Monday, 28 May 2012

The Allure Of Shiny Cardboard

Was working yesterday ( I work part-time at a card shop by the way) and saw some people buying an insane amount of booster packs, all in the aim of pulling the foils that they desire. That set me thinking on the topic of why different rarities were created in the first place.

Rarities don't change the way of playing the card game. If a card is good, you will still run 3 copies of it (or 4 copies if you are playing cardfight vanguard or pokemon) regardless of whether the card is a foil or not.

Rarities don't necessarily have to be the defining factor in the pull ratio of a certain card. If a company wanted to make the pull ratio of a card lower, they can just make more cards into normal rares and make necessary adjustments to the pull ratio of the normal rares per box while maintaining all cards to be non-foil.

Rarities screws up the younger players (true story). Imagine a shop opening a new box, and a experienced player who knows how to feel out the foils come into the shop at the precise moment. A couple of mintues later, the box will have a few packs lesser which are bought by the experienced player. The box will still be very full, and when some younger players come in and see it, they will happily start buying the packs without knowing that the foils are gone. This leads to them never having a chance at getting the foils that they need to better their decks, and when this kind of situation arises, they always quit the game (don't talk about them having the alternative of buying whole boxes, not everyone is that rich)

However, to balance out the argument, rarities are much needed in card games.

Rarities are essential in the survival of the card game. Many people who buy boxes and boxes of cards are collectors. They covet the foils, and when a card game ceases to have foils, they woulden't have anymore interest in purchasing the cards because all the cards looks so plain and similar to them now. Therefore, they will stop buying and sales will decline.

Rarities helps to prevent several scams (to a certain extent). For a long time now, rarities are used by the less experienced players to determine card prices. Therefore, if rarities are removed from the card game, experienced players can simply offer an extremely low price for a good card (or ask for free cards) and the less experienced players will agree to it as they don't have a guage to use for the card prices. However, when the card they possess is a foil, they will be more careful of the price that they are letting go of it.

Thinking back, I honestly can't recall what was the first card game to be released, but I'm guessing that rarities already existed since the first game and other card games that were released later had no choice but to follow the usage of foils so as to attract/retain their player pool.

Comparatively, I actually find Pokemon to be a fairer card game as all their non-foil cards have a foil equivalent (except the better cards that only have a foil version) and all their booster packs have 2 foils in them. Sure enough, the pokemon ex and full art cards still can be felt out, but with foils in every packs, it would attract the interest of more players and give them hope when they are buying packs regardless of what they pull.

With a foil version of every card, collectors will also be more interested and buy more to complete the entire set. Remember a time when Yugioh TCG used to have an ultimate rare version of the card for the rares? (i.e ulty overload fusion, ulty neo-spacian grand mole and ulty future fusion). People would buy boxes and boxes just to get these ultimate rare versions.

In my opinion, rarities is the determining factor for the sales of the game. Correct decision of which cards to push to a higher rarity leads to better sales. Some minority will be sacrificed in this process but a large majority will still be drawn to the allure of these shiny cardboard.

Monday, 21 May 2012

Inzectors VS Hieroglyph - Their Loyal Sidekicks Fight It Out!

Yesterday while I was thinking about whether Inzectors or Hieroglyphs would fare better for Nationals this year, it suddenly dawned upon me what would be good side-deck choices if Inzectors faced off against Hieroglyphs.

Well, what I was thinking off wasn't the spell and trap side-deck choices, but rather what monster sides would be efficient in this epic match. After thinking it through, I wanted to narrow it down further to monster sides that would be more compatible to Inzectors and Hieroglyphs (that means I won't be touching upon monster sides such as Morphing Jar #2 and Electric Virus etc that are suitable for other decks to use)

So after a much elaborate mental thought, I decided to narrow it down to one card per archtype.
Barrier Statue Of The Abyss for Inzectors &
Consecrated Light for Hieroglyphs.

