Saturday, February 20, 2021

[KP04] An overview of ''Destined Power Destruction!!" (Part 1): The antimeta Machines and the newcomer Wyms

 An introduction no one wanted but that I'm still going to do

 Because, indeed, this blog is not dead.

To all of the 3 people that might still be waiting for an update: thank you for not forgetting about this little blog. At times, some real life obligations and other hobbies or interests get in the way of writing, and sometimes, specially for a dedicated blog like this, my own lack of interest gets in that topic can also get in the way of putting my thoughts into words. 

Rush Duels is a format I have fun with, definetely, but when it comes to writing I seem to falter at it given the lack of interesting things the format offers to write about, and the pace at which it is developing. Both things are understandable: The format is not yet one year old, and the card pool has not quite reached 500 cards yet, and we are still in the middle of the flower virus outbreak that is indeed halting the sales of physical card games. As such, it is natural to not be in any hurry to push out product. However, this has resulted in that the format has remained stale for too long now. Essentially, the main deck has remained the best with no contest up until now, and everything else feels hasn't quite rised past ''underwhelming'' in terms of how well it squares up against the menace of Dragoncasters.

I can't deny that the simplicity of the format, which is in principle, its main allure, proves to be one of the main factors for not being able to write about it. I'm sure you can figure out what to play in a deck just by reading. No, I'm not going to make a joke about Yu-Gi-Oh players and reading, though I think I might just have.

The thing is, I like to write, or more accurately, I like to ramble. I've always though it's better to write my thoughts here as opposed to just scattering them through the same 4 or so Discord servers with a lot of overlapping members between them. At least I hope that by gathering them here, they won't be lost so easily.

Why do I tell you all this, you may ask? Surely you think that this resembles a Tumblr entry rather than a Yu-Gi-Oh blog already. I once made a joke about this blog trying to be educational, and I might've made it in the first place to do exactly that. I'm not the only writer, and thus, I'm not the only one who has contributed to all 5 of the entries of this blog, but I am personally going to allow myself to be less uptight about how I narrate my entries. I should also say that I'm sorry for having 2 other people, 9th and Gift2, invited to this blog just to let it die barely some weeks after it.

Okay, that was far too long of a prelude. So let's kick it off as we should:

Hello everyone, this is Liri from Boku no Road. For this, as well as the following entries, I'll allow myself to ramble about the highlights of the most recent Rush Duel main set: Destined Power Destruction.

In this first part the featured decks, I'll talk about what's probably the 2 most prevalent decks that have come out of this pack. Representing Yuga's and Asana's ace monsters from the anime, we have [Steeltek Deity, Mirror Innovator] and [Build Dragon, the Mythical Sword Dragon], which are the faces of the strongest anti-meta deck at the moment, and the first introduction to the wyrm-type of monsters to the Rush Duel format respectively.


 [Steeltek Deity, Mirror Innovator] and [Build Dragon, the Mythic Sword Dragon] are this set's Rush Rares alongside [Jinzo] which is the featured legend card for this expansion. ''Build Dragon'' is a boss monster that can revive some integrants of the newly introduced Wyrm type of monsters used by the titular Asana from the Sevens anime. Wyrms were introduced with a strong lineup of Spells and Traps, including their field spell, [The Insurmountable Summit of Spectral Shangri-La] that allows for a continuous 400 ATK increase to all Wyrm monsters with the downside of also lowering their DEF in exchange, and 2 traps that fall under the ''Mythic Sword'' series of cards. These trap cards have strong payoffs that result in either massive attack debuffs or completely preventing your opponent from declaring attacks, but with steeper requirements that make them not always live to use.

The Innovation of Machines.

''Mirror Innovator'' is a monster that will be used presumably by Yuga as part of his schizophrenic boss monster lineup. This LIGHT machine monster has the potential of reaching the highest ATK values a non maximum monster can reach in the game while also offering the versatility of reshuffling important pieces back to your deck, or also compromising its ATK gain in exchange for the ability to pierce through defenses. As a card, it is extremely well-rounded by itself, and its Machine typing gives it advantage under the closest thing we have to an anti-meta card, the field spell from KP02, [Beast Gear World].

This anti-meta topic is what I wanted to get at. You see, while the ''Mythic Sword'' series was heavily hyped the moment they were revealed, the truth quickly hit everyone as they turned out to be more at the level of fiends and psychics from CP01, and less at the level of dragoncasters. Their powerful backrow can give them a bit of a boost only if they can highroll and get every single one of their pieces live, and they were also tested with [Reward of Tyranny], a trap from the very first Main Set that is essentially a [Dark Liberation] answer if the dreaded trap were to fulminate 2 or more Normal Monsters with its effect, a condition that, while possible to archieve in a deck dedicated to ''Build Dragon'', simply added to the clunkyness of the trap lineup. As a result, while the deck is not completely dead on arrival, it is just completely outmatched by the casters' best threats.

Though Wyrms and Machines aren't really the only builds introduced to us by this new Main Set (and Machines isn't exactly ''introduced'' in this set, but it is in this expansion that we can fully fledge it since now it has a lot of great cards all around), it is Machines that really turned out as a deck tailored to take on the dreaded best decks in the format thus far.

Part of it is their sinergy with [Beast Gear World], but also, the fact that the type already has a lot of cards that are made to counter Spellcasters and ''Dark Liberation''.


 KP03 introduced us to a package of 2 (in reality, 3) cards in the form of [Reporter Soul] and [News Flash Machine, Toughroid]. Toughroid as a boss monster might not be all that much at first sight, but he has a lot of intricancies that make you see how much of a meta-tailored card he is. Firstly, by being Machine it already has sinergy with the fabled [Beast Gear World], but also, by being Level 8 it is naturally immune to the ability of [Fantastrike Dragon, Miragears], which, while not the strongest card of the Dragon-type (given how the strength of that race is pretty well divided among all of its cards), already gives itself a layer of protection over one of their best cards. And by having 1600 DEF, it is unbeatable by one of the Spellcaster-type's power cards [Windcaster Torne]. Toughroid can also naturally get over 2500 ATK by using its own effect, which does give it an edge in being able to run over Dragon's strongest monsters.

