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:

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


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!

Saturday, 20 July 2013

Road to Yu-Gi-Oh! World Championships 2013, my personal take on NAWCQ

Now that the North America World Championships Qualifiers 2013 (NAWCQ 2013) has concluded, and all qualifiers for the upcoming World Championships are over, I have taken some time to review this year's NAWCQ as well as the series for the past year.

Today I am not going to talk about the deck breakdowns, players or any personnel directly related to the event. Today, I am going to share with everyone how the NAWCQ is one the worst WCQs ever, and how unfair the system is.

Firstly, as all veteran players should know, the NAWCQ started out back in 2011, and the 2013 series is the third year of this event. Prior to 2011, the NAWCQ did not exist. Instead, the USA Nationals and Canadian Nationals were two separate events. Since 2010 and before, the top 4 finishers of the USA Nationals would earn their tickets to the World Championships while the overall champion of the Canadian Nationals would earn his/her ticket.

However, starting from 2011, the NAWCQ was implemented where the USA Nationals and the Canadian Nationals were combined into one giant event and top 6 finishers of the events would gain access to the World Championships. Sounds fair? Of course it's fair. Given the size of this event, having 6 passes to the World Championships instead of 5 (since 4 USA top finishers + 1 Canadian top finisher = 5) is more than justified and players should rejoice at this news.

Then, why did I create this post for? Well, this system would be fair....except for one flaw which could affect the fairness of this event greatly. Why do I say so? Let's take a look at where the NAWCQ have been hosted since its start:

2011: Pittsburgh, Pennsylvania, USA
2012: Columbus, Ohio, USA
2013: Navy Pier, Chicago, USA

Notice the similarities between the venue of the NAWCQ from 2011 to 2013? Yes, they are all held in the USA. Since this is NORTH AMERICA WCQ, why does the venue not rotate to Canada? Well, granted that the USA has much more players than Canada and it is naturally right to host this event in the country where more duelists reside. However, given this argument, is it therefore, correct to make the Canadian duelists travel all the way to USA each year for the WCQ?

Let's bear in mind that the travelling time taken for a Canadian duelist to enter the NAWCQ which is held in the USA could amount to one day (travel back and fro), and that one day could affect the daily work or school life of an average duelist. Therefore, why must it only be the Canadian duelists who suffer from the consequences of travelling to the NAWCQ while most USA duelists would not have this problem (unless they stay in a region far from the host venue). 

Moreover, the cost taken to travel to the host venue is also more taxing on the Canadian duelists due to the larger distance that needs to be covered. Therefore, this may create the problem that many Canadian duelists may not want to attend the NAWCQ despite being qualified for the event, and we do know that Canada has produced many outstanding duelists such as Lazaro Bellido, and having these talents not participating may result in a North America team that is far from the best.

The consequences of not rotating the host nation of the NAWCQ does show. Let's take a look at the North America team for the annual World Championships:

Hansel Aguero - USA
William Samuel Pedigo - USA
Thomas Mak - USA
Joseph Bogli - USA
Bo Tang - Canada
Justin Womack - USA

Tyler Tabman - USA
Robert Lewis Jr. - USA
Jarel Winston - USA
Kevin Rubio - USA
Adrian Shakir - USA
Michael Steinman - USA

Patrick Hoban - USA
David Keener - USA
Noberto Leon - USA
Stephen Silverman - USA
Aaron Riker - USA
Robert Boyajian - USA

From a total of 18 duelists who qualified for the World Championships from the North America zone since 2011, there was, surprisingly, only 1 Canadian duelist while the 17 remaining duelists all came from USA. So how is that fair?

Well, many people may think that this is because the USA players may be more skilful than the Canadian duelists, thus, they have won more seats on the North America team. If you do feel this way, well, let's take a look at how venue plays a huge part in determining the winner each year:

2010 Central America WCQ:
Venue: Guadalajara, Mexico
Winner: Ricardo Lora Zavala - Mexico

2011 Central America WCQ:
Venue: San Jose, Coasta Rica
Winner: Jose Cubero - Coasta Rica

2012 Central America WCQ:
Venue: Mexico City, Mexico
Winner: Alvaro Manuel Gonzalez Orea - Mexico

2013 Central America WCQ:
Venue: Monterey, Mexico
Winner: Alejandro Vivaldo Reyes Suarez - Mexico

Let's take a look at the Central America WCQ. In 2011, it was held in Coasta Rica and the winner was from Coasta Rice as well. Not convincing enough? In 2010, 2012 and 2013, the event was held in Mexico, and the winners of each year were also Mexican. If venue does not play a part, then the 2011 Central America winner should also be from Mexico since the 2010, 2012 and 2013 series were all won by Mexicans. However, that is clearly not the case. From this piece of information, it is not difficult to see how important the venue is in determining the winner.

The main reason lies in more numbers. Regardless of how many invites are given out, the host nation will always have the greatest number of competitors for the event, thus, probability does favour the odds of the winner coming from the host nation as well.

However, it is not always the case as we can see from the South America WCQ results below:

2010 South America WCQ:
Venue: Lima, Peru
Winner: Pablo Juan Vera - Argentina

2011 South America WCQ:
Venue: Sao Pualo, Brazil
Winner: Jose Carlos Ubilla Grijalva - Ecuador

2012 South America WCQ:
Venue: Bogota, Colombia
Winner: Marco Jonatan Oviedo Castro - Ecuador

2013 South America WCQ:
Venue: Guayaquil, Ecuador
Winner: Carlos Andres Perez Padilla - Ecuador

With the exception of the 2013 South America WCQ, the winners have never been from the host country, showing that quality outweighs quantity, especially with the last three series of this championships being won by Ecuadorian duelists. Therefore, if you think quality matters the most, why not rotate the NAWCQ to Canada to give more Canadian duelists a chance to play at this large event? If quality really does play a 100% part in these qualifiers, then American duelists can win at whichever country it is held at, isn't that correct?