Barrier Statue Of The Abyss
Level 4/ Fiend/ Dark/ 1000/ 1000/ Effect
Effect: No monsters can be Special Summoned, except for DARK monsters.

Why this card against Hieroglyphs? Firstly, as stated above, I wanted to find a monster side that would be more compatible to each archtype. So, I was looking for a monster card that is either an insect type or a dark type that would fare well against Hieroglyphs.

A first look at Barrier Statue Of The Abyss and you would be like "meh, this card is useless, I'll just normal summon and beat it down."

But unexpectedly, Hieroglyphs doesn't have much normal summon abilites. Aside from their tribute to special summon characteristics, most Hieroglyph monsters used are level 5 and above, making it impossible to normal summon them!

Well, fair to say that theres also Hieroglyph Dragon Geib which is a level 4 and also Hieroglyph Dragon Aset which is level 5 which can be normal summoned by cutting its attack points to 1000. However, most players only run 1 or 0 Geib, and Aset to suicide with Abyss means you are vulnerable to an Inzector OTK next turn, and not to say Abyss would be tough to destroy by battle due to many Inzector players maining Fiendish Chain and Safe Zone nowadays.

Therefore, looking at the fun theory of this card, its actually pretty good against Hieroglyphs as it shuts them down even before they can start anything.

Moving away from Inzectors, we now take a look at the loyal sidekick for Hieroglyphs, which is Consecrated Light.

Consecrated Light
Level 1/ Fairy/ Light/ 0/ 0/ Effect
Effect: Neither player can Normal or Special Summon DARK monsters or declare an attack with a DARK monster. This card cannot be destroyed by battle with a DARK monster, and you take no Battle Damage from that battle.

I believe that this card needs no further explanation, unlike Barrier Statue Of The Abyss which stops only special summons, Consecrated Light stops both normal summon & special summon! So after narrowing down their monster line-up, the only monster card that can be normal summoned and destroy Consecrated Light by battle would be Card Car D, and by doing so means you woulden't be able use Card Car D's effect.

With this card out on the field, your opponent would not be even able to summon their Dragonflys, Centipede etc, and wasting a Dark Hole and Fiendish Chain on this card is just simply..well...a waste, because you would be eating combos from the Hieroglyph engine next.

The drawback associated with using this card would be your own Red Eyes Darkness Metal Dragon would be locked down as well. But I believe any Hieroglyph players would know that this is not a problem. Simply tribute Consecrated Light for any Hieroglpyh monsters and then tribute it to special summon yet another one, and you would have your combo out in no time.

In conclusion of this blog post, I must yet again post a disclaimer stating that this is only a fun theory and you should not take it as competitive advice, because yugioh is all about having fun :)

Signing off :)

Friday, 18 May 2012

Meta Statistics Jan 2012 - Apr 2012 for WCQ in June

With the upcoming WCQ in June, I will be doing a local meta statistics today, to bring you scores of all reported locals from January till April so that you can decide on what deck you would like to use for the WCQ :)

Point system are as follows:

(for locals with 16 to 25 players)
1st place: 5 points
2nd place: 4 points
3rd/4th place: 3 points each
5th/6th place: 2 points each
7th/8th place: 1 point each

*if 1st/2nd is shared, each place will be worth 4.5 points
*for 26 players and above: +20% points
*for 9 to 15 players: -50%
*for 8 players and below: -75%

January 2012:

Agent Angels: 9.875
Inzector: 54.05
Rabbit: 11.8
Laval: 11.4
Junk Dopple: 6
Dragons: 12.9
Hero: 37.05
BF: 6.2
Infernity: 2
Gravekeeper: 2
Six Samurai: 1.125
GB: 5
Others: 2.75
champion deck count (will also reflect if 1st/2nd shared, will not reflect for tournaments with lesser than 16 player):
Inzector: 2
GB: 1
Hero: 2
Laval: 1
Junk Doppel: 1
Agent Angels: 1 
January Dominance Ranking (by point percentage):
1st: Inzectors - 33.33%
2nd: Hero - 22.85%
3rd: Dragons - 7.96%
4th: Rabbit - 7.28%
5th: Laval - 7.03%
Febuary 2012:
Agent Angels: 3
Inzector: 39.3
Rabbit: 27.8
Laval: 8
Junk Doppel: 4
Dragons: 0
Hero: 32.2
BF: 2
Infernity: 4
Gravekeeper: 0
Six Samurai: 0
GB: 0
*Machines: 3
*Hieroglyph: 1.8
Others: 1
Pink: decks that fell in dominace by 100% from January till Febuary
*: new decks that rose in dominace from January till Febuary
champion deck count (will also reflect if 1st/2nd shared, will not reflect for tournaments with lesser than 16 player):
Hero: 2
Rabbit: 3
Febuary Dominance Ranking (by point percentage):
1st: Inzectors - 31.17%
2nd: Hero - 25.54%
3rd: Rabbit - 22.05%
4th: Laval - 6.34%
5th: Junk Doppel / Infernity - 3.17% each
March 2012:
Agent Angels: 0
Inzector: 58.8
Rabbit: 7.2
Laval: 24.4
Junk Doppel: 0
Hero: 22.2
BF: 0
Infernity: 3.6 
Machines: 4.8
Hieroglyph: 10.8
*Wind-Up: 1.2
*Six Samurai: 6.4
Others: 5.6
Pink: decks that fell in dominace by 100% from Febuary till March
*: new decks that rose in dominace from Febuary till March
champion deck count (will also reflect if 1st/2nd shared, will not reflect for tournaments with lesser than 16 player):
Inzector: 2 
Hero: 1
Laval: 2
Rabbit: 1
March Dominance Ranking (by point percentage):
1st: Inzectors - 40.55%
2nd: Laval - 16.83%
3rd: Hero - 15.31%
4th: Hieroglyph - 7.45%
5th: Rabbit - 4.97%
April 2012:
Inzector: 92.1 + 6 = 98.1
Rabbit: 20.1 + 6 = 26.1
Laval: 21.8
Hero: 58.9
Infernity: 4.8
Machines: 14.4
Hieroglyph: 15.9 + 18 = 33.9
Wind-Up: 0
Six Samurai: 6
*BF: 1.8
*Dark World: 8.4
*Lightsworn: 1.2
Others: 2.4
Pink: decks that fell in dominace by 100% from March till April
*: new decks that rose in dominace from March till April
+: point calculated from Asia Championship 2012 Singapore Qualifiers (Score will be X2 per normal for the Singapore Qualifiers)
champion deck count (will also reflect if 1st/2nd shared, will not reflect for tournaments with lesser than 16 player):
Inzector: 6
Laval: 1
Rabbit: 1
Machine: 1 (geargia)
Heiroglyph: +1
+: champion from Asia Championship 2012 Singapore Qualifiers
April Dominance Ranking (by point percentage):
1st: Inzectors - 35.31%
2nd: Hero - 21.20%
3rd: Hieroglyph - 12.20%
4th: Rabbit - 9.40%
5th: Laval - 7.85%
Well, thats the end of the Singapore meta statistics from January 2012 till April 2012. I hope that it has been helpful in your deck choosing for the upcoming WCQ. However, do take note that WCQ is Asia format, which means that decks like Hero and Laval will be cut off from the top tiers.
Do bear that in mind, and choose your decks wisely. Whoever wins the WCQ Singapore please win Worlds for Singapore once again.
Good luck to everyone who will be joining the WCQ!
Signing off :)

Wednesday, 16 May 2012

Books Of Spells is fun - Real Fun

As the title suggests, konami's new archtype in Return Of The Duelist is one that has the ability to annoy your opponent - The Books Of Spells.

