Sunday, May 26, 2013

WCQ SEED Qualifier TB Tourney Report

Today was the last leg of the seed qualifiers for TB. Me and Kyde went there to get the seeding because not having a seed means you'll be ditching out money for a booster box to participate in WCQ. Since this was one of the last qualifiers is KL, the turn up rate was way higher than usual. I played War Gods / Bujin.

Match 1 : VS Firefist (4 axis)

Duel 1 : I won the die role and summons Yamato, he can't do shit once Yamato gets on the field.

Duel 2 : I open with Rai-Oh and Safe Zone, they stood on the field the whole game.

1-0

Match 2 : VS Hieratic (Kyde)

Duel 1 : He played Reckless Greed but was not able to kill me, I summon Susanoo, he scoope since he can't draw for the next two turns.

Duel 2 : He starts with Nebthet and Atum (which was veilered). I set 2 Mirror Forces and a Judgment. He special a Su, hits a Mirror Force. His second Atum was Solemn'ed. He makes Ancient Sacred Wyvern, Gaia Dragoon and Nebthet to walk over my Yamato but was surprised by my second Mirror Force (which he believed was a bluff).

2-0

Match 3 : VS Mono-Mermails (Rex)

Duel 1 : His deck doesn't play Abyss Spheres but 3 copies of Decrees, those lock my traps real hard. He played the equip spells too to negate my spell so I couldn't get rid of the Decree.

Duel 2 : He played Light Imprisoning Mirror which was very effective but I was able to come back using Gem Knight Pearl with Safe Zone to kill all of his monsters and proceed to beat down.

Duel 3 : He opens with 1 set, I have MST in hand. I was still under the impression of the card being Sphere, thus setting 3 and ended. He passes the next turn and I had Yamato attack him directly which he responded with Malevolent Catastrophe. It went down hill from there since I lost 3 back roll and stuck with a useless MST in hand.

2-1

Match 4 : VS Six Samurai

Duel 1 : My opponent doesn't seem to know how War Gods work and made stupid mistakes like attacking into Yamato with Shi-En.

When I was shuffling my opponent's deck, I found out that he had more cards in it then there was in game 1. He tried to say that his deck had 49 cards, but I've confirmed with him that his deck had 40 when I was shuffling his deck in game 1. He show me a 15 card side deck but some of the cards were sleeved and some were not. Judge rule a game loss to him  and I won the match.

Top 4 : VS Incarnate Dragons / Dragon Rulers (Weiyann)

Duel 1 : I was able to hold on my own for quite some time but lost when he played cards to force his own LaDD to negate them so that he could make Big Eye.

Duel 2 : I open 2 Habakiri, which was bad, but Iron Wall stop him from doing anything. I was able to make Susanoo next turn and won from there.

Duel 3 : This game was intense, I walk over LaDD and he summoned Lava Golemn with its effect. I had Habakirir and Safe Zone in defense and have his own Golem wear him down. It all came down to a top deck Tenki to make Susanoo, and attacked over his Tidal leaving him with 800 life and Golem burnt them away next turn.

Finals : VS Mono-Mermails (Rex) - Revenge match

Duel 1 : I open Yamato and he didn't open very well and I was able to set up and beat him down.

Duel 2 : He had Big Eye, Pike and a Yamato he stoled in attack. I top Reborn, summon a War God and special another, making Susanoo. I grab Habakiri to my hand, walk over his 2 level 4s with Susanoo and 2 Habakiri to win the match.

So, I won the seed qualifiers with War Gods. Safe Zone was an MVP today as expected. I didn't have 3 Vanity's Emptiness with me which hurt during my game against Dragon Rulers. Overall, my current build proved to be quite consistent and I'm liking it thus far.

Friday, May 17, 2013

Irrelevant Side Deck Options

Hi guys, sorry for not posting for the past week, I was caught up with a lot of PS3 action and there wasn't much happening in YGO anyway. Today, I really wanna talk about some misconception regarding how you play against War Gods and stuff. From the get go, we all know that the War Gods aren't gonna be meta determining because it just lacks the firepower and consistency shown by Prophecies and Incarnate Dragons. However, if you rule them out as irrelevant, its gonna come back stinging your ass, although I doubt anyone would even try playing the deck since its not winning much. Still, some extra knowledge can't be bad.