Another school of thought is that total expenditure of American duelists on this game far exceeds that of Canadian duelists. Therefore, it is only right to give more American duelists a chance to play at this event. However, once again, how is that fair? By giving the rights of the host nation to the country that spends the most on this game, is that truly fair to Canada?.....Isn't that what we call....discrimination?

Some Canadian duelists will never experience a chance in playing in a WCQ if the event does not rotate over to Canada, and especially the more skilful players in Canada. They may feel that Yu-Gi-Oh! is a game where they can never achieve global accomplishments. Take note that before 2011, the Canadian National Champion has always earned direct qualifications to the World Championships, so is it fair to take this privilege away from them just to host the NAWCQ in a nation with a larger player pool?

I do not feel that this is fair, and from what I can see, there are only two ways that can be implemented to rectify the issue of fairness towards Canadian players in the NAWCQ:

1) Rotate the host nation of the NAWCQ to Canada occasionally (may not be on an annual basis, but do give a chance for more Canadian duelists to enter this tournament).

2) Revert back to the old format where the Canadian National Champion earns the invite and the Top 4 of the USA Nationals earns their invites.

Either way, the most important thing here in fairness. After the 2013 NAWCQ venue has been announced, I have felt that the Canadian players are being short-changed and I have even wondered if the NAWCQ was designed to have Canadian duelists to be a stepping stone for the American duelists to earn 2 more invites to the World Championships. However, that is only my personal opinion.

Regardless of that, I do feel that venue rotation is extremely important. The Asian Championships, European WCQ, Central America WCQ, South America WCQ and the World Championships have all practised a rotation of host country. The NAWCQ is still the only championships that have yet to have this practice.

That is all for my post today, please do feel free to voice your opinions on this issue. I may not be fully correct on all the details here, but one thing is for sure, the Canadian duelists are not receiving a fair treatment for the NAWCQ.

Thursday, 18 July 2013

Common-Haters, heres Bling Bling for you - Part 7

Do away with those hateful commons! Embrace the shinz!! It's part 7 of our elite common-haters club, and being the best host I can be for our club, I have decided to take the novelty path and go for something new in order to bring a brand new experience for our club members!

Therefore, instead of sourcing decklists from Shriek as I normally do, I have decided to delve into other blogs to find their winning decklists! After all, being an elite common-haters club, we do need elite decklists right XD

After Dragon Rulers, Verz (Evilswarm) and the likes of other elite decks, today we will be exploring the shinz of Constellars!

And what better way can we do this but use the decklist of the Top 32 of the Yu-Gi-Oh! World Championships Qualifiers 2013! That's right, the deck that we are polishing to shine today is none other than No Name's Constellar Deck. The post to his epic Top 32 finish can be found inside the link, do give them your support!

Monsters (20):
[2] Constellar Algiedi  (TCG English Super Rare - HA07-EN007)
[3] Constellar Kaus  (TCG English Secret Rare - HA07-EN045)
[3] Constellar Pollux (TCG English Super Rare - HA07-EN008)
[2] Constellar Sheratan (TCG English Super Rare - HA07-EN005)
[3] Constellar Sombre  (OCG Japanese Super Rare - DS13-JPL01)
[1] Thunder King Rai-Oh  (OCG Japanese Ultra Rare - YG02-JP001)
[1] Brotherhood of the Fire Fist  (TCG English Ultimate Rare - CBLZ-EN024)
[1] Honest  (OCG Japanese Holographic Rare - LODT-JP001)
[2] Effect Veiler  (OCG Japanese Gold Secret Rare - GS05-JP008)
[2] Maxx "C""  (TCG English Secret Rare - STOR-EN086)

Spells (10):
[1] Reinforcement of the Army  (OCG Asian-English Super Rare - LOD-028)
[1] Heavy Storm  (OCG Japanese Ultra Rare - BE02-JP068)
[1] Dark Hole  (OCG Japanese Ultra Rare - BE01-JP098)
[1] Monster Reborn  (OCG Japanese Ultra Rare - Volume 2)
[1] Book of Moon  (OCG Japanese Gold Ultra Rare - GS02-JP011)
[1] Forbidden Lance  (OCG Japanese Super Rare - STOR-JP061)
[3] Fire Formation - Tenki  (OCG Korean Super Rare - AE01-KR013)
[1] Fire Formation - Tensu  (OCG Japanese Common - CBLZ-JP058)

Traps (10):
[3] Compulsory Evacuation Device  (OCG Korean Secret Rare - IOC-KRPR2)
[3] Imperial Iron Wall  (OCG Japanese Common - SD15-JP030)
[1] Solemn Judgment  (OCG Japanese Ultra Rare - Volume 4)
[1] Solemn Warning  (OCG Japanese Gold Secret Rare - GS05-JP020)
[1] Torrential Tribute  (OCG Japanese Ultra Parallel Rare - DL3-063)
[1] Xyz Reborn  (TCG English Secret Rare - ORCS-EN076)

So the entire deck can fully blinged.....well except for Imperial Iron Wall and Fire Formation - Tensu :(

However, the rest of the deck can still be foiled out. That's all today, until next time from our elite common-haters club!

Tuesday, 16 July 2013

Duelist Pack Corner 7c: Duelist Pack Syrus Truesdale Volume. 3

The saga continues as Syrus Truesdale continues on his conquest to become the Machine King of the Duel Academy! His skills have been honed with his maturity in duelling, and his wins have been spectacular with his passion and respect for his cards. Syrus Truesdale has certainly become a duelist that Jaden Yuki would be proud of!

As Syrus progresses to the dorm of Obelisk Blue, the Duelist Pack series of Syrus Truesdale is also coming to a close. Now, witness as Syrus Truesdale take flight to the elite level of duelists in "Duelist Pack Syrus Truesdale Volume. 3!"

