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The Six Samurai: Toolbox.
Posted On 08/06/2008 21:52:23

The Six Samurai: Toolbox.

It has been a while since I wrote about a Six Samurai Deck. The reason was that the META was under the impression all SS decks looked the same and that Jon Moore’s deck was the only good build. But, for a player who has used Six Samurai for a very long time, I can say there are various versions. In an act to revitalize portions of the METAGAME that inspires versatility, innovation and fun I will be completing a few articles on The Six Samurai.  I want to look at various deck types of the Six Samurai theme, support and other aspects of the Six Samurai. This version I will look at today is an update on an old concept, toolbox.

The Six Samurai: Toolbox- History.

The toolbox was originally used with Card Trooper to mill into any card needed. Trooper was the idealistic perfect toolbox card because he milled into what you needed, it was self replacing with its draw one card when destroyed ability and Trooper was a beat stick. You smashed into anything with greater attack power than any Six Samurai you had. With that versatility Troopers place in a Six Samurai deck was obvious.

But, that was over a Format ago and things change with time. The idea of a Six Samurai Toolbox was crushed with the limitation of Card Trooper. As a surprise to most, there is a new toolbox with much more precision than Card Trooper ever had.  The key to the Card Trooper Toolbox needs to be reciprocated in the new toolbox. Due to this many cards must be devoted to re-creating the most powerful Six Samurai engine ever used.

Deck List – Spells.

I decided to start first with spells for a few reasons. The key reason was that this is where my toolbox exists. With-out them the deck fails. So, without further adiue, the Spells.


Spells:

Foolish Burial x2
Six Samurai United x2
The Warrior Returning Alive x3
ROTA x2
Heavy Storm
Premature Burial
Monster Reborn
Cunning of the Six Samurai x2

The key to the toolbox is Foolish Burial. Here, is sends the card you need to the grave and you either special summon it with Monster Reborn or Premature Burial or fish it back with The Warrior Returning Alive.

Reasoning is excluded. This was the single hardest decision I was forced to make but decided the traditional toolbox had better synergy without it. When you see my monster line-up you will understand more. The deck is not built for reasoning, but to have the spells to get out the situational perfect Six Samurai.


Three copies of The Warrior Returning Alive was another key component. I wanted to have the ability to always retrieve Great Shogun Shien instead of a Six Samurai so it was raised to three over Cunning of the Six Samurai. This allows me to have versatility that trumps the traditional Six Samurai swarm because they currently dont have the support that themes such as Dark currently have.

 

Deck List – Monsters.

Grandmaster of the Six Samurai x3
Great Shogun Shien x3
Zanji x3
Irou x2
Yaichi x3
Spirit of the SS x2
Card Trooper
Morphing Jar

The monster line-up is not restricted by Reasoning so I have more flexibility all around. This enables me to run this more control based and tool-box oriented versus aggressive. Players of the toolbox have the ability for power and speed but also need to understand the problems with over-aggression especially in a build with no Reasoning.

Deck List - Traps:

Solemn Judgment x3
PWWB x2
Torrential Tribute
Mirror Force

The traps are standard. They were standard because I needed the classic support form Solemn, Anti-Swarm form Zombies with Torrential Tribute and BTH to clear the field form unwanted obstacles such as GB’s.

Final Product:


Grandmaster of the Six Samurai x3
Great Shogun Shien x3
Zanji x3
Irou x2
Yaichi x2
Spirit of the SS x2
Enishi
Card Trooper
Morphing Jar

Foolish Burial x2
Six Samurai United x2
The Warrior Returning Alive x3
ROTA x2
Heavy Storm
Premature Burial
Monster Reborn
Cunning of the Six Samurai x2

Solemn Judgment x3
PWWB x2
Torrential Tribute
Mirror Force

Synergy is a word I toss around a lot but it is essential in a Six Samurai deck. Each card needs to help one another to compete with Gladiator Beasts or DaD. In addition to them we now face Synchro’s and Tuner’s. They will be faster and have better effects. This puts the Six Samurai Deck at a disadvantage.

The Tool-Box.

The deck drops cards I dont need, for cards I can use. It searches for playable cards and gives me the tools to get them. This is what a Six Samurai toolbox must be. This toolbox also provides stability which normal Six Samurai decks do not. Being aggressive can dominate some decks but fail to stop others. This paradox forces amazing side-decking or a more innovative deck. Six Samurai allow you to make unusual choices and still win. I will admit the toolbox is slow but when stability and consistency matter, this deck is the winner.

Contact Me.

As always, I enjoy all comments and feedback. I write about what I can do and enjoy. If you want something different, feel something is missing or have any form of concern, contact me. This can be done with a comment on my user profile, via PM on the forum’s or by Email:
echornoby@yahoo.com.

SJC Toronto
Posted On 07/29/2008 23:57:53

SJC Toronto: End of a Format.

As SJC Toronto came to a climax, we saw a Top-16 not too far from normal. But, despite this I must say that I watched the full coverage on Metagame.com. Why would I do that if I claim to know the decks that control the Meta? The reason is for rogue decks and new players. End of the format is a great time for new players to step forward. I will discuss who stepped forward, why they did well and my thoughts of Toronto.

Rogue decks.

The Top-16 had a deck which I built months ago, a Dark Creator Return. But this deck used a few things mine did not. One card one DaD. I thought it would be too cluttered and it was very expensive when I went to assemble mine. Deck innovator Sorosh Saberian did an excellent job.