Now, when I go around asking what cards you would side in against War Gods, most answered "Imperial Iron Wall, Soul Drain or Macro Cosmos". True, these cards stop Murakumo and Hetsuka from going off, but in reality, the only one that really slows the deck down would be Macro Cosmos. I doubt many would realize this, but the only important War Gods are Yamato and Habakiri (the Honest), Macro stops all Honest, making it a big pain in the ass. Thats why if you start the game by going first, send Murakumo into the grave first to destroy any Macro set up.

Why wouldn't Soul Drain and Iron Wall do anything? Simple, cause I side into 3 Soul Drains myself. Hetsuka may seem extremely good at first glance, but who in their right mind would target a War God? The only cards that targets right now are Compulsory Evacuation Device (which doesn't really hurt), Fire Fist Bear (somewhat relevant but you run a very trap heavy deck) and the 2 Rank 7s in Incarnate Dragons (Dragosacc would just crash into you wasting your Habakiri). As the current format stands, I strongly believes that good ol' Forbidden Lance is a much relevant card to be played in 3s. 

Murakumo is not much different. The only good target it has are Ophion and thats about it. It might be good against some non-Tier 1s. But it really does nothing against the Big 2. My current build only plays 2 copies of each "grave trap" and focuses more on the beat down element of the deck. 

Also, hand traps are pretty much useless against the deck in case you've not notice.

If you really wanna side against War Gods, just side in Bottomless, Torrential, Mirror Force and other non-targeting traps, they do their very well. If Yamato doesn't hit the field, the deck can't really do anything big. 

In reality, you're most likely not gonna meet any War Gods if your playing in a larger event, but please keep in mind what I've said just in case.

Saturday, May 4, 2013

Update May 2013


I'm sorry for not updating for a week or two, I'm having my final exam now, final paper for my Bachelor's Degree is on Monday, so wish me luck. Today's update won't be much on YGO, I wasn't doing much since I'm having my exams. I just wanna confirm that I'll be heading to the US this August, I've finally receive my confirmation of admittance from University of North Texas, Denton. Orientation will be on the 16th of August and I expect myself to be there a week earlier to kinda settle down a bit.

So yeah, this coming WCQ will be my last OCG event, hopefully I'll still be playing YGO when I finish my Masters Degree. Expect lesser OCG stuff come August. 


Sorry for posting something that has nothing to do with YGO, and hopefully I pass my final paper! Thats it for now, I'll be continuing my battle with the books.

Thursday, April 18, 2013

Update on War Gods! To the Battlefield People!!

JOTL had officially reach our humble Malaysian shores this morning/afternoon and many like myself had enlisted the War Gods as a top contender for this years WCQ. But the question remains, can the War Gods overthrow Incarnate Dragons or even fight on par with them. Also, will Prophecies, and their Judgment Day be to big an obstacle. 

A few days ago, I've posted a sample decklist to the deck, this is a revamped decklist, that had proved itself to be more consistent and also allows the deck to do more plays. 


As you can see, not only do we see Tenki in the deck, we actually have Fire Fists joining the fray. Its like the Chinese Warlords joining hands with the Japanese Deities to take down evil Sorcerers and stupidly huge Mythical Beasts, directed by Michael Bay

Fire Fist Bear is a staple in any Fire Fist deck because its good. Free pluses turn after turn is good. With 2 Bears in the deck, I basically have a total of 8 Yamatos, not to mention POD and Maxx C. Sweet! I doubt I have to explain how is Bear good, unless your hiding under some rock for the past 4 months or so?

Now, for the new card, Fire Fist Boar is a level 4 Tuner. Its also a recruiter, which makes it the 3rd Bear. Why is he so good in here? Crimson Blader! We all know how good the card is in Incarnates and how can we forgot how good it is AGAINST them lizards. Hell yeah, a tuner monster that doesn't take away consistency (and adds to it, no less) is good. 

Oh yeah, Vivid Knight is like the Battle Fader of this deck. LaDD attacks your Yamato? Reveal it to make it lose 500. Attack Susanoo? One way ticket to hell bro. Best part, it stays in the hand. LOL.

