Yugioh Philadelphia Regional, 5/5/18 Tournament Report, True Draco Deck Profile, The Last Hurrah of True Draco???

I went to the Philadelphia Regional today and finished x-2 after 9 rounds playing True Draco. Right off the bat this regional report is not going to be as amazing as my last two, BUT this was a good regional over all.

In my opinion…

Sort of…

Anyway I’m gonna also turbo through this because I’m very tired.

Deck Profile:

True Draco… just like the last two times…

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Put simply this build was incorrect…

In my fear over the prevalence of Altergeist and Pendulum FTK I forgot to focus on the mirror match and normal Pendulum Magicians. I do think however this build was close to perfect and I only bricked (Opened an unplayable hand) 4 games all day. The big difference in my build were the 3 copies of Typhoon in the main deck. Literally my nod to the Pendulum FTK deck…

Which I didn’t play against all day…

 

Match-Ups:

Round 1: Vs The Weather Painters 

I did not know what any of my opponent’s cards did, but as I learned what they did I kept  getting more and more frustrated that I didn’t completely obliterate this guy. He seemed very casual and new so my natural nice guy mode took over and I almost punted the game twice . Rest in Peace the Amano I discard to Twin Twister when I couldn’t pop his backrow due to The Weather Painter Aurora…

Still beat him though…

Win 2-0

 

Round 2: Vs True Draco (Mirror Match)

My opponent and I played the same list except he ran Cosmics over Typhoons. Those gave him game 1 rather easily. Game 2 I almost punted again when I got too excited over seeing I had game and I forgot to search Ignis before attacking…

The devil’s luck gave me game 2 despite that misplay, but Game 3 he beat me with Zaphion the Timelord…

Loss 1-2

 

Round 3: Vs Trickstars

Game 1 beat him handily. Game 2 I somehow stabilize with Master Peace at 400 life. He doesn’t find Lilybell in time and we squeaked out an undeserved win.

Win 2-0

Round 4: Vs ABC Knightmare

Game 1 he opens all hand traps, but I manage to land Ignis to beat him. Game I cherries his Dragon Buster forcing him to just end on Saryuya/Dweller. I play through both over the course of 2 turns and beat him.

Win 2-0

 

Round 5 Vs Zefra

Game 1 I win (thanks vague understanding of Zefra). Game 2 I actually synchro summon Scarlight to out his board, but I could not finish him. Regrettably I misplay during in hisensuing 8 minute turn and he runs over my suddenly 0 atk Scarlight due to Utopia Beyond with the 1900 atk Zefra. Game 3 I had Anti-spell though so it was pretty free.

Win 2-1

 

Round 6 Vs BA Dinos

My opponent didn’t play a Dinosaur card until roughly turn 30 of our 20 minute game 1. I ended with 5 cards in deck as I combated the good old Cir Dante loop until I finally found Amano. Game 2 I popped his Overtex easily with Apocalypse effect in game and he just couldn’t recover.

Win 2-0

 

Round 7: Vs Trickstars Again

Somehow I once again stablize against Trickstar at 400 life and steal the win game 1. Game 2 I brick with Triple Card of Demise and get beaten down by scapegoat into link monsters. Game 3 we grind back and forth, but I take it. This guy proved to me that Trickstar can destroy Draco thanks to well-timed Heavy Storm Dusters, Droll&Lock Birds and Scapegoats.

Win 2-1

 

Round 8: Vs Pendulum Magicians 

I opened Typhoon. Heritage, Triple Amano game 1…

In hindsight I wasted too much time trying to figure out what to Typhoon when I realistically couldn’t play out of that hand. Game 2 I punt the game lose my Spell/Trap Master Peace to Mystical Beast Jackal’s negation…

Loss 0-2

 

Round 9: Vs Mekk Knight Invoked

Game 1 open Master Peace, double Maiden, he ogres my Diagram. Then I draw card of Demise for on the following turn…

Game I make yet another punt and side to go second, but choose to go first. Luckily the single copy of Imperial Iron Wall I sided him prevented him from actually doing anything. Game 3 I side in every single floodgate and grind him out slowly.

Win 2-1

 

Final Thoughts: 

My friend and I dropped at this point to avoid having to fill out invite paperwork again. After which I went home tired, bitter and weirdly apathetic.

Like I went in wanting to get top 8, but I left likely around 40th. That being said my technical play was awful and I made way too many mistakes today. On the plus side though. I played a different deck allmost each round of this regional. I consider that an example of a good format. Despite the problems of Pendulum FTK and Draco, the format is somehow diverse and the games of Yugioh are sometimes back and forth. Lowkey I just need to learn to chill out. Almost all of my problems today came from getting overly worked up.

Anyhow, thanks for reading as always.

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4/7/18 Philadelphia Regional 15th Place True Draco Yugioh Deck Profile and Tournament Report

I got 15th place this time at the Philadelphia Regional with an attendance of over 600 players! It was a very long day with many horrific ups and downs, BUT this is the highest I’ve ever placed in Philly regional after many years of attending it. I’m very tired still ,so I’m going to jam literally everything into this one blog post before the details all slip away.

Context:

April 7th 2018 Philadelphia Regional

Format: 10 Rounds of Swiss

Metagame: Pendulum Magicians, True Draco, Pendulum FTK, Trickstars, ABC, Rogue Decks galore

Tournament started at 11am and ended at MIDNIGHT

 

My Deck:

True Draco

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So I made a few noticeable changes to the list from Maryland.

Changes:

  • I added an extra deck including a Winter Cherries package and a Scapegoat package.
  • I moved 2 Cosmic Cyclone to the main.
  • I added 1 Scapegoat, 1 Unending Nightmare to the main
  • I cut 1 Pot of Duality, 2 Monarchs Erupt, Solemn Judgment from the main deck.
  • I added the expensive hand-traps to the side, cutting Sphere Mode and D Barrier.

Deck:

Deck ran the same way fundamentally.  Scapegoat gave the deck a potential sack factor and made it less likely for the opponent to blind make Abyss Dweller turn 1 (which is the weakness of the no Extra Deck build). I expected the mirror, which is why I added Cosmic to the main, but no Draco mirrors were played that day.

BTW I want to just say this really quick. I would be totally fine with Master Peace getting banned if we can keep Dragonic Diagram at 3. I saw many decks use Diagram that will all die if the field spell gets banned.

Anyway, let’s speed through my TEN rounds, shall we?

 

Match-ups:

Round 1: Vs Budget Ties of the Brethren ABC

Game 1, opponent bricks and beat him down. Game 2 he bricks again and I beat him. Dude said it was his first regional and he was using Effect Veilers instead of Ash Blossoms. The struggles of a shy budget player are real.

Win 2-0

 

Round 2: Vs Mekk-Knight Invoked

Game 1 he loses to Skill Drain, literally just a turn 2 skill drain shut down his whole deck. Game 2 I opened Card of Demise, MP (Master Peace) and 3 copies of Imperial Iron Wall. He Ashs (Force of Wills) my Card of Demise, so make a Trap-Trap MP and set the last Iron Wall. The Wall prevents his play. We grind for a bit, but I defeat him off MP + Iron Wall. This was the only match-up I resolved Scapegoat all day.