[Reporter Soul] as a card that compliments ''Toughroid'' as a full-fledged package. It allows any one of your monsters to essentially float into a 2300 monster that turns 2600 under the influence of [Beast Gear World]. This trap, much like [1 Up] from the first Deck Modification Pack, also allows its effect to occur after an effect destruction takes place. That is to say, with [Reporter Soul] you can reduce the impact you take from an opposing [Dark Liberation], as you will still have a fairly big body on the field that will allow you to remain contesting the board. You could run into two Liberations back to back, or revive Toughroid to have it crash into Dragears after running at [Curtain of Sparks], but both scenarios are fairly unlikely. If you think about it, getting rid of two Liberations in one battle phase is huge unless you're going to be losing because of that.

 And those not quite the only tools you have  at your disposal to combat the prevalent variations of spellcasters!




[Ancient Barrier] Is another card that caused lots of excitement when it was revealed. It essentially turns Dark Liberation off for the turn you use without any real cost. It is absolutely generic, contrary to what its artwork might suggest, so if you have room for it, you can definetely try it out, though by itself it is just not enough unless you're finall going for the kill.

[Triangle Reborn] and [Beast Gear World Secret Technique - Fist of the Beast] are two of the trap cards released in Destined Power Destruction that also work as either big recovery so you're at least not completely open after a [Dark Liberation], or to give you a bit of an edge in certain situations where you don't open any meaningful boss monsters. ''Fist of the Beast'' is a battle trap that will protect exclusively Beast-Warriors, Machines and Fiends whose levels range from 7 to 9 by switching an attacking monster into defense position. That by itself is extremely meaningful, since it turns off the menacing Dragears and completely prevents it from multi-attacking, and can also shield you from the huge damage output offered by [Sevens Road Magician]. However, by changing a Spellcaster, Dragon or Fairy (as if we had any of those), to defense through this effect, you can also destroy any Spell/Trap of your opponents. Essentially, this battle trap doubles as backrow removal if you're facing the right matchups!

Each one of these doesn't do too much by themselves. You see, [Ancient Barrier] is merely a one turn patch that doesn't really get rid of the threat for good. [Triangle Reborn] is situation and summoning a body that will be 2700 tops with the field spell active, and 2400 at any other point (in terms of the Machine deck) can give you some leniance, but unless you can back it up with something else, it's just going to be a big meat shield. Sometimes that is all you need though. [Fist of the Beast] is strong by itself, but it truly shines given its huge power and multi-porpose.

Lastly but not least important, there is two more key pieces that just add to the blowout factor:


[Super Magitek Deity - Magnum Over Road] is one of the first two monster to introduce the Maximum mechanic to the Rush Duel format. It is a fairly straightforward one: Play it and win. Its OTK potential is off the charts since given the correct LP balance it can end any duel in one swing, and on top of being such a threat it is also immune to trap cards, as all Maximum Monsters are. With the introduction of ''Mirror Innovator'' you can freely use its pieces as fodder for discards or tributes as you see fit and then return them to the deck. This way, you can have the potential of a blowout play in this deck without sacrificing the consistency of your plays. Right now, this is the best build to include a Maximum in.

[Jinzo] or [Psycho Shocker] as Japan calls it is the LEGEND card featured in this expansion. Not much else to say here. Put it down to go for the kill, be careful it doesn't lock your own traps when you need them, recycle it with Mirror Innovator, yada yada.

By sticking all these pieces together we can arrive at a decklist that kind of looks like this. Feel free to tinker with the ratios, but generally you'll have to run a lot of high level monsters depending on your preferences or if you don't want to run ''Over Road'' at all. If you choose not to run him, you can also skip on [Heavenly Protection] and [10sion Max] to instead max out Beast Gear World, your trap line-up, and run some ammount of [Hammer Crush]. You could also play [Ancient Barrier] given that it is another counter to the strongest card of the format, but undoubtedly, I'd rather play that as a side deck option.

Machines truly feel like a breath of fresh air, but it is worrisome that this level of Spellcaster and Dragon hate was required to make another deck that could compete against them. I'd rather not repeat what I said in my Dark Liberation post, but pretty much everything said there is still valid. That trap needs to go away.

This deck does well all around, with no bad matchups and some excelent ones. I'm sure you can tell which ones it does specially great against.

Building Blocks

Now, I don't have quite as much to say for Wyrms as I did for Machines. That is, I'd rather present something a bit spicier than a pure wyrm decklist.


 

 If this is too ugly for those of you who like to play their decks pure, then I'm sorry but I refuse to share a decklist that anyone can come up with just by slapping all the monotype cards together. Anyways, that bit of bias aside, I decided to go a step ahead of just what a plain Mythical Sword deck would do for this one.

[Royal Demon's Heavymetal] amd [Gargoyle of the Palace] are both the protagonists of what is essentially a 2 card package that we can include in any deck. This 2 card combo allows us to play a strong boss monster in the form of Heavymetal when we feel like adding a bit of an extra punch. 

The impact of Heavymetal is somewhat underestimated in a format where Maximum monsters exist, since those are basically unreachable by the powerful Fiend. However, against anything else, Heavymetal is our own blowout card. Resolving it ends usually in huge ammounts of damage output. Given the strength's of [Build Dragon] allowing us to constantly revive a vanilla wyrm so long as we have a Field Spell up, we can revive ''Void Soldier'' as tribute fodder for Heavymetal.

Some points to highligh:

[Sevens Road Mage] is overall a good monster. The debuff can come in handy, though we won't get to kill Maximum Monsters with it anytime soon.

[Beast Gear World] Is included as a one-of to round up our number of field spells. Running more is not advised as high ammounts of them can clog up your hand and you have no effective means of making use of their extra copies. If you ran something like [Hammer Crush] or a small package with [Trick Pigeon] you could consider to run more.