Spell and Trap line up remains majorly identical, aside from 3rd MST to a Gyokko. A searchable MST that prevents your opponent from dropping Gorz is absolutely amazing. Although I couldn't just replace the MSTs with it because Gates of Dark World and D.D.R are very much cards. Also, I never like the number of the deck to go over 40 (its 41 now already).

Aside from Blader, the other noticeable changes was the inclusion of more Fire Fist cards. I've bumped Tiger King up to two because his just amazing against decks that like to hide behind Zenmaines. Also, since I've bumped the Formation count, he gains me free advantage every time I make him. What more, because we have Boar now, making him is easier than ever.

The other new card, Fire Fist - Kirin doesn't really do all that much. It basically just serves as another target when I need it. The card can stand its ground against the 2800 line, which is good since thats the standard line at the moment as oppose to 3000. I'm not sure if I wanna have him in the deck or another Blader, but you never really synchro twice per game and it can't make anything thats not FIRE. Normally, I rather just make an XYZ instead of Blader isn't good.

To the side board, Droll & Lock is for Prophecy, nuff said. Gozen is for Incarnate, it kinda messes with the Fire Fist part of the deck, but locking down the biggest deck of the format (for a few turns) is quite enough for me.

Prison is in here for random beat down decks, Fire Fist, HEROs, and in some case Dark World and Machina. Skull Meister is a card I'm still very much on the fence of (with DD Crow), but Meister stops DW better if they are going first. As I mentioned in my earlier post, Autonomous Unit is good versus Fire Fist, DW (stealling Grapha is nice) and also, the mirror match. Grab their "grave trap" make a Susanoo, win sounds like a great plan. Debunk is another card thats good in the mirror match too. Finally, the Rai-Oh is for the mirror, any antimeta, Prophecy (if I go first), Mermails and also Fire Fist.

Notice I have next to nothing effective against Verz, but, that deck is breakfast, so who cares. (>0<)

Saturday, April 13, 2013

Entering the Battle Field

Judgment of the Light, unlike Tachyon Galaxy, seems to be a fair balanced-out set. Yes, there might be a few cards that are "too good" here and there, but nothing the likes of Spellbook Judgment Day and Incarnate Dragons. The set introduces a few archtypes and supports some older ones, Archfiends being one of the highlights of this set, hope it doesn't become Harpies 2.0, Firefist's 4-axis gets amazing boost from the set and seems like High Priestess wasn't broke enough so they gave Prophecy another boss monster, this time a Judgment Dragon to go with High Priestess's Dark Armed Dragon.

Today, I want to discuss a deck I've been super hyped about since its announcement, War Gods.

War Gods are an archtype heavily centered around beat down. Their standard play is to summon Yamato and his XYZ counterpart, Susanoo, and beat the field down. They rarely will have 2 monsters on the field by the end of the turn, not that they can't, its just that they don't need to. For War Gods, the graveyard acts as your "other hand", they have numerous cards that let you activate in the grave to support your beat down and also protect your War God. Also, they have their own, searchable, Kalut, which is pretty much a game ender in itself.

Note that all of the war God supports needs a War God Beast-Warrior (either Yamato or Susanoo) on the field to activate their effect. While that might seems like a very big let down, it is, but after a month of test playing (on YGOPro), I felt that if that weren't the case, this deck would be overpowered (well, if you compared everything to Incarnate Dragon, then yeah, thats not overpowered at all). Yamato is no doubt the card you want to open with each game, however, you don't just lose because its not in your opening 6, just like how opening 2 normal monsters in Dino Rabbit doesn't really mean anything but a slower start. Yamato lets you search your deck for a War God and ditch a card at the end of your turn (every end of your turn). This lets you add Habakiri (the Kalut) to your hand while sending Murakumo or Hetsuka (the "grave traps" to your grave), with no cost. This makes killing Yamato a hell of a job if the War God player plays right.