Monsters: 21

3
Dark Armed Dragon
3 Destiny Hero – Plasma
3 Dark Grepher
2 The Dark Creator
1 Jinzo
2 Phantom of Chaos
1 D.D. Crow
1 Snipe Hunter
2 Destiny Hero – Malicious
1 Destiny Hero – Disk Commander
1 Dark Magician of Chaos
1 Elemental Hero Stratos 

Spells: 16

3 Destiny Draw
3 Trade-ins
2 Allure of Darkness
2 Reinforcement of the Army
2 D.D.R. - Different Dimension Reincarnation
1 Premature Burial
1 Monster Reborn
1 Heavy Storm
1 Brain Control 

Traps: 4
1 Trap Dustshoot
1 Crush Card Virus
1 Torrential Tribute
1 Mind Crush 

Side Deck:

2
Bottomless Trap Hole
1 Mystical Space Typhoon
1 Dust Tornado

Phoenix Wing Wind Blast

2 Legendary Jujitsu Master
2 Royal Decree
2 Prohibition
2 Threatening Roar
1
D.D. Crow 

Fusion Deck:

2
Gladiator Beast Gyzarus
 

This decks success is due to many things. Sorosh played it well, and this deck is built beautifully. He uses all of the correct draw cards. D-Draw to the Max, Trade-in to the max and Allure to the Max. With eight of 41 cards being draw cards he will hit at least one in his opening six card playing hand, or at least mathematically he will. Synergy is a huge part of this deck.  The Dark Creator allows you to cycle into powerful and big plays faster. 
 

Unlike the DaD return, this one is more consistent. The risk is minimalistic. Either you get Dark Creator out or his back up was DaD. He mills through cards to blow-up the field and then you return to end.  DaD is a compilation of the best cards and support. This uses the same mind set with a faster return engine.
 

Two DDR’s were the correct way to go. Why? In this build with two Dark Creator’s you don’t want to hit one without him on the field. With a lower number floating in your deck, you should have a better chance avoiding it when not needed. He also avoids an abundance of Traps. This helps because the decks speed lets you get something out in one turn so having a trap loaded deck will slow you down.
 

The rest was mainly standard in the SJC. An overwhelming 12 of 16 decks were Gladiator Beast.  This proves they were the deck to beat at that SJC and this format.  Sorosh side-decked in anticipation. A great deck all around and he utilized a very unused card.
 

New Players.
 

Besides Sorosh, we had another new SJC attendee. She was Audrey Tan. She can dual very well and played a well built LightSworn deck. She did not make it to the top 16 but did well for being a rookie.
We can anticipate more of here. In addition, there were a handful of new players to the SJC scene. This is strange because of many things. 

First is that this SJC was in Toronto, out of the U.S. Also that this is practically the last big tournament before the ban-list where one would anticipate this would be locked in for a veteran player of this format. 
 

Notable Players.
 

Surprise, surprise. Adam Corn played a Gladiator Beast deck:
  

Adam Corn

Main Deck

Monsters: 20

1 Sangan
3 Test Tiger

1 Gladiator Beast Murmillo

1 Gladiator Beast Secutor

2 Gladiator Beast Laquari

3 Gladiator Beast Bestiari

2 Gladiator Beast Darius

2 D.D. Crow

1 Spirit Reaper

1 Morphing Jar

1 Elemental Hero Stratos

2 Elemental Hero Prisma

 

Spells: 11

2 Reinforcement of the Army
1 Monster Reborn

1 Premature Burial

1 Heavy Storm

3 Cold Wave

2 Book of Moon

1 Enemy Controller


Traps: 10

1 Trap Dustshoot
1 Crush Card Virus
1 Torrential Tribute
1 Mirror Force

3 Solemn Judgment

Phoenix Wing Wind Blast

2 Bottomless Trap Hole


Side Deck:

3 Mask of Restrict
3 Light–Imprisoning Mirror

1 Brain Control

3 Rescue Cat

2 Neo–Spacian Dark Panther
1 Dust Tornado
1 Mystical Space Typhoon
1 D.D. Crow

 

Fusion Deck:

1 Gladiator Beast Heraklinos
3 Gladiator Beast Gyzarus

1 Sanwitch

1 Reaper on the Nightmare
 

It was well built and got him to the finals. But he went against Lazaro Bellido. The renowned deck builder also played Gladiator Beasts and came out on top. Another win for this deck type was no surprise with the deck type ruling 75% of the top 16.

Final Thoughts.

This was just another win for GB’s. They have amazing synergy and have claimed this format. But, for SJC Indy, Premium Pack two is Legal. So, Zombies may have a shot at winning. Old zombie masters should dust off their decks, get Mezuki and a hotel reservation as this is their big chance before the ban list.

Despite SJC Indy’s outcome, I can say that it will be no surprise if GB win or do very well. Unless a few teams come packed with Oppression decks and Zombie builds, it should shape out to be the same old SJC. We should see an increase in attendance. 352 are not hard to beat and with more options, players should feel better about playing at a SJC.

Contact Me.

If you have questions, comments or concerns, email me at:
echornoby@yahoo.com

The State of the METAGAME
Posted On 07/23/2008 23:08:47
THE STATE OF THE METAGAME

Just in time before a ban-list! This format is quite different than others in respect to the fact there is not a true dominant deck type. We all see that Gladiator Beasts creep foreword in this race but the line of best deck is razor thin now. The trifecta of power is commonly know by below this is also watered down and blurred. In my state of the Metagame feature, I will analyze them. All the way down the line of competition to the bottom of the barrel. If it is played I will look at it, post examples and explain them here. With a diverse Metagame anything can happen and the key to this is knowledge if what can spring up.