This deck, contary to what people think, only needs several cards to make the annoying combo, and they are as follow:

1) Grim Books Of Spell
2) Hygro Books Of Spell
3) Magical Summoner Temper
4) Magical Warrior Fors
5) Sorciere De Fleur

Primary Supporting

1) Torah Books Of Spell
2) Necro Books Of Spell

Secondary Supporting

1) Breaker The Magical Warrior
2) Lyla, Lightsworn Sorceress

Grim Books of Spell work as a reinforcement of the army for Books Of Spells spell cards.

It searches out another book of spell card, which as mentioned above, to make the annoying combo work, is Hygro Books Of Spell.

Hygro Books Of Spell:
Target 1 face-up Spellcaster-Type monster you control; it gains 1000 ATK until the End Phase. If that monster destroys an opponent's monster by battle this turn: You can add 1 "Book of Spell" Spell Card from your Deck to your hand. You can only activate 1 "Hygro Book of Spell" per turn.

And whats so special about that? Take a look at Magical Warrior Fors

Magical Warrior Fors
Level 4/ Fire/ Spellcaster/ Effect
Once per turn: You can shuffle 1 "Book of Spell" Spell Card from your Graveyard into your Deck to target 1 face-up Spellcaster-Type monster you control; increase its Level by 1 and ATK by 500.

So basically, you activate Hygro Books Of Spell's effect on Fors, raising its attack to 2500, then activate Fors's effect, returning Hygro Books Of Spell to the deck, and raising Fors's attack to 3000.
This makes Fors a beatstick now, so use it to attack your opponent's monster, and when you destroy it, during the end phrase, Hygro Books Of Spell's effect will activate, allowing you to search out a Books Of Spell spell card, and you can search out Hygro Books Of Spell again or Grim Books Of Spells to filter your deck, searching for another Hygro Books Of Spell.

Fors's attack increment of 500 is PERMANENT, so next turn when you activate Hygro Books Of Spell and Fors's attack successively, you get a 3500 atk Fors, and next turn 4000 atk and so forth.
This is a really nasty combo which recyles cards back to deck, only to search them out during the end phrase again.

And if you are worried that Fors might get destroyed by effect. They have their own Forbidden lance as well, in the form of Torah Books Of Spell

Torah Books Of Spell:
Target 1 face-up Spellcaster-Type monster on the field; apply 1 of these effects.
● This turn, that target is unaffected by the effects of other Spell Cards.
● This turn, that target is unaffected by the effects of Trap Cards.

And this Forbidden Lance is also a "Books Of Spell" spell card, so you can use Grim Books Of Spell to search it out, or use Hygro Books Of Spell's effect to search it out. Fors can also recycle this card back to deck, allowing it to be used multiple times.

Next up is another sub combo in this deck, using Magical Summoner Temper

Magical Summoner Temper
Level 3/ Earth/ Spellcaster/ Effect
During the Main Phase of the turn you activated a "Book of Spell" Spell Card: You can Tribute this card; Special Summon 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster from your Deck. You cannot Special Summon other Level 5 or higher monsters the turn you activate this effect.

Activate a Books Of Spell card on Fors or simply just use the Books of Spell card on Temper, then use Temper's effect to sp a big beatstick, Sorciere De Fleur from your deck:

Sorciere De Fleur
Level 8/ Dark/ Spellcaster/ Effect
When this card is Normal or Special Summoned, select 1 monster in your opponent's Graveyard. Special Summon that monster to your side of the field. It cannot attack your opponent directly, and is destroyed during the End Phase of this turn. The effect of "Sorciere de Fleur" can only be activated once per turn.

Temper's effect helps to summon Sorciere fast and Sorciere works like a monster reborn for your opponent's grave! Use it to take something to exceed/synchro or just deal damage.
And finally, the last card is a premature burial for spellcasters, the Necro Books Of Spell
Necro Books Of Spells
Banish 1 Spellcaster-Type monster from your Graveyard and reveal 1 "Book of Spell" Spell Card in your hand to target 1 Spellcaster-Type monster in your Graveyard; Special Summon it, and equip this card to that target. Increase the Level of the equipped monster by the Level of the banished monster. You can only activate 1 "Necro Book of Spell" per turn.

