Sunday, December 22, 2013

Curran's Second Sight: Taking into Consideration

Thinking Ahead


Hey everyone,
Curran here with another update.
This is going to be another ramble update, so steer off if you don't want to hear what i got to say.
I'll have another deck-list up soon so if you're looking for that you'll have to wait a bit longer.
But for those who do want to hear me ramble on about stuff,
please be my guest.



Curran's Preference



While running through some of my deck ideas (this being Wemko and Gem-Box), there is one card that caught my eye(s).

If you control a face-up monster that was TributeRitual or Fusion Summoned: Until the end of your opponent's next turn, neither player can Synchro or Xyz SummonSynchro and Xyz Monsters cannot attack, also their effects are negated.



Being a MTG player, the artwork immediately caught my eye. (it certainly has a Innistrad feel to it eh?-)

But what caught my eye more was the ridiculous effect.
This card alone can shut down a big percentage of decks running around currently for a turn (2¿),
and the duration effect this card lingers on is ridiculous.

Now, this card really only applies to the decks that can utilize this effect.
This being:
- Hero
- Gishki
- Gem-Knight
- Monarch
- Glads
- Steelswarm¿

And any deck i had forgotten to mention.
While testing through some of my ideas, while extensively play-testing this card, there were things that stuck out the most that made it such a potential tech for me:
Usually, after going off this and passing turn, this card can set your opponent in a more awkward position than usual.
Not only do they have to deal with the [Fusion, Ritual, Tribute monster] in question (this excluding any other monsters put on board), your opponent has to find a way to 'evade' through the effect without using cards from their extra deck.

They can still special, but usually players don't leave their field open with monsters that don't exactly pose much threat(s) 
This is excluding potential back-row and other issues 

I've been in a number of duels where you flip this on their draw and they sit contemplating for sheer minutes trying to find an out they could weed through.

If they can't do that, they ultimately either waist resource just to stay alive, or they lose

And even if you're going turn two this card can still put up quite a position, basically forcing your opponent to sit for a rough two turns.

Though, to go with the goods of this card, there is obviously downsides to combat.

-This card is a trap, and with that, it's already too slow. An end-turn space or a previous field wipe leaves this card useless if drawn into.

- This card can potentially effect you also

- Most prefer Veiler over a potential -1

- This card is 'Meh' when winning. And the worst when drawn into 


These are merely some of the things people said to combat against the card.

Though there have been some instances where it does prove a minus, it goes to say that i find this card an exception in my book regardless of what people say about it.

Its the players who become so accustomed to the norm that decks use,
this falling into the category of 'formatted decks' players become comfortable with, and rather stick to something they're used too then try something not of the norm.

But, also proven, 
its those who went against this norm that topped, making impact on the game. (Alexander Thomas? Paul Blake? these only being the currents that come to mind.)

And when you fall under that category of norm, you lose my interest.

There's barely any pizzazz in this game,
and when something 'not of the standard' you're presented with, you talk down of.

Of course, this isn't pointed at all the players in the game, but there is a wide range that follow this unspoken rule blindly.


Im not saying to run the card, 
but take it into consideration and try something different


Each face-up monster on the field loses 2 Levels, until the End Phase. You can remove from play this card from your Graveyard to select 1 face-up monster and reduce its Level by 1, until the End Phase. This effect cannot be activated the same turn this card is sent to the Graveyard.


One other card that caught my attention was Yokai.

Running through a couple of builds with this card (mainly being Lightsworn/ChaosDragons), Yokai has proven to be another thought i had to test about.

Yokai can stop a lot of things when your opponent tries to go off, being able to reduce your opponents monsters for a turn just to halt their explosive plays.


Curran-sama, we already went through this.
Its a trap 'and' it doesn't effect cards that are placed after its effect.

True, but bad is always accompanied with good.

I cant give a multi-subjected statement on this card since i haven't had an extended test through running this
-This being roughly 30 duels accompanied with side

But the card is holding up to what i expected it.

because of it being a trap, it can be used on your opponents turn (this being the graveyard effect),
since this effect is spell speed 2.

While milled through in my Chaos deck idea (which i will upload soon), this card can put a hindrance on your opponents plays, either getting them to push more [extending their hand], or halt their plays,
either which is a plus in my opinion.

But this is only in a deck which involves milling the card out into the grave then using it, so im not going into much detail here.

I'll make sure to test through this card more extensively for the upcoming year, 
but keep in mind this card can be a potential threat in the future.


Q&A



Whats up Curran?
Nothing much, deck building and testing as usual.


Will we see any new decks soon?
Of course.
I have a few decks in the works for the moment, these all being the dumb ideas i come up with.


Can we get a hint to one of them?
Omega


-Pertaining to the Gem-Box deck posted recently
Hey Curran,
Ive noticed while testing through the deck i've run into some issues.
usually whenever i go off i wipe my board more than my opponents, i know the deck is still in testing but any tips on how you use it?
Sorry for not posting my usual strategy for the deck.
Usually you want to use armadillo to search for either Lazuli or Obsidian, this reason being Box gets the normals out of your deck, so searching for them really hurts the plays.
This ensures that when you go off you use monsters in hand *and* field, usually you resulting in getting back those same normals with Lazuli/Obsidian. 
If you have Obsidian in hand already you usually want to search for Lazuli for comfort, and if all else fails you want to search for Amber.
This ensures box always has a target unless you draw into them/expend them through her effect.
Always remember, 
Obsidian/Lazuli  and armadillo will always equal zirconia, this ensures that, when fusion, you'll always get back a normal.
Box has a way of expending the deck really fast, so keep in mind that in the reality of the situation you'll most likely get her effect off only 2 times in a duel.




well peeps,
Currans got to work through some more ideas so ill see you around.

I'll try to post another deck tomorrow or the day after, im probably going to be extending my testing with Divine Grace so ill be pretty busy.
Also, check out the Facebook page if you want to speak with me directly,
I'll take any question into consideration and will correct some ruling issues if you ask.


until next update.
Curran out-

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