Win 2-0

 

Round 3: Vs ABC

Game 1 he sets Gold Gadget and passes. I summon Amano, extra tribute Summon Maiden using Apocalypse to pop his set Gadget. The two monsters then hits him for big damage. In his standby phase I flip Anti-Spell. He scoops.

Game 2 he stabilizes against me with Imperial Order and Tornado Dragon, but I out his Tornardo Dragon with Ignis and deny his Dragon Buster with Imperial Iron Wall. The simplified game-state of Ignis + Iron Wall vs Imperial Order did not work out well for him.

Win 2-0

 

Round 4: Vs Pendulum FTK

Game 1 I open Anti-Spell and he loses quickly. Game 2 he FTKs me. I had him to go as far as searching Instant Fusion before I scooped. Game 3 I Solemn Judgment his first Pendulum Summon and he never recovers.

Win 2-1

 

Round 5: Vs Pendulum FTK

Game 1 he FTKS me. I should add that without my sided hand-traps I can’t interact with the FTK going second at all. Game 2 I open the floodgates and beat him. Game 3 I side my handtraps, see none of them…

BUT HE FAILS THE FTK!

He ends on a standard Pendulum board which I break winning the match!

Win 2-1

 

Round 6: vs ABC…

I was at Table 1! I was excited and legit confident! But…

My opponent and I got deck-checked…

I messed up and wrote 2 Winter Cherries on my decklist sheet when I was running 3…

So I got a game loss…

He then makes turn 1 Buster in game 2 and I didn’t see Amano Iwato….

Loss 0-2

At this point the judge said I had to play the rest of the regional with only 2 Cherries in my side deck (which is why there are only 2 in the photo).

I was super tilted. I’m still actually super tilted. If not for the support of my friends I would’ve dropped out of frustration and gone home then.

 

Round 7: Vs Shaddoll Dinos

Game 1 I bricked so badly that he killed me with a single unopposed Overtex Qoatlus. I literally went set pass until I dead. Game 2 I Solemn Judgment his Evenly Matched and used Return to pop his Ultimate Conductor Tyranno winning the game. Game 3 we grind down to a super simplified game state, but I ripped Card of Demise after Dark Holing his UCT and his Black Rose (which I had to Chalice to protect my Dark Hole). The Card of Demise led to MP and he surrendered.

Win 2-1

 

Round 8: Vs Metalfoe True Draco

Game 1: He takes a 5-8 minute turn 1 ending on a board with Abyss Dweller, Monster/Trap Master Peace, and Odd Eyes Vortex Dragon. I failed to break his board due to Dweller and lose quickly. Game 2 I opened double Cosmic Cyclone and Chalice going first and I stunt all of this potential plays beating him.

Game 3 I opened my side deck ASH!

BUT

I DIDN’T

KNOW WHAT TO NEGATE!!!

He keeps comboing and I sit there thinking on each effect dumbfounded on how  to stop him. I negate his Astrograph search, but he just destroyed another card to keep going. He ends on Monster/Trap MP, Vortex Dragon and Zefra Mettaron. My hand is Double Amano, Raigeki, Dark hole, and I draw an Apocalypse for turn…

I out his board with Dark Hole+Raigeki but he brings back his MP with return and easily beats me with it…

Loss 1-2

Now x-2 I have to not drop another game to avoid potentially missing the top.

 

Round 9 Vs: True King Dinos

Game 1 I disrupt his first turn with MP thanks to Apocalypse. He doesn’t recover and surrenders. Game 2 he goes turn 1 Trishula, Dragon of the Ice Barrier into Phantom Fortress Enterblathnir to banish 2 cards from my hand, but he has no other plays. I break his board, but used Demise so I can’t hit him. Low on resources he searches the Fire True King, but I use Chalice to negate his Oviaraptor search! His diagram prevents him from outing my Maiden/Ignis so he’s forced to pass. I break his board with MP on the following turn for game.

Win 2-0

 

Round 10: Vs Pendulum FTK

Game 1 he FTKS me…

No surprises here.

Game 2 I side in the floodgate brigade and he loses to Anti-Spell.

Game 3

I don’t open any handtraps….

I resolve myself to lose the game…

BUT HE MESSES UP THE FTK!!!

He makes a standard Pendulum board which I was unable to crack! We get into a grind game, but a timely rip of Card of Demise finally brought me the win.

Win 2-1

 

Final Thoughts

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And that’s how I managed to get 15th place at Philadelphia Regional after over 5 years of scrubbing out there…

There are some edits I’d like to make, but I don’t believe True Draco will live for long. I pray that Konami does not ban Dragonic Diagram. I really enjoy playing this deck and would keep playing it without Master Peace (at least until I can break Counter Fairies). Also my respect for the Philly Regional is gone. I used to think it was a lost of good players, but it’s really a room of blowhard players surrounding like 20 or so quality ones. Also my friend got his deck stolen. Really a somber event overall. I left this regional after filling out my top cut paperwork again, more frustrated than anything else.

Thanks for reading as always.

Undefeated 7th Place True Draco Deck Profile, 3/25/18 Maryland Regional Tournament Report

It’s time friends. Time to pen the story of how I managed to bamboozle my way to the top tables of a yugioh regional and actually receive my first top 8 win.

Disclaimer: While I took notes during the regional, I can’t give the innate play by play for each game. I’ll try to put whatever I can remember from skimming my match notes though.

Round 1:

Vs Invoked ABC Draco

Game 1: I went first, was able to establish a board and beat him taking no damage.

Game 2: He made me go first. I added an Iron Wall off of Duality. I made a board and passed. My opponent goes for Evenly Matched…

I chain Iron Wall and he goes “Oh yeah…”

He then went into Borreload and tried to attack my Master Peace…

After reminding him that we were in Main Phase 2…

He passed….

I used Apocalypse to destroy his Borreload and then defeated him.

Win 2-0

Round 2:

Vs 60-Card

Game 1: I won the die-roll and my opponent could not out my turn 1 board. I rode that advantage to victory.

Game 2: My opponent bricked. I had the weird scenario of Ignis on board with a set Chalice and some other bluff as he went for Black Rose Dragon. I could Chalice the Black Rose, but then it would kill Ignis so I let my board go. I then rebuilt faster than him to win the match.

I gave him an MTG sleeve for his field center (A foil Gohan card from the Dragon Ball Super card game) since he was very crestfallen after the match.

Win 2-0

Round 3:

Vs 60-Card

I was late to this round because my friend and I were by the vendors. I apologized like 6 times over the course of the match for this.

Game 1: I won the die roll, established a board with turn 1 Master Peace backed by Monarchs Erupt. He couldn’t break it and lost.

GAME 2: HE GOES FIRST AND LITERALLY HAS THE MOST INSANE TURN 1 I’VE EVER SEEN IN MY LIFE!

Off of Lonefire Blossom and double Charge of the Light Brigade he starts with double Psyframe-Lord Omega….

His end board was… (inhales)

Saryuya Skull Dread, Borreload Dragon, Bujintei Amaterasu, Abyss Dweller with Fairy Tail Snow in grave loaded 3 times.