You banish one spellcaster, reveal 1 Books Of Spell card and you can sp a spellcaster from your graveyard, bring back Fors or Sorciere and use their effects again!

Overall, I think that Books Of Spell is a pretty fun archtype, and I would definitely be making one of these decks to test it out, and post decklists when I'm done.

Signing off for now :)

First post intro + DFT Machines

Hi there, all reader/ readers (if theres anyone who's reading this other than me lol)
I have been enjoying reading yugioh blogs for quite some time now, and now I'm creating one myself!

Well, if you happen to stumble upon my blog hoping to get some competitive ideas or competitive advice, then I'm afraid I'll have to disappoint you :(
The reason for this is that my blog aims to re-explore the fun aspects of yugioh.
Based on my observation, most yugioh blogs are advices and decks for competitive play.
As such, most of my blog posts will probably be innovative and fun deck recipes from Dueling Network to bring back fun yugioh to you! I will post decklists of fun decks that I build thats not exactly expensive (with exception from the extra deck of course) but will probably be good enough to troll your opponent and get some lolz out of it.

And so I will start with my first deck recipe of this blog.
With the rise of machina gadgets in the OCG again, I can't help but create a troll version of machine deck (as appears above)

After experimenting with it and tweaking the deck, I have finally found a build that is stable enough to play. Introducing the DFT Machines (Dark Flattop Machines)

Alright alright, I know the first opinion of people who see this deck recipe will probably be what the shit is this nonsense!

However, do read on and understand the deck synergy. This deck works really well!

To explain how this deck works, first I shall list out the different deck engines that is accessible in this deck:

1. The Rescue Rabbit Engine
2. The Machina Fortress Engine
3. The Geartown Gadgiltron Dragon Engine
4. The Flying Fortress Sky Fire Engine.

Rescue Rabbit Engine:
Like the name suggests, this deck makes use of rescue rabbit. However, instead of the normal nomis that always flies around in locals (kaba and saber), this deck brings out machanicalchaser and X-Head Cannon instead. This allows the player to exceed for Geargiganto Cross, the new boss machine exceed. With a first turn Geargiganto Cross, you can use its effect to bring out either another nomi machine or unknown synchron depending on the situation. (After this, you would realise that you have just netted a +1 in card advantage, hand size 6 + 1 monster on the field)

Well, what good does unknown synchron do in this deck? Unknown synchron is the hidden piece to bring out Dark Flattop, the card that allows The Flying Fortress Sky Fire Engine to work. To understand that, one must first understand the difficulties to bring out this synchro monster.

Dark Flattop
Level 8/ Dark/ Machine/ Synchro/ Effect

1 DARK Tuner + 1 or more non-Tuner Machine-Type monsters
Once per turn: You can target 1 "Reactor" monster or "Flying Fortress SKY FIRE" in your Graveyard; Special Summon that target, ignoring its Summoning conditions. If this card is destroyed and sent to the Graveyard: You can Special Summon 1 Level 5 or lower Machine-Type monster from your hand.

To bring out dark flattop in this deck, you basically bring out unknown synchron and machina fortress to synch for this card. And with geargianto cross, unknown synchron can be quickly searched out! Unknown synchron also works like a cyber dragon, which can be special summoned.

and furthermore, machina fortress can always be easily brought out with the large numbers of machines in this deck, and with 3 ancient gear gadgiltron dragon and 2 flying fortress sky fire, you can just discard any one of these 5 to bring out fortress to the field! (since all 5 of these cards are level 8 machines)

and once dark flattop hits the field, you can use its effect to bring out flying fortress sky fire which is a tough nut to deal with.
You may be thinking, if flying fortress sky fire is such a hard-to-deal-with monster, why hasn't anyone been teching this card in their decks.