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 Syrus Truesdale Volume. 3" 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 Syrus Truesdale Volume. 3 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 15 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

DST3-EN000 – Solidroid γ (new card) (Ghost Rare)
DST3-EN001 – Expressroid
DST3-EN002 – Rescueroid
DST3-EN003 – Kiteroid (new card) (Ultra Rare)
DST3-EN004 – Drillroid
DST3-EN005 – Cyber Valley
DST3-EN006 – Cyberdark Keel (Rare)
DST3-EN007 – Armoroid
DST3-EN008 – Truckroid
DST3-EN009 – Ein Roid (new card) (Ultimate Rare)
DST3-EN010 – Heliroid (new card) (Rare)
DST3-EN011 – Satelliteroid (new card) (Rare)
DST3-EN012 – Strikeroid (new card) (Super Rare)
DST3-EN013 – Vier Roid (new card) (Ultimate Rare)
DST3-EN014 – UFOroid Fighter
DST3-EN015 – Barbaroid, the Ultimate Battle Machine (Secret Rare)
DST3-EN016 – Chimeratech Overdragon
DST3-EN017 – Cyberdark Dragon (Super Rare)
DST3-EN018 – Shield Crush
DST3-EN019 – United We Stand
DST3-EN020 – Scapegoat (Rare)
DST3-EN021 – Polymerization
DST3-EN022 – Snatch Steal
DST3-EN023 – Card Destruction (Rare)
DST3-EN024 – Fusion Weapon
DST3-EN025 – Ultimate Machine Union (new card) (Secret Rare)
DST3-EN026 – Support Mission (new card) (Super Rare)
DST3-EN027 – March Of The Roids (new cards) (Ultra Rare)
DST3-EN028 – Remove Bomb (new card) (Super Rare)
DST3-EN029 – Dimension Fusion
DST3-EN030 – Training Wheels (new card) (Ultimate Rare)
DST3-EN031 – De-Fusion
DST3-EN032 – Covering Fire
DST3-EN033 – Torrential Tribute (Ultimate Rare)
DST3-EN034 – Treacherous Trap Hole
DST3-EN035 – Roid Reinforcements (Rare)
DST3-EN036 – Emergency Repairs (new card) (Ultra Rare)
DST3-EN037 – Fusion Guard
DST3-EN038 – Wonder Garage (Rare)
DST3-EN039 – Ring of Life (new card) (Super Rare)
DST3-EN040 – Dark Computer Virus (new  card) (Ultimate Rare)
DST3-EN041 – No Entry!! (Rare)

New cards:


Name: Solidroid γ
Level 7/ Wind/ Machine/ Fusion/ Effect/ 2700/ 2000
Effect: "Turboroid" + "Strikeroid" + "Stealthroid"
This card can only be Special Summoned from your Extra Deck by removing from play the above cards you control (You do not use "Polymerization"). When this card is Special Summoned, destroy all face-down cards that your opponent controls.


Name: Kiteroid
Level 1/ Wind/ Machine/ Effect/ 200/ 400
Effect: If you would take Battle Damage from a direct attack, you can discard this card instead. While this card is in the Graveyard, you can reduce the Battle Damage you take from a direct attack to 0. You can only activate this effect once per Duel.

Name: Ein Roid
Level 1/ Water/ Machine/ Effect/ 200/ 1800
Effect: When this card is destroyed in battle, send 2 "roids" from your Deck to the Graveyard.

Name: Heliroid
Level 4/ Wind/ Machine/ Effect/ 1500/ 1300
Effect: Face-up "Missile Roid"(s) you control can attack your opponent directly.

Name: Satelliteroid
Level 5/ Dark/ Machine/ Effect/ 2100/ 1800
Effect: Once on your own turn, discard one card from your hand to destroy one of your opponent's Spell or Trap cards.

Name: Strikeroid
Level 4/ Wind/ Machine/ Effect/ 1600/ 400
Effect: When this card is destroyed by battle and sent to the Graveyard, you can pay 800 Life Points to return it to your hand.

Name: Vier Roid
Level 4/ Fire/ Machine/ 1950/ 0

Name: Ultimate Machine Union
Spell/ Normal
Effect: Target one "Roid" Fusion Monster from your Extra Deck and banish its Fusion Material Monsters from your Graveyard. After that, special summon the "Roid" Fusion Monster you targeted from the Extra Deck. This counts as a Fusion Summon.

Name: Support Mission
Spell/ Quick-Play
Effect: Activate only when a face-up "roid" monster you control is selected as an attack target. Add 1 "roid" monster from your Deck to your hand.

Name: March of the Roids
Spell/ Field
Effect: If you control a face-up "roid" monster, you can Special Summon 1 Level 4 or lower "roid" monster from your hand.

Name: Remove Bomb
Spell/ Normal
Effect: Remove from play the top 5 cards of your Deck. Inflict 300 damage to your opponent for each Monster Card removed from play this way.

Name: Training Wheels
Spell/ Equip
Effect: Equip only to "Cycroid". It can attack your opponent directly. If the equipped monster inflicts Battle Damage to your opponent by a direct attack, remove from play this card and the equipped monster, until your next Standby Phase.

Name: Emergency Repairs
Trap/ Normal
Effect: Activate only when a "roid" monster you control would be destroyed. Send 1 "roid" monster from your Deck to the Graveyard, instead.

Name: Ring of Life
Trap/ Normal
Effect: Destroy 1 face-up monster. You and the controller of the destroyed monster gain Life Points equal to that monster's DEF.

Name: Dark Compute Virus
Trap/ Normal
Effect: Tribute 1 DARK Machine-Type monster. Change the target of 1 Continuous Spell Card to another appropriate target.

And the saga of Syrus Truesdale draws to an end......for now. Till the next Duelist Pack....

Monday, 15 July 2013

NAWCQ results + Yu-Gi-Oh! Structure Deck: "Saga of Blue-Eyes White Dragon" name changes

Hi readers! As you all would know, The Yu-Gi-Oh! North American World Championships Qualifiers (NAWCQ), which is also the last WCQ of the year, has just ended, with Patrick Hoban of Atlanta, Georgia, The United States of America (USA) capturing the title this year with Dragon Rulers!

