Arrives x1
Fusion x2
Fusion Recovery x1
Miracle Fusion x3
Future Fusion x1
Mask Change x1
Parallel World Fusion x1
Super Fusion x1
Skyscraper x1
Hurricane x1
Monster Reborn x1

Declaration of God x1
Holy Barrier - Mirror Force x1
Torrential Burial x1
Cry of the Living Dead x1
Trap Stun x2

E.HERO the Earth x1
E.HERO Inferno x1
E.HERO Gaia x1
E.HERO Absolute Zero x2
E.HERO the Shining x2
E.HERO Great Tornado x1
E.HERO Nova Master x1
E.HERO Exlidao x1
E.HERO Necroid Shaman x1
E.HERO Neos Knight x1
M.HERO Goka x1
M.HERO Vapor x1
Surging Dragon Knight - Draco Equiste x1


I understand it doesn't look very consistent and it doesn't look very original, I have never actually made up a deck on the spot before and posted it without playtesting. I'd appreciate any advice you bloggers have out there for me :D
I mean, there's like 10 Fusion cards in the deck x.X I feel like such a noob
On the other hand, I think I would have so much fun with this deck with its incredible toolboxing abilities.
I'm sorry for all you readers out there who expected something more legit but every time a new HERO comes out, I feel a need to mash together a bunch of cards, put on my cape, and kick some ass >:]

Gotcha~
          Chow

1/2/11

Black Garden v2 - Concept Deck

Last time I touched on this subject I was describing a burn deck. It was a nice concept, but after failing miserably with that deck again and again, I decided to use Black Garden in a different way.

Monsters - 19

2x Caius the Shadow Monarch
1x Dark Armed Dragon

3x Flamvell Firedog
3x Flamvell Magician
3x Gravekeeper's Spy
1x Gravekeeper's Descendant
2x Dekoichi the Battlechanted Locomotive
1x Black Salvo
1x Gale the Whirlwind
2x Don Zaloog

Spells - 15

3x Black Garden
2x Terraforming
3x Rekindling
1x Mystical Space Typhoon
1x Giant Trunade
1x Monster Reborn
1x Gold Sarcophagus
3x Book of Moon

Traps - 6

2x Pollinosis
1x Solemn Warning
1x Solemn Judgment
1x Mirror Force
1x Divine Wrath

It's a control variant. You get your big Synchros out, rack up advantage, then drop Black Garden and start simplifying. By the time your opponent manages to kill the Garden, you'll ideally have 4 or 5 cards over them. The deck's full of +1s (Rekindlings, Flamvell Firedogs, Black Salvo, Dekoichis, and GK Spies) which help get out Stardusts, Colossals and Arcanite Magician.

The purpose of Black Garden is to hinder your opponent, and nothing more (besides the Pollinosises... Pollinoses... fuck it). For example: Imagine you're playing Plant Synchro against this deck. If your opponent killed a Dandylion token with Firedog, the Magician killed the other token, they synchroed a Stardust, and then played Black Garden and set two, you're gonna be thinking, "Well what the fuck do I do now?" You can't Book of Moon it, because it still has 2000 Defense and will retain its Attack upon Flip Summon. They'll most likely have a Pollinosis set, to negate any recovery plays. You're kind of boned.

I don't expect it to top a Regionals, but I'm gonna take it to Locals and see how it does. It doesn't have strong matchups against anything but Plant Synchro, and it's weak to Blackwings, Gravekeepers and Lightsworn. Just another attempt at making a fun and playable Black Garden deck.
Until next time,
~Fugglor

12/29/10

Indulging in my dragon fetish.

Recently, I confirmed a Pojo trade for my third Dragunity Phalanx, second and third Dragunity Dux, and my third Dragunity Knight - Vajrayana. I'm hella stoked, but the fact of the matter is that until we get Dragunity Drive (which may or may not come out in the near future), the deck just isn't going to be good. So I hauled my ass over to yugiohcardmaker.net and made them. So now, I present to you, Fugglor's Dragunity Deck! That reminds me. I'm just gonna throw this out there. Archetypes ruined Yu-Gi-Oh. Now that Konami force-feeds us deck ideas (herp derp let's make a new Blackwing card, then people will run Blackwings), creative deck-building has nearly dropped off the face of the fucking planet. Occasionally, I'll see a deck that isn't a god damn archetype, like an Injection Fairy Lily deck or one based around Arcanite Magician, but the other 95% of decks are Blackwings this and Infernities that and it's a bunch of fucking ass. I'm actually working on an old school deck with a few modern touches here and there, using things like triple Breaker, triple Injection Fairy Lily, triple Giant Rat, two Gigantes, Spirit Reaper, and two Bazoo the Soul Eater mixed with Battle Fader, Dimensional Alchemist and maybe a Debris Dragon. Oh, and I'm gonna try to make Spell Canceller and Airknight Parshath decks too. They're hella fun. Like, imagine a Spell Canceller/Royal Decree combo, with Effect Veilers and shit. You could run Dark Simorgh and Chaos Sorcerer with triple Airknight and... I dunno. It's gonna be pretty nostalgic. Anyway. Fugglor's Dragunity Deck!

