Friday, 27 December 2013

Why use Ghostrick Frost in Dragon Rulers??

Hello everyone! Today's post will be yet again, another Dragon Rulers post! Alright, I know that the Dragon Rulers are going to be limited come January in the TCG, effectively making the deck dead (possibly, we never know if anyone can revive them with a surprising build). However, the OCG list for February 2014 is not out yet, so we're still keeping our fingers crossed.

Anyway, if you guys have noticed, there have been several Dragon Rulers build in Japan that are topping with a card named "Ghostrick Frost" in either their main or their side deck. Below is an example of such a build:


[Decklist copied from Shriek OCG]

For the benefit of my TCG readers, "Ghostrick Frost" is a card that is going to be released in the upcoming TCG pack "Legacy of the Valiant".


Name: Ghostrick Frost
Level 1/ DARK/ Fiend/ Effect/ 800/ 100
Effect: Cannot be Normal Summoned, unless you control a "Ghostrick" monster. Once per turn: You can change this card to face-down Defense Position. When an opponent's monster declares a direct attack: You can change that monster to face-down Defense Position, and if you do, Special Summon this card from your hand in face-down Defense Position.

At first glance, this card looks like a weaker version of "Swift Scarecrow" as it only prevents one attack by turning that monster facedown whereas "Swift Scarecrow" can prevent all attacks from taking place. However, do not be mistaken, "Ghostrick Frost" does more than that, and is in many ways, better than "Swift Scarecrow".

Why is that so? Firstly, let's remember the weakness of "Swift Scarecrow". If you pitch "Swift Scarecrow" when your opponent launches a direct attack, your opponent can simply use cards such as "Book of Moon" or "Compulsory Evacuation Device" on their own monster that is attacking. Since the attack cannot be negated, the pitched "Swift Scarecrow's" effect will not be resolved and your opponent can continue to attack with the rest of their monsters.

"Ghostrick Frost" overcomes that weakness. Let's say your opponent launches a direct attack, you activate the effect of "Ghostrick Frost", your opponent then chains "Book of Moon" on his/her own monster. Similar to "Swift Scarecrow", "Ghostrick Frost's" effect will be negated. However, here's the catch, unlike "Swift Scarecrow" that has already been sent to grave, "Ghostrick Frost" remains in your hand when its effect is negated since it cannot be special summoned. Therefore, when your opponent launches a second direct attack, you will be able to use the effect of "Ghostrick Frost" once again!


Some may argue that "Swift Scarecrow" is a gamble to negate all attacks from your opponent, so it is more worthwhile to play than "Ghostrick Frost". However, let's not forget the fundamental reason of using cards such as "Swift Scarecrow" and "Ghostrick Frost" in our decks, it is to prevent an OTK. While "Swift Scarecrow" takes a chance to defend against all attacks, "Ghostrick Frost" is an almost guaranteed way of preventing two of your opponent's attack (since after turning the first monster facedown, it special summon itself, blocking a second attack). When you are able to block two attacks, you would be able to block off an OTK almost all the time.

The reasons of using "Ghostrick Frost" does not stop here, let's now take a look at how "Ghostrick Frost" is effective against other decks. One of the traditional powerhouses against Dragon Rulers is Evilswarm, and the reason for their effectiveness against Dragon Rulers lies in "Evilswarm Ophion" which prevents both players from special summoning any Level 5 or above monsters, which is a pain in the ass because all the Dragon Ruler cards are Level 7.

Furthermore, "Evilswarm Ophion" is hard to destroy as they play cards such as "Infestation Pandemic" which protects their Ophion from cards such as "Dark Hole" or "Forbidden Chalice", which leaves the player with options such as "Blaster, Dragon Ruler of Infernos" or "Tsukuyomi". However, as all experienced Dragon Ruler player should know, drawing Blaster with another FIRE-type monster isn't something you can pull off (literally and figuratively) every time, and "Tsukuyomi" is useless when it falls prey to cards such as "Solemn Warning".

So how does "Ghostrick Frost" fit into the picture? "Evilswarm Ophion's" effect can only be applied when it is faceup on the field, so when your opponent launches an attack with Ophion, you can simply turn it facedown and special summon "Ghostrick Frost" from your hand. Since "Evilswarm Ophion" is facedown now, you would be able to pull off your Dragon Rulers play without obstruction next turn.

Well, although "Ghostrick Frost" can also be countered using "Solemn Warning", you would not waste a Normal Summon like you did with "Tsukuyomi". Since "Solemn Warning" is limited in both the OCG and the TCG, once your "Ghostrick Frost" is hit with a "Solemn Warning", you would know that it is almost certainly safe to use your "Tsukuyomi" next turn.


Next, another deck that is becoming huge is Bujin. While Bujin decks have no direct conflict with Dragon Ruler decks, it is a chore to handle cards such as "Bujin Yamato" as they would be able to pitch cards such as "Bujingi Turtle" or "Bujingi Quilin" to their graveyards to prevent target effects or simply to destroy one of your cards. Alternatively, they can also add cards such as "Bujingi Crane" to their hand to boost their attack.

However, one important fact still remains, when their "Bujin Yamato" is facedown, they cannot prevent any target effects with "Bujingi Turtle". When there is no faceup Bujin monster on the field, "Bujingi Quilin's" effect cannot be activated. When you are attacking Yamato while it is facedown, they cannot pitch "Bujingi Crane" to boost its attack. When "Bujin Yamato" is facedown, its End Phase effect to add a Bujin card from deck and send a card from hand to graveyard cannot be activated.

Therefore, "Ghostrick Frost" will also be able to play an important part against a Bujin lineup. When your opponent declares a direct attack with "Bujin Yamato", you can use "Ghostrick Frost" to turn it facedown. Although "Ghostrick Frost" can be negated with the effects of "Bujingi Turtle", it only negates it effect and does not destroy it, so "Ghostrick Frost" still remains in your hand to fend off the next attack or the next turn.

If your opponent uses the effect of "Bujingi Turtle" to negate your "Ghostrick Frost", then they have just reduced their resources by one and will be forced to continue to resupply their "Bujingi Turtle" in their graveyard in order to fend off more target effects. This leaves lesser opportunities for them to supply "Bujingi Quilin", and most importantly, "Bujingi Crane", allowing you to take control of the game quickly.


"Ghostrick Frost" also gives you the advantage when you are playing against decks such as Inzektors or Noble Knights as when you turn them facedown, their equipment will be sent to the graveyard, thus, crippling them of their synergy with their decks.

However, perhaps the most difficult challenge comes when you playing a mirror match. This is when "Ghostrick Frost" will be able to shine. When you do not have any backrow support, the most common plays in the early stages of the game would be to pull out two Dragon Rulers (three if they have the resources, but let's keep it at two to illustrate this scenario) and attack directly, then going for the Xyz Summon in Main Phase 2.

When they launch the first direct attack, you can activate "Ghostrick Frost's" effect to turn it facedown, effectively blocking both attacks and preventing a Xyz Summon in the Main Phase 2. Cards such as "Stardust Spark Dragon" (or more commonly known as Stardust Radiance Dragon) can also be hard to play against since they are able to protect themselves or another card. Therefore, by using "Ghostrick Frost's" effect on it, they would not be able to protect itself from your attacks or effects next turn.

Another recent standard play of Dragon Rulers also involve banishing Redox and Tidal, preferably in the first turn so they can search for "Mythic Tree Dragon" and "Mythic Water Dragon" to Xyz Summon for "Divine Dragon Knight Felgrand". Having this card on the field on the first turn is really a huge advantage as Felgrand would be able to negate the effects of your monsters, thus, acting as a pseudo "Skill Drain" for two times. Furthermore, Felgrand can also use this effect on itself to prevent itself from being affected by any card effects.

However, this powerful ability of Felgrand can reduced from two times to only once, since you can play "Ghostrick Frost" on it, forcing it to use the effect on itself to avoid being turned facedown while "Ghostrick Frost" will still remain in your hand for further use. This leaves Felgrand with only one negation effect, and makes the task of getting rid of it easier.


Lastly, another important reason why "Ghostrick Frost" is receiving so much love in Japan is due to the fact that it is a Level 1. Since all the Dragon Ruler cards are Level 7, and the tuners in the deck, which are namely "Dragunity Corsesca", "Flamvell Guard" and "Effect Veiler" are all Level 1, 7 + 1+ 1 = magic number 9.

While "Trishula, Dragon of the Ice Barrier" is banned in the TCG, it is still legal in the OCG, thus, "Ghostrick Frost" allows the access of Trishula in Dragon Ruler decks, making it a force to be reckoned with.


That's all for today's post! Do play with the Dragon Rulers while they are still legal XD

Thursday, 19 December 2013

Gold Series 2014

This piece of news isn't exactly new since it was already announced a couple of days ago. However, the hype revolving around the sixth instalment of the OCG Gold Series (excluding the Gold Box) is definitely worth a blog post!

Set to be released on the 11th of January worldwide, Gold Series 2014 has to be the best Gold Series ever, introducing a huge array of powerful cards, more than any of the past Gold Series can be compared to!