Alongside Hoban, the next top 5 finalist of this year's championships (NAWCQ), will also be representing the hopes of all duelists in North America this year in the Yu-Gi-Oh! World Championships 2013 set to take place in Las Vegas, USA, in August.

The six finalists of this year's NAWCQ are:

1st place: Patrick Jefferson Hoban (Dragon Rulers)
2nd place: David J. Keener III (Prophecy)
3rd/4th place: Norberto Leon (Prophecy)
3rd/4th place: Stephen J. Silverman (Dragon Rulers)
5th/6th place: Aaron Christopher Riker (Dragon Rulers)
5th/6th place: Robert Boyajian II (Dragon Rulers)

It came to no surprise that Dragon Rulers took the North America WCQ this year as they boasted superior results all around the world in various WCQs. Despite on-going debates of whether Dragon Rulers or Prophecy is the better deck to play in this format, the consistency and advantage-reaping abilities of Dragon Rulers eventually showed, with Patrick Hoban ousting David Keener for the title this year.

Below are the pictures of the six North America representatives for the World Championships this year!

From left to right: 1st row (Patrick Hoban, David Keener, Norberto Leon)
                              2nd row (Stephen Silverman, Aaron Riker, Robert Boyajian)

Credits for picture: Konami

During my follow-up on the NAWCQ this year, I also managed to follow a Youtube link to one of the highlights of this year's championships. A duel between Seto Kaiba and Maximillion Pegasus!....Well, not the actual anime characters of course, but their voice actors instead!

Click on the link to watch this exciting match!

Darren Dunstan, who voiced Pegasus in the original Yu-Gi-Oh! anime, duelled against Eric Stuart, who voiced Kaiba in the same anime, in a live match which was shown on the huge screen. Eric Stuart used a Blue-Eyes deck...well, naturally since he voices Kaiba lol. On the other hand, Darren Dunstan borrowed a Wind-Up deck from Billy Brake for the match.

Despite the entertaining duel brought to the crowd by the two voice actors (sometimes using the anime effect instead if the actual card effect lol), what caught my attention was the deck that Eric Stuart was using. He used the new cards from the upcoming structure deck: Saga of Blue-Eyes White Dragon, which was set to be released in September. Through Eric Stuart, the TCG names of the remaining four new cards in this deck was confirmed.

The following names are the official TCG names for "Saga of Blue-Eyes White Dragon".

OCG name: Blue-Eyed Maiden
Official TCG name: Maiden with Eyes of Blue

OCG name: Dragon's Mausoleum
Official TCG name: Dragon Shrine

OCG name: Roar of the Silver Dragon
Official TCG name: Silver's Cry

OCG name: Castle of Dragonic Souls
Official TCG name: Castle of Dragon Souls

Saturday, 13 July 2013

The Kungfu Master of Trap-Busters

Last time on our discussion on single cards from the upcoming OCG set, "Shadow Specters", we talked about how "Mistake" can act as a pseudo "Thunder King Rai-Oh" to prevent your opponent from adding cards from his/her deck to his/her hand.

Refer to this post if you're not sure what I am talking about. As the weeks have passed and we get closer to the official release of "Shadow Specters", more leaks on the cards from this set is being released online. While this set will introduce many brand new themes, there are also several single cards that will help with some of the old decks.

One of these cards is Chowchow-Chan

Name: Chowchow-Chan
Level 2/ Beast/ EARTH/ 800/ 800
Effect: When you opponent activates a Normal Trap Card when an attacking monster you control battles an opponent's monster, you can activate this effect by discarding this card from you hand. Negate that activation and destroy that card.

Source of info: Shriek OCG

After the many hand-traps that have been released such as "Effect Veiler", "Maxx "C"" and "Droll & Lock Bird" etc, Konami has yet again delivered another game-changer to the game with "Chowchow-Chan".

As cards such as "Mirror Force" and "Dimensional Prison" slowly makes their way back into the main deck, players have been take by surprise by these techs and their opponent have been able to turn the tables with these trap cards.

With "Chowchow-Chan", players can now attempt to go for the OTK with ease without much fear to the backrow of their opponent as they would be able to negate it with "Chowchow-Chan". Furthermore, unlike "Effect Veiler", the current known text of "Chowchow-Chan" states that "you can activate this effect by discarding this card from you hand", which means that this card does not need to be discarded to the graveyard. Therefore, even if your opponent has cards such as "Macro Cosmos" out, you can still discard "Chowchow-Chan".

"Chowchow-Chan" will now reduce the effectiveness of these trap cards as being a hand-trap, "Chowchow-Chan" will spring out of nowhere much like its other hand-trap counterparts such as "Maxx "C"".

The pros of "Chowchow-Chan" also includes making players think of when they would want to activate their trap cards. For example, in the case of "Waboku", which can be activated during any phase of the turn, players will now have to consider if they want to wait till their opponent attack their monsters with their own before flipping this card.

If they choose to activate "Waboku" when their opponent attacks, then they could risk their "Waboku" being negated by "Chowchow-Chan". However, if they activate "Waboku" before their opponent attacks, then their opponent may not attack at all, which could be devastating to Gladiator Beast decks which has one technique of flipping "Waboku" when their opponent attacks their Gladiator Beast monster.

Other than Gladiator Beast decks and their use of "Waboku", any regular deck that techs cards such as "Compulsory Evacuation Device" would also have to plan when they would use this card, before their opponent declares an attack or when they declare an attack. As such, "Chowchow-Chan" forces players to rethink of their decision-making when it comes to activating their trap cards.

However, there are also cons associated with the release of "Chowchow-Chan". Players using "Chowchow-Chan" would not need to think much when they attempt to go for an OTK as they would have the backing of this new card, and not give any consideration to any potential "Mirror Force" or "Dimensional Prison". This could result in more skilless plays.