In my standby phase he adds Ash Blossom to his hand with Amaterasu and activates Dweller on me….

Sooooooo….

I bait the Ash with Pot of Desires and then activate Card of Demise.

Drawing into

RAIGEKI!!!

I destroy his board and we actually played a grind game of him frantically trying to get Borreload back into his extra deck with Curious, the Lightsworn Dominion in order to out my Master Peace (which to his credit he did). He beat me in time causing the match to end in a draw.

Draw 1-1

Round 4:

Vs True Draco with Scapegoat and Hand-traps

Game 1: This was my first mirror match in the tournament and it technically invalidates my clickbait title because he did destroy me game 1.

Game 2: I was able to keep him off Borreload by popping his Scapegoat tokens with Master Peace winning the game.

Game 3: Once again the heart of the cards and turboing out Master Peace before he did won me the match.

Win 2-1 (But rip my title)

Round 5:

Vs Mekk Knight Invoked

Game 1: I was caught by the Mekk Knight monsters (as they a new archetype not used in the anime so I didn’t know what they did). Luckily, playing around Mekk Knights just came naturally after his first turn so I never put a card in the same column again. We played a back and forth game. Eventually, he made Borreload to out my Master Peace, but realized after the fact that my MP has 3250 attack so he had to link his Borreload into a Decode Talker along with Invoked Elysium and Purgatrio to get over it. Luckily, I had a set Return to dodge lethal and I outed his board on the following turn narrowly winning the game.

Game 2: We went into time, but he couldn’t out my MP and I was able to defeat him by dropping a second one.

Win 2-0

Round 6:

Vs Zefra

Game 1: My only Pendulum opponent of the day. I went first and was able to outgrind him by playing around his power traps with Return of the True Kings to revive the somehow too big, but effect-less Master Peace.

Game 2: He gets me to 100 LP (I thought I was dead, but I did not realize that his Zefra guy had 0 atk!) but I manage to turn things around with another Master peace in order to win.

Win 2-0

Round 7:

Vs True Draco Mirror…

Vs Sir Emanon….

So I had to play against my teammate, the creator of the deck and my friend. We had the exact same record and this round would ensure an invite for one of us. It was the hardest match emotionally that I had to play.

Game 1: Won the dieroll, got turn 1 Master Peace and he couldn’t out it.

Game 2: He makes double Master Peace quickly, but I out one with Raigeki. I out the second by crashing my own MP with his after baiting its effect. We started topdecking due to Anti-Spell and the match-up came down to me destroying his set Card of Demise whereas he destroyed my set Chalice off of Disciples being popped.

Win 2-0

Round 8:

Vs True Draco Mirror Again

Game 1: I won the dieroll and created a great turn one board with MP (I’m getting tired sorry) and Maiden. He started trying to out it, BUT THEN WE GOT A RE-PAIRING.

We shook hands, picked up our cards, checked our phones and found out that while a re-pairing did occur, we were still each other’s opponent…

Game 1 (Again): I win the dieroll and go second. He grinded back and forth and I narrowly beat him thanks to some luckily draws off Disciples.

Game 2: We go into time and he beats me ending our long bout in a draw.

Draw 1-1

Round 9:

Vs Mekk Knight Invoked Again

By this point the venue has “technically” closed since the organizers made the poor decision of only booking it until 9pm. The judges were chasing people out of the venue while we played the last round.

Game 1: My opponent outs my turn 1 board of Maiden + Monarchs Erupt using Mind Control. He then fuses her into Invoked Raijin, but did not deal me very much damage. I messed up though and lost my Spell/Trap MP to a Ghost Ogre. Luckily, Apocalypse destroyed his Mechaba preventing him from defeating me. I then ran over his 500 attack Aleister with Maiden on the following turn for game.

Game 2: He grinded back and forth. He once again outed my Monarchs Erupt with Mind Control. Luckily, I had Iron Wall for his Invocation and he was unable to out my set-up in time…

Win 2-0…
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And that’s the story of how with minimal experience or playtesting I was able to ride this helmet stun deck to 7th place and top my first Yugioh regional…

I want to thank my friends at Penn Duelists, Drexel Duelists, Jack and most importantly Sir Emanon (who also got 28th place securing his own invite) for all of their support.

Once again here is the Deck Profile video with Sir Emanon on his channel. and the Deck Profile video on Card Overflow.

Thanks for reading as always.

Undefeated 7th Place Yugioh True Draco Deck Profile Maryland Regional 3/25/18

I’m not dead!

I want to apologize for not posting for an entire month and ignoring three whole ban lists! (Ygo TCG, Ygo OCG and MTG Modern…). I got very much sucked into the phone game world after realizing that the “gatcha” is essentially a box of packs you can open whenever you want on your phone. That being said I had many opinions on the recent banlists (RIP MAXX “C”, Bugger off Jace, TMS), but not enough to actually make a post.

Now on a whim my playgroup created a “team war” for the upcoming Philadelphia regional. The condition was that whichever group of players did worse overall would have to purchase dinner for the winning team. For some reason this made me decide to actually buy into a meta relevant Yugioh deck for the first time since 2016 ABCs.

I bought the True Draco deck core for roughly $250 back on May 16th. One of my friends loaned me the Card of Demises (which go for around $30 apiece, making the whole deck $350 give or take some deals). It was then another of my friends recommended we go to a regional in Timonium, Maryland to get our coveted invites before Philly. Not expecting much I decided to go as a chance to playtest the deck that I literally started playing 2 days before the regional.

As luck (and the clickbait title) would have it, this deck performed amazingly. I was able to go 7-0-2 at the Maryland Regional on 3/25 only once going into Game 3. I owe the creation of this deck to my personal friend and Yugituber Sir Emanon and our friend Jack who spent a month playtesting and theorycrafting the list. My only playtesting before the regional were playing against Emanon and another friend with Pendulum Magicians.

I’m going to break this into two blog posts. The rest of this post will be a deck profile and a second blog post will be a full tournament report.

DISCLAIMER: I did not build this deck. I was given the list by Sir Emanon and can only give my impressions of each card based on my short term experience with the deck.

Also I did a deck profile with Sir Emanon on YouTube here and on Card Overflow here.

The Deck:

Monsters:

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Master Peace, The True Dracoslaying King x2

Without a doubt the win condition of the deck. Every time I was able to summon Master Peace it forced my opponents into a sub-game of struggling to out it. This is one of the strongest boss monsters I’ve ever seen. Due to combo-focused meta of modern Yugioh not every deck plays an out to Master Peace for each possible configuration which leaves many decks with 1-2 outs. Furthermore, the pressure that Master Peace puts on your opponent will seal the game in short order if he sticks around for more than a turn (provided you have ammo in the graveyard for his quick effect). 2 copies was great. I never banished both off desires and only drew 2 one game. Master Peace is honestly ban-worthy.

Ignis Heat, the True Dracowarrior x1

Ignis is limited for good reason. The True Draco spells provide amazing card advantage and as a result access them had to be hindered. While he was not as good as Master Peace, Ignis was never bad.