GS06-JP001 - Obelisk the Tormentor (only available in Gold Secret Rare)
GS06-JP002 - The Winged Dragon of Ra (only available in Gold Secret Rare)
GS06-JP003 - Slifer the Sky Dragon (only available in Gold Secret Rare)
GS06-JP004 - Redox, Dragon Ruler of Boulders
GS06-JP005 - Tidal, Dragon Ruler of Waterfalls
GS06-JP006 - Blaster, Dragon Ruler of Infernos
GS06-JP007 - Tempest, Dragon Ruler of Storms
GS06-JP008 - Caius the Shadow Monarch
GS06-JP009 - Elemental HERO Prisma
GS06-JP010 - Tour Guide from the Underworld
GS06-JP011 - Confronting the "C" (new for OCG)
GS06-JP012 - Superdreadnought Rail Cannon Gustav Max
GS06-JP013 - The Melody of Awakening Dragon (new worldwide)
GS06-JP014 - Cybernetic Fusion Support (new worldwide)
GS06-JP015 - Forbidden Lance
GS06-JP016 - Powerful Rebirth (new worldwide)
GS06-JP017 - Imperial Iron Wall
GS06-JP018 - Vanity's Emptiness (via online poll)
GS06-JP019 - Number 61: Volcasaurus (via online poll)
GS06-JP020 - Celestial Wolf Lord, Blue Sirius (via online poll)

Similarities with Past Gold Series:
- Just like every Gold Series, this pack will reprint a Monarch card, "Caius the Shadow Monarch"
- Every pack will contain a mixture of commons and Gold Rares/Gold Secret Rare
- The total cards in this series is 20

Differences with Past Gold Series:
- This is the first time that several cards will only have a foil rarity and not common rarity
- This pack will introduce new cards previously not available in any languages
- This pack will include cards via the results of online polls
- The number of cards is reduced from 7 to 4
- The price of the pack is reduced from 300¥ to 150 ¥

Overall I find this Gold Series to be really good, less crappy cards and tons of powerful cards. Dragon Rulers will be reprinted for the first time, making those incredible Dragons more affordable. The pack price has also been reduced from 300¥ to 150¥ due to a reduction of cards per pack. This is also a good change as packs will now be more affordable to the general public.

The idea of reprinting Obelisk, Ra and Slifer probably came from the TCG Battle Pack 2: War of the Giants. I'm not complaining though, its an awesome idea!

I also like the idea of determining 3 cards via online poll though it was disappointing that "Raigeki Break" didn't make the cut. I would have preferred it over "Celestial Wolf Lord, Blue Sirius" anytime.

Other notable reprints that I'm happy about also includes "Forbidden Lance" and "Imperial Iron Wall", now we can finally have blingged Iron Walls and "Vanity's Emptiness" as well!

Sunday, 15 December 2013

Duelist Pack Corner 9: Duelist Pack Sartorius

Reading the world through the cards is what he does! The prophecy he embraces creates a new reality that transcends all possibilities. As evil and good collides, there is no escaping the future as Arcana Forces tramples on all that destiny that is doom to fail and recreate a perfect future! And the mighty power of the Arcana Forces that this man wields can be yours to command as "Duelist Pack Sartorius" emerges!


As usual, with accordance of all the Duelist Pack Corner series, I would like to remind my readers that all the Duelist Pack shown in this corner are merely fan-based and should not be treated as a genuine product produced by Konami Digital Entertainment.

Consistent with the earlier Duelist Packs created, "Duelist Pack Sartorius" was created with a combination of "Paint" and "Microsoft Powerpoint". "Photoshop" was not used as a tool for the image above. Therefore, please be understanding if you find the image bad.

Duelist Pack Sartorius will contain 42 cards in total: Collect all "1 ghost rare", "2 secret rares", "5 ultimate rares", "3 ultra rares", "5 super rares", "8 rares" and "18 commons" in this awesome set! Inclusive in this set is also 20 brand-new, never seen-before cards!

Includes 42 cards:

1 Ghost Rare
2 Secret Rare
5 Ultimate Rare
3 Ultra Rare
5 Super Rare
8 Rare
18 Common

DPSS-EN000 - Arcana Force EX - The Dark Ruler (Ghost Rare)
DPSS-EN001 - Arcana Force 0 - The Fool (Ultimate Rare)
DPSS-EN002 - Arcana Force I - The Magician
DPSS-EN003 - Arcana Force III - The Empress
DPSS-EN004 - Arcana Force IV - The Emperor
DPSS-EN005 - Arcana Force VI - The Lovers
DPSS-EN006 - Arcana Force VII - The Chariot (Super Rare)
DPSS-EN007 - Arcana Force VIII - Strength
DPSS-EN008 - Arcana Force XII - The Hangman (Secret Rare)
DPSS-EN009 - Arcana Force XIV - Temperance
DPSS-EN010 - Arcana Force XV - The Fiend (Ultra Rare)
DPSS-EN011 - Arcana Force XVII - The Moon
DPSS-EN012 - Arcana Force XXI - The World
DPSS-EN013 - Arcana Force EX - The Light Ruler (Ultra Rare)
DPSS-EN014 - Knight of Pentacles (Ultimate Rare)
DPSS-EN015 - Divination of Fate (Rare)
DPSS-EN016 - Light Barrier
DPSS-EN017 - Necro Sacrifice (Rare)
DPSS-EN018 - Future Vision (Ultimate Rare)
DPSS-EN019 - Magician's Scales (Rare)
DPSS-EN020 - Pentacle of Ace (Rare)
DPSS-EN021 - Monster Reincarnation
DPSS-EN022 - Ace of Sword (Super Rare)
DPSS-EN023 - Intervention of Fate (Super Rare)
DPSS-EN024 - Cup of Ace
DPSS-EN025 - Vision
DPSS-EN026 - Arcanatic Doomscythe (Ultra Rare)
DPSS-EN027 - Reverse Reborn (Rare)
DPSS-EN028 - Sowing of the Fool
DPSS-EN029 - Suit of Sword X (Rare)
DPSS-EN030 - Selection of Fate (Rare)
DPSS-EN031 - Second Coin Toss
DPSS-EN032 - The Heaven's Road (Super Rare)
DPSS-EN033 - Decisive Power of Absolute Destiny (Ultimate Rare)
DPSS-EN034 - Reversal of Fate
DPSS-EN035 - The Spiritual Road (Rare)
DPSS-EN036 - Ace of Wand
DPSS-EN037 - Arcana Call
DPSS-EN038 - The Material Road (Super Rare)
DPSS-EN039 - Emperor's Staff (Ultimate Rare)
DPSS-EN040 - Tour of Doom
DPSS-EN041 - Sixth Sense (Secret Rare)


new cards:

1)
DPSS-EN008 - Arcana Force XII - The Hangman
Level 6/ Fairy/ Light/ Effect/ 2200/ 2200
Effect: When this card is Summoned, toss a coin and gain an appropriate effect. ●Heads: During your End Phase, destroy 1 face-up monster you control and take damage equal to its ATK. ●Tails: During your End Phase, destroy 1 face-up monster your opponent controls and inflict damage to your opponent equal to its ATK.

2)
DPSS-EN010 - Arcana Force XV - The Fiend
Level 7/ Fairy/ Light/ Effect/ 2500/ 2500
Effect: When this card is Summoned, toss a coin.
● Heads: When this card attacks, select and destroy 1 monster on the field. Then, inflict 500 damage to the controller of the destroyed monster. If that monster is not destroyed, destroy this card.
● Tails: When this card attacks, destroy all monsters on the field.

3)
DPSS-EN014 - Knight of Pentacles
Level 3/ Warrior/ Earth/ Effect/ 1000/ 1000
Effect: When this card is Summoned, toss a coin: ● Heads: This card cannot be destroyed by battle. ● Tails: This card cannot attack. If this card is attacked, destroy this card at the end of the Damage Step.

4)
DPSS-EN015 - Divination of Fate
Spell/ Normal
Effect: Activate only if a monster you control did not destroy an opponent's monster by battle this turn. Special Summon 1 Level 4 or lower "Arcana Force" monster from your hand.

5)
DPSS-EN017 - Necro Sacrifice
Spell/ Normal
Effect: Select 1 Level 5 or higher monster in your hand. Special Summon monsters from your Graveyard to your opponent's side of the field equal to the number of Tributes required to Normal Summon that monster. (Your opponent selects the battle position(s) of the Summoned monster(s).) During this turn, you can Normal Summon the selected monster without Tributing.

6)
DPSS-EN019 - Magician's Scales
Spell/ Normal
Effect: Tribute 1 "Arcana Force" monster. Add 1 Spell Card from your Deck to your hand.

7)
DPSS-EN022 - Ace of Sword
Spell/ Normal
Effect: Select 1 face-up monster on the field and toss a coin. If Heads, apply the right-side up effect, and if Tails, apply the upside-down effect.
●Right-side up: Inflict damage to your opponent equal to the selected monster's ATK.
●Upside-down: You take damage equal to the selected monster's ATK.

8)
DPSS-EN023 - Intervention of Fate
Spell/ Normal
Effect: When your opponent Summons a monster, you can send this card from your hand to the Graveyard to activate 1 Normal Spell Card from your hand.

9)
DPSS-EN025 - Vision
Spell/ Normal
Effect: Draw 1 card and reveal it. Then, shuffle it into your Deck. Once during this Duel, if the selected card or a card with the same name is played, inflict 1000 damage to your opponent.

10)
DPSS-EN026 - Arcanatic Doomscythe
Spell/ Normal
Effect: Send 1 "Arcana Force" monster from your Deck to the Graveyard. This turn, when an opponent's monster is destroyed by battle and sent to the Graveyard, your opponent takes damage equal to the ATK of the destroyed monster.

11)
DPSS-EN027 - Reverse Reborn
Spell/ Equip
Effect: Select 1 "Arcana Force" monster in your Graveyard, Special Summon it in face-up Attack Position, and equip it with this card. The equipped monster has its "Tails" effect applied. When this card is destroyed , destroy the equipped monster.

12)
DPSS-EN028 - Sowing of the Fool
Spell/ Continuous
Effect: Once per turn, you can select 1 face-up "Arcana Force" monster you control. Toss a coin to determine which player sends 1 card from the top of their Deck to the Graveyard for each multiple of 300 ATK the selected monster has:
● Heads: The controller of this card.
● Tails: Your opponent.

13)
DPSS-EN029 - Suit of Sword X
Spell/ Normal
Effect: Toss a coin. ● Heads: Destroy all monsters your opponent controls. ● Tails: Destroy all monsters you control.

14)
DPSS-EN030 - Selection of Fate
Spell/ Normal
Effect: Your opponent selects 1 random card in your hand. If it is a Monster Card, Special Summon it.