Susanoo is the reason why I took interest in this deck. This card is a real monster and games can be won by just summoning it, no joke. Susanoo is a 2400 (2500 if you have Tenki on board) that lets your attack EVERY monster on your opponent side of the field once, yup Blade Edge effect is good. Firefist 3-axis made a wall of monsters and gonna kill you next turn, Susanoo takes the damn wall down. Dragosacc and two tokens make it impossible to kill, Susanoo willl take in down (with Habakiri). Linde thinks she's broke and summon another Mermail, sorry bro, Susanoo is gonna take them down. Not only that Susanoo have an amazing effect that doesn't require a detach to activate, it also lets you either add to hand or send to grave a War God from your deck. Its very difficult for any deck to take down Susanoo if played right, the War God Emperor lives up to its name and WILL be a force to be reckoned with.


monster (17):

3 War God Yamato
3 War God Murakumo

3 War God Hetsuka
3 War God Habakiri 

3 Maxx C
2 Vivid Knight

spell (13):

3 Fire Formation - Tenki
3 Mystic Space Typhoon
2 Pot of Duality
2 Forbidden Lance
1 Monster Reborn
1 Heavy Storm
1 War God Advent

trap (10):

2 Bottomless Traphole
2 Mirror Force
3 Compulsory Evacuation Device
1 Solemn Judgment
1 Solemn Warning
1 Starlight Road

extra (15):

1 Stardust Dragon
2 War God Emperor Susanoo
2 Abyss Dweller (Luckily, we are getting this before WCQ)
1 Firefist Tiger King
And other generic good Rank 4s

The trap line up is very basic to a beat down based deck, theres nothing much to say about it. As for the spells, Tenki lets you search for Yamato (and Vivid Knight if you already have Yamato) and makes it a 1900 beater. Lance makes sure your Beast-Warrior War God stays on the field, either from Battle or Effect. The only effective cards to get Susanoo off the field (aside from the Solemn Duo) are Mirror Force, Torrential Tribute and Dark Hole. You don't summon much, so TT isn't really much of a threat, Lance deals with Mirror Force and Dark Hole.

War God Advent is a very powerful mid to late game spell card. If your opponent has a monster and you don't, it lets you special summon a War God from your grave and another one from your banished pile. They can only be used for xyz summon for a Beast, Beast-Warrior or Winged Beast. It doesn't have any other draw backs. You can attack with them if you wish and they don't get destroyed at the end of the turn. Its super powerful especially when you can special summon Susanoo with this card as well. However, this card is very much dead early in the game, and for consistency, I only play one of it, but I win the game every time when this card successfully resolve.

Lets move on to the monsters. Vivid Knight being the odd ball of the bunch. Its function in the deck is to protect Yamato and sometimes, Susanoo. Its effects lets you banish a LIGHT Beast-Warrior when it was targeted for an attack or card-effect, banish it until your next stand-by phase (Thunder Bird shit) and special summon Vivid Knight from hand. Vivid Knight normally gets run over, no doubt, but thats no issue as your War God is safe and gonna wreck havoc come next turn. Basically, this card acts like a searchable Forbidden Lance (sorta).

I run 3 Maxx C because 3 Maxx C is a staple this format, nuff said. No really, there is no single match up now that I wished I had Veiler instead of Maxx C, that includes Verz and 4-axis Firefist.

Now, the "what if you don't open Yamato" situation. Hetsuka, the "grave trap" that lets you protect your War God from target effects has 2000 defense, not to mention, 1700 attack. Murakumo, the one that lets you destroy an opponent face-up, has 1600 attack. Together with your spells and traps, they can easily last a turn, and you just have to make Susanoo, either search for a Yamato then or just continue with the beat down with Susanoo.

...

This deck is still far from completion, and I have no idea how its matchup with Prophecies are considering they get a broken boss from the new set. However, it has decent match up with all existing top tier. Bad game 1 against Incarnate because first-turn LaDD is a bitch, but otherwise not much of an issue. This deck eats Verz for breakfast. No joke, you can open Ophion all you want, it doesn't mean shit. Firefist' is a coinflip match up. I might wanna play a few Automation Units for the 4-axis match up as I am more than happy to grab their Bear.

In conclusion, this deck is one hell of a control deck and will win games against any careless opponent. It has one of the best staying power I've seen in a long time (Incarnate's endless revival doesn't count) and its very basic, that's a good thing. I would not say this deck is Tier 1, I'm not sure, but this is definitely a must try for fans of good-old beat down. 

