A place for me to write about upcoming card releases, casual deck lists, and a discussion of Yu-Gi-Oh!
Tuesday, April 9, 2013
Workloads
Here's the truth: I try to do too much here. I try to provide quality content, on a regular basis, and my schedule is just too full to fulfill my obligations. So here's what we're gonna do: I'll be posting Yu-Gi-Oh! related content on Mondays, Wednesdays, and Fridays. Each article will end with what the next article will be about. This new schedule will allow me to maintain consistent quality, while also maintaining consistent posting. Mr. Tewart, if you ever happen to read this... I can maintain a work schedule! Providing daily content just isn't a top priority right now. Now, if I were working for the strategy site...
Wednesday, April 3, 2013
Would You Look at That! Inari Fire and Summoner Monk
I'll make it clear now - I love the adorable Charmer monsters, and all the cards related to them. Inari Fire is a case of retroactive additions to this menagerie, as the fox monster originally portrayed in the art of Blazing Hita and Familiar Possessed - Hita was just an enraged, juiced up Fox Fire. I could be wrong, but that's the assumption I've always held. If not, that's great, because that means we have at least five other monsters, who'll hopefully all have the same competitive potential as Inari Fire. Today, I'd like to look at a specific place where I think Inari Fire bumps up the amount of awesome sauce.
No, not Flamvells. While that's where the majority of the talk is, and while playing Inari Fire along with Flamvell Magician and Scrap Dragon is cool, I have a different deck in mind. That deck is Volcanic Alice! Alice decks typically function around a Summoner Monk engine, based on grinding out advantage through monsters like Sacred Crane or Volcanic Rocket. The Alice deck actually originated with a Volcanic engine along with Summoner Monk, and it's that retro build that I think Inari Fire works best in. The basic play sequence would go like this:
Use Summoner Monk's effect to special summon Volcanic Rocket (+1), discarding a spell card (-1) [0].
Volcanic Rocket's effect activates, fetching a Blaze Accelerator (+1) [+1].
Special summon Inari Fire from your hand (0) and proceed to either make a 2-material Rank 4 Xyz (-1) [0] or a 3-material, such as Number 16: Shock Master [-1].
Taking a -1 to go into Shock Master is completely acceptable, as Shock Master often functions as a win condition in and of itself. Even better, you can make monsters like Infernal Flame Vixen with your two pyro-type monsters if the situation calls for it, while leaving Summoner Monk on field to fetch more monsters. I think that a Volcanic Alice deck could be built in a few different ways now, with the added strength and consistency of Inari Fire. It could main-deck Royal Firestorm Guards, Pyrorex the Elemental Lord (just be sure to use graveyard manipulation!), and other fire monster all stars. Heck, that Flamvell Magician could probably make an appearance, because Scrap Dragon with Inari Fire is a really good play. Best of all, it's possible with only a Summoner Monk, Inari Fire and a spell card, in hand. I don't have a decklist, but that's only because Inari Fire and Summoner Monk are a really versatile pair. Anything running enough spells can throw in Summoner Monk and Inari Fire, whether it's a Alice deck, or a Fire deck. There's a multitude of ways you could build a deck just around those two, so go forth and build!
No, not Flamvells. While that's where the majority of the talk is, and while playing Inari Fire along with Flamvell Magician and Scrap Dragon is cool, I have a different deck in mind. That deck is Volcanic Alice! Alice decks typically function around a Summoner Monk engine, based on grinding out advantage through monsters like Sacred Crane or Volcanic Rocket. The Alice deck actually originated with a Volcanic engine along with Summoner Monk, and it's that retro build that I think Inari Fire works best in. The basic play sequence would go like this:
Use Summoner Monk's effect to special summon Volcanic Rocket (+1), discarding a spell card (-1) [0].
Volcanic Rocket's effect activates, fetching a Blaze Accelerator (+1) [+1].
Special summon Inari Fire from your hand (0) and proceed to either make a 2-material Rank 4 Xyz (-1) [0] or a 3-material, such as Number 16: Shock Master [-1].
Taking a -1 to go into Shock Master is completely acceptable, as Shock Master often functions as a win condition in and of itself. Even better, you can make monsters like Infernal Flame Vixen with your two pyro-type monsters if the situation calls for it, while leaving Summoner Monk on field to fetch more monsters. I think that a Volcanic Alice deck could be built in a few different ways now, with the added strength and consistency of Inari Fire. It could main-deck Royal Firestorm Guards, Pyrorex the Elemental Lord (just be sure to use graveyard manipulation!), and other fire monster all stars. Heck, that Flamvell Magician could probably make an appearance, because Scrap Dragon with Inari Fire is a really good play. Best of all, it's possible with only a Summoner Monk, Inari Fire and a spell card, in hand. I don't have a decklist, but that's only because Inari Fire and Summoner Monk are a really versatile pair. Anything running enough spells can throw in Summoner Monk and Inari Fire, whether it's a Alice deck, or a Fire deck. There's a multitude of ways you could build a deck just around those two, so go forth and build!