15)
DPSS-EN032 - The Heaven's Road
Spell/ Continuous
Effect: Activate only while there is a Level 7 or higher "Arcana Force" monster in your Graveyard. You can send this face-up card, along with one face-up "The Material Road" and "The Spiritual Road" you control, to the Graveyard to Special Summon 1 "Arcana Force EX - The Light Ruler" from your hand, Deck, or Graveyard, ignoring the Summoning conditions.

16)
DPSS-EN033 - Decisive Power of Absolute Destiny
Trap/ Normal
Effect: Declare 1 Monster Card name. If a card with the declared name is in your opponent's Deck, Special Summon it in Attack Position to their side of the field.

17)
DPSS-EN035 - The Spiritual Road
Trap/ Continuous
Effect: Activate only when a Level 5 or 6 or higher "Arcana Force" monster is in your Graveyard. By sending a Level 7 "Arcana Force" monster from your hand to the Graveyard, add 1 "The Heaven's Road" from your Deck to your hand.

18)
DPSS-EN036 - Ace of Wand
Trap/ Normal
Effect: Activate only when a monster(s) is destroyed by a card effect. Toss a coin. ● Heads: The controller of the destroyed monster(s) gains Life Points equal to the total ATK of the destroyed monster(s). ● Tails: Inflict damage to the controller of the destroyed monster(s) equal to the total ATK of the destroyed monster(s).

19)
DPSS-EN038 - The Material Road
Trap/ Continuous
Effect: Activate only while there is a Level 4 or lower "Arcana Force" monster in your Graveyard. Discard 1 Level 5 or 6 "Arcana Force" monster. Add 1 "The Spiritual Road" from your Deck to your hand.

20)
DPSS-EN039 - Emperor's Staff
Trap/ Normal
Effect: Your opponent draws 1 card. This turn, cards you control cannot be destroyed by your opponent's card effects.

Thursday, 12 December 2013

The Unoriginal & Boring Part 4 - Christmas Dragon Rulers!

Having not played yugimonz in a long while, getting back into the game was hindered by the rustiness of my skills. Even playing a simple deck like Dragon Rulers posed plenty of problems to the recollection of my memories of the game, and I made several misplays and mistakes.

However, practice makes perfect! Having played the newest build of Dragon Rulers on DuelNet today (well, minus the few instances of me switching back to Inzektors), I found a build that I liked a lot. So for today's "The Unoriginal & Boring" post, introducing Christmas Dragon Rulers!!

Well, Christmas in this deck name has no significant meaning, but rather serves as a reminder to everyone that Christmas is just round the corner, get ready for the festive celebrations! Decklist is as follows and it will be in TCG format since DuelNet does not allow OCG builds now:


Monsters (23):
[3] Blaster, Dragon Ruler of Infernos
[3] Tidal, Dragon Ruler of Waterfalls
[3] Redox, Dragon Ruler of Boulders
[3] Tempest, Dragon Ruler of Storms
[1] Mythic Tree Dragon
[1] Mythic Water Dragon
[3] Maxx "C"
[2] Effect Veiler
[2] Dragunity Corsesca
[2] Flamvell Guard

Spells (9):
[3] Dragon Ravine
[1] Gold Sarcophagus
[2] Dragon Shrine
[3] Mystical Space Typhoon

Traps (9):
[1] Bottomless Trap Hole
[1] Compulsory Evacuation Device
[1] Return from the Different Dimension
[2] Phoenix Wing Wind Blast
[3] Skill Drain
[1] Solemn Warning

Extra (15):
[2] Number 11: Big Eye
[2] Mecha Phantombeast Dracossack
[1] Number 74: Master of Blades
[1] Divine Dragon Knight Felgrand
[1] Number 46: Dragluon
[1] Jeweled Red Dragon Archfiend
[1] Colossal Fighter
[1] Crimson Blader
[1] Stardust Spark Dragon
[1] Scrap Dragon
[1] Black Rose Dragon
[1] Karakuri Shogun mdl 00 "Burei"
[1] Ally of Justice Catastor

Although Dragon Rulers have taken a tumble from their throne following Konami's decision to ban the cute baby dragons several months ago, the newest build by Japan has lifted the fallen dragons back to their rightful place again, and that is, at the pinnacle!

Well, my build isn't exactly the Japan build, since I incorporated several other ideas and adapted it to the TCG format (DuelNet! When are you going to allow OCG decks again, don't discriminate against us!), but it still works pretty fine for me.

Without the baby dragons, other cards have to take their place, and that includes increasing both "Flamvell Guard" and "Dragunity Corsesca" from one copy to two copies. Other changes would also include the awesome "Mythic Tree Dragon" and "Mythic Water Dragon" as targets for both Redox and Tidal (we can't just leave all the fun to Blaster and Tempest right?).

The inclusion of "Mythic Tree Dragon" and "Mythic Water Dragon" also allows Rank 8 Xyz, one of them being the awesome "Divine Dragon Knight Felgrand" which serves as a one turn "Skill Drain" by detaching one of its Xyz materials.

"Dragon Ravine" has also become more relevant than ever, from the one copy in previous builds to the current three copies. Another new team member would be "Dragon Shrine". Since the baby dragons have already been banned, there must be a substitute to load the graveyard with dragons, and "Dragon Shrine" would do just the trick! By sending in "Flamvell Guard", which is a normal monster, we would then be able to send in another dragon monster, leaving two dragons to banish to special summon a dragon ruler monster from your hand! Quite a neat trick in my opinion.

Finally, for the Main Deck lineup, a new inclusion is also "Skill Drain". As usual, the gameplay for dragon rulers have changed a lot since the banning of the baby dragons. Without the baby dragons, going for Xyz Summon would be a lot tougher, and Synchro Summons just isn't required every single time. Therefore, what would be the best way to not waste the banishing of the dragons to special summon a dragon ruler.....hmm.....that's right! Letting them remain on the field by negating their effects with "Skill Drain"!

For the Extra Deck lineup, nothing much has changed except the newest additions of the Rank 8 Xyz.

Well, that's all for today's post. Do try out the above deck and let me know if I can improve on anything!

Tuesday, 10 December 2013

Eeveeeeeeeeeeeeeeeeeeeeeee!!!!!!!!!!!!!!!!!!!!

Hi everyone! If you notice the weird post title today and related it to the Pokémon Eevee, yea! You are right! I apologise for making a Pokémon post today instead of a Yu-Gi-Oh! post, since its only Day 2 since I restarted blogging after a long absence.

However, I can't resist making a post about Eevee, since its so cool how many different kinds of evolutions Eevee can take. If you are a Pokémon fan too, I hope you will enjoy today's post. If you are not a Pokémon fan, well, I promise I will be making another Yu-Gi-Oh! post soon!

Since Pokémon started with the original series where there were only 151 different kinds of Pokémon, Eevee was already the Pokémon with most types of evolution, and they are Jolteon, Vaporeon and Flareon. Well, if you were to compare it to Yu-Gi-Oh!, you might probably think of "Dark Magician" and "Blue-eyes White Dragon" which has the most number of artworks in the early stages of the trading card game.

As the Pokémon series progressed, and Ash/Satoshi travelled to more regions outside of Kanto, which are Johto, Hoenn, Sinnoh, Unova, and the newest Kalos region, more types of Eevee evolutions have been created/discovered. Until the Kalos region, Eevee is able to evolve into 8 different types of Pokémon, which is incredible!

If you would like to know more about the Eevee family, do watch the recent mini-movie which features all 8 evolutions of Eevee and Eevee itself!
Link to the mini-movie: http://www.youtube.com/watch?v=6selt9XVmVg


Apart from Jolteon, Vaporeon and Flareon which were mentioned above, the other known Eevee evolutions are Espeon, Umbreon, Leafeon, Glaceon, and Sylveon. So, among the 9 different Pokemons here, which one is your favourite!

Therefore, for today's post, it is going to be my personal ranking of favourites!

1st place:
1st place is none other than Espeon! Among the Eevee family, the evolution that boasts mighty elegance is definitely Espeon. Apart from being a cool Psychic type, Espeon certainly is a Pokemon that I would like to keep as a pet.


2nd place:
In my opinion, while Glaceon might not be as elegant as Espeon, it exudes its own charms as well. Although Glaceon is a cold Ice-type Pokemon, seeing it on the screen certainly melts my heart.


3rd place:
3rd place isn't any evolution of Eevee, but Eevee itself! While I was not really fond of Eevee in the early days of my exposure to Pokemon, seeing the Eevee in Team Eevee in the Sinnoh League really generated a lot of interest in me. This is definitely one little cool furball!


4th place:
Retro might not always be bad. Being one of first three evolutions of Eevee from the original Pokemon series, Flareon still carries a special place in my heart, and this spunky fire Pokemon takes 4th place in my personal rankings.


5th place:

Taking the fifth spot is the sleek and cool dark type evolution, Umbreon! While I am not a really huge fan of Dark-type Pokemons, Umbreon is one my favourites in the mix. If you guys think that Umbreon looks cool with those yellow rings on its body, wait till you see Shiny Umbreon with its blue rings!


6th place:
Everybody needs a fairy in his/her life. I am no exception! Sylveon is the newest addition to the Eevee family starting from the Kalos region. While not much is known about this new pink and adorable Pokemon, we don't have to wait long as Sylveon is due to make an anime appearance in episode 13, which is about a month away. Until then, continue loving Sylveon!


7th place:
Having trouble styling your hair in the morning? Well, Jolteon never has this problem! Its spiky appearance is just one of the few reasons why I have taken a liking to it. Other than Pikachu, this electric Pokemon is one the few other ones that really pack a punch.


8th place:
Just like Dark-types, I have never really been fond of Grass-type Pokemons before, as I always feel that they are not one of the strong types around. However, being an Eevee family fan, I automatically took a liking to Leafeon due to its crispy grass appearance. It sorts of remind of "Chikorita" in some ways. Don't get me wrong, Chikorita is one my favourite starter Pokemons as it remains cute all the way till its final evolution.


