Thursday, September 20, 2012

Flaming Star

The archtype definately caught my attention since a while ago, ever since the release of the promos from Jump. I'm a big fan of the characters from traditional chinese literature, so I can't really pass down the chance of playing them in YGO. That being said, I had a hard time figuring out whose who since they are all written in katagana instead of kanji.

From the looks of things, they're gonna be a archtype that focuses on the continuous spells and traps of the deck, the Flaming Dances. That being said, I doubt a deck like so would be very popular in the competitive scene. The deck is overall pretty technical from what I see, since there are very powerful cards, but their activation condition are very very steep. But, that basically makes me wanna own that deck more. I like decks like Koaki Meiru that requires some sort of "key" to "unlock" their power, like an RPG thing. Its just that these decks would almost never see play in tournaments, due to its inherit inconsistent nature. I certainly feel the Flaming Star is a very much better designed deck as compared to earlier "puzzle" decks.

I really don't want them to make this archtype broken thou, cause I don't really like people playing a deck I like. Like how I really dislike the fact that there are so many people running around with HEROs. Call me selfish or whatever, I just don't like the fact that people are abusing a deck I've always hold as my "bunshin". 

Thats about what I want to rant about for today. Need to get my game on before I could go into deeper details as I've not played at all for the past month.

Wednesday, September 19, 2012


Finally, after weeks of this hellish semester, it is finally done!! I'm so happy to be alive at this moment my mind is empty.

Need to pick up my slack and start blogging again. Maybe later today, as I need to prepare my decks and myself for the new Asia format!!

Wednesday, September 12, 2012

Tele - Hieratic [Sept 2012]

Sorry for not being online the whole past weekend (and weekdays), I've been studying for my final exams. I'm just half way through at the moment, but I feel I need to blog and suppress my urge of playing YGO for another week.

monster (20):

3 Hieratic Dragon of Su
3 Hieratic Dragon of Aset
3 Hieratic Dragon of Tfenut
1 Red-Eyes Darkness Metal Dragon
1 Emerald Dragon
1 Wattail Dragon
3 Krebons
3 Card-Car D
1 Black Luster Soldier - Envoy
1 Chaos Sorcerer

spell (13):

2 Hieratic Seal of Convocation
2 Emergency Teleport
2 Pot of Duality
3 Mystic Space Typhoon
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Book of Moon

trap (7):

2 Solemn Warning
2 Bottomless Trap Hole
1 Solemn Judgment
1 Starlight Road
1 Call of the Haunted

extra (15):

1 Hieratic Sun Dragon Overlord of Heliopolis aka Ennead
2 Hieratic Dragon King of Atum
2 Gaia Dragoon
1 Photon Streak Bounzer
1 Inzektor Exa-Beetle
1 No25 Focus Force
1 Sword Breaker
1 Tiras Keeper of Genesis
1 No61 Volcasaurus
1 Stardust Dragon
1 Scrap Dragon
1 Thought Ruler Archfiend
1 Black Rose Dragon

side (15):

2 Koaki Meiru Drago
2 Effect Veiler
2 Maxx C
2 Shadow Imprisoning Mirror
2 Torrential Tribute
2 Dimension Prison
2 Mirror Force
1 Mind Crush

I've tested this deck out for about twenty games against HEROs, Rabbit and Agents. This deck does fairly good and has about a 50% win ratio against HEROs and Rabbits, Agents is tougher for the main deck, but isn't much of a problem after siding. Considering these are the current top deck, the Tele-Hieratic deck isn't doing very badly. Also, since no one would really side anything against you, aside from generic stuff and maybe random Light Imprisoning Mirrors. Most of the time, this deck would have an advantage going into games 2 and 3.

The ability to drop level 8 synchros on the board is very important, as they establish very good field presence. Thought Ruler Archfiend is a personal favorite, as the only card that can really kill it is Mirror Force (if your opponent has Torrential, he would have played them when you have your tuner and non-tuner out, out of fear of Stardust). Mirror Force is a card much more seen in the side than the main, so you can easily win games by just having Thought Ruler out and a bunch of back row to protect it.

Teleport also lets you ditch out extra 1200 damage if you need them.

The core of the deck is basically the same as my previous build, but I'm playing a lot more traps in here, especially after side deck comes into play. Personally, I feel safer drawing a bunch of traps to a bunch of monsters and spells.

The Chaos monsters serves as boss drops, not many will be suspecting that Chaos Sorcerer. It fits perfectly into the deck as its a level 6 for your rank 6s, a level 6 for your level 8s and also a Dark for BLS.

As of now, I still don't have a clear idea how do I side against Mermails (I've not been playing since the format started), all I could do with my side would be siding in Veilers and Maxx Cs, with the big traps to stop them. Please leave a comment regarding how I should side against them mermaids.