Main Deck

Monsters - 21

Light and Darkness Dragon x2
Dragunity Arms Laevatein x3
Dragunity Arms Misteil x2
Red-Eyes Darkness Metal Dragon x3

Dragunity Dux x3
Dragunity Phalanx x3
Dragunity Legionnaire x3
Red-Eyes Wyvern x2

Spells - 14

Future Fusion x1
Dragon Canyon x3
Gold Sarcophagus x2
Trade-In x2
Giant Trunade x1
Cold Wave x1
Dark Hole x1
Monster Reborn x1
Book of Moon x2

Traps - 5

Royal Decree x2
Icarus Attack x2
Solemn Judgment x1

Extra Deck

Dragunity Knight - Vajrayana x3
Dragunity Knight - Barcha x2
Dragunity Knight - Gae Dearg x1
Stardust Dragon x2
Colossal Fighter x1
Goyo Guardian x1
Brionac, Dragon of the Ice Barrier x1
Trident Dragion x2
Scrap Dragon x1
Ally of Justice Catastor x1

It's all about getting out Synchros really fast, like Trident Dragion (who can come out on the first turn) and Stardust Dragon. For your backup plays, you have Dragunity Arms Laevatein and Light and Darkness Dragon, who combine to make a really annoying unbreakable combo. If Laevatein gets out, you equip LaDD to him, and when Laevatein is destroyed, or even just removed from the field, the "equip" card will be also, meaning that LaDD was destroyed and will Special Summon a monster from your grave - pick Laevatein (who will be in there before LaDD resolves), and the combo starts all over again. If you're sure your opponent doesn't have any options, you can always pick Red-Eyes Darkness Metal Dragon and put an extra 2800 on the field. (On your turn, just use REDMD's effect to Special Summon Laevatein.)

Another cool play - Normal Summon Dux, pull Phalanx, send Dux to grave to Special Summon Misteil, pull a second Phalanx, make Barcha, pull that Phalanx again, make Trident Dragion, and destroy that first Phalanx to attack twice.

I wanted to run Icarus Attack, but there just wasn't room. Originally, I had a pretty strong Trap lineup (2 BTH, one Judgment, one Warning, two Icarus, one Mirror Force, and one Torrential) but when I stopped to think about it I noticed that none of those barring Icarus and Solemn Judgment disrupted the opponent enough to help me get my plays off, and that a lot of times they would be destroyed by LaDD's destruction + Special Summon effect. So, I dropped everything but Icarus and Solemn Judgment for two Royal Decree (searchable with Gold Sarc and easily drawn with all the milling). I'm pretty sure this is going to work better. If not, it doesn't matter, there's still plenty of time to test builds before the cards actually come out. Hope you enjoyed this little peek into my Dragon fetish. Until next time,

~ Fuggs

PS ~ Fuck yeah, our blog is mentioned on Rauzes's. Maybe people will actually read these.

12/26/10

Call of God Neos

"Call of God Neos"

Monsters (16)
Elemental Hero Stratos (E.HERO Airman) x1
Elemental Hero Neos Alius (E.HERO Another Neos) x3
Elemental Hero Prisma (E.HERO Prismer) x2
Elemental Hero Voltic (E.HERO Voltech) x2
Elemental Hero Ocean (E.HERO Ocean) x2
Elemental Hero Wildheart (E.HERO Wildman) x1
Neo-Spacian Grand Mole (Neo Spacian Groun Mole) x1
Snowman Eater x2
Honest x2

Spells (17)
E - Emergency Call x3
Miracle Fusion x3
Super Polymerization (Super Fusion) x1
Fusion Gate x1
Future Fusion x1
Gemini Spark (Dual Spark) x3
Mystical Space Typhoon (Cyclone) x2
Giant Trunade (Hurricane) x1