9th place:
Like all rankings, there must always be a last place, and unfortunately, Vaporeon takes the base in my personal rankings. I mean, there's nothing wrong with Vaporeon, its cool and its strong, but I don't really like seeing the fish tail on it, its no mermaid lol.

Well, that's all for today's post, and if you would like to share your personal ranking on the Eevee family, please do share it with me in the comments section!

Monday, 9 December 2013

The Fun Theory Part 14: Cyber Smash - A Zane Truesdale Story

Hello everyone! It's been months since I posted my last entry, and it was really beyond my control. University life is getting really tough now that I'm a sophomore and the race is on. However, my exams have finally ended and its time to brush my hand across the glittering dust that have laid to rest upon my precious decks.

Being months away from the game, I really have no idea what is going on. Going to locals is merely a task to oil my rusty skills in piloting my Jinzo deck. However, the newest OCG structure deck "Lightning Strike of the Mechlight Dragon" has caught my interest!


Just like the previous Blue-eyes deck, this deck features 2 Ultra Rares instead of just one. However, I do feel that "Cyber Repair Plant" deserves a foil slot instead of "Cyber Twin Dragon" as the former is just such an awesome support card for Cyber Dragon decks.


Name: Cyber Repair Plant
Spell/ Normal
Effect: If "Cyber Dragon" is in your Graveyard: Activate 1 of these effects. If there are 3 or more "Cyber Dragons" in your Graveyard, you can activate both of these effects. You can only activate 1 "Cyber Repair Plant" per turn.
● Add 1 LIGHT Machine-Type monster from your Deck to your hand.
● Target 1 LIGHT Machine-Type monster in your Graveyard; shuffle that target into the Deck.

Having a ROTA for "Cyber Dragon" is always nice, and its amazing how we can actually use both effects merely by having 3 "Cyber Dragon" in the grave, which is really easy considering they also released two brand new effect monsters, which are namely Cyber Dragon Core and Cyber Dragon Drei . (You can check out the effects of these cards by clicking on the wikia link)

Other than that, Cyber Dragon has also reached a brand new level with their awesome new Xyz monster, Cyber Dragon Nova ! Alongside is also a brand new trap card, Cyber Network.

Overall, I think that this new structure deck is really awesome and Konami has really outdone themselves by bringing Zane Truesdale back to the spotlight. With all these new card information exploding in my brain, I decided to try them out out Dueling Network.

After one day of playtesting, I found a build I really like and decided to make this post after such a long time. Presenting to you.........the "Cyber Smash" deck!


Monsters (19):
[3] Cyber Dragon
[3] Cyber Dragon Core
[3] Cyber Dragon Drei
[1] Honest
[2] Chronomaly Nebra Disk
[3] Chronomaly Golden Jet
[3] Effect Veiler
[1] Cyber Elthnin

Spells (11):
[1] Overload Fusion
[3] Cyber Repair Plant
[2] Mystical Space Typhoon
[2] D.D.R
[2] Instant Fusion
[1] Dark Hole

Traps (10):
[2] Call of the Haunted
[1] Return from the Different Dimension
[2] Mirror Force
[1] Bottomless Trap Hole
[2] Dimensional Prison
[1] Cyber Network
[1] Torrential Tribute

Extra (15):
[1] Cyber Twin Dragon
[1] Cyber End Dragon
[2] Chimeratech Fortress Dragon
[1] Chimeratech Overdragon
[2] Cyber Saurus
[2] Cyber Dragon Nova
[1] Constellar Pleidas
[1] No.61 Volcasaurus
[1] Tiras, Keeper of Genesis
[1] Diamond Dire Wolf
[1] No.50 Blackship of Corn
[1] Gaia Dragon, The Thunder Charger

There isn't really much to talk about the new cards as I believe that all of you should experiment with this deck yourselves to find out how much synergy this deck has. "Cyber Dragon Core" acts as a ROTA ROTA, searching out the ROTA "Cyber Repair Plant", while "Cyber Dragon Drei" is just.....amazing, providing instant access to level 5 for "Cyber Dragon Nova".

My choices of "Chronomaly Nebra Disk" and "Chronomaly Golden Jet" may raises a couple of eyebrows, but please don't stop reading, these 2 cards helps to provide Rank 5s really fast, and "Cyber Dragon Nova" as well. "Chronomaly Nebra Disk" searches as a ROTA for "Chronomaly Golden Jet" which can transform itself to level 5. When you have no monsters out, you can summon "Chronomaly Golden Jet" that will allow you to use "Chronomaly Nebra Disk's" effect to special summon itself from the graveyard, Xyzing for "Cyber Dragon Nova", which can then bring out another monster via its effect.

So far I find this build really fun to use. I hope everyone can too!

Thursday, 15 August 2013

Duelist Pack Corner 8: Duelist Pack Tyranno Hassleberry

From the depths of time he rises! A new age has begun as the forces from the past take charge! The fossils that determine our history has once again made contact with the soil of this world as the mighty dinosaurs revive! The man who helms this old force in this new world will be nothing short of expectations, get ready for "Duelist Pack Tyranno Hassleberry"!


As usual, with accordance of all the Duelist Pack Corner series, I would like to remind my readers that all the Duelist Pack shown in this corner are merely fan-based and should not be treated as a genuine product produced by Konami Digital Entertainment.

Consistent with the earlier Duelist Packs created, "Duelist Pack Tyranno Hassleberry" was created with a combination of "Paint" and "Microsoft Powerpoint". "Photoshop" was not used as a tool for the image above. Therefore, please be understanding if you find the image bad.

Duelist Pack Tyranno Hassleberry will contain 42 cards in total: Collect all "1 ghost rare", "2 secret rares", "5 ultimate rares", "3 ultra rares", "5 super rares", "8 rares" and "18 commons" in this awesome set! Inclusive in this set is also 14 brand-new, never seen-before cards!

Includes 42 cards:

1 Ghost Rare
2 Secret Rare
5 Ultimate Rare
3 Ultra Rare
5 Super Rare
8 Rare
18 Common

DPTH-EN000 - Ultimate Tyanno (Ghost Rare)
DPTH-EN001 - Archeonis (new card) (Super Rare)
DPTH-EN002 - Hyper Hammerhead
DPTH-EN003 - Gilasaurus
DPTH-EN004 - Super Conductor Tyranno (Rare)
DPTH-EN005 - Dark Driceratops
DPTH-EN006 - Tyranno Infinity
DPTH-EN007 - Dark Tyranno
DPTH-EN008 - Black Stego (Rare)
DPTH-EN009 - Dyna Base (new card) (Ultimate Rare)
DPTH-EN010 - Element Saurus
DPTH-EN011 - Giant Rex (new card) (Ultra Rare)
DPTH-EN012 - Babycerasaurus
DPTH-EN013 - Sabersaurus (Rare)
DPTH-EN014 - Sauropod Brachion
DPTH-EN015 - Destroyersaurus
DPTH-EN016 - Mad Sword Beast
DPTH-EN017 - Black Veloci
DPTH-EN018 - Miracle Jurassic Egg
DPTH-EN019 - Black Ptera
DPTH-EN020 - Kabazauls (Rare)
DPTH-EN021 - Dyna Tank (new card) (Super Rare)
DPTH-EN022 - Evolzar Laggia (Rare)
DPTH-EN023 - Evolzar Dolkka (Rare)
DPTH-EN024 - Big Evolution Pill
DPTH-EN025 - Card of Reversal (new card) (Ultra Rare)
DPTH-EN026 - Card of Variation (new card) (Secret Rare)
DPTH-EN027 - Dino Stomp (new card) (Super Rare)
DPTH-EN028 - Jurassic World (Rare)
DPTH-EN029 - Ultra Evolution (new card) (Ultimate Rare)
DPTH-EN030 - New Ultra Evolution (new card) (Ultimate Rare)
DPTH-EN031 - Living Fossil (new card) (Super Rare)
DPTH-EN032 - Tail Swipe
DPTH-EN033 - Dino Blast (new card) (Super Rare)
DPTH-EN034 - Spacetime Transcendency (new card) (Ultimate Rare)
DPTH-EN035 - Giant Trunade (Ultimate Rare)
DPTH-EN036 - Jurassic Impact (new card) (Ultra Rare)
DPTH-EN037 - Fossil Excavation
DPTH-EN038 - Amber Pitfall (new card) (Secret Rare)
DPTH-EN039 - Survival Instinct
DPTH-EN040 - Volcanic Eruption
DPTH-EN041 - Hunting Instinct (Rare)


new cards:

1)
DPTH-EN001 - Archeonis
Level 3/ Winged Beast/ Wind/ Effect/ 300/ 1300
Effect: This card can attack your opponent directly.

2)
DPTH-EN009 - Dyna Base
Level 4/ Machine/ Earth/ Effect/ 0/ 2100
Effect: You can Tribute this face-up card and 1 Dinosaur-Type monster from your hand to Special Summon 1 "Dyna Tank" from your Fusion Deck. (This Special Summon is treated as a Fusion Summon.)

3)
DPTH-EN011 - Giant Rex
Level 4/ Dinosaur/ Earth/ Effect/ 2000/ 1200
Effect: While your opponent controls no monsters, this card cannot attack.

4)
DPTH-EN021 - Dyna Tank
Level 7/ Dinosaur/ Earth/ Fusion/ Effect/ ?/ 0/
Effect: "Dyna Base" + 1 Dinosaur-Type monster
This card cannot be Special Summoned except with "Dyna Base". A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. This card's original ATK becomes equal to the original ATK of the Dinosaur-Type monster used in this card's Fusion Summon. If this card is targeted by an opponent's card effect, switch the target to an appropriate monster your opponent controls.

5)
DPTH-EN025 - Card of Reversal
Spell/ Normal
Effect: Activate only if no other cards are in your hand and you control no cards. Draw 1 card for each face-up card your opponent controls.