[Flute of Summoning Daemon] Is another means of getting to Heavymetal by using it to bring back ''Void Soldier'' and then tribute it for an easy Royal Demon's play.

[Royal Demon's Death Voice] is a card I'd love to run more copies of, sadly it does compromise space and you need to run either 2 or 3 of Void Soldier.

We only run 2 of the battle traps because they're the good ones, and none of Blockade since this build in particular doesn't leave so many disposable wyrms on the field.

This is a more straightforward deck, but it is one that makes best use of the mechanics of both packages at the moment.

What's next?

This post is already lengthy. I feel like I've mostly covered the two of the most interesting decks to come out of this expansion. There're still some other decks that can be built from this set's releases, and some that can be updated. Next entry I'll go in depth about other (moderately) good things to come out of Destined Power Destruction.

Thank you for reading until the end if you reached this far. Please consider leaving a comment. Until next entry~

Friday, November 27, 2020

Ninth's Engine Ramblings: Phoenix Dragon Toolbox

Welcome dear reader to the beginning of my inane ramblings about Rush Duels. Today I will be going over an engine that is centered around a favorite card of mine: Phoenix Dragon Toolbox.



The Phoenix Toolbox is an engine that consists of 3 [Phoenix Dragon] along with high-level dragons of the user's choice. This engine brings both a dragon that can be customized to the needs of the deck, such as [Rush Dragon Dragears] for its massive damage potential and board clearing, or [Shocklead Dragon] for its potentially massive attack debuff that can get even the behemoth [Yggdrago the Heavenly Emperor Dragon Tree] within killing range, along with a way to recycle that dragon directly back to the hand.

The potency of [Phoenix Dragon] cannot be underestimated, being able to recycle that cards in your GY at all is useful but returning them directly to your hand is an incredible consistency and recovery boost. Additionally, its power can only grow stronger with time. [Phoenix Dragon] can recycle any level 5 or higher dragon, meaning that any future high-level dragons can be used in this toolbox. Even this discard effect can come in handy, it can serve to get dead cards in your hand into the GY so you can draw more next turn.

A great example of the Toolbox growing strong with time is [Burning Blaze Dragon], released a bit ago in Fantastrike Mirage Impact!! Its ability to destroy a field spell by recycling a low-level dragon is already strong, only held back by the low relevance of field spells. But once fields become actually relevant, I think a copy of [Burning Blaze Dragon] will be a staple part of the Phoenix Dragon Toolbox. Or perhaps it could prompt the creation of a larger dragon package.

Due to the mess that is the current format, Spellcaster is of course the main abuser of this engine, using it to throw around [Rush Dragon Dragears]. But should the day ever come that Spellcaster falls from its throne, expect at least Monster Mash and (of course) Pure Dragons to make good use out of it.

Conclusion

All in all, this gets a 10/10 from me. 

Rambling

Being a toolbox means it can bring whatever a specific deck needs, whether it be a [Shocklead Dragon] for decks that struggle to get over the soon to release Maximum monsters, [Burning Blaze Dragon] for when field spells need popped, and of course [Rush Dragon Dragears] for sheer fucking damage potential and board clearing. BUT IT DOESNT STOP THERE! It can only grow stronger and stronger over time, and to anyone doubting this, this is Konami, we are getting more dragons whether its good for the game or not. If I had money to spare I would bet dragons will eventually get a card that is [Dark Liberation] levels of absurd. The day we get a Dragon Maximum could very well be the day Spellcaster gets kicked off of its throne, so far all the Maximums come with protection from destruction via traps (probably Konami's way of trying to deal with Dark Lib without having to release a banlist for rush duels) and so a Dragon Maximum may very well get either that, or some other way to protect from dark lib. and phoenix dragon will be doing a good job supporting it, -trons WISH they had recursion like this (inb4 a card gets revealed later today that gives them the ability to return all ygg parts to hand). along with return of dragon, dragons won't have to worry in the slightest about running out of maximum parts. Now shoo, Grampa Ninth needs his beauty sleep.

About the current Rush Duel enviroment and Deck Building

 Hello, this is Liri from Boku no Road again with another entry.

In which we cover a little talk about the infamous card that has ruled over the meta environment for the past 6 or so months. If you play Rush Duels you know it. [Dark Liberation]

Essentially a Mirror Force with a condition. This card debuted in the Yuga Starter Deck released on April of 2020 at 3 copies, and if you've played more than a few games it should go without saying that there's no need for introductions when it comes to the most fearsome card in the format.

Its power is locked behind a condition, ''Shuffle 4 Spellcaster monsters from your GY into your deck''. Everyone knows what this condition entails, but let's still go over its implications: this is not so much of a cost as it is a requirement that ensures that you'll have to run a decent number of spellcasters in your deck in order to successfully utilize this card when needed. However, this also means that any deck can use it as long as you have the room to utilize Spellcasters. 

The Road taken by Competitive Decks

On the topic of the ''Spellcaster'' type, it is second only to the ''Dragon'' type in terms of how many monsters have been introduced that feature its type. Naturally, as it is the class used by Ohdo Yuga in the Yu-Gi-Oh Sevens anime. It ought to be noted that, from the beginning of the format to this day, Spellcasters have been the only deck that's been featured in a competitive light. There's a few reasons behind this, and we can also extract the characteristics of what makes a successful deck for the Rush Format:

1.- A deck that's capable of utilizing enough cards from the Spellcaster-type in order to incorporate Dark Liberation. This card is, as you get now, beyond insane. There's no effective countermeasure besides a few select choices that we'll go over soon, and, in a format where there's no Main Phase 2 and most of the removal and board contesting is done through battle instead of effect removal, most of the time you have no choice but to run into this card. The result is an oppressive state in which any comebacks are denied and you're left wide open for your opponent to finish you off with massive ammouns of damage.