However, do take note that Konami designed this card to make "Chowchow-Chan" useful only when there are monster(s) on both sides of the field. Therefore, when a player goes for the OTK, the opposing player could wait for their field to be wiped out first before flipping their "Mirror Force". After that, as there are no longer any monsters on his/her side of the field, "Chowchow-Chan" would not be able to be used anymore.

That's all for today's post. Hope you guys find this useful.

Thursday, 11 July 2013

New Dragon Ruler cards!

As everyone who are playing in this format should know, Dragon Rulers are on top of their game right now. However, if you look at the attributes, DARK and LIGHT are still missing (with the exception of DIVINE). Therefore, it's time for another round of innovation, I'll be bringing everyone the DARK dragon ruler and LIGHT dragon ruler today!

Name: Shadow, Dragon Ruler of Darkness
Level 7/ DARK/ Dragon/ Effect/ 2100/ 2500
Effect: If this card is in your hand or Graveyard: You can banish a total of 2 DARK and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 DARK monster to the Graveyard, then target 1 card on the field or 1 random card in your opponent's hand; banish that target. If this card is banished: You can add 1 DARK Dragon-Type monster from your Deck to your hand. You can only use 1 "Shadow, Dragon Ruler of Darkness" effect per turn, and only once that turn.

Name: Shining, Dragon Ruler of Heavens
Level 7/ LIGHT/ Dragon/ Effect/ 1900/ 2700
Effect: If this card is in your hand or Graveyard: You can banish a total of 2 LIGHT and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 LIGHT monster to the Graveyard, add 1 Dragon-Type monster from either player's graveyard to your hand. If this card is banished: You can add 1 LIGHT Dragon-Type monster from your Deck to your hand. You can only use 1 "Shining, Dragon Ruler of Heavens" effect per turn, and only once that turn.

And now for their baby forms!

Name: Twilight, Dragon Ruler of Nights
Level 4/ DARK/ Dragon/ Effect/ 1700/ 600
Effect: You can discard this card AND 1 Dragon-Type or DARK monster; Special Summon 1 "Shadow, Dragon Ruler of Darkness" from your Deck. It cannot attack this turn. You can only use the effect of "Twilight, Dragon Ruler of Nights" once per turn.

Name: Aura, Dragon Ruler of Lights
Level 3/ LIGHT/ Dragon/ Effect/ 400/ 1700
Effect: You can discard this card AND 1 Dragon-Type or LIGHT monster; Special Summon 1 "Shining, Dragon Ruler of Heavens" from your Deck. It cannot attack this turn. You can only use the effect of "Aura, Dragon Ruler of Lights" once per turn.

That's all for today, of course these cards would be broken if they were released, but this is all purely for entertainment purposes :)

The pictures I used for these cards are all extracted from Pokémon.

Tuesday, 9 July 2013

The Dragon Rulers vs Constellars match-up - Know what to do

Recently, I was reading No Names' Blog on his successful Top 32 achievement at the Yu-Gi-Oh! European World Championships Qualifiers with Constellars. Having no prior experience with playing against Constellars on Dueling Network and in real life as well (nobody at my locals plays Constellars), I was amazed at how the blogger of the above mentioned blog managed to top with it amidst a playing field of Dragons, Prophecy and Evilswarm.

Soon after that, I realised that many people on Dueling Network have started to netdeck the Constellar build that No Names top with. Although I was not the one playing, but instead, on the watchers' list, I took the opportunity to observe carefully how the deck works and tried to figure out its weaknesses in case I have to play against one some day.

Through my observations, I realised how difficult it is to play the deck. In fact, only the most skilful of players would be able to succeed with it. In the current format, it is perhaps, the most skilful deck alongside 4-Axis Fire Fist.

With thoughts on beating Constellars in my head, I played on Dueling Network after being only on the watchers' list for 3 days in a row. Playing for the first time in 3 days, surprisingly, I faced off only against Constellar decks in the 2 matches that I played yesterday.

The first match was a breeze, I didn't have to think too hard as my opponent was clearly new to his Constellar deck and did not know how to react to different situations. As I have mentioned earlier in this post, only the most skilful of players would be able to pull off wins with this deck.

I took the first game to analyse the Constellar deck as it was my first time playing against it. However, I managed to still win the first game due to my opponent's mistakes. The second game went back and fro until I topped a "Royal Decree" which gave me the 2-0 win.

After the match, I wanted to stop playing for the day as I was rather tired. However, I decided to play one more match before resting for the day. Surprisingly, it was yet another Constellar match-up. However, unlike my previous match, I immediately realised in the first game how skilful this player is with Constellars.

I then receive a private message from Mike of Dueling Legacy, informing me that I was playing against the pro who topped with Constellars in the European WCQ, the blogger from No Names himself. The game, was by far, the most interesting I had in weeks, as it really forced me to think really hard. Although I won this match as well, it was a really hard-earned win.

Therefore, with this match still fresh in my mind, I decided to post some tips in this post on how Dragon Rulers should play against Constellars.

The first game against Constellars is always the toughest of the match. This is because their main deck already consist of anti-Dragon cards such as "Imperial Iron Wall" and "Thunder King Rai-Oh". Therefore, it is wise to play your cards conservatively and not rush when in doubt of their backrow. This is because if you rush and they flip a "Imperial Iron Wall" or "Compulsory Evacuation Device" at the precise moment, you are pretty much screwed next turn as they will go for "Constellar Pleiadas" to lock down your movements.

Your "Blaster, Dragon Ruler of Infernos", "Effect Veiler", "Forbidden Chalice" and "Heavy Storm" are your most important cards in Game 1. Therefore, you should use them wisely.

Never banish your Blasters because you need the ammunition from its effect to blast away the key cards from the Constellar deck. On that note, I have seen many players immediately conceding or rage-quitting when their opponents flip "Imperial Iron Wall". There is no need for you to do that as time is on your side once they flip the Wall.