Majesty Maiden, the True Dracocaster x3

Maiden at 3 was absolutely fine. You need a monster in order to start outing your opponent’s board and Maiden provides both a quick pop off the True Draco s/t, but also searches Master Peace. I only opened double Maiden twice all day and it was not even an issue.

Amano-Iwato x3

MVP of the deck. If Master Peace is the sword, Amano is the shield. This $0.10 common enables you to out boards that took your opponent 10 minutes to build. You just normal Amano going 2nd and then go to the races chaining draw spells, making a board and in the process destroying your opponent’s set-up. I loved this card.

Spells:

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Dragonic Diagram x3

This is the whole archetype’s enabler. It gets your engine running, un-bricks your hands, protects your guys…

Diagram does everything. Literally everything. There is no more important a card in the deck. I am certain that this card (or Master Peace) will be banned within a few months.

Terraforming x3

Literally just to search Diagram…

True Draco Heritage x3

Both of the spells allow Amano to function by allowing an additional Tribute Summon on your own turn. Heritage provides impressive draw power and removal. It’s also insane in the mirror match.

Disciples of the True Dracophoenix x3

This card pretty much helps you grind out your opponents by recycling your threats and providing even more draw power. Card was amazing all day.

Card of Demise x3

Easily the best draw spell in the deck. The thing about this deck that’s so strong is that Card of Demise draws you into more draw cards or cards that help you empty your hand before the end phase. Also Amano-Iwato synergizes with Demise like Yosenjus did, allowing you resolve Demise before Amano to avoid discarding him.

Pot of Duality x3

This card was amazing at digging for combo cards. I only opened 2 copies once all day. Absolutely incredible and a great help.

Pot of Desires x2

Ok so full disclosure, Desires was my least favorite draw spell. It never bricked me or ruined me, but the variance it puts on the grind game is stressful. I would NOT cut it, but I tried my best to have Return/Master Peace searched out before playing it.

Forbidden Chalice x2

This was Sir Emanon’s tech choice for the deck. It came almost completely from a desire to combat Abyss Dweller going second, but honestly it was never a bad card. This was an out to opposing Master Peaces, and was reasonable going both first and second. I believe Chalice was very solid.

Traps:

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True King’s Return x1

This card is a once per turn call of the haunted…

.

..

This is quite possibly the strongest card in the grind game. No deck can reasonably deal with a 2950 def monster coming back every turn. I fully understand why this is limited to one. It’s busted both conceptually and in practice.

True Draco Apocalypse x3

This card provides the basic spot removal in the deck. It also does insane things by halving opposing monster’s stats. This card was amazing all day.

Skill Drain x1

Skill Drain needs no introduction. It’s been limited for years due to its ability to destroy the most pushed part of Yugioh: Effect Monsters. I only got to resolve it twice all day, but it was very strong.

Anti-Spell Fragrance x2

This card was mained to combat Pendulum Magicians which was the perceived best deck of the format at the time. It was also ok in the mirror match going first, but it was also very easy to destroy. It stalled the game out though and helped me to outgrind a few opponents.

The Monarchs Erupt x2

So we played no extra deck and ran Monarchs Erupt. This card was amazing in every match-up, but the mirror where it was dead. That being said any game where it stuck it quickly took over the game.

Solemn Judgment x1

This was the final lock piece to protect our board. Jack sided it for going first, but I never had a problem with it. Judgment saved my board twice. I did side it out going second in game 2 though.

Side Deck:

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The Winged Dragon of Ra – Sphere Mode x3

I never sided this in.

I never needed or wanted to side this in.

While I love the meme, this card was effectively useless.

Though I also never played against Pendulum Magicians…

Dimensional Barrier x3

I never sided this either. I planned to side this going first game 3 against Invoked, ABC and Pendulums, but that never came up all day. I don’t think this card is wrong, but it never came up.

Anti-Spell Fragrance x1

An additional Anti-Spell for going first.

Raigeki x1 and Dark Hole x1

Both of these were sided to combat opposing Master Peaces. Since Master Peace in the mirror is optimally Master/Trap so you need Spell outs for their Master Peace which is where these good ol’ boys come in.

The Monarchs Stormforth

This card was very strong going second. We did not main-deck it because it conflicts with Demise going first. This card is really good and can see why people maindeck it though.

Cosmic Cyclone x2

This card is insane in the mirror match. I would add a 3rd. It was very good.

Imperial Iron Wall x3

The MVP of the side deck. This card blocked Evenly Matched TWICE. It also literally beats the following decks by itself:

  • ABC
  • Invoked
  • 60-card
  • Trickstars

While this conflicted with Master Peace, the pressure it put on the opponent was worth it.

Now with all that finally said, I’ll get into my tournament report.

Thanks for bearing with me here.

Jori En – A Primer: A Self-Conscious EDH Storm

(Hello. I’m the same guy from the Grenzo thing. Big thanks to TooManyCardGames for hosting this deck tech.)

Storm is fun. For the pilot. This is a constant in all formats in which storm is viable, which is most of them. Better players than I have demonstrated exactly how true this is in Commander, with lists like this one. While all-in Grixis Storm decks may be the most viable way to win with a high storm count, they have some inherent problems for anyone playing outside a hardcore competitive metagame. Specifically:

  • Maintaining a three-color manabase in an archetype reliant on High Tide is not cheap, and can be inconsistent.
  • They can be incredibly intimidating, and immediately become the threat at the table.
  • They don’t play nice with others.

That last point is key. While there is a decent amount of interaction in Jeleva Storm and similar, most lists aren’t designed for the long game, and don’t have a comfortable plan outside of storming off. This is a huge deal, because there are absolutely tables at which an early storm kill is the least fun thing to have happen. So what can you do? Just not play storm unless your meta is purely competitive? I’m here to present another option: play storm in a combo-control shell.

The theory behind this is pretty simple. The deck has two stances: aggressivly play for the combo turn, or be the control player. Why does this matter? Well, the main problem storm has is the raw time it takes to resolve the winning turn. If you’re winning turns 3-5, and most of the early turns are land-go, you’ve just dominated the total time taken by all players with a five minute turn in a ten minute game. Do this an hour in, after controlling the board and keeping a few other players from winning, and this doesn’t seem quite as bad.

Of course, I can’t guarantee that this won’t still give people the feel-bads. Storm is not something everyone enjoys playing against, and for some people, the mere fact that it is your win condition will be enough for them to hate you and everything you represent. Unfortunately, this seems to be true of practically any deck one could play, so I’ll just be moving on.

Okay, so now we just need to figure out how to play control and combo with the same deck. To be honest, the control part on its own is not an easy task. In a four-player game, the only real types of controlling interaction that scale well are stax and board wipes. Stax is probably going to interfere with our storm plan, and board wipes can be dead or ineffectual against a variety of types of decks, so we will have to rely on traditional countermagic and spot removal as well. Both of these scale… poorly. Holding down an entire table is incredibly difficult. We need a commander that can recoup some of the advantage lost from spending our cards defensively. My weapon of choice: Jori En, Ruin Diver.