2.- A deck that can carry at least one of the type-specific Spell/Trap removal cards, such as [Magical Strream], [Psychic Divergence], [Fire Dragon's Heatflash], etc. besides [Hammer Crush]. This is the only reliable answer to Dark Liberation, and I'm stretching the meaning of ''Reliable'' a little bit here. Why? Because there's nothing reliable about trying to snipe Dark Liberation in most situations where your opponent has 3 face-downs. In those cases, either you're really lucky with your one shot, you have enough removal to wipe all 3 of them, or the situation was right to make an accurate read of where it is. This last part can come up and I'm sure there's gonna be a clown out there willing to debate that you can do mind games with that, but please, even if I sound a bit aggressive with what I'm saying here, keep those theories of ''huh he set this one first and then this one so clearly it's-'' to yourself because the read for a set Dark Liberation is either water-clear or pure luck, no in-between.

3.- A deck that either has super strong boss monsters of their own, or, has the space to include a Dragon Package (Phoenix Dragon + Dragears, Shocklead, Blue-Eyes, etc.) This is to say, bosses that can turn the tables on monsters that are stronger, or that can deal in massive amounts of damage through their buffing/debuffing effects or their offensive abilities. This is mostly in terms of cutting down boss monsters such as those featured in ''Beastgear'' and ''Aqua'' builds, to name a few, which, though they are supported by their deck's playstyle, lack any remarkable capabilities of their own.

If we take into consideration the above mentioned points and try to build a list to the best of our competitive capabilities, we probably end up with something similar to this:


This is an example of the most competitive decklist utilized in the land of the rising sun, made by カーナベル㈱様, or Kanaberu-sama. It's greatly unchanged from KP01, only seeing the introduction of [Seven Roads Mage] during KP02, and currently during KP03 [Sparkhearts Girl] is probably still being experimented with. This is the competitive Rush Duel deck that most people are familiar with, featuring both Spellcasters as well as a small Dragon Package just as mentioned above. It includes 3 of each [Magical Stream] and [Fire Dragon's Heatflash].

Now, this is not me saying that pure dragons don't have a space in the competitive enviroment. Sure, Pure Dragons have [Dragonic Slayer] and other advantages that this hybrid build might lack, but all of those pale in comparison to the sheer power of Dark Liberation. However, it is not an impossible matchup, or at least not as sweltering as it is for everyone else.

And the issue is?

Now that you get how majority of lists look like, you might wonder ''well, what's the problem? a meta environment being warped around a few types or cards is how yugioh is''. And you're right. Yugioh has always turned around a few powerful cards, and we've always considered a players skillful when they can use those powerful cards in very efficient ways while also playing around their opponent's power cards.

If I had to pinpoint a few problems, it'd be:

1.- Rush Dueling has been made around the battle interactions. Most (respectable) boss monsters have battle and stat related effects. The dynamic goes in that ''I hit over you, then you hit over me, until one falls''. And this is not the direction in which one or two decks were taken, it's literally the intended design of most cards in the format. [Dark Liberation] just ''doesn't care''. It denies any form of battling and board contesting and instead punishes it, when that's your one and only option in this game. There's no playing around it besides being lucky with your removal or running some ''outs'' and hoping they come up, talking about it:

2.- Outs to Dark Liberation? If they exist then you should play them! Well, the issue is: they are both Spellcasters. Yeah, another reason why there's no other playable option besides Spellcasters and maybe Dragons. [Whispering Fairy] and [Defensive Dragon Mage] are both cards that can allow you some breathing room against opposing Dark Liberations. 


 

The former one can disrupt them early in the game, but it becomes pretty much dead for that purpose into the late game. Defensive Dragon Mage only protects one of your monsters from Dark Liberation, but sometimes that can be all you need to close out a game, contest board, or perhaps, make your opponent not want to waste a Dark Liberation if he can't get full value out of it. But in either case, one of these outs is locked to Spellcasters/Dragons and the other needs to be drawn early or it becomes a dead draw. You can tell that none of these work well as universal outs. I guess one of the new dragons from KP03 works the same as Whispering Fairy, just for Dragons exclusively, so what I said about her applies to [Clear Ice Dragon] as well.

3.- No innovations. Spellcasters as a deck has remained roughly the same through the course of 3 main sets. After KP02 and CP01 some builds that included [Royal Demon's Heaymetal] and [Gargoyle of the Palace] instead of the Dragon Package popped up and had a lot of success. But besides this, no other deck has been able to join the fray of competition. Psychic, Fiend and Warrior decks all debuted on CP01, Aquas and Beastgears got further support on KP03 alongside a few other strategies, but none of them has managed to scratch the top of the format. Monster Mash is a concept that our fellow writer @Gift2 made a reality and had a lot of success with. However, it is not yet a very popular idea, specially in Japan, which is where we can gather most of the results data.

In other words. The format is stale. It's stale, luck-based in terms of outs and strategies to play around and fairly swingy. When a game remains roughly the same in the competitive aspect for half a year or more it tends to get boring, and, I suppose that's my main issue from a personal point of view. I wanted to be more objective, I'd say something like ''it's not healthy for this kind of format-wrapping card to be left unchecked and unchanged for so long''.

However!

Boku no Road pretends to be slightly educative (lol), and most of this post has felt mostly like me ranting. I've said that the outs are not yet reliable, but we can try to tinker around with what we have now. For now, the one thing we can do is to adapt. I didn't mention this, but the best answer to Dark Liberation is your own Dark Liberation. So, try to incorporate the following Spellcaster package in your new decks to try them out:

-Sevens Road Mage

-Mystic Dealer

-Light/Dark Sorcerer

-Defensive Dragon Mage

-Whispering Fairy

In whatever rations you desire. All of this will give you access to Dark Liberation and Magical Stream, and also, these are just overall really good cards that can fit in anything you want to build. Try to tinker around with them if you want to play something that has yet to be fully fleshed out in terms of support instead of trying to force it with whatever shambles of support you have.