Unlike Dragon Rulers, the monster speed in Constellar decks are not as fast. They depend on cards such as "Constellar Pollux" and "Constellar Sombre" to access their Xyz monsters. However, once they flip "Imperial Iron Wall", they cannot banish any cards with "Constellar Sombre" and can only rely on "Constellar Pollux". Therefore, take your time and plan your moves in advance. Once you are able to break free from their lock, the game is pretty much yours.

Well, granted that they can return "Imperial Iron Wall" with "Constellar Pleiadas" and use the effect of "Constellar Sombre" after that. However, that only works to your advantage of playing conservatively. Firstly, once they detach for "Constellar Pleiadas", they lose one material from it, one less chance of bouncing your monsters. Secondly, once they use "Constellar Sombre's effect", the "Effect Veilers" and "Forbidden Chalice" that you have been saving up would be extremely useful to negate the effect of their "Constellar Sombre". They would then lose another monster from their grave as well for the cost of "Constellar Sombre".

It is important to note that if you have "Effect Veiler" in your hand in the first turn, you should try to make a "Mecha Phantom Beast Dracossack" first. This is because if they play "Constellar Pollux" and normal summon a second time for "Constellar Kaus", you would be able to use "Effect Veiler" on "Constellar Kaus". They would then be unable to access "Constellar Pleiadas". However, that's why Constellars are a huge threat. Despite having the level increase effect of "Constellar Kaus" negated, they can still go for "Constellar Praesepe" which can be a pain due to its ability to increase its attack to 3400.

Therefore, going for "Mecha Phantom Beast Dracossack" would prevent from losing a monster from "Constellar Praesepe's" attack as Dracossack cannot be destroyed by battle when you have tokens out. However, it would be a different story if you have "Forbidden Chalice" instead. While you are in possession of "Forbidden Chalice", you can freely allow them to Xyz Summon "Constellar Pleiadas". This is because on your turn you would be able to go for "Number 11: Big Eye" to gain control of their Pleiadas.

While they would definitely use "Constellar Pleiadas'" effect when you summon "Number 11: Big Eye", you can then chain "Forbidden Chalice" to its effect, after that you can then steal a 2900 attack Pleiadas (2900 for this turn only). Controlling a Pleiadas is extremely effective for you because a Constellar player would normally rely on one card to kickstart their combos for this turn, and by using Pleiadas' effect against them in a correct timing, you would be able to cripple them for one turn, allowing you to attempt an OTK next turn.

In the second game, with the knowledge that Constellar players play cards such as "Imperial Iron Wall" and "Thunder King Rai-Oh", it is now time to side out your "Gold Sarcophagus" and "Sacred Sword of Seven Stars" for your "Mystical Space Typhoon" and "Royal Decree".

As ridiculous as it sounds, it would probably be wise for you to side out your "Maxx "C"" as well for "Tsukuyomi" as "Tsukuyomi" fares better than "Maxx "C"" against Constellars. While you have "Tsukuyomi", you would be able to force them to activate "Pleiadas' effect prematurely when you use "Tsukuyomi's" effect on it. This gives you the advantage in this turn to turn the tables on them.

As I have mentioned in my previous Dragon Rulers post, "Forbidden Chalice" is an important card right now and you should never side it out. It is also extremely powerful against Constellars as it locks them down when they go for their big plays. By using it in conjunction with "Royal Decree", you would be able to control the game from there.

Well, that's all for today's post. I hope that you find it useful. In my next Dragon Rulers post, I will continue to emphasise on the importance of "Forbidden Chalice" by using another example. Till then, cya!

Monday, 8 July 2013

Yu-Gi-Oh! Korean Premium Pack Vol.8 Complete List

A friend of mine recently told me that he was going to Korea for a holiday soon and asked me if I knew the list of cards that was going to be in their newest set, Premium Pack Vol.8. After searching it online, I realised that no sites had any list of the cards in this set, not even Yu-Gi-Oh! Wiki.

Therefore, since I have already helped my friend to obtain the full list of Premium Pack Vol.8, I thought I'll share it here on my blog to all my readers as well! Just in case you guys are going to Korea for a holiday and don't know if this set is worth buying.

Picture source: http://www.yugioh.co.kr/

Yu-Gi-Oh! Premium Pack Vol.8 (Korean Language) will contain a total of 45 different cards. Each Box will contain 20 packs and each Pack will contain 5 cards with a chance of pulling an Ultra Rare or a Secret Rare. (You would be able to pull 94 Super Rare, 4 Ultra Rare and 2 Secret Rare per box)

Each pack of Yu-Gi-Oh! Premium Pack Vol.8 will cost 1000₩ (equivalent to about 0.869USD or 1.11SGD)

Set breakdown:
6 Secret Rares
9 Ultra Rares
30 Super Rares

And now for the complete list in this set!