Well, the answer is simple, this card has a really nasty summoning condition.

Flying Fortress SKY FIRE
Level 8/ Wind/ Machine/ Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with the effect of "Summon Reactor・SK". Once per turn, you can send 1 card from your hand to the Graveyard to destroy 1 card your opponent controls. Once during each of your opponent's turns, you can activate 1 of the following effects:
● When your opponent Normal Summons or Special Summons a monster, destroy it and inflict 800 damage to your opponent.
● When your opponent Sets a card, destroy it and inflict 800 damage to your opponent.

This is why nobody runs this card, due to its diffcult summoning condition, and the 2nd easiest way to bring this card out, Dark Flattop, is also hard to synchro out due to it needing a dark tuner + 1 other machine.

However, with this deck's synergy (mostly thanks to the newly release geargiganto cross and its side-kick rescue rabbit), dark flattop can now be easily summoned!

Flying fortress sky fire can also activate one of 2 effects in your opponent's turn, making it tougher to deal with!

If your opponent destroys sky fire? No worries, as long as dark flattop is still on the field, sky fire can always come back, since dark flattop is able to summon it once per turn.

And of course, another engine that is available in this deck is the ancient gear gadgiltron dragon engine. Well, you might be thinking that nobody would destroy geartown for you to sp the giant dragon. But ancient gear gadgiltron dragon has more use in this deck than you think.

Firstly, as discussed above, you can discard the dragon to sp machina fortress from the grave due to it being a level 8 machine.

Secondly, while geartown is active, you can always use geargianto cross to search out unknown synchron. If geargiganto cross dies before your next turn, you can always sp unknown synchron using its own cyber dragon effect and tribute it for the giant dragon. This is due to geartown's effect allowing you to reduce the number of tributes to summon ancient gear gadgiltron dragon by one, meaning you only need to tribute one monster. If geargiganto cross does not die, you can also tribute it to summon the dragon.

But what if unknown synchron goes to grave? doesn't that mean I can't make dark flattop for the fun theory combo?
No worries, just make another geargiganto cross and retreive your unknown synchron from the grave, since geargiganto cross allows you to search a level 4 or below machine either from deck OR graveyard.

Lastly, if nothing seems to work, use your 1 of 3 mst or heavy storm to clear your own geartown to sp ancient gear gadgiltron dragon from your hand, deck or grave.

Thats the end of my intro of the first deck recipe, decklist as follows:

Monster (21):
[3] Machanicalchaser
[3] X-Head Cannon
[3] Ancient Gear Gadgiltron Dragon
[1] Black Luster Soldier - Envoy Of The Beginning
[2] Effect Veiler
[2] Flying Fortress SKY FIRE
[3] Machina Fortress
[3] Rescue Rabbit
[1] Unknown Synchron

Spell (13):
[1] Book Of Moon
[1] Dark Hole
[1] Foolish Burial
[3] Geartown
[1] Heavy Storm
[1] Monster Reborn
[3] Mystical Space Typhoon
[2] Trade-In

Trap (6):
[1] Call Of The Haunted
[1] Phoenix Wing Wind Blast
[1] Raigeki Break
[1] Solemn Judgement
[1] Solemn Warning
[1] Torrential Tribute

Extra (15):
[1] A.O.J Catastor
[1] Brionac, Dragon Of The Ice Barrier
[2] Dark Flattop
[1] Scrap Dragon
[1] Stardust Dragon
[1] Gaia Dragon, The Thunder Charger
[2] Geargiganto Cross
[1] Number 11: The Big Eye
[1] Number 15: Gimick Puppet, Giant Killer
[1] Number 39: Utopia
[1] Number 40: Gimick Puppet, Heaven's String
[1] Number 50: Black Corn
[1] CNo.39: Utopia Ray

Do try this deck out, its really fun.

Signing off from my first post :)