6)
DPTH-EN026 - Card of Variation
Spell/ Normal
Effect: Draw 2 cards. During the End Phase, send 1 card from your hand to the Graveyard or take 3000 damage.

7)
DPTH-EN027 - Dino Stomp
Spell/ Quick-play
Effect: Activate only when a Dinosaur-Type monster you control declares an attack. Select 1 Spell/Trap Card your opponent controls, and destroy it.

8)
DPTH-EN029 - Ultra Evolution
Spell/ Normal
Effect: Remove from play, from your hand or Graveyard, 1 Machine-Type monster and 1 Dinosaur-Type monster. Special Summon 1 LIGHT Dinosaur-Type monster from your hand or Deck.

9)
DPTH-EN030 - New Ultra Evolution
Spell/ Normal
Effect: Tribute 1 Winged Beast-Type monster. Special Summon 1 Dinosaur-Type monster from your hand.

10)
DPTH-EN031 - Living Fossil
Spell/ Equip
Effect: Select 1 monster in your Graveyard, Special Summon it, and equip it with this card. It loses 1000 ATK and its effects are negated. When this card is destroyed, destroy the equipped monster.

11)
DPTH-EN033 - Dino Blast
Spell/ Normal
Effect: Select 1 face-up Dinosaur-Type monster you control. Inflict damage to your opponent equal to that monster's Level x 300.

12)
DPTH-EN034 - Spacetime Transcendency
Spell/ Normal
Effect: Remove from play any number of Dinosaur-Type monsters from your Graveyard. Special Summon 1 monster from your hand with a Level equal to the number of monsters removed from play. That monster cannot attack this turn.

13)
DPTH-EN036 - Jurassic Impact
Trap/ Normal
Effect: Activate only when you have less Life Points than your opponent. Destroy all monsters on the field. Inflict 300 damage to each player for each monster they controlled that was destroyed by this effect. Both players cannot Normal or Special Summon until the end of your next turn.

14)
DPTH-EN038 - Amber Pitfall
Trap/ Continuous
Effect: Activate only when an opponent's monster declares an attack. Negate the attack, and change the attacking monster to Defense Position. That monster cannot change its battle position.

Wednesday, 14 August 2013

Yu-Gi-Oh! September 2013 Rumored Ban List - The Return of Synchros

Nowadays there has been a banlist that is going around that people believed to be true. Now, I'm not going to say that this banlist is fake or anything. There was just one change on that banlist that caught my attention, and that was the return of "Trishula, Dragon of the Ice Barrier". While Trishula still remains banned as of now, I'm certain that duelists who have played through the era of triple Trishula, or even just a single copy of Trishula, would remember how powerful this synchro monster is.

So, is the return of Trishula possible? Or is it just a myth? Well, for today's post, I am not going to talk about the possibility of Trishula returning. Today I am going to talk about another ongoing discussion with regards to Trishula's return, and that is: If a banned synchro monster is going to come back, would it be "Trishula, Dragon of the Ice Barrier"? Or would it be "Goyo Guardian"?

On several Yu-Gi-Oh! forums now, there are users commenting that Trishula is just like a Goyo Guardian, and that if Trishula is coming back, Goyo Guardian should return too. While there are no similarities in the effects or levels of Trishula and Goyo Guardian, we can definitely draw parallels from these two cards from the aspect of their strengths.

Trishula, upon synchro summoning, has the effect to banish one card from your opponent's hand, one card from your opponent's field, and one card from your opponent's graveyard. That is three cards knocked off instantly upon its synchro summon (two cards if you do not count the one from the graveyard). Furthermore, the best part is that this effect does not target. So for example, if your opponent chains call of the haunted to bring back a monster from his graveyard, you can still target the special summoned monster for banishment from the field, which is pretty OP if you ask me.


Goyo Guardian, on the other hand, has no effect upon its synchro summon. Its effect kicks in when it destroys an opponent's monster by battle and sends it to the graveyard, then you would be able to special summon the monster destroyed by Goyo Guardian to your side of the field. Well, normally that effect would be too good, but to add on to it, Goyo Guardian, despite being a level 6 synchro monster, has an astounding attack point of 2800, which in the past, is even bigger than level 8 synchro monsters such as "Stardust Dragon".


Both are strong in their own ways, and were definitely banworthy in the era they were in. However, with Xyz monsters running the front right now, there is definitely room for one of them to come back. The problem is, which one?

One banishes three cards from your field instantly upon synchro summoning, the other steals your monsters and turns them against you. Both has huge attack points of 2700 and 2800 respectively. The deciding factor would be how easily they can be synchro summoned then.

Trishula requires 1 tuner + 2 or more non-tuners for its summon whereas Goyo Guardian only requires 1 tuner + 1 or more non-tuners. Both are generic synchro monsters, not requiring any special attributes or types for their summons. The difference is that Trishula requires one more non-tuner for its summon. However, for those active players of Plant Synchro of Infernities, you would know that synchro summoning Trishula is not that difficult as well.

Therefore, aside of those two decks, does the two non-tuner condition make it acceptable for Trishula to be unbanned instead of Goyo Guardian? Not necessarily. Let's take a look at the top decks right now. Dragon Rulers, Prophecy, 4-Axis Fire Fist all runs level 1 tuners such as "Effect Veiler", "Dragunity Corsesca" and "Blue-Eyes Maiden", which we know helps in the ease of summoning Trishula in the form of 1 + 4 + 4 = 9.

On the other hand, if you were to try to synchro summon Goyo Guardian using level 1 tuners, you would need a combination of 1 + 5 or 1 + 2 + 3, which we know by experience, is a lot harder to pull off than 1 + 4 + 4. Therefore, the easiest way to summon Goyo Guardian is by using a level 2 tuner, which can be found in Mermails in the form of "Deep Sea Diva".

Given the strong powers of both Trishula and Goyo Guardian, if Konami was to bring one of them back, it would definitely be one that is harder to summon right? Which in this case, would point over to Goyo Guardian since most decks utilise level 1 tuners instead of level 2 tuners.

However, that is wrong. It is infinitely better to bring back Trishula instead of Goyo Guardian in our upcoming September meta. Why? That is because if Dragon Rulers and Prophecy were to be hit by the September 2013 banlist, then Mermails may rise again to take over the meta. If that is the case, Mermails, having the ability to go into Goyo Guardian, may wreck havoc in our format again. Therefore, in order to even the playing ground, bringing Trishula back instead of Goyo Guardian is the wiser decision.

Duelists who wield Mermails as their weapons may then complain that Trishula is easier to summon in other decks. However, that is not true as well. "Deep Sea Diva" going into "Atlantean Marksman", then into "Atlantean Dragoons" is level 9 as well, which goes to show that synchro summoning Trishula in a Mermail deck can be as simple as other decks.

Well, that's all for today's post, and if you feel that Goyo Guardian should be brought back instead of Trishula, do pause and think again in the perspective of the next format and how broken Goyo Guardian would be in a Mermail deck. :)

Tuesday, 13 August 2013

Common-Haters, heres Bling Bling for you - Part 8

Finally!! After waiting for a long time in the current format, there has been a Dragunity deck that topped in Japan amidst the swarms of crazy dragons and spellcasters. Dragunities has always been a big threat in the game, and with Dragon Rulers and Prophecy most likely to get hit by the upcoming September 2013 banlist, Dragunities will most certainly soar up in the meta (although Mermails still present a great threat though).

That is precisely the reason why I chose to add "Dragunity Knight - Vajrayana" into my Most Ideal Yu-Gi-Oh! September 2013 Ban List because of the insane abilities of Dragunities to swarm the field with this Synchro Monster. I am also an avid user of Dragunities, and you can see my own Dragunity build here!

Without further ado, let's take a look at the Dragunities deck that topped in Japan and see how much we can bling out that deck!


Monsters (18):
[3] Droll & Lock Bird (OCG Korean Super Rare - AE01-KR006)
[1] Garuda The Wind Spirit (OCG Japanese Common - TP03-JP005)
[3] Dragunity Dux (OCG Japanese Super Parallel Rare - DT06-JP009)
[1] Blackwing - Zephyros The Elite (OCG Japanese Ultra Rare - DP11-JP012)
[2] Dragunity Arma Mystletainn (OCG Japanese Super Rare - SD19-JP002)
[3] Tempest, Dragon Ruler of Storms (OCG Japanese Super Rare - LTGY-JP041)
[1] Dragunity Arma Leyvaten (OCG Japanese Ultra Rare - SD19-JP001)
[1] Red-Eyes Darkness Metal Dragon (OCG Japanese Ultra Rare - LE11-JP001)
[3] Dragunity Phalanx (TCG English Secret Rare - HA03-EN035)

Spells (15):
[1] Heavy Storm (OCG Japanese Ultra Rare - BE02-JP068)
[1] Monster Reborn (OCG Japanese Ultra Rare - Volume 2)
[3] Terraforming (TCG English Super Rare - AP01-EN009)
[1] Dark Hole (OCG Japanese Ultra Rare - BE01-JP098)
[2] Forbidden Chalice (OCG Japanese Gold Secret Rare - GS05-JP017)
[3] Mystical Space Typhoon (OCG Japanese Super Rare - BE01-JP027)
[1] Book of Moon (OCG Japanese Gold Rare - GS02-JP011)
[3] Dragon Ravine (OCG Japanese Common - SD25-JP023)

Traps (7)
[2] Compulsory Evacuation Device (OCG Korean Secret Rare - IOC-KRPR2)
[3] Imperial Iron Wall (OCG Japanese Common - SD15-JP030)
[1] Solemn Warning (OCG Japanese Gold Secret Rare - GS05-JP020)
[1] Solemn Judgment (OCG Japanese Ultra Rare - Volume 4)

So unfortunately there are still 3 cards in this deck that cannot be blinged, which are "Garuda The Wind Spirit", "Dragon Ravine" and "Imperial Iron Wall". Pff, those commons! However, I feel that these cards will soon be released in a higher in the near future, just as how cards such as "Droll & Lock Bird" and "Super Rejuvenation" were released in a foil rarity.