PP08-KR001  Dark Highlander
PP08-KR002  Catapult Warrior
PP08-KR003  Infernity General
PP08-KR004  Blackwing - Gram The Shining Star
PP08-KR005  Infernity Destroyer  (Ultra Rare)
PP08-KR006  Infernity Knight
PP08-KR007  Endless Decay
PP08-KR008  Phantom Lord Hide Ride
PP08-KR009  Sirius The Blue Wolf Star  (Secret Rare)
PP08-KR010  Dragrad
PP08-KR011  Blackwing - Damascus The Polar Night
PP08-KR012  Papa-Corn
PP08-KR013  Blackwing - Gladius The Midnight Sun
PP08-KR014  Thunder Sea Horse  (Secret Rare)
PP08-KR015  Mighty Warrior
PP08-KR016  Brotherhood Of The Fire Fist - Horse Prince  (Ultra Rare)
PP08-KR017  Number 106: Giant Hand  (Ultra Rare)
PP08-KR018  Number 40: Gimmick Puppet Of Strings  (Secret Rare)
PP08-KR019  Bright Star Dragon
PP08-KR020  Brotherhood Of The Fire Fist - Spirit
PP08-KR021  Dododo Buster
PP08-KR022  Brotherhood Of The Fire Fist - Lion Emperor  (Secret Rare)
PP08-KR023  Pahunder  (Ultra Rare)
PP08-KR024  Mahunder
PP08-KR025  Sishunder
PP08-KR026  Number 91: Thunder Spark Dragon  (Ultra Rare)
PP08-KR027  Spirit Converter
PP08-KR028  Coach King Giantrainer
PP08-KR029  Enthusiastic Beast King Bearman
PP08-KR030  Enthusiastic Beastman Wolfberk  (Secret Rare)
PP08-KR031  Brotherhood Of The Fire Fist - Chicken  (Ultra Rare)
PP08-KR032  Fire King Avatar Yaksha
PP08-KR033  Sephylon, The Ultimate Time Lord  (Ultra Rare)
PP08-KR034  Vortex Trooper
PP08-KR035  Constellar Omega  (Secret Rare)
PP08-KR036  Gimmick Puppet - Necro Doll  (Ultra Rare)
PP08-KR037  Gimmick Pupper - Magne Doll
PP08-KR038  Chronomaly Tula Guardian
PP08-KR039  Tri-Tummy Knight
PP08-KR040  Power Tool Mecha Dragon
PP08-KR041  Ancient Faerie Dragon  (Ultra Rare)
PP08-KR042  Zubaba General
PP08-KR043  Junk Puppet
PP08-KR044  Chronomaly City Babylon
PP08-KR045  Utopia Buster

                                                  The six secret rare cards in this set

Friday, 5 July 2013

Duelist Pack Corner 7b: Duelist Pack Syrus Truesdale Volume. 2

As time passes, many things changes. The capabilities of a duelist depends on whether he/she can withstand the test of time! Those who successfully challenges this test will find honour and glory beyond imagination.

Syrus Truesdale is one such example of a duelist. As he gains confidence and surge forward in the frontier of the Duel Academy, he has toss aside the red that has accompanied him on his journey and replaced it with yellow in style. Let us revisit this duelist with his new look in Duelist Pack Syrus Truesdale Volume. 2!

However, before we start off the main topic of today's post, I would like to take the opportunity to tell all my readers that I have successfully reached the Top 200 in Dueling Network's Match Rankings for the first time since I joined Dueling Network last year!

Thanks to all those who have helped me become a more skilful duelist through Dueling Network!

Well, now back to today's post. Introducing the duelist who has been successfully promoted from Slifer Red to Ra Yellow, Syrus Truesdale in Duelist Pack Syrus Truesdale Volume. 2!

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 Syrus Truesdale Volume. 2" 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 Syrus Truesdale Volume. 2 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 11 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

DST2-EN000 – Solidroid β (new card) (Ghost Rare)
DST2-EN001 – UFOroid
DST2-EN002 – Decoyroid
DST2-EN003 – Submarineroid
DST2-EN004 – Patroid
DST2-EN005 – Cyber Phoenix
DST2-EN006 – Cyberdark Horn (Rare)
DST2-EN007 – Infernal Dragon
DST2-EN008 – Gyroid (Rare)
DST2-EN009 – Drei Roid (new card) (Super Rare)
DST2-EN010 – Zwei Roid (new card) (Ultimate Rare)
DST2-EN011 – Missile Roid (new card) (Ultra Rare)
DST2-EN012 – Shuttleroid (Rare)
DST2-EN013 – Turboroid (new card) (Super Rare)
DST2-EN014 – Pair Cycroid (new card) (Ultimate Rare)
DST2-EN015 – Super Vehicroid - Stealth Union
DST2-EN016 – Chimeratech Fortress Dragon (Secret Rare)
DST2-EN017 – Cyber Twin Dragon
DST2-EN018 – Power Bond (Rare)
DST2-EN019 – Bait Doll (Rare)
DST2-EN020 – Nitro Unit
DST2-EN021 – Mystical Space Typhoon
DST2-EN022 – Premature Burial
DST2-EN023 – Heavy Storm (Ultimate Rare)
DST2-EN024 – Fusion Sage (Super Rare)
DST2-EN025 – Tune Up (new card) (Ultra Rare)
DST2-EN026 – Stop Defense
DST2-EN027 – Escape (new card) (Ultimate Rare)
DST2-EN028 – Overload Fusion (Rare)
DST2-EN029 – Cyberdark Impact! (Rare)
DST2-EN030 – Training Field (new card) (Super Rare)
DST2-EN031 – Burial From A Different Dimension
DST2-EN032 – Malfunction
DST2-EN033 – Mirror Force (Rare)
DST2-EN034 – Negate Attack
DST2-EN035 – Return Ticket (new card) (Secret Rare)
DST2-EN036 – Rebirth Judgment (new card) (Super Rare)
DST2-EN037 – Lost Pride (new card) (Ultra Rare)
DST2-EN038 – Trap Hole
DST2-EN039 – Mirror Damage (new card) (Ultimate Rare)
DST2-EN040 – Cyber Summon Blaster
DST2-EN041 – Magic Cylinder

New cards:


Name: Solidroid β
Level 7/ Wind/ Machine/ Fusion/ Effect/ 2500/ 1900
Effect: "Stealthroid" + "Turboroid" + "Strikeroid"
This card can only be Special Summoned from your Extra Deck by removing from play the above cards from your Graveyard. (You do not use "Polymerization".) When this card is Special Summoned, destroy 1 of your opponent's monsters.

Name: Drei Roid
Level 3/ Earth/ Machine/ 1900/ 300

Name: Zwei Roid
Level 2/ Dark/ Machine/ Effect/ 700/ 1000
Effect: By discarding one card from your hand, raise this card's ATK by 1000.