I'm not sure if I wanna go with 1 Mirror Force and 2 Mind Crush or 2 Mind Crush and 1 Mirror Force. Well, thats something only more testing and a tourney can find out I suppose.

Monday, September 3, 2012

E-HERO Deck.Update [September 2012]

I've found some time off my studies after presenting my FYP to my lecturers earlier today. Still, I'm not entirely free yet, final exam is coming up in 3 days and will span 3 weeks. Yep, awesome! 

I've tested this build for a bit and its proven to be very very consistent. The format slowing down really helps the antiMETA HERO Beat which I prefer much more as compared to stupid Alive HERO. 

monster (10):

3 E HERO Neos Allius
2 E HERO Bubbleman
1 E HERO Airman
2 Thunder King Rai-Oh
1 Honest
1 Silver Sentinel 

spell (17):

3 Miracle Fusion
3 Gemini Spark
2 E Emergency Call
2 Pot of Duality
2 Mystic Space Typhoon
1 Heavy Storm
1 Monster Reborn
1 Dark Hole
1 Reinforcements of the Army
1 Super Polymerization

trap (13):

2 Solemn Warning
2 Dimension Prison
2 Bottomless Trap Hole
2 Torrential Tribute
2 HERO Blast
1 Mirror Force
1 Solemn Judgment
1 Starlight Road

The side deck at the moment because I'm still not sure how the META back home is developing although Mermails seem to be very very explosive this time around. The YCS result from yesterday doesn't count because Wind-Up is no where near full power although the Geargia Karakuri decks that has been running around for a while now seems to gain in power and consistency due to lack of Inzektors.

extra (15):

3 E HERO The Shining
2 E HERO Absolute Zero
1 E HERO Gaia
1 E HERO Nova Master
1 E HERO The GREAT Tornado
1 E HERO Escuridao
1 No39 Hope
1 CNo39 Hope Ray
1 Heroic Champion Excalibur
1 Heroic Champion Gandiva
1 Blade Armor Ninja
1 Stardust Dragon

This is my extra for now, the 3rd Shining may be switched out for Chimeratech Fortress if I would be siding Cyber Dragons. My 3rd copy hardly ever comes out so it doesn't really matter.


Thunder King and Honest :

With the stupid insects out of the way, Thunder King regained its former field presence and lock down ability. Also, destroying monsters via battle means something now, just shows how bad a deck design Inzektors really were. TKR needs no explanation, as long as the format stays slow and combo decks needs to search their pieces before going off, this card will be in any deck.

Honest is a personal favorite. I don't see many Honest maindeck in HEROs for a while now. This card, like a lot of the cards I have in main deck, serve as a mind game piece. The fear for Honest means your opponent would more likely play cards like Mirror Force or Dimension Prison on Allius when you declare an attack, especially if they took an Honest to the face in game 1. This sets up better Gemini Spark plays. If you've been following my blog, you'll know I love Gemini Spark.

Honest also protects your TKR. With 1900 and higher monsters that could be thrown onto the field without cost running around, TKR needs a much protection as possible. While conflicting with the deck's theme, this card has never prove to be a dead draw as of now. Honest + Excalibur is game if your opponent played Judgment on something.

Silver Sentinel :

Holy shit! More mind games!!

I've recently watched one of Wilson Tsang's (3zinferno on Youtube) video and found this card. The ability to set itself makes it a monster card that would not conflict with Bubbleman. This is huge, as he is a warrior himself, so I could make the warrior xyz using him. 

This card punishes blind MST. It also keeps your back row safe since your opponent would now be less likely to hit your cards, especially if you grab him previously somehow. In a slower format, this card is a beast in HERO decks, I'm not sure what other decks this card fits into.

Field clearers also fall victim to this card, since this card comes back in the end phase, it will destroy something for sure, unless your opponent doesn't put anything onto the board after that. You still get a 1500 monster for free. Judgment Dragon will hate this card a lot. Also, it destroys A CARD, so be it a face down or a monster, just placing 1 card on the board is a bad idea if this guy is coming back. Its MST on crack if you ask me.

Starlight Road : 

This card is SOOOOO good in here. Bubbleman sets up for a Starlight Road trap as your opponent would most likely not expect this card if your setting everything and summoning Bubbleman. Airman into Bubbleman and then into Gandiva, setting 5 with Starlight Road, seems like a pretty strong opening to me.

Torrential Tribute has always been a threat to TKR, unlike the HEROs, as HEROs are, for most parts, floaters. This card keeps the TKR on the field and also, like the cards mentioned above, creates a fear for Starlight Road in your opponent. If you resolve Road, its very likely you've already won the duel. Slowing down your opponent's aggressiveness in the next game in the process.