Jori is unassuming. She’ll generally draw you a card per round, sometimes two, and occassionally none. The interesting thing here is that as you try to control the table, she’ll often be drawing cards in proportion to the number of threats that must be dealt with. Every time you interact on an opponent’s turn, you have an opportunity to spin it into card advantage. This can actually be enough to tip the scales to where controlling three players is possible. The other key points Jori hits: she is not necessary for the storm plan, so casting her is usually not seen as threating; and she has relatively low mana cost, allowing her to be played while players are still developing.

Jori isn’t exactly conventional, so let’s compare her briefly to the other options.


Alternative Commanders

Mono Blue

Baral, Chief of Compliance and Jace, Vryn’s Prodigy are both fairly viable for this archetype. Each filters your draws in some way, getting you to the card advantage needed to control the board, and each contributes to the storm plan (Baral by being a cost reducer, Jace by flashing back a critical spell, often High Tide). That said, they don’t directly contribute card advantage, and being mono blue removes Past in Flames and Yawgmoth’s Will as options, cutting some resilience from the storm plan.

Blue/Black

Dralnu, Lich Lord presents an interesting twist on Jace, but the high mana cost and harsh risk make this option unappealing.

Oona, Queen of the Fae is an infinite mana outlet in the command zone. Aaaand… That’s it. For the archetype we are playing, a commander who is only useful when you are ready to win is not a great commander.

Blue/Red

Keranos, God of Storms provides some of the same goodness as Jori, by either drawing a card or controlling the board each turn. Unfortunately, at five mana, the benefits Keranos provides are not sufficient. The majority of the time, this is a lightning bolt once per turn, which is just not enough.

Mizzix of the Izmagnus, and to a lesser extent Melek, Izzet Paragon and Niv-Mizzet, the Firemind, can be powerful commanders, with abilities that contribute directly towards the storm turn. Unfortunately for the latter, they cost six mana, and unfortunately for Mizzix, he is very much a known quantity. Mizzix is incredibly dangerous to leave in play, and as a result, he dies. A lot. Further, Mizzix is highly build-around, so if he is not in play, the deck becomes significantly worse. This is just not what we’re looking for.

Nin, the Pain Artist is probably the closest to Jori En, and it would not be unreasonable to run her. At worst, she’s a slow Braingeyser, but when you have other creatures in play, she is repeatable instant speed card draw. Even better, she’s an outlet for infinite mana, and can act as spot removal in an emergency.


Decklist

Let’s assume you accept that Jori En is a viable commander for a control/storm deck. Let’s take a look at such a deck.

Win Conditions

Ultimately, almost every win this deck gets will be through Aetherflux Reservoir. This card makes achieving lethal storm far easier than cards with the actual storm mechanic. This win condition, and to a lesser extent Grapeshot, is supported by two combos, both relatively well-known at this point.

Imprinting Dramatic Reversal on Isochron Scepter with mana rocks gives you arbitrarily large storm, and with mana rocks producing three or more total, infinite mana. Though this does not win the game on its own, in many circumstances, it is easy to transition this into a win.

Having Helm of Awakening, Future Sight, and Sensei’s Divining Top in play will allow you to repeatedly activate top and recast it for free, effectively drawing your deck and building a massive storm count.

Everything else

I’m going to break down most of the deck into several categories.

Counterspells

The countermagic suite includes cards that fulfill at least one of the following requirements:

  • Mana efficient (Mental Misstep, Mindbreak Trap, Swan Song, Rewind, Counterspell)
  • Highly flexible (Disallow, Cryptic Command, Unsubstantiate, Muddle the Mixture)
  • Draws cards (Arcane Denial, Remand)

Keeping roughly to these guidelines lets us split the difference between storm and control. Mana efficient can often mean that Jori En draws more cards, and that velocity is super important.

Removal

The exact mix of removal spells is something I’m constantly messing with, but here’s some examples:

  • Spot Removal
    • Creatures (Lightning Bolt, Pongify, Snap)
    • Artifacts (Dack Fayden, Shattering Pulse, Vandalblast)
    • Flexible (Chaos Warp, Metamorphose)
  • Mass Removal (All is Dust, Blasphemous Act, Cyclonic Rift)

Since it’s rare to get removal mixed into card draw in these colors, I focus on extreme mana efficiency for Jori, with the exception of the more flexible answers in these colors.

Draw/Filtering

There has to be a lot of this, to smooth the divide between combo and control.

  • Cantrips (Brainstorm, Opt, Peek, Quicken, Ponder, Preordain, Gitaxian Probe, Impulse)
  • Tutors (Mystical Tutor, Gamble, Merchant Scroll, Personal Tutor, Whir of Invention)
  • Larger Draw (Fact or Fiction, Dig Through Time, Windfall, Reforge the Soul, Recurring Insight)

These serve drastically different purposes depending upon the circumstance. Cantrips allow Jori En to consistently build card advantage cheaply or velocity when looking for a combo, while deeper digging spells search for either answers or fuel for the storm turn.

Storm

These cards are primarily useful as setup, fuel, or payoff for the storm turn. As always, there is some overlap (in fact, the more useful these cards are elsewhere, the better). The win conditions already listed above are omitted.

  • Mana Production (High Tide, Mana Vault, Frantic Search, Turnabout)
  • Payoff (Grapeshot, Mind’s Desire, Past in Flames)

You may notice that the cards dedicated just to the storm turn are few. This is intentional. There is enough draw and filtering to find them when the time is right, and the majority of the list should be flexible enough to be useful both when looking to combo and when just kicking back.

Ramp

Both forms of ramp are essential to this deck. Cost reducers lead to turns similar to the modern Past in Flames deck, and turn certain spells mana-positive. Besides the general need to get ahead on mana common to all EDH decks, running the Reversal/Scepter win condition requires some dedication to mana rocks.

  • Cost Reducers (Baral, Chief of Compliance, Goblin Electromancer, Helm of Awakening, Sapphire Medallion)
  • Mana Rocks (Wayfarer’s Bauble, Thran Dynamo, Sol Ring, Mind Stone, Izzet Signet, Gilded Lotus, Fellwar Stone, Chrome Mox)

Lands

First thing first: High Tide is a good card, and to use it we need islands. Second, we intend to be relying on not “whiffing” during the storm turn, which can be caused by drawing too many lands with wheel effects and other card draw. As such, we want a low land count. The high density of cantrips and the engine Jori En provides somewhat compensates for this. Everything else should consistently provide two colors and arrive untapped, with the possible exceptions of Izzet Boilerworks (which works very well with untap effects) and at most one basic Mountain. My current list looks something like this:

20x Islands (including shocks and fetches)

8x UR Lands

1x Bounce Land

1x Mountain

Reading the Table

With the list established, it’s time to talk about what I consider the most important part of playing this deck: figuring out what your opponents want. There are players who want to play against the best you have, and others that would rather the game go long and everyone get a chance to play. As the pilot of this deck, you have the opportunity to give both types of players what they want. Figuring out what’s going on at your table is essential to having a good game of EDH for everyone, and it’s worth going into some of the subtleties.