Traps (7)
Hero Blast x2
Trap Stun x1
Solemn Judgement (Declaration of God) x1
Solemn Warning (Warning of God) x1
Torrential Tribute (Torrential Burial) x1
Mirror Force (Holy Barrier - Mirror Force) x1

Extra Deck (15)
Elemental Hero Divine Neos (E.HERO God Neos) x2
Elemental Hero Absolute Zero x3
Elemental Hero Gaia x2
Elemental Hero Terra Firma (E.HERO the Earth) x1
Elemental Hero Wildedge (E.HERO Wild Jaggyman) x1
Elemental Hero Grand Neos (E.HERO Groun Neos) x1
Dragon Knight Draco-Equiste (Surging Dragon Knight Dragoequites) x1
Filler x4


Basic idea of the deck is to have a HERO on the field or in the grave, play Future Fusion and reveal Divine Neos. Send Another Neos, Groun Mole, 2 Voltics, and a filler HERO. Miracle Fusion for Divine while keeping at least one Voltic in the grave. Remove Voltic from the game with Divine. Attack with Divine Neos and because he absorbed Voltic, he brings back Voltic who attacks to bring back another Voltic who will then bring out any E.HERO removed from play. Bring back a Stratos with the last Voltic's effect to gain advantage. Bring back an Ocean to attack and then Super Poly for Absolute Zero. 
I'm not sure whether or not to run a third Voltic. I'm not running one at the moment because I don't have a third and I hate proxying, and I'm not sure if there will be consistency issues :/
The possibilities are endless with HEROES! :D

Gotcha~
          Chow

12/23/10

Intro to Orgymaster / Disaster Dragon


Hey it's me, the newest member of the team rose bud blog, Orgymaster. I'm gonna be posting mostly stuff about dragon decks, cuz I know everyone has always wanted to run a dragon deck right? Aside from that, Ima post whatever I feel like, so be prepared. Coming up are the decks I currently run, and I'm planning on starting my own weekly segment/article/thing.
To start things off, here's my disaster dragon deck

Disaster Dragon
Monsters: 19
3x Red Eyes Darkness Metal Dragon
3x Red Eyes Wyvern
3x Koaki Meiru Drago
3x Masked Dragon
2x Delta Flyer
1x Totem Dragon
1x Light and Darkness Dragon
1x Prime Material Dragon
1x Exploder Dragon
1x Dread Dragon
Spells: 14
2x Mystical Space Typhoon
3x Book of Moon
2x Gold Sarcophagus
1x Smashing Ground
1x Foolish Burial
1x Dark Hole
1x Future Fusion
1x Monster Reborn
1x Cold Wave
1x My Body as a Shield
Traps: 8
2x Bottomless Trap Hole
1x Mirror Force
1x Torrential Tribute
1x Trap Stun
1x Seven Tools of the Bandit
1x Starlight Road
1x Burst Breath
This bitch here is heavily inspired by Richard Clarke's disaster dragon deck, and it's been working really well. I've heard people call this deck a "control aggro deck" which actually sums it up pretty well. The idea is to control the field with your high atk dragons while constantly pushing for game (I know someone else can describe it better). Below are the main card explanations.
REDM x3 + REW x3 - This guy makes the deck work. Period. The cornerstone of most dragon decks nowadays, he is your main guy for field presence. With red eyes wyvern, your opponent can expect to see him the whole game. In general, to beat this deck, your opponent will have to go through this guy at least 3-4 times per game (barring otks, which are a bitch). He can turn a game around pretty easily, especially with targets like prime material and koaki meiru drago. The 2800 attack counts for a lot too, forcing your opponent to use their removal cards rather than attacking over it.
Prime Material Dragon - The "prime" target of REDM, this guy protects your guys from all common destruction effects. Mirror force, bottomless, smashing ground, dark hole, and black rose (etc.) are all this guy's bitch. He also goes with delta flyer to get off a fairly consistent trident dragon otk when I want to. Watch out for caius and d prison, the most common counters to this bad mofo.
Koaki Meiru Drago x3 - The game winner, his main purpose is to shut down battle fader/gorz/tragoedia plays that are the bane of your fucking existence. I love how this guy still works in a format where earth based decks are more common than dark/lights.
Masked Dragon x3 - The recruiter of the deck, he searches out the low level dragons. He helps a lot with synchroes, and also gets out totem easily in case you want to get out light and darkness, or tribute summon your REDMs. Great game opener.
Dread Dragon + Delta Flyer x2 - The tuners. Dread searches the low levels, but he really serves you better in the grave where he can be easy accessed with REDM. Delta is the main tuner, bringing a lot of versatility to a deck with otherwise limited synchro options.
Light and Darkness + Totem Dragon - Go very well together. LaDD makes so many guys just scoop, and totem gets him out easier. LaDD forces your opponent to waste resources getting rid of him, and if he's destroyed you still benefit from his special summoning effect. The second gold sarc target in the deck.
Exploder Dragon - Blows big shit up. Extra removal.
Future Fusion + Foolish Burial - Future fusion works with five headed to speed the deck up a shitload. Your number one gold sarc target, this guy will let you win the game at least 75% of the time. While not needed to win, you should make every effort to get this guy out. Once it loads the grave, five headed will be the least of your opponent's problems. Foolish works like mini future fusion here, helping you "reverse toolbox" your guys into the grave, where REDM can bring them back.
Gold Sarcophagus x2 - Searches future fusion first, then LaDD, then your staples. Helps with consistency considerably.
Cold Wave + Trap Stun + Seven Tools + MST x2 - The trap hate of the deck, shutting down your opponents counters and making it easier for you to push for game.
Book of Moon x3 + Bottomless Trap Hole x2 + Torrential - A big part of the control aspect of the deck. Book of moon stops synchroes from happening, as does torrential, and bottomless stops the synchroes once they hit the field, amongst other things of course.
Burst breath - Icarus attack for dragons. Highly chainable. Can stop mass synchroes as well as prevent bottomless from removing your guys.
Starlight Road - Protects your overextensions from black rose and dark hole, and nets you a stardust. Good shit.
Everything else - Staples like monster reborn and dark hole, or stuff i don't want to explain like smashing ground and my body. Figure it out yourself
Ima post and explain my extra deck later probably. For now I'm just balls tired. Hope you like this deck. Orgymaster signing off.