Until then, continue to bling out your decks and cya!

What could be the next Yu-Gi-Oh! 5D's Manga Dragon?

Since Synchro Summon was first introduced in "The Duelist Genesis", synchro summoning has become a serious consideration in deck building. It involves playing the right monsters to go towards the required star level, and also using several monsters for their tuner aspect, such as "Effect Veiler".

However, ever since Xyz Summon was introduced, and this new introduction has diminished the popularity of Synchro Summon. Nonetheless, with the introduction of Dragon Rulers, Synchro Summon has once again picked up popularity, especially the level 8 synchro monsters as players can now synch a level 1 tuner with a level 7 dragon ruler monster.

Although it is not released in the TCG yet, one level 8 synchro monster has become a popular tech in the OCG build of Dragon Rulers in order to protect the extremely important "Vanity's Emptiness" in mirror matches. This card is none other than "Flashing Karat Dragon, Stardust"!

"Flashing Karat Dragon, Stardust" is the duel dragon version of "Stardust Dragon" in the manga, and for the rest of the signer dragons, duel dragon versions also exist. However, not all of them has been released yet. As for now, only 4 has been released, and they are as follows:


The above is "Stardust Dragon" and its duel dragon counterpart, "Flashing Karat Dragon, Stardust"

Name: Flashing Karat Dragon, Stardust
Level 8/ Dragon/ Light/ Synchro/ Effect/ 2500/ 2000
Effect: 1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn: You can target 1 face-up card you control; once during this turn, it cannot be destroyed by battle or by card effects.


On the right of the above picture is the newest duel dragon that was recently released, "Jeweled Demon Dragon, Red Daemon", which is the duel dragon version of "Red Dragon Archfiend"

Name: Jeweled Demon Dragon, Red Daemon
Level 8/ Dragon/ Dark/ Synchro/ Effect/ 3000/ 2000
Effect: 1 Tuner + 1 or more non-Tuner monsters
Once per turn, during your Main Phase 1: You can destroy all other face-up Attack Position monsters on the field. Other monsters cannot attack during the turn you activate this effect.


Name: Power Tool Mecha Dragon
Level 7/ Machine/ Dark/ Synchro/ Effect/ 2300/ 2500
Effect: 1 Tuner + 1 or more non-Tuner monsters
During your turn, when an Equip Spell Card is equipped to this card: You can draw 1 card. You can only use this effect of "Power Tool Mecha Dragon" once per turn. Once per turn, during either player's turn: You can target 1 face-up Equip Card on the field that can be equipped to this card; equip it to this card.


Name: Ancient Faerie Dragon
Level 7/ Dragon/ Dark/ Synchro/ Effect/ 2100/ 3000
Effect: 1 Tuner + 1 or more non-Tuner monsters
During your turn, when a Field Spell Card is activated: Draw 1 card. You can only use this effect of "Ancient Fairy Dragon" once per turn. Once per turn, if there is a face-up Field Spell Card on the field: You can target 1 face-up Attack Position monster on the field; destroy it.

As can be seen from the above images, out of the six main dragon synchro monsters in the Yu-Gi-Oh! 5D's era, 4 of the duel dragon counterparts has already been released, what is left now is only the duel dragon counterpart for "Black Rose Dragon" and "Black-Winged Dragon".

So, readers, which one of the two remaining dragons do you all think will be released next? :D


The card on the right of the above image is "Moon Flower Dragon - Black Rose", which is the unreleased duel dragon counterpart of "Black Rose Dragon".

Name: Moon Flower Dragon - Black Rose
Level 7/ Dragon/ Attribute-unknown/ Synchro/ Effect/ 2400/ 1800
Manga Effect: 1 Tuner + 1 or more non-Tuner monsters
Once per turn, when a monster is Special Summoned (including this card): Target 1 monster on the field; return it to the hand.


And the above image is "Mysterious Winged Dragon - Black Feather", which is the duel dragon counterpart of "Black-Winged Dragon".

Name: Mysterious Winged Dragon - Black Feather
Level 8/ Dragon/ Attribute-unknown/ Synchro/ Effect/ 2800/ 1600
Manga Effect: 1 Tuner + 1 or more non-Tuner monsters
When you take 400 or more damage: Send 1 card from the top of your Deck to the Graveyard for every 400 damage you took, then this card gains 400 ATK for each monster sent.

I'm not sure about you guys, but I'm certainly looking forward to the release of "Moon Flower Dragon - Black Rose" because if it retains the effect from the manga, it will definitely be an awesome addition to the Extra Deck. :)

Sunday, 11 August 2013

Duelist Edition Ranking Tournament Report 11/8/2013

Amidst the continuous check on new updates with regards to the 2013 Yu-Gi-Oh! World Championships, I still managed to find time to head down to locals today to participate in the Duelist Edition Ranking Tournament. I have previously took part in this tournament a couple of times, but scrubbed out early, so there was nothing much to report on.

Furthermore, since entry for these tournaments are always free and we get a free tournament pack as the doorgift, there was simply no reason not to play. The winner of these tournaments also get a limited edition Duelist Edition playmat which is pretty awesome for a free tournament.

For foreign readers of my blog who have no idea how the Duelist Edition Ranking Tournament works, it is basically a tournament that requires us to fit in 3 copies each of 3 types of cards from a selected card-pool (i.e 9 cards in total since its 3X3) that was printed in either the OCG Duelist Edition Pack Vol. 1, 2, 3 or 4. The card-pool changes each month and Dragon Ruler cards are not allowed to be used in this tournament.

For the month of August, the mandatory card-pool are as follows:

Gladiator Beast Murmillo
Gladiator Beast Laquari
Gladiator Beast Hoplomus
Gladiator Beast Secutor
Gladiator Beast Andal
Reign-Beaux, Overlord of Dark World
Kahkki, Guerilla of Dark World
Gren, Tactician of Dark World
Renge, Gatekeeper of Dark World
Dark World Dealings
Evil HERO Malicious Edge
Evil HERO Infernal Gainer
Evil HERO Dark Gaia
Dark Fusion
Dark Calling
Botanical Girl
Tytannial, Princess of Camellias
Black Garden
Miracle Fertilizer 
The World Tree

Therefore, with the requirement to fit in a total of 9 cards from this pool, 3 each from 3 types of cards, I was expecting to see plenty of Dark World decks alongside hybrid Prophecy, Firefist or Mermial decks with a random splash of the 9 cards, and also the possible HERO decks or Plant decks. However, what was surprising is that many players chose to play Gladiator Beasts instead.

I'm guessing that the mandatory pool for the Gladiator Beast cards fits in better for the original GB deck as compared to the pool for the Dark World cards, which is why many players chose to run GBs instead. Running GBs myself, I welcomed the challenge as I used to be an active GB player (while playing my favourite Jinzo Returner deck lol). However, having not touch the deck for so long, the rustiness was bound to be there.

For myself, the 3 types of cards that I selected was Gladiator Beast Laquari, Gladiator Beast Hoplomus and Gladiator Beast Andal.



Deck used: Gladiator Beast
Format: Single Elimination


Round 1: VS Dark World
I lost the dice roll for this match T_T
G1: The match went back and fro, until a crucial point where my opponent had a "Gates of the Dark World" on the field and set a facedown spell/trap. Looking through my graveyard, I saw only 1 or 2 monsters, and having already filtered enough spells/traps, I decided to take a risk and use my facedown MST on his freshly set card instead of the gates. I hit a "Torrential Tribute", but for the next 3 turns I couldn't draw any monsters (probability failed me lol) and my opponent proceeded to farm more advantage with gates and finished me off.
G2: This was probably the fastest game 2 I ever had. I opened up with a "Gladiator Beast Bestiari" and opened "Dimensional Fissure" alongside a set "Waboku". My opponent looks at his hand and decided to scoop for game 3. After asking what was in his hand, he said that he drew 2 "Dark World Dealings", 2 Graphas, 1 "Monster Reborn" and one other card that I forgot. The "Dimensional Fissure" I activated killed him off.
G3: I opened up pretty decent for this last game and after my opponent ended his turn with 2 set cards and 1 set monster, I normal summoned "Gladiator Beast Laquari" and attacked into his facedown monster. However, despite destroying the monster by battle, my opponent flipped "Skill Drain", making it redundant to tag for anything. I set 4 cards and ended my turn, with one of them being "Starlight Road". My opponent activates a blind MST in my end phase, and wts!!!!! he managed to hit my "Starlight Road". Next turn, he activated "Heavy Storm" and I was a sad man. However, having drawn no other monsters, I simply beat him down and won the match.

Results: XOO


Round 2: VS Gladiator Beast
I lost the dice roll for this match again. Le sigh
G1: Despite losing the dice roll, I was still pretty happy because it was finally the long awaited GB mirror match! My opponent passed with a set spell/trap and a set monster. At this point of time, I still had no idea that my opponent was playing GBs as well because this is my first time playing against him. I normal summoned "Gladiator Beast Hoplomus" and ran into his facedown monster, and to my shock, it was also a Hoplomus. Being the turn player, I could tag first for my Hoplomus but my opponent has "Solemn Warning" to restrict me. Things went downhill for me as my opponent gained control. At a point of time, my opponent had Bestiari and 2 facedown spell/trap. I decided that it was a do or die situation now and I summoned "Gladiator Beast Darius". Drawing no response from my opponent, I passed without attacking, feeling pretty sure that my opponent had an out to my attack. What I was aiming for was for my opponent to contact fusion into "Gladiator Beast Gyzarus" as my Darius was bait for a trap. My opponent made that move indeed and I flipped up my "Gladiator Beast War Chariot", destroying his Gyzarus. I managed to gain momentum after the successful strategy and established control, winning the game in the end.
G2: This was a repeat of my game 3 in Round 1. I normal summoned Laquari, set 4 facedown spell/trap and ended my turn. My opponent activates a blind MST in my end phase, and hits my Starlight Road! He flipped Heavy Storm next turn and I could not recover from that due to the lack of cards in hand.
G3: Going into the last game of Round 2, I managed to start with a decent hand and managed to block off many attempts of my opponent's GBs to attack. In the end, I managed to end up with 3 GBs on the field after the end of my battle phase, reviving Laquari with credits to Darius. I then exceeded Laquari and Darius into "Bujintei Kagutsuchi" instead of "Gladiator Beast Heraklinos". It turned out to be a correct move and my opponent ended up topdecking after the next turn, and scooped when I summoned another GB to seal the match.