Commanders

As anyone who has played against multiple opponents knows, the commanders your opponents choose can either be highly indicative or highly misleading. Take the information you have, but don’t make hard assumptions. Certain commanders, like Jace, Teferi, and Zur, can be strong pointers that your opponents are trying to win. Others are more ambiguous, like Breya, Jeleva, and Animar, each of which have viable competitive builds and casual fun modes. Still others are indicators that your opponents aren’t trying to optimize to win, like Norin, Kynaios and Tiro, or Kangee (sorry man).

In short, the information you get on turn 0 is the first clue as to what you should be doing. If this isn’t enough information, you’ll have to move on to the next indicators.

Talking

I know, crazy, right? Full disclosure, I’m generally against fishing for information in a tournament setting, but this isn’t quite the same. Everyone’s here to have a good time, and it’s in everyone’s interest that players be on the same page. If the guy across from you shows you General Tazri, allow yourself to show some natural fear that this may be Food Chain Tazri, and you’ll be dead on turn 4 (you won’t be, most likely, we have a lot of interaction to prevent that sort of thing). You may get a response along the lines of “Don’t worry, I don’t play combos,” or “Haha yeah,” and you can feel free to treat them appropriately.

By the same token, if someone asks you what you’re doing, don’t lie. Honesty in your expectations for how the game will be played is the best way to get the game everyone wants.

Card Choices

If all else fails, the cards don’t lie. From the overt (Mana Crypt, ABUR duals, revealed combo pieces) to the more subtle (cards like Preordain are often overlooked by new players in favor of splashier effects), it should be possible in the first 2-3 turns to figure out roughly what people’s decks are like.

When Not to Win

Okay, look, I know this sounds bad. I don’t at all mean to say that this deck is super competitive and has to shoot itself in the foot in order to not utterly overpower your local scrubs, because that is absolutely not the case. What I mean is that there are ways in which you can win that result in only you having fun, and if you’re like me, that probably means you aren’t having fun either. As you play the deck more, you’ll start seeing windows to go infinite relatively fast, because it turns out Dramatic/Scepter is pretty good.Don’t do this if you don’t think the table would be okay with it. By the time you have the opportunity to go for it, you should have an idea whether people are playing fair or not. Ending the game suddenly, especially if most of what the other players expect from a game hasn’t happened yet, will likely not make you many friends.

What I’ve found is that a natural storm turn can actually be more interesting to less competitive players than an easy combo. This is especially true late game, when a couple other players have already tried to push their advantage. As mentioned above, this isn’t always true, but it’s something to consider. The most important thing to remember here is your time. Play fast. Make mistakes. Apologize for taking time, if you have to think for more than a few seconds. You’ll get better at the deck and mess up less eventually, but until then, don’t waste everyone’s time by trying to optimize your every move.

This leads to the most important thing to remember. It’s okay to lose. It’s even okay to lose if you could have won. Unless everyone’s showing up to the table with the explicit intent to compete to the best of their ability, you have nothing to prove. Against non-competitive tables, racing to the kill is like trying to win a figure skating contest by speed skating.


Budget Concessions

As with Grenzo, this is not a fully optimized list. Obvious additions given a higher budget include Volcanic Island, fetches, Mana Crypt, and Wheel of Fortune (though Reforge the Soul does have interesting synergy with Jori En). Other more marginal omissions include Ancient Tomb, Jace, Vryn’s Prodigy, and Jace, the Mind Sculptor.

Wrapping Up

TL;DR: It is possible to play storm at tables where nobody wants storm and come out not looking like a jerk. I think this is a pretty good way to do that.

Thanks for reading, folks. If you enjoyed this, consider checking out my youtube channel 1600 Horsepower or my website here.

Magic the Gathering “Competitive” EDH Primer: Breya, Etherium Sculptor Artifact Combo?

(The following article was submitted by a guest)

I’m here to talk about my favorite commander to build around in EDH. Breya, Etherium Sculptor might be the most flexible combo/control commander in the game right now. Her flexibility comes from various elements: (1) unconditional removal at instant speed, (2) an infinite mana outlet, (3) a value engine, (4) and life gain (write something snarky). Beyond this you get access to the colors that an aspiring artificer dreams of, giving you cards like thopter foundry (esper card) and scrap mastery/daretti (monored cards) in the same deck is absolutely fantastic. In addition, Breya is also just a really great body–4 mana for a 4/4 with 2 1/1s is so above rate in EDH that once you cast Breya it’s very unlikely for you to get attacked after that. Also look at that art. In this article I will talk about how I like to build breya (more inconsistent and janky), and a non competitive thopter tribal build at the end.

Here is the main deck list so you can follow along

http://tappedout.net/mtg-decks/27-11-16-breya-control/

Firstly let’s go through Breya herself.

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Breya is a 4 color (non green), artifact creature, that summons 1/1 thopters when she enters the battlefield. She has 3 abilities that require an activation cost of sacrificing 2 artifacts: deal 3 damage to a player, give a creature -4/-4 until eot, and gain 5 life. The most common play pattern with breya is play her on 6 mana and leave up mana to kill a creature at instant speed, looking at one of the previous deck techs on this blog, Grenzo, Dungeon Warden almost just folds to that play pattern. But there is so much more. Her next ability, deal 3 damage to target player, is the win condition of this deck,. This is where it gets a bit complicated. You see breya herself is an artifact creature, so she can sacrifice herself. This means that with infinite colored mana the deck wins on the spot, because you can just sac breya and a thopter to recast breya and deal infinite damage to every player. It also means that combos like nim deathmantle with Ashnods Altar/Krak Clan ironworks are also instant wins. Her last usefull ability is her enters the battlefield effect, make 2 1/1 thopters. This is a massive effect for cards that care about hitting your opponent, providing chump blockers (which often gains you more life than if you sacrificed them), and most importantly sacrificing them to skullclamp, essentially turning breya into a 6 mana draw 4. Her final ability, gain 5 life, is situational at best, only really good when you have a card like necropotence or ad nauseam.

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How I build the deck.

The biggest concept that makes my breya deck unique is my focus on one huge theme, making salvaging station and artificer’s intuition appear not just good, but broken. Essentially the combination of these two cards in this deck is equivalent to survival of the fittest plus recurring nightmare, a massive recursion plus tutor engine that wins games by itself. As such, there is a large focus in this deck on artifacts that cost 1 mana or less with around 10-15% of the deck being made up of these trinkets.

The next biggest concept in the deck is this set of cards (open the vaults, faith’s reward, scrap mastery, second sunrise) Yes, this is an eggs deck, albeit a tame one. Lots of wins will come from sacrificing your whole board, and then casting a massive open the vaults that nets you like 20 mana 6 draws, and hopefully a way to recur your mass reanimation spell. I personally love this way of winning the game, it feels powerful to grab your graveyard and just dump all of it onto the battlefield, the perfect combination of a timmy feeling with a johnny combo.