Labels:
Alice,
Inari Fire,
Summoner Monk,
Volcanic,
Would You Look at That
Monday, April 1, 2013
Card of the Day (4/1/13)
Today's Card of the Day is Heroic Gift. This card is widely reviled, and today I'd like to demonstrate why that's a poor approach to take. When I looked at this card, I had a difficult time seeing the point of it as well. But with a little more effort, and truly considering each part of its effect, I was able to see some points that make it a distant side deck choice for a few rare decks.
I'm going to be doing something a bit odd - rather than discuss its benefits and downsides, I'm going to act if I was arguing for this card's use, then explain why it's not quite ready for competition.
First and foremost, this isn't a card you would main-deck. You would use this card as a side-deck against a very select few decks: mainly, anything using Hope for Escape.
Hope for Escape relies on having low life points in order to increase the amount of cards you can draw. Heroic Gift is a perfect counter to this, increasing your own draw while making any subsequent Hope for Escape plays useless. Moreover, you can chain this card to Hope for Escape, rendering their potential draws nonexistent.
Sadly, when playing against the type of decks that typically use Hope for Escape - Final Countdown, Self-Destruct Button and Exodia being the main ones - raising their life points back to 8000 from 2000 is extremely counterproductive. Your effort should be to kill them as quickly as possible, rather than exert more card advantage. If you're in the 2000 range, you're one strong attack away from victory. The only deck I could ever, EVER condone this card in would be in a deck that can easily OTK, or as a counter-side for those same three decks using Hope for Escape. Why use Heroic Gift as a counter-side? Your opponent will typically try to reduce their life points in any way possible once they know you're using Hope for Escape, and life points are irrelevant when you're using a special win-condition. This would be especially relevant for Self-Destruct Button decks, which need your opponent to have high life points.
So, odds are you'll never see Heroic Gift in play. Ever.
But if you do? It'll probably do some cool stuff and mess with your opponent.
I'm going to be doing something a bit odd - rather than discuss its benefits and downsides, I'm going to act if I was arguing for this card's use, then explain why it's not quite ready for competition.
First and foremost, this isn't a card you would main-deck. You would use this card as a side-deck against a very select few decks: mainly, anything using Hope for Escape.
Hope for Escape relies on having low life points in order to increase the amount of cards you can draw. Heroic Gift is a perfect counter to this, increasing your own draw while making any subsequent Hope for Escape plays useless. Moreover, you can chain this card to Hope for Escape, rendering their potential draws nonexistent.
Sadly, when playing against the type of decks that typically use Hope for Escape - Final Countdown, Self-Destruct Button and Exodia being the main ones - raising their life points back to 8000 from 2000 is extremely counterproductive. Your effort should be to kill them as quickly as possible, rather than exert more card advantage. If you're in the 2000 range, you're one strong attack away from victory. The only deck I could ever, EVER condone this card in would be in a deck that can easily OTK, or as a counter-side for those same three decks using Hope for Escape. Why use Heroic Gift as a counter-side? Your opponent will typically try to reduce their life points in any way possible once they know you're using Hope for Escape, and life points are irrelevant when you're using a special win-condition. This would be especially relevant for Self-Destruct Button decks, which need your opponent to have high life points.
So, odds are you'll never see Heroic Gift in play. Ever.
But if you do? It'll probably do some cool stuff and mess with your opponent.
What's Hoppening?!
Hey, readers!
Today we'll look at a gimmick deck I built in honor of Easter. Rather than use a bunch of cards that are unrelated but thematically interesting, I decided to focus on Rabbits and Bunnies, and build a deck that borrows some of the top strategies that are out there right now. This deck is also affordable, with only a few difficult to find cards. But we all know the real reason we're here is to see a Rabbit deck that doesn't use Rescue Rabbit!
...Well, a deck that doesn't use Rescue Rabbit as its only Easter-friendly card. Let's check out the decklist!
The Easter Bunny's Henchmen
(AKA, There's the Easter Bunny! And Another One... and Another One...)