Thursday, April 4, 2013

Samurai Kicked My Ass

Last weekend, there was this special tournament where the winner gets a playmat featuring CNo39, CNo32 and Neo Galaxy-Eyes. Every official shop held it last Sunday, so I went to TB since I had mid terms in the morning and TB's tourney started late due to a Cf! Vanguard event earlier that day. The format is 4 rounds of swiss and the one ranking 1st wins, no top 8/4 what so ever and basically meant, if you loss 1 round, your out.

I wanted to try out my new Hieratic build, similar concept to my ACQ build, but featuring more draws, I played Escape for Hope. Together with 3 Cardcar, 3 Reckless and 1 One Day at Piece, this deck now runs 10 draw cards. At least that WAS the concept I wanted to test, the end result of testing that day was the build sucked and no where near as consistent as I've imagined. Oh well, thats why testings are important I guess. 



But, I did not enter the tournament with that Hieratic build, simply because I left half of my extra deck at home, specifically, I didn't bring any of my rank 5's and also missing in 1 M7. So, I just played my E HERO deck instead. Theres a problem here too. I did not have a side deck with me. I didn't plan to play the deck that day, and I've took the side deck apart for ACQ a week before and had no time to rebuild it. The tournament started 5 minutes after I arrive, so I went into a tourney with a deck that needed its side deck badly, without a side deck. Genius!

Round 1 : Vs Samurai

A friend from Vanguard warned me that my opponent was a stacker and I've also seen him stack multiple times. But my ego was like, "Chill bro, this is Samurai, just cause it has "Sam" in part of its name, doesn't make it any better ..."

Duel 1 : I lost the die roll and my opponent open with Gates, Shi-En, and Great Shogun Shien. I look at my hand, and I was like "Ok ... fuck! Game 2"




Duel 2 : I open with Bubbleman, 5 S/T (1 of them being Super Poly). I set 4 and Bubbleman, and said "You have Storm, you win." He open the nuts again with double Typhoon, double Shi-En (United instead of Gates this time) and attacked. I flipped Super Poly and made Nova, continued to beat his way for game. If I've set 2 like a normal guy would, I would have lost at this point.


Duel 3 : I open HERO Alive, E Call, Super Poly, Warning and Judgment. Pretty good hand, my next card was Mirror Force. I was like "As long as I don't see double ShiEn across the field, this game is pretty much in my pocket". But guess what, I did see double ShiEn, along with an Invoker and Inverz Roach (which I don't understand why he made). I drew to 6 and was like, "fuck this ... scoop" 


At this point, I basically just drop and watch other people play. And tested my Hieratic deck with some friends, proxies nonetheless. Which is how I knew the deck fails. Note to self, next time, bring a side deck coming into a tourney.


Friday, March 29, 2013

The HEROs Still Lives

I'm really hesitant on posting anything remotely similar to a deck list this format just because everything is pale in comparison to the Incarnate Dragons. The Archfiend's of Judgment of the Light are good, very powerful in some match up even. But, after a brief discussion between myself and Mike, and between myself and Kyde, we came up with the same conclusion (in 2 separate conversations), that as long as it's not on par with the Incarnate Dragons, its not going to do much. Granted, I still hold my position that the Archfiends are an amazing deck, and as a beatdown based deck, nonetheless. Its consistent (maybe not on par with Firefist), it had some pretty sick plays and also it knows whats it doing and how its gonna get the job done. But sadly, the deck is still inferior to Incarnate Dragons, although I have to point out the margin isn't as big as some of the other decks like Mermail Atlanteans. Maybe my build wasn't as good, but only time will tell.

Now, today I'm gonna give a my two cents on how HEROs do in the current Metagame. As some long time readers of this blog may know, I really love HEROs, they are one of my two all time favorite decks (the other being Hieratic, no doubt). Sadly, to many, this format is the bane of HEROs, as every deck in the format outplays them and the introduction of Incarnate Dragons sealed the fate of HEROs as a non-competitive deck. Although a reasonable amount of people ran HERO Beat this past weekend at ACQ Malaysia, I would have to assume that they played the deck because it was their only option. However, despite my gloomy start, this blog post is NOT a post to discourage people from playing HEROs this format, on the contrary, I would say, HEROs aren't dead like most people think they are.