I: Tier One.

The “Tier One” refers to the best decks used in the advanced format. In the past LaDD, PC and Monarch’s have ruled in their own right. Now we see something different. A tripod of power which has two strong points and a weaker third. The Weaker side is, and would have to be LightSworn.
 
 
A LightSworn Deck:



Wade Yoshida


Monsters: 29

3 Wulf, LightSworn Beast

3 Lumina, LightSworn Summoner

3 Honest
1 Ehren, Lightsworn Monk
3 Necro Gardna
1 Destiny Hero - Disk Commander
1 Sangan
3 Celestia, Lightsworn Angel
3 Lyla, Lightsworn Sorceress
2 Jain, Lightsworn Paladin
2 Garoth, Lightsworn Warrior
1 Guardian of Order
1 Morphing Jar
1 Card Trooper
1 Judgment Dragon
 

Spells: 13

3 Solar Recharge

2 Cold Wave
1 Monster Reborn
1 Monster Reincarnation

1 Pot of Avarice
1 Heavy Storm
1 Reinforcements of the Army
1 Brain Control
1 Foolish Burial
1 Premature Burial 

Traps: 8

2 Solemn Judgment

2 Bottomless Trap Hole

1 Mirror Force
1 Torrential Tribute
1 Trap Dustshoot
1 Limit Reverse  

What makes LightSworn the weakest leg of the tripod known as our Meta? There is not an absolute build yet. Without a few SJC wins, they are at best expensive theme cards. They do work well together but their success is due to amazing deck builders innovating with them, not their actual power. What was done with LS monsters is an attempt to stop Dark Armed Dragon. The notion was brewed long before their release. Judgment Dragon was viewed as another Demise card, which would shake the Metagame. In all reality it has not.

To not be a hypocrite, I must explain why they fit into the “Tier One” and that is that they are a great theme. And above all they do have potential.  Their actual build has yet to be perfected. At this point many are leaning away from them because it is not easy to make this “perfect” build and takes time and money. This deck will dissolve soon from the Tier One if something big does not happen to change that.

Dark Armed Dragon.



What a classic embodiment of power and money. DaD has its roots in a deadly return and is now another powerful deck. Slower? Yes. But still formidable.  The Dark Armed Dragon shoves powerful and expensive cards together into a harmonious synergy that just seems to work. This philosophy of speed and power within a deck is what makes this amazing.

DaD

Monsters:18
3 Dark Armed Dragon
2 Cyber Valley
2 Destiny Hero - Malicious
1 Elemental Hero Stratos
1 Spirit Reaper
1 Destiny Hero - Disk Commander
1 Dark Grepher
1 Dark Magician Of Chaos
1 Destiny Hero - Fear Monger
1 Destiny Hero - Plasma
1 Phantom Of Chaos
1 D.D. Crow
1 Card Trooper
1 Jinzo
1 Sangan
1 Snipe Hunter

Magic: 12
3 Destiny Draw
2 Allure Of Darkness
1 Monster Reborn
1 Premature Burial
1 Heavy Storm
2 Reinforcement Of The Army
1 Scapegoat
1 D.D.R Different Dimension Reincarnation

Traps: 8
3 Solemn Judgment
1 Trap Dustshoot
1 Limit Reverse
1 Crush Card Virus
1 Return From The Different Dimension
1 Torrential Tribute

This DaD deck is built by Onox from TCGPlayer’s forums. I could have selected any old DaD deck because I only need the principle philophy of power and speed. Each card in this build has a key role. Unlike most other deck’s, each card is formidable in its own right. It is less of a theme rather than a deck of your best stuff. Many don’t remember a time when a deck with your best could win but there was a time. The revival is embodied here, and most likely the only form of it we will see again.

Despite DaD’s apparent power and speed it is the capital of Meta and can be crushed by any Anti-Meta deck within reason. In addition, without its initial Return abuse it has lost the initial speed. New Tech support such as LaDD has helped but is not enough. With that loss of speed, DaD is still a threat but not the end all be all. With this decks fall Gladiator Beasts rose to the top.

Mario Matheu:

Gladiator Beasts.



3 Test Tiger
3 Bestiari
3 Liquari
2 Darius
1 Murmillo
2 Prisma
1 Stratos
1 Grand Mole

Spells
2 BoM
1 Rota
2 Cold Wave
1 Heavy Storm
1 Premature Burial
1 Monster Reborn
1 Mystical Space Typhoon
1 GB Proving Ground
1 Econ
1 Brain Control

Traps
1 PWWB
3 Solemn Judgment
1 Dust Tornado
3 Bottomless Trap Hole
3 Anti-Spell Fragrance
1 Mirror Force
 

This deck is just one rendition of the GB deck. GB’s are one of the few decks which the fusion serves a real prominent place in our Meta. But most individuals think that is the key to their power. If a GB deck is built perfectly you will experience something amazing. This is absolute Synergy. Their individual replacement abilities to tag-out are crucial to their success. Even without Herk these cards would hold their own. It is like a cake without icing. No one likes cake without icing but it still tastes good without it. That is the key. DaD is great due to the fact the components are all powerhouses and LightSworn have excellent milling effects but GB decks work better together. If you don’t summon JD or DaD you are normally done. In GB decks you have opportunity to win without them due to GB Gyrzus. So, you are not as limited as you are with other tope decks.