12/18/10

My new super special awesome ultra chocolaty secret deck that isn't quite so secret anymore.

I just couldn't keep it quiet. It's the second deck I've come up with that's able to beat the decks up on tier one, and the only one that's legal right now. The limitation of Destiny Draw screwed the other one. And it's not like I do large-scale tourneys, so I'm not losing out on anything by telling the world. Here's the decklist:

Monsters - 37

Gorz the Emissary of Darkness
Tragoedia
Caius the Shadow Monarch
Caius the Shadow Monarch
Caius the Shadow Monarch

Magical Merchant
Magical Merchant
Magical Merchant
Card Trooper
Ryko, Lightsworn Hunter
Swap Frog
Swap Frog
Swap Frog
Treeborn Frog
Fishborg Blaster
Fishborg Blaster
Deep Sea Diva
Deep Sea Diva
Deep Sea Diva
Reese the Ice Mistress
Spined Gillman
Blackwing - Sirocco the Dawn
Blackwing - Sirocco the Dawn
Blackwing - Vayu the Emblem of Honor
Blackwing - Vayu the Emblem of Honor
Destiny Hero - Malicious
Destiny Hero - Malicious
Plaguespreader Zombie
Level Eater
Debris Dragon
Debris Dragon
Dandylion
Dandylion
Quickdraw Synchron
Quickdraw Synchron
Quickdraw Synchron
Necro Gardna

Spells - 3

Pot of Avarice
Pot of Avarice
Cold Wave

It's Monster Surge... with a twist. Provided you get a Merchant off first turn or draw a Swap Frog, you have a draw engine in the form of Fishborg Blaster and Treeborn Frog. (Don't forget the Treeborn summon. I do this all the time, and it's cost me more than one game.) Every turn, you can synch for a Formula Synchron, and with the three Caius, the Malicious, and the Armed Wings you can make, alongside the Plaguespreader and Diva engine, Shooting Star can come out in twos. He's your boss monster, for those times you can't do the Colossal Arms OTK. You'll also want to be doing this under Cold Wave, because if your Shooting Star play gets nipped, you're kind of a sitting duck until you get another one.