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Another key element of my version of breya is its control elements. The deck runs six counterspells, four board wipes, 4 targeted removal spells (including breya herself), That’s around 25% of the spells in the deck being devoted specifically to disruption. And if you count the approximately 10-15% of the deck that’s devoted specifically to card draw and tutor it’s pretty reliable that you can stop the opponent from winning. Standouts from these categories include Merciless Eviction, which is the second best boardwipe in EDH outside of Cyclonic Rift in my opinion, mostly because of how often it’s a one sided mass exile for the most problematic category of permanents that you are facing. The counterspell suite is geared towards either costing one mana (mostly so you can force through whatever it is you are trying to do even with constrained mana), hitting every type of spell possible, or at the very least drawing a card(because if you set yourself and an opponent back you are oftentimes helping the opponents you aren’t countering more than yourself, at least with Arcane Denial and Dream fracture you aren’t setting yourself back).

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So, let’s go through how this deck wins. Almost every combo in this deck will involve some combination of Krark-Clan Ironworks and a mass recursion spell (Scrap Mastery, Open The Vaults, Second Sunrise,  Faith’s Reward), mostly because if you have any number of artifacts with a beneficial effect you can often win off of the 20-infinite mana that you generate. Say you have 5 artifacts that draw a card when they go to the graveyard and 3 artifacts that do literal nothing, then Krark-Clan plus a 5 mana mass recursion spell becomes draw 5 cards get (18-5-4=11 mana) then have Krark-Clan and the artifacts back in play getting you another 18 mana and another 5 cards. Now you’ve drawn a 10th of your deck and have 29 mana which means you can likely find another way to bring back all your artifacts or if you find a Codex shredder you just win on the spot because you infinitely recur your mass recursion spell. At that point if you have the colored mana which you should have because you’ve been drawing a bunch of artifacts that make mana you should be able to repeatedly recur Breya and ping everyone to death.

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Key cards that makes this combo nuts.

Artificer’s Intuition-if you have a hand with artificer’s intuition in this deck you keep it no matter what. This card finds you artifact lands, sol ring, nihil spellbomb, skullclamp, artifacts that draw cards, fills your graveyard with reanimation targets, basically if you have this card in play it feels very hard to lose unless your opponent is playing a very hateful deck.

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Ichor Wellspring-An unassuming card, it basically draws 2 cards off of every time you cast a mass recursion spell, this card often times is the difference between your open the vaults comboing off and doing nothing.

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Alternative Combos

Thopter Foundry + Sword of the Meek

Sacrifice the Sword to the Foundry -> Sword returns the battlefield. Basically means that every mana you have turns into a 1/1 flying thopter and 1 life. Combo also works if you have thopter foundry in play and sword of the meek in the graveyard and another artifact in play.

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Salvaging Station + Artificer’s intuition

Basically Gets an absurd amount of value for this deck, getting you a 1 mana artifact that you tutored from your deck every time a creature dies for every blue mana you have

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Salvaging Station + Sol Ring + Skull Clamp + Thopter Foundry-

Tap sol ring for 2 colorless, sac sol ring to thopter foundry (1 colorless, 1 thopter), return sol ring to the battlefield with salvaging station and tap sol ring for mana (3 colorless, 1 thopter), sac sol ring to thopter foundry (2 colorless, 2 thopters), attach skullclamp to thopter untap salvaging station and return sol ring again and tap it (3 colorless, 2 cards, 1 thopter). The combo draws your deck and nets a large amount of colorless mana. This is the main back up plan if your Krark-Clan Ironworks gets exiled.

Nihil Spellbomb+Salvaging Station-

1 player can no longer use their graveyard

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There is a lot more I could talk about but that’s probably enough for now

And here is a fun thopter tribal list i’ve been working on

http://tappedout.net/mtg-decks/27-02-17-thop-thop-thop/

Yugioh ARG Atlantic City YosenZoo Kaiju Deck Profile and Tournament Report Good Synergy or Horrible Mistake?

Two friends went to ARG Atlantic city playing their homebrew deck Yosenju-Zoodiac-Kaiju. Each played the exact same list. How did their tournament go?

Deck List:

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Duelist A

The reason behind why I ran this deck is that I wanted to run the best deck that required 0 thinking or time commitment. This was the most consistent and required least amount of thinking throughout the whole day, which was my main goal. Myself and a friend of mine played a nearly identical main, side and extra deck. Today I played Yosenzoo Kaiju, a deck that was designed specifically to go second and OTK (since every deck this format wanted to go second, and most didn’t play mirror force traps). Main-decking 4 board wipes, and multiple ways to 2-card combo, the deck specialized in making the typical zoo combo but overlaying for Tiger King instead of Daigusto Emeral, and setting Fire Formation Tensu, allowing the Yosenju engine (which you search off bullhorn because they’re beast warrior) to completely go off. In a lot of testing, we left the main deck at 46 to try and mitigate lawnmowing mills and we felt that (also running pot of desires) there was not a single card we could cut to make room.

 

The Combo:

Any way of summoning rat and a slumber OR Zoo and 1 Yosenju and Raigeki or kaiju and zoo and 1 Yosenju.

It’s same as zoo setup, except you search a Yosenju with Bullhorn and then make Tiger King with the 2 rats to set Tensu (or Tenki if you used Zoodiac Barrage) and Yosenju swarm.
Round 1: Pure Zoo (I think) 2-0

This is probably the fastest match I’ve ever had in my life. It was a total of 4 turns, and ended in less than 5 minutes. He went first and opened standard zoo combo, made Emeral+Drident and set 2 passed. I draw for turn with an opening hand of Tenki, Twin twisters, Kama 1, Kama 2, Kama 3, and Slumber. I twin twister ditch Kama 3 to which he reveals my body and chalice. I then slumber, search Kama 1 with Tenki, and then summon Kama’s 1,2,3, bounce my opponent’s kaiju back to my hand, and then attack for game for a total of 2 turns.

Game 2 he opened very similar, and I opened slumber zoo for the combo, ending the match in 4 turns.

 

Round 2: Infernoid Zoo (2-1)

Game 1 he wins die roll and goes first, setting up a board of decatron (with Devyaty-negate monster-effect), Drident, Rafflesia, and Totem bird. I Kaiju the Totem bird, slumber, and then OTK with Barrage and 2 Yosenjus in hand.

Game 2 He goes first again and sets up a similarly unbreakable board. I don’t draw slumber so it’s harder to bait out/break, but I set myself up (backed by storming mirror force) to not die. I survive the turn because storming mirror force is broken, and all I need to do to swing for game (he was at 300 life) was topdeck any monster. I draw a dead Tensu, set it, and wait for him to kill me as long as he didn’t’ mess up.

Game 3 I draw Maxx c Lancia going second so there was just no way I was losing, especially when he left arm offering’d his hand for an instant fusion to bring back zoo. He took the maxx c challenge and I drew 6 cards, Slumber’d for game and held Forbidden Chalice in hand for Fairy Tale Snow.

 

Round 3: Pure Zoo (1-2)

Game 1 I bricked double Chalice, Tensu, Raigeki, Kama 2, Kama 3. I cleared his board but got hit by Solemn Strike to my Kama 2, by which he had enough resources to otk me next turn.

Game 2 I pulled off the yosenju combo and won.

Game 3 He opened an unbreakable board and I had no board clears.

 

Round 4: Metalfoe Zoodiac (0-2)

Next to Paleo, this is my second-to-worst matchup, as I simply lose to a board that they can bring back next turn if I can’t otk.