Furthermore, the concept of GB is standard for the most part and powerful cards that require extra planning are gone such as CCV. This enables the strategy to stick to winning, vs. waiting for a miracle or easy win. 
 

Effects of the Tripod.

With three, you count it, three top decks in a Yu-Gi-Oh! format we are subject to lack of general power for each other deck. The visible struggle at the top warrants for more innovation and further strategy within these decks. This makes a clear divined between the top decks but the rest is jumbled. This is because the top spots are reserved for these three decks and it is a rare occurrence when something else wins or even noticeable places.

This tripod is due to the fall of DaD. Without a dominant broken deck type we are all stuck with decks that inner-compete and most other decks cannot compete with myself proclaimed tripod. These three are faster and more expensive than each other deck. Expensive is the key. In the past I for one have built a deck to analyze and understand it’s efficacy for each move. With that knowledge of inner workings, game theory and a decks ability to win and manipulate each situation you can gain the advantage in any situation.


Formerly Card Trooper was too expensive at $60 apiece. Which that was at the time but now expensive is defined as a $250 CCV. Now cards over $100 are normal sights in the Meta. Some key cards in the above decks are dropping as the attendance at SJC’s are dropping. This drop is dramatic. I don’t want to go as far as to say they are losing players but it is clear the competition is dropping. My predictions of the true efficacy of the tripod are easiest to explain as a graph. The normal breakeven point is the point in which two different variable’s match. For Yu-Gi-Oh! This will be the point at which the Tier One cards are just as expensive as those that are unplayed. Cards like Soul Taker are excellent but unused currently. Its price is already matched with JD in most situations on EBAY. With that in mind it costs just as much to build a winning deck as it does to build a fun deck.

With this point upcoming what will occur? Normally this point is forced with a ban list. But, with one month left local Meta’s may shift. Most players have a few prized cards and with those prices rising and cards like DaD, JD and Herk dropping a trade or sell to buy could soon occur which would temporarily shift the Metagame as we know it. This is a rare occurrence.

Safe Bets.

I would say it is safe to bet a few things at this upcoming point of convergence of prices. DaD return as dealt with when we had the mid-format ban-list change. Also, Fusions are rarely banned. Normally, the support is banned. When Chimeratech OTK won a SJC easily, the support was limited not himself. If I had Herk or DaD I would acknowledge its price would drop because my support would be removed but would understand it is not the end of the world. But, never take my work for this. In a card game Konami and UDE could throw a curve ball at us.

With JD also not picking up steam enough to topple our Meta it is also a safe bet to assume he will stay. My safest bet is to say these will be addressed with some type of support added to other themes or cut from it. But, their already is new support arriving now, which points light at a new tier one deck.

II: Purgatory of Yu-Gi-Oh!

If you are familiar with the concept of purgatory, you understand this. If not, it is like a holding tank after you die. Not good or bad enough to go up or down or this is what the belief is. If applied to Yu-Gi-Oh! we see one deck which is there. Zombies are that deck type. Their new support is form a rumored Structure Deck and the release of PP2 which adds Mezuki. Mezuki is another Zombie which gives them more speed, serchability and synergy. Zombies abuse the dark theme help while they also work excellent together.

Zombie Beatdown. 



 Monsters (20)
3 Zombie Master
3 Mezuki
3 Goblin Zombie
3 Ryko, Lightsworn Hunter
3 Despair From the Dark
2 Il Blud
1 Sangan
1 Morphing Jar
1 Spirit Reaper

Spells (11)
3 Card of Safe Return
3 Book of Life
2 Lightning Vortex
1 Heavy Storm
1 Premature Burial
1 Monster Reborn
1 Mystical Space Typhoon

Traps (10)
1 Crush Card Virus
3 Solemn Judgment
2 Dust Tornado
3 Bottomless Trap Hole
 

This deck from TCGPlayer member Anduril38, Michael Baker, incorporates Mezuki and the result is visible. Now, Face-downs are practically terrible except in a deck built for them. So, he removed Pyramid Turtle for a beat stick with enough attack points to run over DaD support, weak GB’s and a good amount of LightSworn monsters. In addition, this deck abuses the key attractions which DaD abuses. CCV is a key. Also, this deck retains a just as powerful draw engine from CoSR. Speed, Power and Synergy are in this deck. That matches the appeal of DaD initially and surpasses it with excellent synergy.

The Zombie deck does have more variation. Originally, it only had limited serchability so Giant Rat’s were abused and still can be. Mezuki is an accelerant for Zombie’s but the deck relies on catalysts to advance the theme. Giant Rat, Pyramid Turtle and spells like Allure of Darkness are these accelerants. With-out them the deck is its own engine. Despite the damaging Zombie Master ruling this is still the deck to watch. Why? It is getting support that compensates for the loss. With the rumored release of the second Zombie Structure Deck, many players will convert to zombies to be a head of the competition. This hype will initially raise the playability and usage of the Zombie theme but only time will change this one if these products are released or if this is really just rumor.

III: Below Purgatory, Earth.

Sticking with my analogies, if we reach for the stars to build a DaD, JD or GB Deck, and Zombie are purgatory, then Tier is on Earth. This is where only a select group of decks resides.
The first deck I will look at in the Tier Two zone is the Six Samurai. This is a personal Favorite. It can be built for the Meta and because of this there are many variations.