Before you start reading, I must give a fair warning on my part. Some may feel utterly offended with the things I'm about to say. I'm not referring to anyone in particular unless expressly stated. Also, I must point out that, I shall assume that both players are of exactly the same level. Meaning, they are equally matched in terms of skill, as the better player will have a greater advantage despite the matchup.

We are now basically playing a format where 1 deck laid dominant, where only very few decks could be even relevant to take on the Behemoth known as Incarnate Dragons; Verz being the noticeable exception. However, this kind of condition will always come into the favor of the HERO player. I understands that the power held by these decks are miles ahead of what HEROs can do. But with a more concentrated top deck count, its easier to utilize the 15 card limit of our side decks. HEROs are a deck that heavily depends on games 2 and 3. It always had been and always will be. While HEROs will have a hard time going against the established Tier 1s and that 0.5 of this Meta in Game 1, I've always find games 2 and 3 a 50-50 split, where generally, the better player wins.

However, this doesn't sound like a good deal at all. From the statement I've made just now, its as if I was saying, your gonna give a win to your opponent and then attempt to win 2 50-50 games in a roll. As such, the possibility of you winning the match would be 25%, even less so if your playing against someone whose better than you. However, thats just one side of the story. Truth is, if you could pull of 50-50 wins post side decking against the top decks of this format using HEROs, I dare say, you are better than the majority of the players at your locals. Cause, while HEROs have the luxury of siding any number of cards in and out without affecting their original game plan, the deck is inconsistent. While being worshiped as the most consistent anti-meta deck until a few years ago, a HERO deck's consistency is a joke when compared to Firefist and some of the newer decks, even when we had our entire tutor engine with us, HEROs still open random hands 1/4 of the time. So, if you can go 50-50 against these top decks, despite the inconsistency, you had to be pretty good (unless your stacking).

One of the things most players would say bout HEROs this format is, "they are bad against everything". But I've always thought, "so, whats this everything you say of?"

Verz and earlier Mermail Atlanteans were viewed as HERO killers, where they would have a dominant game 1 against HEROs, and the real match would only start post siding. I'm always puzzled with this statement and it is still puzzling me as of now. Who made these statements? Cause if they are true, I shouldn't be winning against these decks as much as I am. Verz, to me, is a 50-50 game, throughout the whole match. I've never once felt that my deck couldn't do anything against it, and that some of my cards are dead (Miracle Fusion and Super Polymerization). Maybe thats because I'm not sticking to the norm of main decking 3 Miracle Fusions, but if you can't break from the norm, don't play HERO, cause if you can't adapt, your out. Mermails are a joke, I've always viewed them as free wins when I played HEROs. Truth is, I've rarely lost a match to Mermail Atlanteans (except Asia Plus, which was team tournament and I didn't have a full deck with me) when I'm playing HEROs. This might offend someone, but, were you trying to play every game exactly the same?

Firefist IS a tough matchups to HEROs, despite no one realizing it. Remember my attack-power-theory I've made last year, where a 100 attack boost takes you a long way when your playing against a beatdown based deck, yup, that definitely applies here. Firefist, both 3 and 4-axis, have a considerable amount of advantage game 1. What lead them to this dominating position is the lack of an obvious general strategy. Yes, we all know what both these deck can do, and what is their best plays. But, unlike some decks, stripping them of their abilities to make these big plays doesn't hurt them as much. I'm not saying that these are unstoppable match-ups, nor do they hold considerable advantage even post-siding, however, the advantage is definitely there, especially when HERO's main weapon, their huge attack power and ability to search-and-destroy specific targets, aren't exactly helping them.