Alternatively, if you're playing a deck that has a strong field spell like [Big Ocean] or [Beastgear Worlds], you could try to include cards like [Rear Misfire] or [Gust] in order to punish the 6 MSTs that the hybrid build runs.

Similar to this, you can try to tinker around with options to fight off Dark Liberation! It's better to try than to just sit there and keep losing to it.

I hope you found it insightful, or just a fun read. Boku no Road will keep bringing articles for as long as this format keeps us engaged. Until the next entry!

Tuesday, November 24, 2020

[CP01] Shocklead Psychics

 By this point I'm far behind releases, however, considering the recently released KP03 didn't change the outlook on Psychics, Fiends or Warriors, I'm probably going to finish these. Anyways, I'm Liri from Boku No Road and in this entry we'll delve into our take for Psychics.


 

Psychics is the deck used by Romin Kirishima in the Yu-Gi-Oh! Sevens anime. The type debuted on KP01, received a small bit of support during KP02, and received enough cards to build a complete deck on CP01. The playstyle of the deck centers around playing with their LP total by using it as a resource to pay for their effects ro to reach thresholds, and recovering it to compensate for its costs. It is very reminiscent of the initial Psychic playstyle when they debuted during 5D's.

As payoff for risking your own lifeline in order to make your plays, Psychics have some of the strongest, most explosive plays to be seen in this format thanks to certain particular cards that we'll soon go into detail.

Deck List & Strategy


This deck's plussing engine as well as its strongest combo piece, [Romance Pick] is the reason Psychics can stand a fighting chance and, also, is the reason why they're capable ot suddenly pulling insane amounts of damage during their strongest turns.

Pick's ability to salvage any Psychic from our GY is powerful because its considerably easy to pull. It doesn't have the same restriction as [Kuribott] or the Setupper/Upsetter combo of ''Not controlling any other monsters'', and it is immensely abuseable seeing as how you can retrieve one Pick with another Pick, and thus, keep generating resources.

In order to pull Pick's effect most of the time you'll have to run a high concentration of Psychic monsters. That goes without saying, but generally the question is ''how many?''. Magic numbers and probabilities tend to fluctuate too much depending on the gamestate, how many cards are in your deck and how many of those are Spells/Traps/Non-Psychics. Surely you can reach an average where you won't miss her effect, but for this list we offer a ratio of 28 valid triggers aganst 12 whiffs.


 

What's the purpose of this amazing engine though? Well, Psychics has very offensive bosses that all play around their LP payment dynamic. [Prima Guitarna of the Colorful Light] is their main one, and the featured ace of Romin in the anime. ''By burning her own life, Prima Guitarna can lift the spirits of the monsters on the board'' or something like that. Her effect's simple, beatdown focused and helps in getting over monsters.

[Esperaid of the Smashing Lights] and [Foldablitz of the Dream Strings] are the other bosses that this type relies on. Both of them feature Life thresholds as conditions instead of costs. Esperaid is a card with an unprecedented destruction effect in exchange for being on the brink of defeat, however, it is not merely a comeback card, but also, if you use your LP payments in a clever manner, you can push yourself to the point where you can use Esperaid's effect to clear the path for your monsters to inflict huge damage through direct attacks. 

Foldablitz, though, is a more unremarkable one, at least on paper, as it doesn't have any direct impact on the field. It is very common knowledge that just inflicting unsubstantial amounts of damage (specially if it comes with a requirement) is either FTK material or a terrible piece of cardboard. It, however, is a card competent enough to pull its own weight. During your explosive turns, this card allows you to close the Life gap and potentially put your opponent in lethal range. It's not too strong by itself, but if you clear board with Esperaid and then burn the opposing player for 1500, you're essentially pushing 6300 damage with just those 2 monsters. It is not 8000, but it is very close to being so! Not to mention, if the game drags out and you get to use Foldablitz's effect twice then it will surely sting to your opponent.


This deck in particular runs a spread of 2 [Shocklead Dragon] and 3 [Phoenix Dragon]. Shocklead Dragon is a tech that is very liked in Japanese decklists for Psychics. Shocklead works as another piece of your explosive turns where, for instance, you can use its ability after you've powered up your Prima Guitarna, essentially powering the strongest monster on your opponent's board down to 0. It works wonders, with the downside of Shocklead not being salvageable through our main playmaker, which is why we round up our monster line-up with 3 copies of Phoenix Dragon.

For Spells/Traps we merely run a 3-3 split of [Psychic Divergence] and [Psychic Great Wall]. Our simple S/T removal that also costs Life and helps us bring our Life Total down to easily utilize Romance Pick since turn 1, and just a simple, standard defensive trap to protect our, admittedly, very fragile boss monsters.

Matchups

1.- Spellcasters: Poor(-)

Spellcasters, as usual, have the tools to deal with everything. Dragears and Seven Roads trample over your fragile boss monsters, and Dark Liberation totally shields them over anything you can throw at it. This matchup is pretty self explanatory and doing poorly against it will reflect on the representation aspect of your deck

2.- Dragons: Neutral

It's pretty much a race to see who can inflict 8000 damage first. It's up to the one who can invade the opposing board the fastest. Your advantage as Psychics is the lack of desireable defensive options for pure Dragon decks beyond [Dragon's Tenacity]. Counteroffensive can hurt your turn and board though, so be careful if you can read around that little piece of cardboard.

3.- Fiends: Neutral

Same deal as dragons. Your main disadvantage is lowering your own LP too much and then falling into their lethal range. Other than that, there's no factor that tips the scales towards one player or the other. If nothing else, Fiend's traps prove problematic, as [Epic Demon's Rock] could potentially end the duel if you fail to read it.

4.- Warriors: Positive

Even though this list in particular has no outs to Yameruler, shielding yourself for one turn to prevent damage from bleeding in proves enough to hold off any Warrior player and then gives you a chance to turn the board and eventually the game around. In theory warriors might have an edge for having enough outs to your strongest threats, but in practice they fall apart just as easily.

