Showing posts with label late. Show all posts
Showing posts with label late. Show all posts

Wednesday, February 5, 2014

Old Ideas in a New Format

Deck Idea #4:Hero-Beat




Hey everyone,
long time no update.
I have to admit its been a while since my last update, but i can assure i'll try to flex around my schedule for more blog posts to come.
On with the deck in question:
I was going through some old decks i chose to refurbish, and one i was exited on rebuilding was my old Hero-Beat build.
Its safe to say this deck is pretty sacky with its combos, and its the one idea that i had a tone of fun with.
On with the deck,aye?



monster line-up:

3x Elemental HERO Bubbleman
3x Elemental HERO Neos Alius
3x Traptrix Myrmeleo
1x Elemental HERO Ocean
1x Tasuke Knight
1x Blackwing - Zephyros the Elite 

spell line-up:

3x E - Emergency Call
3x Miracle Fusion
2x Gemini Spark
2x Shrink
2x Mystical Space Typhoon
2x Pot of Duality
1x Reinforcements of the Army
1x Book of Moon
1x Super Polymerization

trap line-up:

3x Call of the Haunted
3x Fiendish Chain
1x Bottomless Trap Hole
1x Void Trap Hole
1x Traptrix Trap Hole Nightmare
1x Compulsory Evacuation Device
1x Starlight Road

extra deck:

2x Elemental HERO Absolute Zero
2x Elemental HERO Gaia
1x Elemental HERO Escuridao
1x Elemental HERO Great Tornado
1x Elemental HERO Nova Master
1x Elemental HERO The Shining
1x Abyss Dweller
1x Daigusto Emeral
1x Daimond Dire Wolf
1x Heroic Champion - Excalibur
1x Lavalval Chain
1x Number 101: Silent Honors ARK
1x Photon Papilloperative




The deck:



With my nigga Stratos gone, this left HERO players is a awkward position. HERO players now have to deal with the loss of their main searcher and fusion bait.
Of course the deck will never be the same,
but this only opens up more opportunities for different ideas and diversity.
With E-Call being a Lack-Luster replacement, there's no saying that it's not the greatest, but it's just something we just have to deal with.
Star of the Deck:

This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can add 1 "Hole" Normal Trap Card from your Deck to your hand. When this card is Special Summoned: Target 1 Spell/Trap Card your opponent controls; destroy that target.



Out of all things, calling Myr "Star of the Deck" is a stretch, but she's earned that label.

Myr acts as a searcher for your various trap hole cards, and bait for them also.
Remarkable enough people spend resource to get her off the field, which i never really understood much.
I chose Myr since she's a relative charlatan of the deck in a first turn,
having players think they're playing against Traptrix.
Accompanied with shrink, she can be quite an issue for average atk monsters (1700-2500+),
and as rare as it happens these opportunities do come up.

There is no better feeling than Myr-Search  > Set 5.

With Cards like Zephy and Tasuke, this deck really relies on Baiting and stringing together combos.
And with Stratos gone, there's not much leeway to work with.

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to activate 1 of these effects;
● Send 1 card from your Deck to the Graveyard.
● Choose 1 monster from your Deck and place it on top of your Deck.


One of the most important cards in the extra; Chain is the primary card used to set up in this deck.
I mainly use it to dump Zephyros or Tasuke depending on the kind of play im going for.
As useful as those cards are, you really don't want to draw into them,
so dumping with Chain is the best option.

Not only can chain set up plays,but its also fire, which means its bait for Nova. And this alone adds to some explosive plays the deck can spill out if conducted correctly.

Ive chosen to run Void and Nightmare instead of two of either.
There is a reason for this, which is one you're able to chose over the other since this is expendable.




Since im running a facebook page, All Q&A will be placed there for the deck.
Will expend on the deck later,
but until then its still up in testing phase.

until next update,
Curran out-

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 Tribute, Ritual or Fusion Summoned: Until the end of your opponent's next turn, neither player can Synchro or Xyz Summon, Synchro 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-

Friday, December 20, 2013

Budget Deck: Skill Drain Archfiend

Skill Drain Archfiends




Hey everyone,
Curran back with another deck list for you.
With the release of the new ban list for January here, I've taken into account some deck ideas i had that couldn't get off the ground due to some consistency issues, be it 1 card or multiples.
With Tour Guide off the List, I've been able to test around with archfiends a bit more due to her search power, something that was hindered due to her being at 2 in the previous list.
Enough chit-chat, on with the deck:


monster line-up:

3x Archfiend Cavalry
3x Archfiend Emperor, First Lord of Horror
3x Archfiend Heiress
2x Archfiend Commander 
2x Trance Archfiend 
3x Tour Guide From the Underworld
2x Effect Veiler
2x Maxx "C"
2x Tragodia

spell line-up:

2x Falling Down
2x Forbidden Lance
2x Mystical Space Typhoon
2x Creature Swap
1x Dark Hole
1x Allure of Darkness

trap line-up:

3x Skill Drain
2x Archfiend's Roar
1x Escape from the Dark Dimension 
1x Call of the Haunted
1x Threatening Roar

extra deck:

1x Abyss Dweller
1x Downered Magician 
1x Evilswarm Thanatos
1x Number 66: Master Key Beetle
1x Number 101: Silent Honors Ark Knight
1x GaGaGa Cowboy
1x Maestroke the Symphony Djinn
1x Number 85: Crazy Box
1x Photon Papilloperative 
1x Number 107: Galaxy-Eyes Tachyon Dragon
1x Number 49: Fortune Tune
1x Mechquipped Angineer
1x Leviar the Sea Dragon
1x Temtempo the Percussion Djinn
1x Wind-up Zenmaines 



the deck:


For someone who has never played archfiends before, it took a bit for me to get used to the deck. It seemed simple enough, use Cavalry to get back bigger archfiends that are in the grave through his effect when he's popped off, then using Satan to sit for days until they scoop because of a 3k beater they couldn't get over late game.
As Simple as this seems, it took a bit of time for me to get used to this idea of grave reliance. Adding Skill Drain to the equation just made my troubles that much more annoying when i only had so many options to go through during turns.
Or at least, that's what i thought for a while.
But eventually, i've gotten used to this idea, and eventually growing a liking to the deck.
Playing around skill drain was a big thing this deck is capable of if played correctly, which made it that much more fun.
Lets look at the star of the deck:

If this card is sent to the Graveyard because of a card effect or being destroyed by battle: You can add 1 "Archfiend" card from your Deck to your hand, except "Archfiend Heiress". You can only use the effect of "Archfiend Heiress" once per turn.



As simple as this card seems, The plays you're able to pull out of this card is phenomenal.
Since its searchable through Tour Guide, getting Heiress out the deck then utilizing her effect are a prime reason i chose this deck.
The search power heiress has isn't limited to Archfiend monsters, But also the trap in the deck, which can be a game-changer if used at the correct time.
One thing i see players try to combat is when heiress is detached from an xyz.
To clear this up, lets look at heiress' effect:
"If this card is sent to the graveyard because of a card effect"
This simple wording can make a difference if heiress' effect will activate when detached as an effect, or detached as a cost.

2 Level 3 monsters
During each of your Standby Phases: Gain 500 Life Points. This card cannot be targeted by card effects. If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead. When this card is sent from the field to the Graveyard: Target 2 Level 3 monsters in your Graveyard; shuffle them both into the Deck, and if you do, return this card from your Graveyard to the Extra Deck. You can only use this effect of "Number 49: Fortune Tune" once per turn.



2 Level 3 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster you control; change it to face-up Defense Position, and if you do, it cannot be destroyed by battle or by card effects this turn.


There is one Crucial difference between these cards.

Angineer states that: 'you can detach 1 xyz material from this card,'

which means that this is a cost in order to activate this effect.

But, 
Fortune Tune states that: 'if this face-up card would be destroyed, you can detach 1 xyz material from this card instead.'

This effect, being a continuous effect, which heiress is able to activate off of.



Also, being an archfiend card, you're able to use cards like Falling and roar when you need them.


Satan allows for easy beating under skill drain,
but unlike most cards that are effected by the trap, his effect to destroy himself still applies at the end phase.
Its safe to keep that in mind to help get back with Calvary.

Overall the deck is fun to mess around with.
One thing to note is you want to do your silly shenanigans before skill drain is flipped,
the deck isn't hindered much under skill drain, but popping off things with emperor is a must before you lock the field down.


Q&A:



Why not two call of the haunted and one roar? seems to work a bit better for Cavalry.
This was just a personal preference, nothing between the two. You could easily swap between them.
I just chose with 2 roar because in some occasions i won't be able to get back a monster with cavalry, so i'd rather have him on the field as protection.


Favorite card in the deck?
Heiress hands down,
love the artwork.


What brought this deck about?
Just some ideas i had, nothing big behind it.





also i got a Facebooks now, would love to see ya there.



until next update.
Curran out-

Monday, November 18, 2013

Long awaited:Ninja Deck

Ninja Deck


Hey everyone, Curran back with my long awaited Ninja deck.
excuse my apparent absence, Blogger wouldn't let me upload some posts for a while so things got delayed quite a bit. But in my disappearance i did happen to get some testing and ideas running, and i might upload another deck today if given the chance (but don't hold it against me.)
so, on with the deck list ay?