Game 1 his opening board was Majespecter Kirin, Totem bird, Drident, Emeral, Metalfoes Counter and a Fullmetalfoes Fusion set. I Kaiju’d totem bid and slumber’d, but he chained maxx c and I couldn’t OTK with Kirin on board and the maxx c/fullmetal combination.

Game 2 I elected to go first (my 3 strikes and 2 barriers in the side were for against pendulum-based decks and Paleo) but drew none of the 5 traps that I sided in, even after desires for a 6-card opening hand.

 

Round 5: Lunalight Zoo/Fusion Draw Norden Turbo Zoo (1-2)

Game 1: He went first and apparently, this deck turbo makes Elder Entity Norden, fusion substitute, and draws 4 cards. I didn’t have twin twister and he had double strike barrier set.

Game 2: I OTK’d with the combo.
Game 3: He opened the nuts again and I couldn’t contest.

 

Round 6: Invoked Artifact Windwitch (2-1)

Game 1: I surprised him with the OTK.

Game 2: Given limited options, I had to go for the OTK, even chalice-ing the scythe, but I had no idea he ran Drowning Mirror Force, which ended up winning the game for him.

Game 3: A bit of a grind because I bricked, but stalled out long enough to kaiju Crystal wing, slumber, and OTK.

I only played Round 6 because my friends were finishing up a side event,  I ended up giving my opponent the win and dropping.

 

Looking back: Nothing can keep up with the consistency and the 1-card combo that zoo requires. Nor the strikes or mirror forces that I couldn’t twin twister enough of. I can live with Drident, but Kirin, strikes and barrier still hurt.

 

MVP of the day: Storming Mirror Force. Nearly every time I drew the card I won the game, or it saved me from losing badly when I bricked. It’s just way too strong.

LVP of the day: Juragedo. I was originally going to play Yosenju Tsujik, but I couldn’t find one (because honestly who owns that card) so I tried to replace with Juragedo. In theory, it helped beat over drancia if they popped rat since it special summons during battle phase, and it’s essentially a swift scarecrow I draw into to prevent getting OTK’d with an open board and running only 4 traps. Card was awful all day, and every time I drew it I lost.

That just about summarizes my experience. Shoutout to all my friends for letting me borrow cards and I’m sorry the deck didn’t perform better.

 

Duelist B

Round 1 – Pure Zoo

0-2

Opponent went first and opened Terrortop, strike, warning, and dimensional barrier.  I did not open any form of backrow removal and got otk’d

Game 2 was strange.  I pushed for some damage and set torrential in main phase 2.  I thought I was safe, but then my opponent summoned Denko sekka.  Why did he side in Denko? I have no idea.  He didn’t even know I was playing Yosenjus, and on top of that I was only playing 4 trap cards in the entire deck.  The Denko tech confused me, but it won him the game so I guess it was the right move.

Round 2 – Pure Zoo

2-0

Opponent went first and opened very well.  He negated my slumber with my body as a shield, which allowed me to use a second slumber.  I flipped vanities during his standby phase and continued to beat him down with Jizukiru over the next several turns.

Game 2 was almost exactly like the first.  He summoned Drancia/Emeral and set backrow.  He then negated my first slumber.  I followed up with a second slumber.  Poked for game.  Very boring for both of us.

Round 3 – Pure Zoo

1-2

He opens the sheep combo and sets double strike and barrier.  GG.

Game 2 he literally burns himself to death with all the strikes and instant fusions.

Game 3 he plays into Needle Ceiling and Torrential Tribute.  Then he activates Lullaby of obedience, calling Terrortop, and gets nothing.  Then he messes up the rat combo.  Despite his several misplays he still wins because I didn’t draw a single monster all game.  In fact, the only monster I drew all MATCH was the Kama 1 in game 2.

Round 4 – Paleozoic

2-0

Game 1 I opened Twin Twister, for the first time all day!  That card alone was enough to win.

Game 2 I actually managed to otk with Slumber, Twin Twister, and Yosenjus.  Despite playing a deck that was built specifically to otk, this was the only time all day that I actually drew into one of the several possible otk’s.

Round 5 – Paleozoic

0-2

He stuns me with his traps on my first turn.  Then made double toad with backrow.  GG

Game 2 he does the same thing, but instead makes triple toad and Opabinia.  GG

Then I dropped.

 

This version of the deck failed miserably.  It was 46 cards…much larger than any other variant I had made before.  This diluted my chances of seeing cards like twin twister.  In testing, the 46 card deck did not seem to be a problem since every card was something I was okay with seeing in my opening hand…if I also drew a monster with it.  I don’t know what the odds of this happening were, but in the over 10 games I played, I drew almost no monsters and had to set fake backrow.  Immediately after I dropped I decided to cut the deck down to 42 cards and play in a side event.  The event was an 8 man (3 round) tournament similar to the last chance qualifier at nationals.

Round 1 – Windwitch, Artifact, Invoked

2-0

He went first and make the ultimate providence-like monster and crystal wing with backrow.  He had one card in hand (Aleister).  I opened a kaiju, slumber, and barrage.  He activated Maxx “c”, but I didn’t care and just pushed for game.

Game 2 he goes first, but I open Artifact Lancea.  Chaining lancea to his invocation let me otk him the following turn with the rat/tensu combo.  He tried to stop my combo with artifact scythe, but I had chalice in hand.

Round 2 – 60 card Infernoid

2-0

Game 1 he goes first and opens void feast.  I deal with the double decatron with book of moon and slumber.  Push for game with rat combo.

Game 2 I open lancea and shut off his lawnmowing mills.  I can’t otk on my turn so I make Rhapsody in Berserk and banish the threats he had in grave.  He has no plays the following turn because everything good is gone and scoops his cards.

Round  3 – Yosenju Kaiju

2-0

Believe it or not, I played against a Yosenju kaiju player in round 3.  He was bad though so it was a free win.  I watched him play in a previous round and he thought that he could negate the draw effect of toy vender with vanity’s emptiness.  Also I was tired and made a pretty bad misplay.  The only monster on board was my Drancia. He activated slumber and I forgot to chain Drancia to pop itself to force slumber to fizzle out. Whoops.  Also he sided flying “C” to stop my xyz summons.  Chalice made flying “C” a non-issue.

I ended up winning the side event (prize was a mat and an invite to the ARG invitational).  Super small tournament means no glory.  This was basically just another way to playtest changes to the deck.

Comparing my performance in the main event and the side event gives me some insight on how to move forward:

Based off the matchups I would say that the pure zoo matchup is more difficult that I had seen in playtesting.  This is undoubtedly due to the amount of backrow they can set.  Would cutting my deck size down improve this matchup for me?  I would assume so, but haven’t tested yet.  Seeing backrow removal is essential for my deck to function…as is seeing monsters.  Bricking cost me the main event, but I think it was probably due to my own bad deck building.  Smaller is better.

Infernoids is the deck’s easiest matchup since noids play virtually no backrow.

Paleo is impossible to beat.

Main take-away: Reduce deck size.  Add more backrow hate.  Consider playing another deck at Brooklyn regional (maybe BA).

YosenjuBarrage

(Submitted by friends)