2x Rescue Rabbit
2x Tour Guide from the Underworld
3x Dark Rabbit
3x Wind-Up Rabbit
3x Creepy Coney
3x Gene-Warped Warwolf
1x Night Assailant
3x Fire Formation - Tenki
3x Mystical Typhoon
2x Pot of Duality
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
1x Pot of Avarice
1x Book of Moon
1x Compulsory Evacuation Device
2x Mirror Force
2x Torrential Tribute
2x Bottomless Trap Hole
2x Dimensional Prison
1x Starlight Road
First off, there's several popular strategies in this deck. First and foremost, we have the Rescue Rabbit/Tour Guide coupling. This strategy is the very core of Dino-Rabbit, and the main reason for its success. While we won't be making Evolzars here, the ability to trade one card for two is powerful in any strategy. I actually wanted to run Bunilla here (because I'm irrevocably in love with Slacker Magician), but realized I had nine normal monsters after adding in Gene-Warped Warwolf. There's probably another (equally as gimmicky*) variant of this deck that uses normal monster support and isn't afraid of running nine normal monsters. But here, we want to streamline as best we can.
From the Fire Fist playbook, we have Fire Formation - Tenki searching out Gene-Warped Warwolf. We've also taken a Wind-Up trick and repurposed Tenki for also searching out Wind-Up Rabbit. But that's not really stealing, since Wind-Up Rabbit was on our side all along.
Right?
Creepy Coney helps facilitate Rank 3 summons, and lets you deal healthy bits of random burn damage here or there. There's nothing like flipping a Creepy Coney face-up and burning your opponent to death because of that Bunilla they left alive last turn. Aside from that, the rest of the cards in the deck are commonly used cards you could find anywhere.
The best part about this deck? You can change all of the ratios around. You can swap out the Dark Rabbits and use Bunillas to gain access to Slacker Magician, throw in some Inaba White Rabbits for more Rank 3's, or even try using Mecha Bunnies and Blade Rabbits for Rank 2's! It's a gimmick deck no doubt, but it's fun to play with. It's almost like Dino-Rabbit, but without the incredible power of the Evolzars. And with Dark Rabbit instead of Sabersaurus. And Creepy Coney instead of Snowman Eater.
Yeah, actually, just run Dino-Rabbit if you're looking for victory after a Rescue Rabbit play. But if you're looking for a gimmick deck, there's few more gimmicky than this one!
*Rabbit Exodia Draw was a deck I considered attempting. I considered Gift of the White Elephant's, along with Common Charity's as the main draw engine, maybe even with Rabidragon and Trade-In. The main defense would be Bunilla + any level 1 monster to Xyz summon Slacker Magician, along with your classic Exodia stalling cards. In the end, I went with this strategy because I felt that building a deck around an Egyptian God the day after Easter was a bit sacrilegious.
Just kidding, I just like this build a bit more right now. Look for Rabbit Exodia in the future!
Today we'll look at a gimmick deck I built in honor of Easter. Rather than use a bunch of cards that are unrelated but thematically interesting, I decided to focus on Rabbits and Bunnies, and build a deck that borrows some of the top strategies that are out there right now. This deck is also affordable, with only a few difficult to find cards. But we all know the real reason we're here is to see a Rabbit deck that doesn't use Rescue Rabbit!
...Well, a deck that doesn't use Rescue Rabbit as its only Easter-friendly card. Let's check out the decklist!
The Easter Bunny's Henchmen
(AKA, There's the Easter Bunny! And Another One... and Another One...)
2x Rescue Rabbit
2x Tour Guide from the Underworld
3x Dark Rabbit
3x Wind-Up Rabbit
3x Creepy Coney
3x Gene-Warped Warwolf
1x Night Assailant
3x Fire Formation - Tenki
3x Mystical Typhoon
2x Pot of Duality
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
1x Pot of Avarice
1x Book of Moon
1x Compulsory Evacuation Device
2x Mirror Force
2x Torrential Tribute
2x Bottomless Trap Hole
2x Dimensional Prison
1x Starlight Road
First off, there's several popular strategies in this deck. First and foremost, we have the Rescue Rabbit/Tour Guide coupling. This strategy is the very core of Dino-Rabbit, and the main reason for its success. While we won't be making Evolzars here, the ability to trade one card for two is powerful in any strategy. I actually wanted to run Bunilla here (because I'm irrevocably in love with Slacker Magician), but realized I had nine normal monsters after adding in Gene-Warped Warwolf. There's probably another (equally as gimmicky*) variant of this deck that uses normal monster support and isn't afraid of running nine normal monsters. But here, we want to streamline as best we can.
From the Fire Fist playbook, we have Fire Formation - Tenki searching out Gene-Warped Warwolf. We've also taken a Wind-Up trick and repurposed Tenki for also searching out Wind-Up Rabbit. But that's not really stealing, since Wind-Up Rabbit was on our side all along.
Right?
Creepy Coney helps facilitate Rank 3 summons, and lets you deal healthy bits of random burn damage here or there. There's nothing like flipping a Creepy Coney face-up and burning your opponent to death because of that Bunilla they left alive last turn. Aside from that, the rest of the cards in the deck are commonly used cards you could find anywhere.