My Build: Six Samurai



Monsters: 18

DMoC
Kuraz x2
Grandmaster x3
Great Shogun Shien x3
Zanji x3
Irou x2
Yaichi x2
Spirit of the SS x2

Spells: 14

Reasoning x3
Six Samurai United x2
Monster Gate x2
ROTA x2
MST
Heavy Storm
Brian Control
Premature Burial
Monster Reborn

Traps:

Solemn Judgment x3
PWWB x2
BTH x2
Torrential Tribute

This deck is fast and it exploits any opening I may get. But, the reason I am using this as my first SS example is my side deck:

Side Deck:

Enishi x2
Anti-Spell Fragrance x3
Cold Wave x3
Morphing Jar
Kamon x2
Kinetic Soldier x2
BoM/Econ x2

My side is the most important part of this deck. I abuse my massive speed in game one. Toss my side and deck together, remove my turbo cards and some monsters and transform into a Control SS deck. My opponent is always locked down. The BoM and Econ switch depending on what the local META is like.


In total, this disables my opponent. I don’t mean to boast but for my play-style, it does not get much better. But, others do have different variations, such as Sal_Samurai_151, or Glenn LaCour from TCGPlayer. 

Deck.

Sak Samurai. (He wrote it.)

monsters 17

3 shogun shien
1 Enishi
3 grandmaster
3 Zanji
2 Yaichi
2 Irou
2 spirit of the six
1 card trooper

spells 15


3 reasoning
1 econ
2 Rota
1 premature burial
1 heavy storm
1 brain control
1 mst
1 lightning vortex
3 six samurai united
1 monster reborn


traps 8
3 solemn judgment
1 torrential tribute
1 mirror force
2 PWWB
1 BTH
 

This deck is built for a perfect Reasoning Ratio, to enable the best results. In addition, he went 6-2 at Regionals with this. Great for Six Samurai considering most players are using GB, LightSworn and DaD in this format. Anything in this Tier Two will be under-used and out matched each time so a result such as this does inform us of a few things. One is that despite the dominated META, other decks can prevail. In addition we are forced to see the fact that other decks are waiting to pull ahead of the Tripod in the Tier One. 
 

The other deck in this medium playing level is Monarchs. Yes, they are still used. A perfect Monarch deck in this format is undecided. I tend to think The “Corn” Monarch deck is built perfectly to abuse what is underused: Flip Effects. But, it is not aggressive enough in all reality. Another deck format for Monarchs is needed. This new or other deck format is Twilight Circle, from Japan. We all know of TC and that it abuses the single best two sacrifice tech card, Light and Darkness Dragon, or LaDD. 
 

A deck list: Twilight Circle.



Monsters

2x Light and Darkness Dragon
3x Caius the Shadow Monarch
1x Dark Magician of Chaos
2x Destiny Hero - Malicious
2x Destiny Hero - Fear Monger
1x Destiny Hero - Disk Commander
1x Destiny Hero - Plasma
1x Elemental Hero Stratos
1x Sangan
1x Treeborn Frog
1x Marshmallon
1x D.D. Crow
1x Spirit Reaper
1x Spell Striker

Spells

3x Destiny Draw
2x Reinforcement of the Army
1x Mystical Space Typhoon
1x Heavy Storm
1x Soul Exchange
1x Premature Burial
1x Monster Reborn
1x Scapegoat
1x Brain Control
1x Foolish Burial

Traps

2x Phoenix Wing Wing Blast
1x Crush Card Virus
1x Torrential Tribute
3x Solemn Judgment
1x Mirror Force

Now, I consider this build best because the performance the DaD variants with LaDD. It is excellent to say the least. Also, most deck need a draw engine for speed and power and the PC engine provides this. The PC (Perfect Circle) engine is the abuse of three Destiny Draw with Destiny Hero Malicious. A PC monarch was considered for my example but it is not as good. Monarchs have such different deck type’s and forms that I can’t say each form is good enough to be tier two or bad enough to not be tier one. As of now they sit here at two.
 

This medium section is brief and currently includes SS, Zombies and Monarchs only and that is because of the mass underuse of everything else. I do acknowledge that other decks can compete but underuse disables their potential.
 
IV: Tier Three. 

The first deck that comes to mind is the battery deck. They are faster than nearly any other deck and can be built to out power anything. They are the prime example of the META. 
 

Monsters: Battery Turbo



Magical Merchant x3
Ryko, Light Hunter x3
Guardian of Order x2
B. Man Industrial Strength x3
B. Man Micro Cell x3
B. Man AA x3
B. Man D x3
Morphing Jar
Spells:

CoSR x3
Inferno Reckless Summon x3
Short Circuit x2
Battery Charger x3
Giant Trunade
Premature Burial
Monster Reborn
Heavy Storm
MST

Traps:

Torrential Tribute
Limit Reverse x3

Another deck from me, but it is just one example. As aforementioned, this can be built many ways. Mine is a hybrid of CoSR and Merchant Pot Batterymen. It is made to get my batteries out ASAP with various milling. Due to this it is fast and it is wicked. It is not used for many reasons. The biggest reason is that it is mainly an OTK. This OTK is too inconsistent and better control versions are too slow for this format.  The bane of the META is Anti-Meta and the deck concept has many versions, most notably is Gadget. 