Now, you might be wondering why I consider it able to beat tier one. Decks like Jason Grabher-Meyer's build (see TCGplayer.com for it) had a lot of high-impact Special Summons, like Dark Simorgh, Chaos Sorcerer and Dark Creator, but it didn't have too much consistency--my build gets its engine off on the first turn almost every game. It can play out of bad hands as well. I've drawn three Caius, a Diva, a Gillman, and a Malicious, and I ended up winning that game against Machina Gadgets. (It 2-1ed me because of a misplay I made first game, but that's not really the point.) The deck is just really fun to play, and it's so satisfying to slap down a Shooting Star Dragon. The deck can also make Red Nova Dragon, but I chose to focus on Shooting Star because of deck space. If you decide to drop the two Debris, two Dandylion and Quickdraw, you can also throw in a Miracle Fusion or two over Cold Wave and an Avarice, and add a Hero engine (Stratos, two Wildheart, two Ocean). I'm actually thinking about doing that, because the lone Quickdraw (it's at one because of extra deck space) isn't quite cutting it, and the Debris is only in here for Black Rose nukes and Shooting Star shenanigans. Let me quickly elaborate on that; if you have Caius on the field or Malicious in hand/grave and Diva/Reese/Plaguespreader in grave, you can make your Formula for the turn, drop Debris, pull one of the Tuners, bring out a Malicious, and you have a Shooting Star OR a Red Nova Dragon. Shooting Star takes less card utility, but it doesn't get nearly as big. The deck has 14 Tuners (17 when you count Formula Synchron), which makes Red Nova top out at 12000. Heh. And your opponent isn't likely to kill it next turn, as the only ways it leaves are being RFPed or bounced... I'm not doing the Hero build. I would like to find room for a Chevalier de Fleur in the extra deck though, which is right here.

Formula Synchron
Formula Synchron
Formula Synchron
Shooting Star Dragon
Red Nova Dragon
Stardust Dragon
Stardust Dragon
Red Dragon Archfiend
Blackwing Armed Wing
Blackwing Armed Wing
Black Rose Dragon
Drill Warrior
Ally of Justice Catastor
Colossal Fighter
Armory Arm

As you can see, it's REALLY packed. I wanted to run an Iron Chain Dragon, to further justify my Debris Dragons, but there isn't room when I'm running Quickdraw and the Spined Gillman. You know what? I'm gonna do that. I am keeping the Dandylions, but Quickdraw is out. So is Drill Warrior. But wait, they're 6* monsters for the Shooting Star summons... I need to add another two Quickdraw... especially with the Level Eater in there. It's staying. This is the kind of thing I hate about deck building. No deck should run over 40, although I've considered 50 or 60 card builds. I think it's justified. It'd need ways to search Merchant though. Anyway, done with the random tangent. I changed the original build while writing this post. Drill Warrior is staying at one, because I can reuse it with Pot of Avarice (which I dropped from two to one for Monster Reborn, because of slightly low utility.) I added the two Quickdraw Synchron, taking out Super-Nimble Mega Hamster and one Ryko.

So, this is my new super special awesome ultra chocolaty secret deck that isn't quite so secret anymore. I'm taking it to a locals tomorrow. I'll make a follow-up post telling you all how it did. Keep innovating.
~Fugglor

P.S. - I forgot the sideboard. It probably slipped my mind because I have almost none of these cards.

Thunder King Rai-Oh
Thunder King Rai-Oh
Thunder King Rai-Oh
D.D. Crow
D.D. Crow
Breaker the Magical Warrior
Breaker the Magical Warrior
Breaker the Magical Warrior
Treeborn Frog
Cyber Dragon
Cyber Dragon
Chimeratech Fortress Dragon
Battle Fader
Battle Fader
Battle Fader

UPDATE ~ The deck took 4-1 at Locals yesterday. Lost 2-1 to Infernities. The win I got was right after I milled EVERY CARD in the deck with Merchant. I pulled Pot of Avarice, put back three Caius and two Debris Dragon. Released my on-field Treeborn, removed Grepher, hit for 2400. 8000-4600. He set and passed. Next turn, Treeborn comes back, COLD WAVE FOR GAME LOLOLOLOLOL. Release Treeborn for Caius #2, removed facedown, attack for game. Two cards left in deck, on the third turn...

My wins were against a mishmash, Ancient Gears, Chow, and Machina Gadgets. Those last two games gave me a goddamn ulcer. I won both on game 3 by like 400 LP. But I ended up pulling second place, and got myself 20 bucks store credit. All in all, pretty good day. ^_^