5.- Monster Mash: Neutral (-)

Yeah, I decided to include this in the matchups. In theory its Dragons but on crack. There's threats coming at you every turn at an insane pace, but you generally have outs to things that prove problematic for other decks (e. a set Dark Rooker, and all the 2500 bases Monster Mash runs).

6.- Rogue: Positive (+)

What even qualifies as Rogue? Beastgear? Aquas? Fishes? Those decks lose to themselves more than they do to your cards.

Notes

1.- Royal Demon's Heavymetal is a super strong boss monster that goes well with your Berrycist. Instead of the small dragon package you can probably run some number of Fiend Support cards such as [Gargoyle of the Palace], [Royal Demon's Deathvoice] or [Royal Demon's Punk] in addition to Heavymetal himself.

2.- If you want to delve deeper into the dragon package, you can run some number of [Rush Dragon Dragears], the Setupper/Upsetter package, [Blue-Eyes White Dragon], etc.

3.- LP gain cards like [Electric Ampoule] can bring your lifeline up. They're not terrible, clunky as they are.

Ending Thoughts

You lose to not drawing enough Picks more than you will against any matchup(that is not Spellcasters, clearly). Psychics have enough power to deal 8000 damage in a single turn with their buffs, burn, and clearing effects, but in the end its still the absolute definition of a glass cannon that lacks in protection and power presence in its boss monsters. Not to mention, other than Guitarna, all your other bosses rely upon your LP engine going off.

We can close this by hoping more support comes our way, which will indeed come given how important Romin is for the Sevens series.

Saturday, November 14, 2020

[CP01] Decks from Character Pack 01: [Piercing Warriors]

Character Pack 01: Gakuto/Roa/Romin was released on September 19, 2020, introducing support for the decks of the mentioned anime characters, focused around the Warriors(and fairies?), Psychic and Fiend types. CP01 is the third set to be released for the Rush Duel Format, and the first one of the Character Pack series.

 


Greetings, Liri here writing the first (now second) entry for our ''Boku no Road'' blog. Here I'll showcase our take on the decks that are buildable from the CP01 set, and also considering certain techs and side options that go well with the decks, or even different routes that can be taken while building said decks.

For starters, we blast off into the enviroment of CP01 by introducing ourselves to the Warrior deck used by Gakuto Sougetsu, probably the deck that has the most buildable routes available, given the somewhat schizophrenic nature of the support it received. What tie them all together is that none is particularly remarkable. The list I'm showcasing is the one that attempts to cover for Warrior's main weakness. Be introduced to ''Piercing Warriors'':

 

''Piercing Warrors''



We can start off by naming the main features of this deck type that will remain promiment no matter which version of it you end up playing.
 

This deck's face is [Fiendish Commander Yameruler]. A DARK warrior with an amazing statline of 2500/2500 and the ability to prevent high level summonings. Individually it is a very strong card that has found its place on some deck lists since its debut on KP01, and in terms of the support it received, its cohesive and it Yameruler to switch into the offfensive, and thus compensate for its downsides. 

Originally, the main downside of the card is having to giving up tempo and battling in exchange for its powerful ability. Said downside is compensated by the likes of ''Battle Commander, Nandes'' and ''Bandaged Bowing'', which allow Yameruler to use its ability and still be capable of making use of its solid 2500 ATK to contest board against your opponent's monsters.

Another card focused towards improving Yameruler is ''Forbidding Warrior''. A 1200 ATK, Level 4 Warrior that has the ability to prevent trap cards during the battle in which one of your Warriors attack by shuffling a 0 ATK monster from your GY into your deck. The most remarkable card of Rush Dueling is the nefarious Dark Liberation, which has dominated the enviroment for the 6 months that this format has existed. By using Forbidding Warrior, you can move around Dark Liberation and other similar battle traps and swing into the opposing board without fear of a counter.


Of course, Warriors have other ''okay'' tools, such as [Forbidding Immortal] and [Umekumi of the Fiendish Squad] which work with the intended playstyle of the deck. However, the essential weakness of the deck is the lack of offensive capabilities. Stat buffs and debuffs aren't plentiful, and even then, they're meant to aid in running over the biggest-statted monsters rather than in inflicting massive damage outputs like those of Spellcasters. As such, Warriors often run into the problem of not being able to make use of the tempo advantages they gain through Yameruler's control, and eventually lose the damage race to a single explosive turn. This is also present in the fact that they cannot quicly comeback from a beatdown, and in this build said problem is only accentuated by the fact that the Piercing Spells are very poor cards once you're behind in terms of tempo and board.

Generally speaking, Warriors are running smoothly when Yameruler is preventing your opponent's summons. The opposing answer to that comes down to setting 2 or 3 monsters in defense position to shield themselves from your attacks, and then counterattack with their own explosive comeback. Thus, ideally we should make use of that turn to push damage through their defenses. Between 2 copies of ''Piercing'' and 2 copies of ''Greater Piercing'' we have 4 cards that will allow us to inflict chip damage through the opposing defense, which should, more often than not, result in massive damage considering the lack of high DEF value among the low level monsters.

As for our own defense, we're running a 3-1 split of Essence of the Hermit and 1 Up. Essence of the Hermit works favorably to switch monsters to DEF, which will allow us to easily run over them next turn and potentially inflict substantial damage through a Piercing Spell, and also gives uf field presence in the form of a Lv1 vanilla monster, of which we run 6.


 Notes

1.- Use [Forbidding Immortal] to switch an opposing monster to DEF in order for Kimeruler to be able to jump defenders and swing directly. Alternatively, it allows you to make use of your Piercing Spells to inflict damage over the opposing board while also removing threats.

2.- [Bandaged Bowing] might look like it only works with Yameruler, and while it is true, it can also be an effective card cycling if you can use it on a [Fiendish Commander, Kimeruler] and then untap it with [Battle Commander, Nandes].