Now, lets us finally talk about the match up everyone is here for, VS Incarnate Dragons. No doubt, there is an huge gap in advantage in game 1. Super Polymerization is a card I find extremely good versus the Incarnate Dragons. Getting rid of LaDD without much trouble is definitely good, but thats not the main point. Incarnate Dragons, doesn't play a lot of defensive cards, because of how boss like their monsters are and how unfair their gameplan really is. However, that is something we could use to our advantage (I've demonstrated this last ACQ with my Hieratics). Once our guys get pass that front row, it's just a matter of whether your could take the game. Its not as easy as ABC, but its how you'll have to win game 1 with. However, you can't play too many copies of Super Poly in the main deck, because you risk making your chances against Verz and Firefist matchup worst. All you can really do in the game 1 against Incarnates would be to hope for the best, play your best grind game and look for that one game defining opening. Games 2 and 3 are considerably much easier (I'm not saying the game is in your advantage, its just that the win-lose-ratio is much closer to 1-to-1), especially when they don't know what your gonna do. Thats why I despise of Alive HERO, true, they can OTK much simpler, but its too easy to side against them, the same can be said to standard HERO Beat; which is why my current version of HEROs, are neither.

Now for something really really cliche. The one thing I really depend upon when I play HEROs, is, the  Heart of the Cards. Yes, I can't believe I've just said that myself .... But throwing away the thoughts of advantage and also risk management is one way I think HEROs can really survive this format. This may seem contradictory to most people, as I've always said that grinding for plus-ones are how HEROs are meant to be played. Well, I'm gonna quote Wallace from Pokemon (yes, I'm quoting a character from Pokemon, laugh all you want), "when facing an opponent as powerful and overwhelming as this one; logic, theory and also personal preference must be cast aside.

"The Sam Style", this is a term used by some of us Malaysian bloggers, in reference to Sam Kee, our most recent ACQ Champion. He sets a lot when his using a control based deck, when I say a lot, I meant his whole hand. Sometimes, without protection; and sometimes, random things like Dark Hole. While no doubt being a high-risk move, as a Heavy Storm might spelled game, the chances of your opponent opening Storm is much lesser than Typhoon. Even when he did, Starlight Road immediately comes to mind as there is no way a player as experienced as he is would ever make such a fatal misplay. While I've never discuss this with him personally, in my opinion, thats is a really really good opening for a control deck. I mean, if you set two, holding 2 more in hand, and your opponent plays Storm then proceed to kill you, whats the difference? Its usually game over when a top tier deck plays Storm, no matter what advantage you hold; looking at the other side of the coin, if he doesn't hold Storm, 4 cards is always gonna be better than 2. I really do hope that made sense. I've been practicing this "style" of his since the end of last year, and its been proven to be a very successful opener. You should definitely do this against Incarnate Dragons, because LaDD killed Storm for you.

Finally, something very personal, and I'm not sure how this is gonna help your game. I'm actually very dependent on Bubbleman. If you've played against me or seen me play, you'll know that I absolutely love Bubbleman (no pun intended). You'll sometimes see me, setting 2 of my own cards, play Storm and drop Bubbleman. Thats quite insane for some people, and I especially love the face Sazabi showed me last weekend when I did it in a friendly match against Kyde. My theory behind this play is simple, if my cards aren't gonna help me win, why keep them when I could potentially draw into an out? There is really no way of being certain of what your gonna draw and hence why some people despise of my play. But, in reality, it helped me won more games than losing. I mean, why bother keeping Gemini Spark when yo have no Allius? Mike is one guy who I induced the hate for Bubbleman more than anyone else. Also, maybe its just me, but I've always draw broken cards with Bubbleman, hence, Heart of the Cards.

Time to wrap things up. I've never have problems playing HERO this format, despite what I've always saying. The reason why I've chose Hieratics and not HEROs last weekend was purely because people weren't as familiar with Hieratics as compared to HEROs. I'm not sure whether my playstyle or my deck was the defining factor on why I'm capable of doing what people deemed highly unlikely. But, I've received a lot of feedback from people that my playstyle and also the way my deck works just departs a lot from your standard HEROs. Maybe I was able to do so because my opponent's aren't fully aware of what I've been doing? That could also very well be the determining factor. When I've first played mirror matches against Mike last year, I was dominating him for the first dozen of games, but the games after that were like 50-50, he did say something on getting used to how I played. Well, who knows.

Thanks for reading this long blog post. I'm really sorry for not posting anything on a regular basis, its just that there isn't much room for innovation this format. The next set is definitely gonna be interesting. And please, if you have something to say, please do so, I welcome all constructive criticism, as my theory and views might very well be entirely wrong and different from the truth.