Results: OXO


Semi-Finals: VS Firefist GB
I finally won the dice roll for the first time today!
G1: I was playing against my friend, so the atmosphere was quite alright as it did not matter who wins in the end. My friend was playing a hybrid of 4-axis Firefist with a splash of 9 GB cards to fulfil the deck requirements for the Duelist Edition Ranking Tournament. I started off struggling badly as "Brotherhood of the Fire Fist - Tiger King" was a pain in the ass and I found it hard to overcome the bro-fist monster. After successfully doing so, my opponent activated Heavy Storm when I had 2 backrows, I flipped Starlight Road! Things went my way after that as my opponent had to use "Compulsory Evacuation Device" on my "Stardust Dragon" and simply did not have enough resources to deal with the incoming flood of GB monsters that I had and I captured the first game.
G2: Pretty much the saddest game of my day as my friend started off with Tenki and Tensu, going into Tiger King and setting several backrows. With no way to deal with his backrows, I lost all my resources and was down to topdecking. After getting my last spell/trap, "Bottomless Trap Hole" hit by a MST, I scooped, knowing that there was no way I could come back from this situation.
G3: I started off strong with Laquari and 5 backrows (1 of them being Starlight Road), my friend went into Tenki for Laquari and drawing no response from me, he activated Tensu, going into a second Laquari. Still no response from me. He then sent his 2000atk Laquari into my 1800atk Laquari and I activated "Mirror Force", wiping both his Laquaris! His subsequent moves was blocked by my backrow and his Tenki was stopped by my MST. I summoned Anal and attacked with Laquari, leaving him with 4300LP and tagged into Bestiari to clear his last backrow. He set his last monster and I started my turn, drawing into Retiari. I contact fusion Gyzarus using Bestiari and Retiari, destroying his set monster, and attacked with both Gyzarus and Andal for game.

Results: OXO


Finals: VS Firefist GBs
~Conspiracy~ We didn't play it out as I did not need another playmat and my chances of beating my finals opponent was extremely slim. Therefore, I settled for some other stuff.


Overall, Duelist Edition Ranking Tournament was extremely fun and it was nice to use GBs again :)

Saturday, 10 August 2013

Yu-Gi-Oh! World Championships 2013 Day 1

As the first day of the biggest Yu-Gi-Oh! event of the year draws to a close, there are several surprises that occurred. For those who are still unaware of the Top 8 players who are moving on to Day 2 for the single elimination rounds of the Yu-Gi-Oh! World Championships 2013, read below for the information:

1. Aaron Riker (USA) - Dragon Rulers (15 points)
2. Sergio Soldani (Italy) - Prophecy (12 points)
3. Kei Murakoshi (Japan) - Dragon Rulers (12 points)
4. Robert Boyajian (USA) - Dragon Rulers (12 points)
5. Weerapun Suebyoubol (Thailand) - Dragon Rulers (10 points)
6. Huang Shin En (Taiwan) - Dragon Rulers (9 points)
7. Hiromi Kudou (Japan) - Dragon Rulers (9 points)
8. David Keener (USA) - Prophecy (9 points)

As it could be seen, there are 4 OCG'ers and 4 TCG'ers in the top 8, which is quite an even spread, although the OCG is still doing significantly better because out of the 26 competitors this year, there are only 12 OCG players whereas there are 14 TCG players. Therefore, the OCG has sent 1/3 of its players to the Top 8 while the TCG only managed 2/7.

Sadly, our Singapore rep could not make it to the Top 8 this year and have to settle for 10th place. However, that aside, it is hardly surprising that all the 26 competitors for the World Championships this year chose either Dragon Rulers or Prophecy, and as expected, Dragon Rulers made up the majority of the spread due to its consistency and flexibility.

However, what was surprising this year was that despite Japan sending the cream of its crop this year (everyone knows who Joker is), only two out of the five reps made it to the Top 8. USA having three reps making it to the Top 8 is hardly surprising because they send the most number of reps each year and this should be the results that they are delivering.

For the defending world champion, Akikazu Saito, not making it to the Top 8 was not much of a surprise. What was surprising is that he finished in 18th position, which is way below par for a Japanese player, much less the defending world champion. On that note, there were also two other Japanese players who finished in the bottom half of the Swiss tables, Nobuhiko Kuroiwa and Atsushi Fujiwara.

Patrick Hoban finishing out of the Top 8 was not much a surprise to me because I'm a firm believer that you should not main Vanity's Emptiness when you are playing Swiss (Patrick Hoban maindecked 2 copies of Vanity's Emptiness during the NAWCQ). This is because during Swiss, you would meet a huge variety of decks, especially in a tournament like the NAWCQ where there are a lot of players, thus, a huge variety of decks. It is in this situation where Vanity's Emptiness may not be always useful unless you are playing mirror matches all the way. Therefore, I feel that Patrick Hoban simply got the better of pairings in Swiss and is unable to repeat his feat in the World Championships.

Looking at the current standings, it is still unclear who will win Worlds this year, but one thing is for sure, this is one World Championships where deck variety does not play a part.

Tuesday, 30 July 2013

Most Ideal Yu-Gi-Oh! September 2013 Ban List

As July draws to a close now, duelists from all around the world are now waiting for the moment when the September 2013 Yu-Gi-Oh! Forbidden/Restriction list will be unveiled. For all that matters, there are many duelists who are anticipating the downfall of Dragon Rulers and Prophecy. For the others who are as eager to see their downfall, they are also anticipating the list in order to prepare their decks for the next format.

However, given the unpredictability of Konami when it comes to the making of the banlist, there will definitely be some disappointments. Furthermore, with the release of the Dragon Rulers tins in the TCG, there might be a possibility that Konami may not want to hit them so badly so as to boost their sales for the tins.

With all disregard for marketing policies and past disappointments resulting from the banlist by Konami, I will like to express my opinions for what is to be the best list for the upcoming format.


Newly Banned:
-None-

Newly Limited:
Burner, Dragon Ruler of Sparks
Stream, Dragon Ruler of Droplets
Reactan, Dragon Ruler of Pebbles
Lightning, Dragon Ruler of Drafts
Atlantean Dragoons
Dragunity Knight - Vajrayana
Evilswarm Ophion
Spellbook of Secrets
Fire Formation - Tenki

Newly Semi-Limited:
Inzektor Hornet

Unlimited:
Tsukuyomi

Baby dragons were always the problem. It was the Xyz monsters' fault, neither was it Super Rejuvenation. It was those little rascals that made up the speed engine for Dragon Rulers. Therefore, instead of hitting the Xyz monsters which could be better used in other decks, hitting the baby dragons to one each would be a better choice as it would:
1) slow the Dragon Ruler deck down significantly
2) not kill off Dragon Rulers completely

Furthermore, we know that hitting Super Rejuvenation does not slow the deck down enough, thus, the best choice is still to limit the baby dragons.

Contrary to what many duelists think, Spellbook of Judgment is not the problem card in Prophecy. It is Spellbook of Secrets. There would not be so many possibility plays if Spellbook of Secrets had not existed. It is the main speed engine in this deck. Some duelists feel that if Spellbook of Judgment is not to be banned, then BOTH Spellbook of Secrets and Spellbook Magician of Prophecy should be limited.

However, I beg to differ. While duelists can recycle Spellbook of Secrets with The Grand Spellbook Tower, then search it out again using Spellbook Magician of Prophecy, it still slows down the deck a lot as you would be wasting one turn that you can recycle Spellbook of Fate, which does a lot because Spellbook of Fate is a game-changing card. Limiting Spellbook Magician of Prophecy will slow down the Prophecy deck way too much. The purpose of a banlist is to balance decks, not to kill them off.

Some may then think that limiting Spellbook of Judgment may be a viable option then. However, Spellbook of Judgment can still be recycled by either the tower or Spellbook of Eternity, then it can be searched out by Spellbook of Secrets again. Therefore, the best choice to slow down the Prophecy deck is still to limit only Spellbook of Secrets in order to reduce the speed and advantage-reaping abilities of this deck.

While the problems of Dragon Rulers can be solved by limiting the baby dragons, the problem of Evilswarm must still be addressed. Evilswarm Ophion is a problematic card that is not only devastating to Dragon Rulers, but to other decks such as Dragunities as well. Therefore, in order to balance the deck out without killing it off, Evilswarm Ophion has to be limited.

With the speed and abilities of Dragon Rulers, Prophecy and Evilswarm depleted, we do have to consider other decks as well, since these decks will probably take over the meta once the big three is toppled. One of them is Mermails which enjoy huge hand advantage and field presence thanks to Atlantean Dragoons. Otherwise, without that much advantage, Mermails is pretty balanced. Therefore, Atlantean Dragoons has to be limited.

The same goes for Dragunity Knight - Vajrayana. In this current format, Dragunities can already hold its own. There is no need for them to spam powerful level 8 synchro monsters such as Stardust Dragon, Scrap Dragon and friends. Therefore, to ensure that Dragunities do not overrun the next format, one of the key cards in this deck, Dragunity Knight - Vajrayana has to be limited.