3.- [Shield&Sword], [Block Attack], and [Hilt the Noble Arms Bearer] are all cards that are no doubt worth running in this deck, however, they don't offer substantial improvements to the lacking archetype and are instead more options to easily run over monsters, but other than [Block Attack], which has the benefit of synergizing with [Kimeruler], none of the other 2 are reliable answers to the enviroment.

 

 Match-Ups

 1.- Spellcasters: Poor (-)

The top dog in the Rush Duel Enviroment, Spellcasters. It is the most formidabble foe, and for Warriors in particular, it is a high mountain to climb. This deck in particular struggles against Spellcasters given the lack of a type-specific Spell/Trap removal card, which prove essential in potentially removing opposing [Dark Liberation] cards. If we fail to do so, our only remaining out is [Forbidding Warrior], which only offers protection from the aforementioned trap during one of our attacks. As you can probably tell, it's nigh impossible to confront the Mirror Force-like card. Not to mention, Spellcaster lists are explosive given the inclussion of [Rush Dragon Dragears] and [Royal Demon's Heavymetal] in their lineups, which boils down to you losing complete control of the duel if those monsters get their effects off properly.

2.- Dragons: Okay (+)

Though some fellow might disagree, Dragons are infinitally more manageable than Spellcasters. Dragons generally struggle against 2500 bodies since, at best, their strongest Dragon monster, Dragears, ties with them. Though they do have the tools to handle these situations, namely, Blue-Eyes if they manage to draw it, [Shocklead Dragon], which requires an essential amount of setup, and [Counteroffensive Dragonstrike]. Still, it is a much better matchup than we give it credit for.

3.- Fiends: Okay (-)

One of the newer deck-types to debut out of CP01. Contrary to Dragons, which require a fair amount of setup to get rid of your stronger threats, Fiends have the easiest out to your -Ruler monsters in what's potentially the strongest Lv6 Monster in the game as of now, [Royal Demon's Death Voice]. This absolute unit can easily punch over anything as long as it gets it requirement fulfileld, which is not a problem in any deck that incorporates [Gargoyle of the Palace] and [Royal Demon's Punk]. It is the main factor as for why Fiends have a very considerable edge in this matchup. However, given how most of the Royal Demon's Series' DEF values are at 0, if you can manage to get ahead, either by a Yameruler turn your opponent didn't have an answer to, or through smart usage of your [Essence of the Hermits], you can push a lot of damage and overturn the tables.

4.- Psychics: Okay

Psychics are a deck that needs more experimentation, but also, its a deck that has very little in the way of options. Either you go full Psychic with it, or you go down the Royal Demon's route and build a Hybrid. However, it is impossible to rate this matchup as anything over a ''Neutral Okay'' given how, if its the Hybrid Build, you're going to face the same issues as you'll face in the Fiend matchup, that is, Death Voice and Heavymetal. Alternatively, the pure build tends to run copies of [Lullabind], a Spell that will turn your Yameruler into face-down position, effectively turning off its effect and allowing the Psychic player to rampage through their explosive plays, effectively making you lose control of the match in one go. Even then, its still manageable. All the Psychic Bosses have very low stats, usually 0 DEF, so, on a good day, you can easily change them to DEF through your effects, and pack a good punch of Piercing or just run over their stuff easily.


Conclusion

Warriors are probably the worst deck of the 3 that were featured on CP01. They rely on the inherently not-great cards that are ''Piercing'' and ''Greater Piercing'' to inflict any substantial amount of damage, as they have no chance to do it by themselves. They can hit over a lot of stuff, as long as said stuff isn't a face-down [Wicked Shadow - Dark Rooker], but they're uncapable of turning around games on which they're already at the losing end. All of this is reflected on their poor matchup compatibility, which basically boils down to their vulnerability to huge pushes, their terrible capabilities at turning games around, and how every deck seems to have an answer to your best plays that doesn't require them too much of a setup.

It's fairly hard to pinpoint the reasons as for why this deck performs so negatively. The sinergy is there, the beatdown is there, but nothing the deck does seems to stick. It's definetely because the deck is centered around a single card, and, its secondary boss not only doesn't benefit from the sinergies made through the rest of the support, but also, has a completely different direction that the first one, which results in a deck that lacks impact and control, which was supposed to be the aim of the deck. Regardless, it is not as poor of a deck as it sounds, and can most definetely scrap some wins.

The deck is also potentially getting further development as long as Sougetsuin Gakuto is featured in more duels. Perhaps the next cards to support Warrior will bring something new to the table, and make this deck able to compete.

Monday, October 12, 2020

Monster Mash Vol.1


Monster Mash

     Monster Mash is the first deck I seriously play tested with the formats having Spellcasters dominate the meta with Dark Liberation. I first discovered the potential of a Monster Mash build when Royal Demons first came out and people were running Spells like [Hammer Crush] & [Beast Gear World] that did not do much to help with bringing out the full potential that Royal Demons have. As I play tested more with different variants of Monster Mash, I discovered that the addition of [King Rex] and [Megazowler] gave Royal Demons more ways to approach an established board. I quickly began to realize that King Rex widening the board was the start of how aggressive you can go with a deck full of monsters. This led to the addition of [Phoenix Dragon] and [Rush Dragon Dragears]to have more lines of play to work with. This leads to Monster Mash’s matchup spread beat over everything with the Spellcaster matchup being a 50/50 depending on how well you can use [Wicked Shadow – Dark Rooker] with your hand. 

After a lot of playtesting against multiple matchups including Spellcasters, I settled on this build because of how capable it was to explode aggressively with the Royal Demon, King Rex, Dragon, and Rooker packages. It gives you multiple lines of play in a single turn with its capability to clear boards, widen the board, or remove backrow. I want to showcase some of the card choices here that have made this deck a top contender in today’s meta.

This article will cover the basic idea of Monster Mash and how weaker engines work together to form a strong unit.