Monsters: My Oppression Gadget
 



Jowgen x3
Gadget’s x2 (Six Total)
Banisher of the Radiance x2
Legendary Jujitsu Master x3
Kycoo x2
Neo-Spacian Grand Mole 

Magic:
 

Hammer Shot x2
Shrink x3
Econ x2
Smashing Ground
Fissure
Heavy Storm
MST 

Traps:
 

Royal Oppression x3
PWWB x3
Solemn Judgment x3
Torrential Tribute
BTH x3   

This is the decklist from my Gadget Article, a low-budget version. It can be built better with the new Fossil Dino Pachy (the long named Secret rare). This is an example of what is should look like. Most decks use Special Summoning and this stops it. With cards that control the monster flow such as Hammer Shot and such you only worry about traps and Magic. This deck type has been Tier One and this deck leaves room for any tech card. CCV would be an excellent fit with cards like DD Crow which would stop DaD.
 

Anti-Meta also comes in a more pure form, such as this deck from Deckduilder NV, or
Nathaniel Valdez on TCGPlayer.  

Anti-Meta Deck



Main: 40

Monster: 18
3 Banisher of Radiance
3 Fossil Dyna Pachycephalo
2 Green Gadget
2 Yellow Gadget
2 Red Gadget
2 Legendary Jujitsu Master
2 Mirage Dragon
2 Kycoo the Ghost Destroyer

Spell: 13
3 Enemy Controller
3 Shrink
2 Lightning Vortex
1 Smashing Ground
1 Fissure
1 Heavy Storm
1 Giant Trunade
1 Mystical Space Typhoon

Trap: 9
3 Solemn Judgment
2 Royal Oppression
2 Bottomless Trap Hole
1 Torrential Tribute
1 Mirror Force
 

This removes the baggage Gadgets can add. In addition, this removal leaves room for tech cards such as Deck Lockdown and makes more of a Stun Deck, which is a META ruling OCG deck. The Anti-Meta concept can simply dominate with enough support. Anti-Meta also can abuse the same things Gadgets can such as CCV. This deck has always floated around but is very under-used. This is because in most tournaments you will see the rouge deck such as Harpies or something along those lines. With deck like that, they don’t work the same way the META does and can ruin the Anti-Meta build. I really don’t know why this and Gadget are under-used. 
 

Other Tier Three Decks are Big City and Counter Fairy. These decks have done well at SJC’s in terms of Top 16 placements but are not good enough to win. The fairy theme and the Big City E-Hero deck are getting support from Premium pack 2, just like Zombies. They can explode ahead of the pack in to possibly Tier Two depending on the next ban list. That is as far as I see them going. 
 

V: Fine Line.
 

As I said before, there is a fine line between this entire format. By best way to call the rest below Tier Three is the fact they cannot compete with Tier One. When Tier One changes, so will these decks placement.
 

Horus Deck. 
 



Monsters:20

1 Horus the Black Flame Dragon Lv8
3 Horus the Black Flame Dragon Lv6
1 Destiny Hero-Disk Commander
2 Destiny Hero-Fear Monger
1 Elemental Hero Stratos
1 Destiny Hero-Plasma
2 Destiny Hero-Dasher
2 Cyber Dragon
1 Dark Grepher
1 Snipe Hunter
1 Spirit Reaper
1 Marshmallon
2 D.D. Crow
1 Sangan

Spells:15
2 Reinforcement of the Army
1 Mystical Space Typhoon
1 Fiend's Sanctuary
2 Enemy Controller
1 Premature Burial
1 Monster Reborn
1 Pot of Avarice
3 Destiny Draw
1 Brain Control
1 Heavy Storm
1 Scapegoat

Traps:5
1 Torrential Tribute
1 Crush Card Virus
2 Royal Decree
1 Mirror Force
 

This deck from no other than TCG’s own Pharaoh Horus is an innovative look at a classic. It is powered up like a DaD deck and does well. This version is the exception of the Horus mind set. Most are a normal lock-down deck and that limits their ability. Potential is within this deck type but until it is capitalized it is a bottom feeder. 
 


Another Bottom Feeder which is the only deck for an auto win is Exodia. 
 

Deck: Exodia
 




5 Pieces of Exodia, one of each.
Armageddon knight
D-Hero Disk Commander
E-Hero Stratos
Gemini Imps
D-Hero Dogma x3 
D-Hero  Dreadmaster x3
 

Magic:
 

Upstart Goblin x3
Destiny Draw x3
Trade-in x2
Allure of Darkness x2
CoSR x2
Lightning Vortex x2
Foolish Burial
ROTA
Monster Reborn
Premature Burial 

Traps:

Limit Reverse x3
T-Roar x3
CCV 

This Exodia deck was brought to you by
Captain_Spaulding on TCGPlayer or Ben Schumm. Was money tossed at this deck type? Yes, but it works. It is very fast and gets you exodia as needed. The issue is that you have dead cards in hand when you mill for the other pieces. You get a few and then you run out of options. This deck has other forms with Exodus and Kuraz but one example is enough.  

What other deck types are their? Hundreds. Harpies’ always are used at large tournaments and E-Hero’s are used.  In addition, decks such as Beatdown can be used to place well. Light and Dark Beatdown can exploit the current attribute support to do well.  Despite any combination, these decks fail.
 

Re-Occurrence of Failure.
 