With Mermails and Dragunities taken care of, we need to pay close attention to Fire Fist as well. With the ability to play either a 3-Axis build or a 4-Axis build, the main contribution to this deck's consistency is its searcher, Fire Formation - Tenki. Therefore, in order to make this deck less powerful for the other decks in the format to catch up, Tenki has to be limited. After all, there are many cards in this deck that can search it out as well, such as Bear or Gorilla.

My choice for the semi-limit category would only be Inzektor Hornet. While Inzektors have been greatly hit, bringing back Inzektor Drgaonfly back to 2 is still a no-no because that would result in Inzektors abuse decks again. Therefore, to strengthen it up a little, bringing hornet to 2 would be the best bet.

Lastly, for the unlimited slot, Tsukuyomi would do nicely as unlike cards such as Destiny Hero - Malicious, 2 or 3 does little to affect the meta. Furthermore, with Tsukuyomi only being used as a side-deck option for most decks now, bringing it back to 3 would be fine.

That's all for my banlist talks, I hope I didn't leave anything out. Till next time!

Tuesday, 23 July 2013

The Fun Theory Part 13: Inzektors 2013

Every time a new deck is introduced to the duelling world, we would find joy in innovating to derive the optimum build for the deck. It brings us satisfaction when we are able to win with the deck that we built, and we swell with pride when our decks become a formidable force in the eyes of our opponents.

However, this happiness do not normally last. As our decks become more and more powerful, more people are aware of its strength and would also experiment with it on their own. Soon, the deck would become meta and your opponents would become disgusted when you use it instead of being in awe.

Then the banlist tosses down its hammer, and any decks which had incredible strength would find its forces dwindling down in order to be balanced in the world of duelling. Many people would abandon the deck that used to bring them joy in order to focus on a stronger deck. However, for those who continue to stick with it, the fun you can get would be more meaningful than before.

Therefore, for today's post, I will be bringing you guys the new Inzektors deck that I have experimenting with for the past few weeks. As everyone should know, Inzektors dominated the format in early 2012, capturing the top 4 spots in the World Championships in Tokyo before the deck was heavily struck in the 2012 September banlist which saw the limitation of "Inzektor Dragonfly" and "Inzektor Hornet".

However, I have once again found joy in using the masses of insects and have tried my best to innovate to find a build that I could be comfortable with. Introducing "Inzektors 2013!"


Monsters (21):
[1] Inzektor Dragonfly
[3] Inzektor Centipede
[1] Inzektor Hornet
[3] Inzektor Ladybug
[2] Inzektor Giga-Mantis
[2] Inzektor Hopper
[3] Effect Veiler
[3] Maxx "C"
[2] Card Trooper
[1] Dark Armed Dragon

Spells (12):
[3] Inzektor Sword - Zektkaliber
[3] Heart of Clear Water
[1] Dark Hole
[1] Monster Reborn
[1] Heavy Storm
[1] Mystical Space Typhoon
[1] Foolish Burial
[1] Allure of Darkness

Traps (7):
[3] Call of the Haunted
[1] Solemn Judgment
[1] Solemn Warning
[2] Phoenix Wing Wind Blast

Extra (15):
[1] Ally of Justuce Catastor
[1] Wind-Up Zenmaines
[1] Leviair The Sea Dragon
[1] Number 17: Leviathan Dragon
[1] Number 30: Acid Golem of Destruction
[1] Gagaga Cowboy
[1] Number 50: Blackship of Corn
[1] Gem-Knight Pearl
[1] Inzektor Exa-Stag
[1] Number 61: Volcasaurus
[1] Tiras, Keeper of Genesis
[1] Inzektor Exa-Beetle
[1] Photon Strike Bounzer
[1] Constellar Ptolemy M7
[1] Gaia Dragon, The Thunder Charger

Upon first sight at the decklist, you may think that this is a "Clearwater Inzektor" deck that the TCG is now experimenting with. However, I would like to remind my readers that there is actually no such thing as a "Clearwater Inzektor" deck.

"Heart of Clear Water" has already been widely used in the OCG since Inzektors were first released in the OCG. However, the popularity of "Heart of Clear Water" quickly dwindled as duelists realised that there was no need to run this card when "Inzektor Dragonfly" and "Inzektor Hornet" were at 3 at that point of time. The deck already had the consistency and did not require "Heart of Clear Water".

Therefore, "Heart of Clear Water" quickly disappeared from the Inzektor lineup even before Inzektors were released in the TCG. However, as Inzektors were badly hit in September 2012, the TCG quickly became fond of "Heart of Clear Water" and decided to adopt the name "Clearwater Inzektors" for their deck when the deck is still merely Inzektors.

Do bear in mind that when deciding a name for a deck, the names has to be an engine for the deck itself. For example, "TeleDaD". In "TeleDaD", the Psychic engine which relied on the card "Emergency Teleport" to bring out the tuners and "Dark Armed Dragon" were two engines that complemented one another, thus, the deck was name "TeleDaD".

However, "Heart of Clear Water" is NOT an engine on its own. It merely provides more consistency to the Inzektors lineup by helping "Inzektor Centipede" to search or "Inzektor Dragonfly" to special summon. Therefore, next time when someone tells you that they are using a "Clearwater Inzektor" deck, do remind them that unless they are using a super innovative deck that uses "Heart of Clear Water" as a separate engine from the Inzektor lineup, instead of the Inzektor support that it is, the deck that they are using is still "Inzektors".

Moving on to the deck that I have been using nowadays, I have made several changes as compared to my build in 2012.

Inzektor Hopper

Initially, I have only wanted to use a single copy of this card. However, it soon became clear to me that "Inzektor Hopper" was more than just a beatstick in the Inzektor lineup. "Inzektor Hopper" had the ability to allow me to go for the game finisher even if there are multiple monsters on my opponent's side of my field.


This is because "Inzektor Hopper", while equipped to a monster, can send itself from the spell/trap zone to the graveyard to allow the monster that it was equipped to attack my opponent directly. So, why is this effect good? Many people may think that other than "Inzektor Hopper", the Inzektor monster with the next highest attack would be "Inzektor Centipede", and attacking the opponent directly will only deal 1600 damage.

However, Inzektors have more combos to support this awesome effect of "Inzektor Hopper". By equipping the monsters, let's say for example, "Inzektor Centipede" with "Inzektor Giga-Mantis" and "Inzektor Sword - Zektkaliber", it is possible to deal more than 3000 damage to your opponent in one attack, which could possibly mean a game-finisher in many situations.

Furthermore, "Inzektor Hopper" is also a good card to start with alongside "Inzektor Centipede" or "Inzektor Dragonfly" if you are going first and fail to draw any "Inzektor Ladybug". By summoning either Centipede or Dragonfly, you can equip it with Hopper and send Hopper to the grave. For Dragonfly, you can then special summon a Centipede and equip it with Hopper in order to net a search. For Centipede, you can immediately equip Hopper to net a search. This can be much better than drawing "Inzektor Hornet" in the first turn because as you are going first, there would be nothing on your opponent's side of the field to destroy, and you would have to end up destroying you own cards with Hornet.


Inzektor Giga-Mantis

While this card is extremely useful to combo with "Inzektor Dragonfly" and "Inzektor Hornet" to allow you to special summon 3 or more monsters in one turn with Dragonfly's effect, drawing too many pieces of this card could be a big drawback.

This is because the effect of "Inzektor Giga-Mantis" can only be used once per turn and drawing too many copies of this card can potentially backfire. Therefore, instead of sticking to 3 Giga-Mantis and 1 Hopper which I use to play, I have switched them to 2 Giga-Mantis and 2 Hoppers.


Maxx "C"

In this format where Dragon Rulers reign supreme at the top of the meta, there is really no reason not to run 3 copies of "Maxx "C"". Unlike Dragon Rulers which can net plenty of advantage in one turn, Inzektors can barely keep up with it despite them being infamous in the past for being a super card-advantage-reaper.

Therefore, in order to maintain your hand size for field control and more combos against Dragon Rulers, it is necessary to continuously pitch "Maxx "C"" in order to keep up with the powerful dragons.


Inzektor Sword - Zektkaliber

Unlike 2012 where people only to using 1 or 2 copies of this card, I do feel that in 2013, in order to keep up with the current format, it is important to wield 3 of this sword. "Inzektor Sword - Zektkaliber" helps you to recycle one Inzektor monster when it is sent to the grave while face-up on the field. Therefore, it helps you to continuously recycle your "Inzektor Dragonfly" and use it repeatedly.

Furthermore, as previously mentioned, it also combos well with "Inzektor Hopper". By equipping this sword to the monster which also equipped with Hopper, you can deal more damage to your opponent with the direct attack.

Lastly, if you are going first and have not much combos to start with, you can always summon "Inzektor Centipede" and equip it with this sword. At an attack of 2400, it is difficult to run over. Even if they do destroy it, you can just add it back to hand with the effect of "Inzektor Sword - Zektkaliber". If they use "Mystical Space Typhoon" on your sword to prevent you from adding Centipede back to your hand, you can always search with Centipede's effect since an equip spell has been destroyed while equipped to Centipede, leaving your opponent in a dilemma.


Heart of Clear Water

The last card that I am introducing for my Inzektor deck today is none other than "Heart of Clear Water". Since "Inzektor Dragonfly" and "Inzektor Hornet" have been limited, Inzektors have became a much slower deck with fewer potential for an explosive start.

However, with the return of an old friend, "Heart of Clear Water", the consistency of Inzektors can be boosted significantly. "Heart of Clear Water" essentially works like an "Inzektor Hopper" when you are going first, allowing you to search with Centipede. If you have something equipped to Dragonfly that can raise its attack to 1300 and above, you can also equip "Heart of Clear Water" to it to allow you to special summon another Inzektor monster.

However, just to reiterate, "Heart of Clear Water" merely increases the consistency of Inzektors and is not a separate engine on its own. Therefore, do take note that "Clearwater Inzektors" is just "Inzektors".

That's all for today, till next time!