The best part about this deck? You can change all of the ratios around. You can swap out the Dark Rabbits and use Bunillas to gain access to Slacker Magician, throw in some Inaba White Rabbits for more Rank 3's, or even try using Mecha Bunnies and Blade Rabbits for Rank 2's! It's a gimmick deck no doubt, but it's fun to play with. It's almost like Dino-Rabbit, but without the incredible power of the Evolzars. And with Dark Rabbit instead of Sabersaurus. And Creepy Coney instead of Snowman Eater.
Yeah, actually, just run Dino-Rabbit if you're looking for victory after a Rescue Rabbit play. But if you're looking for a gimmick deck, there's few more gimmicky than this one!
*Rabbit Exodia Draw was a deck I considered attempting. I considered Gift of the White Elephant's, along with Common Charity's as the main draw engine, maybe even with Rabidragon and Trade-In. The main defense would be Bunilla + any level 1 monster to Xyz summon Slacker Magician, along with your classic Exodia stalling cards. In the end, I went with this strategy because I felt that building a deck around an Egyptian God the day after Easter was a bit sacrilegious.
Just kidding, I just like this build a bit more right now. Look for Rabbit Exodia in the future!
Labels:
Easter,
Exodia,
Fire Formation - Tenki,
Gimmick Deck,
Holiday Special,
Rescue Rabbit,
Yu-Gi-Oh
Sunday, March 31, 2013
Happy Easter!
Happy Easter! Check out my main blog (theprincebycanon) for my post about Easter! In celebration, I'm going to post a bunny/egg themed deck tomorrow.
Thursday, March 28, 2013
Power and Utility
This article is a necessity because of how often I use these two terms when reviewing a card. Of course, you may already know these two traits by other names, but this article's about the idea behind them, not the semantics. Hopefully, this will make it clear what my (personal) interpretation of these two things is, and thus enable you to have a more enjoyable read when reading my articles.
- First off, we have "power." A powerful card is capable of creating huge swings in momentum and card presence. For instance, Ojama Delta Hurricane!! is a very powerful card. Delinquent Duo is another example of a powerful card. Book of Moon is NOT a powerful card, as it does little on its own to shift card presence. Power works best when combined with Utility, such as Torrential Tribute.
- The other trait is Utility. Utility is intrinsically tied with Consistency, which also ties into Power. All these traits are co-dependent of each other. Utility is based off of when a card can be activated, the various uses the card or its effect can be used for, and how easy it is to activate. Raigeki Break is a good example of Utility, as it can be activated at any time and destroy any card. Since it is a trap, the first criteria takes a blow in that you can't activate it immediately, though it scores better than a spell version would, since it can be activated on your opponent's turn and yours after that initial set. However, the discard cost impacts the third criteria: how easy it is to activate. Regardless, it is only a single card you need to discard, so it still has high Utility. Looking back to our earlier example of Power, Ojama Delta Hurricane!!, you can see that it requires you to have 3 different monsters face up, all of whom have only 1000 defense, no attack, and have no effects. Thus, Ojama Delta Hurricane!! has low Utility. Book of Moon, while having low power, has incredibly high Utility. It can flip down any monster - yours, or your opponents - is a quick-play spell, and has no costs or activation requirements.
Excuses, Words, and Reluctancies.
The number one reason I failed to continue posting here is that I was unable to keep up with the stringent schedule I'd given myself, while still adhering to a level of quality I expect in my work. For that, I apologize. The second reason is that for quite a time, I had ceased blogging entirely. This blog is secondary to my main blog, The Prince by Canon. However, I want to keep posting here. As I will be leaving to serve a mission around January next year, I'm not sure what will happen to Yu-Gi-Oh! in my life. It's certainly a fun hobby. I'd like to keep writing about it, and increasing my knowledge about the game and its cards. Starting this week, I'll work on creating a different, easier to follow schedule. A tentative one is as follows:
Monday: Card of the Week!
Tuesday: Yu-Gi-Oh! News Reactions
Wednesday: Would You Look at That! (Uncommon combos, card interactions, and deck types)
Thursday: Just for Fun! Character/Theme Decks OR Current Trends To Examine
Friday: Trying My Hardest (Home Brewed Decks Geared Towards Local Level Competition, and Higher!)
Saturday: Deck Profile(s)
Sunday: My Day Off~
I'd like to start on this next week, and give myself some time.
Monday: Card of the Week!
Tuesday: Yu-Gi-Oh! News Reactions
Wednesday: Would You Look at That! (Uncommon combos, card interactions, and deck types)
Thursday: Just for Fun! Character/Theme Decks OR Current Trends To Examine
Friday: Trying My Hardest (Home Brewed Decks Geared Towards Local Level Competition, and Higher!)
Saturday: Deck Profile(s)
Sunday: My Day Off~
I'd like to start on this next week, and give myself some time.
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