In this format, we have seen many prospect decks fail. Zombies really were only a blip, as well as Six Samurai. The other decks don’t have the same synergy so they naturally fail. The reasoning behind this is far too simple. The decks that swept the META in their initial release one so easily most capable players bought the highly priced deck components. So, Dark Armed Dragon price would raise and remain high. The same can be said about GB Herk and Judgment Dragon. Player’s flocked to these decks. 
 

Now, this is not the direct cause for this META. But, it is the reason. As prices soar and the same decks place a few times most players abandon their decks in search for the more expensive decks than are easy to win with. To most, a game in which you don’t win in is boring and not fun.  With that mentality, good players who used innovation now don’t. Formats ago monarchs would win, but players needed to perfect the best build. Now, it reverts to which DaD or GB deck gets lucky. I am not implicating that the rest of the Yu-Gi-Oh! community is not able to innovate but the players who have won or placed in these big tournaments are switching to these decks. 
 

This then acts as a domino effect. Eventually, we all want to have the DaD deck to pull off an easy win.  These decks provide a far too simple victory. As aforementioned, DaD is the best cards available for the Dark theme. GB is a theme which has amazing synergy and one the introduction of the first broken, yes I said broken, Fusion cards since Chimeratech Overdragon. JD is declining but it also was the first card to replace the power of Demise. Now, maybe Broken was far too strong as UDE and Konami has done all they could to make this fair. DaD was hit with a mid-format ban-list; The LightSworn theme was not over powered; GB’s were not over powered, players just found an easy combo with prisma. 
 

The Tripods effect on the META.

As started in the last section, I addressed the loss by each other deck. The Tripod causes this. But, as we all look for DaD and GB Herk we cast aside all other deck types. I have the audacity to say we did this to ourselves.  This mentality will also not cease. People cannot buy DaD’s or GB Herk’s and in turn don’t go to SJC’s. This is visible with SJC’s with only 150 people attending.  This cycle produces a playing field with only these decks winning. When a player does stick his neck out and use something else he is mathematically going to lose. If your competition is 50 DaD, 50 LightSworn and 50 GB decks, the odds are against you.

I must say I respect one player for using something different, despite his access to the winning cards. This person is Adam Corn, innovator of the Corn Monarchs. Buts, the odds say he will not pull off a SJC win.  I don’t see this changing the tide but I do see it changing some player’s minds as Corn pulls off some wins against GB and DaD decks.  The Tripod effect is too strong for one noted player to change it. Nor do I expect our META to change before the ban-list.  We are locked in for a predictable META, however short the time remaining may be.

VI: Final Thoughts.

This pain –staking process of typing this article has consumed most of my free time for the past week. I needed to know what I spoke of and select good examples. Furthermore I was required to phrase things to better get my message across without sounding too redundant. After all of this I did learn a few things.

Most notably is the fact that our META is very diverse. The decks I selected to feature are all in use by actual players. Despite the strangle-hold the tripod has on the META some refuse to roll-over and pay out of the butt for an easy win.  This is a good sign for the future of the game. With this, interest will remain in this game and allow for longevity. This format may be terrible but if we stick it out, there is a better tomorrow. 
 

Contact me:

If you liked this Article, well, giant analysis article let me know. I enjoy your comments here. In addition, I plan on doing this when the new ban list comes out, mid-format and again at the end of the next format.  If you need help, need to tell me something personally or anything else you can contact me at: echornoby@yahoo.com

The Batteryman II. Powerful, Innovative, Deadly.
Posted On 07/19/2008 00:15:05
What if I took a deck type which is good but unplayed and cheap and made it better? By better I mean more fit for today's META. Again, in light of player spotlight, I will do that. If you have read my title, you know this is a Batteryman Deck. What you don’t know is that user Hollowman beat me to the punch and has a Batteryman Control deck. I will analyze it, update it to be more like what I am building which is fit to make batterymen tier one.


The Deck.

Hollowman, or Jon Ryan is on to a key concept. Not over-extending, which is clear within his build:
_________________________
19 Monsters
_________________________
3 Shining Angel
3 Batteryman D
3 Batteryman Micro-Cell
2 Vandy
2 Super-Electromagnetic Voltech Dragon
3 Honest
3 Batteryman Industrial Strength
_________________________
8 Spells
_________________________
2 Foolish Burial
2 Dark World Dealings
2 Hand Destruction
1 Lightning Vortex
1 Heavy Storm
_________________________
13 Traps
_________________________
1 Mirror Force
1 Torrential Tribute
3 Magic Drain
2 Black Horn of Heaven
3 Dark Bribe
3 Solemn Judgment
_________________________
15 Side Deck
_________________________
3 SIM
1 Black Horn of Heaven
2 Counter Counter
3 Deck lockdown
2 Mispolymerization
2 Double Snare
1 Mind Crush
1 Trap Dustshoot
 

What do I mean by clear? He does not overextend what so ever.
He answered some questions for me as well, which also beats me to my point:

Why I want it Fixed/Featured -I feel that Batteryman decks have only been focused on using inferno reckless summon and short circuit to otk. I wanted to show that Batteryman decks can control the field instead of rush recklessly into an otk. 

He removes the unstable cards. Simply put, he made a deck with potential and capped it, but the cap made it easier to win with. The OTK concept is excellent as well as the updated version in my last Batteryman article but going for swarm or OTK fails in our META. The reason is that DaD decks swarm faster that Zombies, Six Samurai and Batterymen and OTK's are too unstable. 
 