Monster line-up:

3x Ninja Grandmaster Hanzo
2x Masked Ninja Ebisu
2x Upstart Golden Ninja
2x Tour Guide from the Underworld
2x Red Dragon Ninja
2x White Dragon Ninja
2x Effect Veiler 
2x Tragodia
1x Lady Ninja Yae
1x White Night Dragon

Spell line-up:

1x reinforcements of the army
1x mind control
1x dark hole
1x book of moon
2x mystical space typhoon
2x forbidden lance

Trap line-up:

3x ninjitsu art of super-transformation
2x ninjitsu art of transformation 
1x ninjitsu art of shadow sealing
2x mirror force
2x call of the haunted
2x dark bribe
1x compulsory evacuation device

Extra Deck:

1x ally of justice catastor
1x armedes,keeper of boundaries 
1x Sirius the blue wolf star
1x black rose dragon
1x crimson blader
1x mist wurm
1x blade armor ninja
1x heroic champion-excalibur
1x maestroke the symphony djinn
1x gagaga cowboy
1x constellar ptolemy M7
1x number 11: big eye
1x number 49: fortune tune
1x leviair the sea dragon
1x mechquipped angineer



the deck:

Ninjas revolve around disrupting your opponents plays with cards like their super-poly and other problem solvers. But of course, you all knew this, so just getting that out the way.
This deck is meant to set back your opponent as much as possible and using that as a window to kill him/her.
Stratos gets your ninjitsu arts, and he's a recruiter when special which is really needed in this deck. I made a previous Blog post about me testing around with this deck, but in this section i'll go over some cards a bit more thoroughly for those wanting to test out.
Unlike a degree of ninja decks, most i know of don't run Red Dragon. I've had quite a few people express their 'un-liking' of Red Dragon, but he stands an over achieving piece in my build.
lets take a look at him:

When this card is Summoned: You can banish 1 "Ninja" or "Ninjitsu Art" card from your Graveyard to target 1 Set card your opponent controls; reveal that Set card, then return it to either the top or bottom of the Deck. Your opponent cannot activate the targeted card in response to this effect's activation. You can only use the effect of "Red Dragon Ninja" once per turn.

red stands a star of the deck. With shadow specters out and new sets like Ghostricks and Tanukit, it seems setting cards is going to be apparent nowadays, including heavier back row with cards like heavy gone.
Most people freak out about his effect:
you have to 'target,' and he doesn't negate cards like blue does.
Is usually what i get from players, old and new.
Lets go through some notable rulings for red that not many people know about:
-Banishing a ninja is a cost
-Red can miss timing
-If his summon is not negated, his effect activates immediately.That means your opponent can chain cards only after red has chosen a target through his effect. If the card targeted is Torrential, Bottomless or other cards that can activate in response to him, they cannot activate due to reds effect(be it book of moon,or anything of the sort.)
-If red isn't face up on the field on chain resolution(book of moon,) the effect to bounce a card still resolves properly


This knowledge is explosive when dueling players who aren't used to seeing him in play.
He's basically a night beam/chidori for ninjas, who can be used along with the ninjitsu arts just in case things do not go as planned.
Note: cards CANNOT activate in response to him if they are the ones targeted.
I constantly have to put it in players heads that you cannot chain the card targeted to his summon due to his effect. And also that you cannot activate cards until After he's chosen a target if his summon is not negated. 
also, being a Ninja monster, you can keep this chain going if your opponent has an out to your effect with cards like transformation and shadow sealing.

lets have a look at one more card in the deck:

During either player's turn, when a Spell/Trap Card that targets this card is activated: Negate the activation, and if you do, destroy it. When a face-up monster you control is targeted for an attack: You can send 1 Spell/Trap Card you control to the Graveyard; change the target to this card.

jumping straight into his rulings before i give my reasons of using him:
-the effect to change an attack target is a trigger effect
-sending a spell or trap card is a cost
-the effect to change a target does not cost
-as long as you can pay the cost,you can activate the effect to negate multiple times a chain
-the effect to negate is a quick effect

I mainly use white night to get over a lot of cards nowadays that can cause quite a problem.With him able to use up useless ninjitsu arts for negation is really powerful. And redirecting your opponents to attack him instead insures your ninjas can keep board until you can use your ninjitsu and get around issues.
Plus with the ninjitsu arts in the grave, they fuel Red Dragon for his effect if you're not so sure on banishing ninjas instead.

Due to some of my blatant rant-Esq expression on some plays in my old ninja post, I won't be over viewing much more of this deck. I can say that you need quite some skill to learn to bluff out your opponents space's and other cards that can disrupt you and not them.
most of the time i use some of the most random of plays to offset my opponent to where they have no idea to what would happen if they make a move.

I also have a a friend who would like to partner with me if that's the right phrase. Check out his channel @MyArmados  and give him some support.
he's also given me the green flag to upload some of my duel vids to his channel,so if you want to see curran fail, be glad to check it out.

Until next update.
Curran out-



follow me on instagram:http://instagram.com/curranjudgement