Monster Mash Deck List

Engines

   Dinosaur Engine:

          2 Megazowler

          3 Mammoth Graveyard

          3 Little D

          3 Super King Rex

    Special summoning in Yu-Gi-Oh will always be good. Being able to widen our board gives us more things to do with our turns. While Graveyard Mammoth and Little D may have low impact on the board, they do have power by just being Dinosaurs to make King Rex's effect live as soon as turn 1. It is important to know that this is a tradeoff of power for consistency, but King Rex brings an increase in power with better board set up. Some builds run less than 6 low level Dinosaurs for low level monsters like Whispering Fairy, but there's the tradeoff of having to possibly take more turns to set up King Rex. Power can be viewed as the impact of a play and consistency can be seen as the rate of how we bring that power over to the board. An increase in power comes with a decrease in consistency and an increase in consistency comes with a decrease in power. It is important to know this when it comes to building a deck that is all about summoning monsters.

      Our focus with this build is being consistent and powerful and that is where other engines come in to cover what the other engine has lost in either power or consistency. Megazowler has power by also being a Dinosaur for King Rex. Summoning a free level 6 Megazowler is what brings out the strength of Royal Demon's Death Voice and Heavymetal.

Royal Demon Engine

        3 Royal Demon's Heavymetal

        Royal Demon's Death Voice

        Royal Demon's Punk

        Gargoyle of the Palace

          The Royal Demon package is where our most of our removal and power comes from. Royal Demon's Death Voice and Heavymetal benefit from the Dinosaur package along with the Rooker engine providing extra tribute fodder. Having cards like Set/Upsetter/Kuribot allows Royal Demon's Punk to become powerful in providing 2 monsters on board to be used by what Punk brings back from the GY. Death Voice's effect with its 1800 ATK stats make it powerful enough to destroy any monster in the game currently. Death Voice & Punk gives the deck a way to not get overpowered by Fiendish Commander Yameruler

Rooker Combo Engine:

        Dragon's Setupper

        3 Dragon's Upsetter

        Kuribot

        2 Wicked Shadow - Dark Rooker

    The Rooker combo is an engine that gives the deck full of monsters the only way to deal with backrow. It brings an incredible amount of burn damage that fits well with the deck that pushes big damage with Heavymetal and King Rex. Set/Upsetter/Kuribot works well with our low level monsters to be able to destroy 2-3 backrow in a single turn. Most of the time the combo will end with Rooker being set facedown or back in the hand for future plays. A set Rooker has proven to be powerful with it's incredible 2600 DEF stats that most monsters cannot get over without it being face-up making it a powerful turn 1 play.

Combos
Combo 1 with Death Voice
1. Normal Summon Mammoth Graveyard and Gargoyle of the Palace(Any low level monster).
2. Tribute both Mammoth Graveyard and Gargoyle of the Palace for Super King Rex.
3. King Rex's effect, mill 1 to Special Summon Megazowler from the GY. 
4. Tribute Megazowler for Royal Demon's Death Voice that is now active to use on the opponent's board.



Combo 1 with Heavymetal
1. Normal Summon Mammoth Graveyard and Gargoyle of the Palace (Any low level monster).
2. Tribute both Mammoth Graveyard and Gargoyle of the Palace for Super King Rex.
3. King Rex's effect, mill 1 to Special Summon Megazowler from the GY. 
4. Normal Summon any low level monster(Dragon's Setupper), and tribute both Megazowler & Dragon's Setupper for Royal Demon's Heavymetal with an active effect. Bringing 7500 Damage on the board.



(Note: If you don't have Megazowler or any other level 5+ to be able to summon on the board, Super King Rex with tribute fodder will act as that level 5+ for Heavymetal's effect)

Combo 2: Rooker Combo
(Note#1: Dragon Set/Upsetter/Kuribot all act the same way when comboing with Rooker, so I will be showing just Dragon's Setupper)
(Note#2: The amount of S/T destroyed in this combo equals the amount of other normal summons in your hand with possibly 1 more S/T destroyed)(This combo shown will be using 2 other low level Normal Summons in hand)

1. Normal Summon Dragon's Setupper with Dragon's Upsetter in the GY, and use Setupper's effect to Special Summon Upsetter from the GY.
2. Normal Summon a low level monster and tribute Dragon's Setupper + Low Level Monster for Wicked Shadow - Dark Rooker
3. Dark Rooker's effect to mill 1 and destroy 1 Spell/Trap, and returning back to the hand.
4. The board is now just Dragon's Upsetter which has not used it's effect yet, so Dragon's Upsetter effect to summon back Dragon's Setupper.
5. Summon another low level monster and tribute Dragon's Upsetter + Low Level Monster for Dark Rooker again.
6. Dark Rooker's effect to mill 1 and destroy 1 Spell/Trap, and returning back to the hand. With a new Dragon's Setupper on the board alone, Dragon's Setupper effect to summon back Dragon's Upsetter.
7. This is where you have a couple of options to play with. You have the option of Tribute Summoning Dark Rooker for the 3rd S/T removal, tribute setting Dark Rooker for the next turn of looping, or tribute summoning another high level monster from hand with set/upsetter.


 




Conclusion

These were the basic combos of what Monster Mash can do with other engines. 

Combo 1 shows how Super King Rex correlates with Royal Demons and how it widens the board to produce more powerful options to end with on the board.

Combo 2 shows the Dark Rooker Combo which shows how a deck full of monsters can still have removal for the opponent's backrow while also accumulating a number of damage from it. 

Card Destruction is a new legend that is being tested, but has proven to be really powerful. Being able to dump our Megazowlers, Set/Upsetter/Kuribots to fuel the graveyard has shown combo potential and a consistency boost. Other Legend cards like Summoned Skull that works with Royal Demon's Punk and Trap Hole are currently being tested.

This is a very strong deck that is a strong contender with the current top meta decks. The Spellcaster matchup is pretty even as long as you have access to Dark Rooker, or winning early on by overpowering the board with cards like Super King Rex and Heavymetal

A video on Monster Mash has been published before which shows the power of these combos: 
https://youtu.be/_F97DAIQOd0
















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