This deck removes those issues. Batterymen have enough support to be made into multiple Hybrids that win, not just OTK. Jon takes a conservative play style and molded Batterymen into this. It is slow but you will always get what you need. But, it can be too slow, which requires changes.
 

As aforementioned, it does need some advancement. Updates I can go two ways. One is Fairy Control. Fairy control would have many advantages. First would be new, innovative support. These decks even have top 16’ed SJC’s. This combination would launch the counter/control Batteryman deck into something playable. With Gullendo, you would have an impenetrable wall.

Also, the support goes hand and hand.
 This flaw within Counter-Batteryman is that both arch types consume far too much deck space. By doing this you would rob each individual type from itself. By short changing these two builds I would potentially do two things: One is ruining my combo’s and two is that I would have unpredictable out comes. 

Option one is simple. Two is difficult to explain or understand. No matter how often I test a hybrid, a single card change can manipulate the gamers out come. This is also true for every deck except in a deck which you need to find a delicate balance, you need that perfection each time. When you shuffle, you eliminate that possibility all together. Even further, by doing this hybrid deck, you can get mixed support. If I draw a Vandalgyon, a battery charger, two S/T destruction and an Industrial Strength, I lose.

No other deck would rebound from this. Even in a deck with different line-ups of cards. By doing a counter-fairy build, or including counter cards, I limit the decks potential. 
 So, I have one feasible option left, which is to transform this into a deck which removes stipulation and works for pure control. Rightfully so, I call this modificated deck: 

Total Control.
 

________________________
19 Monsters
_________________________
3 Shining Angel
3 Batteryman D
3 Batteryman Micro-Cell
2 Vandy
2 Super-Electromagnetic Voltech Dragon
3 Honest
3 Batteryman Industrial Strength
 

Voltech must go; it is not powerful enough, despite being Thunder. In his place I need more Control. I think Prime Material Dragon works. It sticks to the light concept and is the best control card currently. With this I also remove the card which required tribute from specific cards to gain its effect. In this deck, only Batteryman D fits the bill. A limited tow card combo is rare and hard to pull off. With that in mind this is the most logical choice. 
 

Vandy could be too slow and it can be a waste in terms or Control due to the fact it requires two sacrifices or summoning conditions. With a multitude of traps dedicated to this theme, you could run into inconsistency with the battery end of this deck. As aforementioned, a Batteryman hybrid is very hard to create. In light of this revelation, removing these two would be best. I would add in another Prime Material Dragon. Honest is a vital Card which I need to exploit. So, all light support is needed. 
 

But, I still have an open space. Also, I need more support in terms of Thunder. I must revert to Batteryman AA. It is the only non-sacrifice that would help. If you add in two and cut a Shining Angel. This gives Industrial Strength additional Thunder Support and open's you up for quick and massive damage.

This is all needed to win in format in which your opponent needs two turns to get momentum, but then you are done. With damage, you get an AA out; with other Monster's and you implement some damage. They notice you are using Batterymen, and crush AA. Which you want because you are sitting on an Industrial Strength or Honest to stop them. These changes will throw your opponent off while advancing this deck foreword.

_________________________
8 Spells
_________________________
2 Foolish Burial
2 Dark World Dealings
2 Hand Destruction
1 Lightning Vortex
1 Heavy Storm
 

With my monster change's, I want some special summoning to enable more abuse. I would drop everything except Foolish Burial’s and Heavy Storm. This deck needs to go through itself faster, gaining advantage and monsters so I will also keep Hand Destruction's. So, I have five cards’ here. To maintain the current total, I can add three, but will exceed this due to cut's I will later make.

I would add in Monster Reborn and Premature Burial. Then, I would add in Brain Control and Giant Trunade. This strength’s the control aspect. In addition, this shapes away from a hybrid and into a Control. Also, I revert from adding standing cards the decks creator, Jon, did not want. This somewhat limits me but it is manageable.
 In addition, I would add MST for more S/T control.

This is shaping up but I only have a couple more additions. These additions are two great spells, both are Soul Taker. You can do Smashing Ground or Hammer shot but Soul Taker is the embodiment of Control.
_________________________
13 Traps
_________________________
1 Mirror Force
1 Torrential Tribute
3 Magic Drain
2 Black Horn of Heaven
3 Dark Bribe
3 Solemn Judgment
 With-out Vandy, I will remove Bribe's, Magic Drain's, and both Black Horn's of heaven. This leaves four spaces. I would add in two Bottomless trap holes and a trap Dustshoot and Mind Crush. This gives me even more control. 

Final Revision’s.
_________________________
19 Monsters
_________________________
2 Shining Angel
3 Batteryman D
3 Batteryman Micro-Cell
3 Primed Material Dragon
2 Batteryman AA
3 Honest
3 Batteryman Industrial Strength
_________________________
12 Spells
_________________________
2 Foolish Burial
2 Hand Destruction
1 Giant Trunade
1 Brain Control2 Soul Taker1 MST1 Heavy Storm1 Monster Reborn1 Premature Burial
_________________________
9 Traps
_________________________
1 Mirror Force
1 Torrential Tribute
1 Mind Crush
1 Trap Dustshoot
2 BTH
3 Solemn Judgment
 

Deck two has more control. It is more consistent and it has more options than both one and the original build. I ensured there were no OTK cards are the deck innovator does not like them. Normally, I don’t change or over-haul deck this much but I wanted to perfect this into total Control. Why? This deck has the potential to win more games.