Name: Missile Roid
Level 4/ Water/ Machine/ Effect/ 1000/ 200
Effect: A monster that battles this card loses ATK and DEF equal to this card's ATK and DEF, after damage calculation.

Name: Turboroid
Level 4/ Wind/ Machine/ 1400/ 1800

Name: Pair Cycroid
Level 6/ Earth/ Machine/ Fusion/ Effect/ 1600/ 2000
Effect: "Cycroid" + "Cycroid"
This card can attack your opponent directly, but it loses 500 ATK during damage calculation only.

Name: Tune Up
Spell/ Normal
Effect: Select 1 face-up Machine-Type monster you control. It gains 300 ATK and DEF.

Name: Escape
Spell/ Normal
Effect: Select 1 monster you control. Return it to the hand.

Name: Training Field
Spell/ Field
Effect: Players can target their own monsters for attacks. When they do, the attacking monster gains 300 ATK and the battling monsters are not destroyed by battle.

Name: Return Ticket
Trap/ Normal
Effect: Activate only when a Machine-Type monster you control is destroyed and sent to the Graveyard. Special Summon 1 monster from your Deck of the same name as the destroyed monster.

Name: Rebirth Judgment
Trap/ Continuous
Effect: When you activate this card, declare 1 Type. All monsters in any Graveyard are treated as the declared Type.

Name: Lost Pride
Trap/ Normal
Effect: Send 1 Spell Card from your hand to the Graveyard. Add 1 Spell Card from your opponent's Graveyard to your hand. If you activate that card, you take 1000 damage.

Name: Mirror Damage
Trap/ Normal
Effect: Equip this card to a monster you control. If you would take damage equal to the equipped monster's original ATK by the effect of a Spell Card, switch the effect damage to your opponent instead. When this card is removed from the field, destroy the equipped monster.

That's all for today's post. Hope you guys enjoyed it!

Wednesday, 3 July 2013

A must-run card in Dragon Rulers now

Oh my donkeys, not another Dragon Rulers post again.... Well, like most people, I do find Dragon Rulers really boring now, with the exception of Dragon mirror matches which can still ignite the interest in me. This is because, as discussed in my previous Dragon Rulers post, Dragon mirror matches are skilful, and there is no denying this fact!

However, despite the rise of play in Dragon Rulers all around the world now, not everything has been covered yet. Duelists are still trying to find new techs to beat their opponents in mirror matches as it is now the deck to play. One such tech would be "Forbidden Chalice", which I feel that it is an absolute must to run this card for Dragon mirror matches now.

Although the "Forbidden Chalice" tech is not something that is new now, the difference is that, instead of running two copies of it as most people would do, I feel that it is possible to run three copies of this card now.

Why is that so? Going back to the main purpose of today's discussion, Dragon mirror matches are the in-thing now in Yu-Gi-Oh!, and every player who is running Dragon Rulers should prepare themselves for the similar match-up. One thing that a Dragon Ruler player would fear most in a Dragon mirror match would be "Maxx "C"".

This is because when a Dragon player gets hit by "Maxx "C"", he/she is forced to stop his/her plays most of the time and end turn immediately. This allows the opposing player to go for the OTK next turn. Therefore, how does "Forbidden Chalice" help to turn the tables in this situation?

"Forbidden Chalice" actually helps you to win by turning the effects of "Maxx "C"" against the other player. Let's take for example:

1) You start second in the duel.
2) Your opponent ends off with "Mecha Phantom Beast Dracossack" on the field with two tokens.
3) You start off your turn by pitching "Reactan, Dragon Ruler of Pebbles" and another Dragon/Earth to special summon "Redox, Dragon Ruler of Boulders".
4) Your opponent pitches "Maxx "C"" in response to Reactan's effect.

Normally, in this scenario, you would just end your turn and leave Redox on the field to fend off any attacks. Hopefully, you would have a "Super Rejuvenation" to draw into two more cards to replace those that you have discarded this turn.

However, if you have "Forbidden Chalice" in your hand, you do not need to end your turn, you can just go on by summoning a Level 1 tuner from your hand to synchro summon with Redox for "Colossal Fighter".

Following that, enter your battle phase and attack "Mecha Phantom Beast Dracossack" with "Colossal Fighter" and activate "Forbidden Chalice" on your opponent's Dracossack. This will increase Dracossack's attack to 3000 and your "Colossal Fighter" will be destroyed by battle.

Then, special summon back "Colossal Fighter" again. As the drawing effect for "Maxx "C"" is mandatory, your opponent will have to draw a card each time your "Colossal Fighter" is special summoned back to the field.

Then, do the math, after your opponent's first turn, the maximum number of cards remaining in his/her deck would be 34. After he/she pitches "Maxx "C"" on your Reactan's effect and draws, it will be 33 on Redox's summon. When you synchro summon for "Colossal Fighter", the maximum number of cards remaining in your opponent's deck would then be 32.

Each time your "Colossal Fighter" special summons itself back to the field, you lose 200LP for attacking the Dracossack. In order to force your opponent to draw the remaining 32 cards in his/her deck to deck him/her out, you need to crash "Colossal Fighter" into the Dracossack 32 times, which means you will take a total of 6400LP damage on your first turn.

However, after that, you can then end your turn, and your opponent would instantly lose due to the inability to draw any cards from his/her deck, and you would successfully overcome the problem of "Maxx "C"" with "Forbidden Chalice".

That is why I am now trying to fit three copies of "Forbidden Chalice" into my Dragon Rulers deck instead of the usual two copies. Furthermore, instead of only "Dragunity - Corsesca", I am also running "Flamvell Guard" to increase the probability of drawing my tuners so that I can access "Colossal Fighter" with ease.

Do note that this trick could be potentially risky if your opponent has any backrow. However, if your opponent has nothing in his/her backrow, then this trick is certainly going to work because "Effect Veiler" cannot negate "Colossal Fighter's" reviving effect.

That's all for today's post, I hope you enjoy it!