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Biggest quailms I have with this is the Heavy ban, your approach to fixing inzektors, and a slight change with wind ups, but pretty decent banlist. Might want some explainations to the aformentioned things along with not hitting DAD.
Lol. You took it seriously? Did you not notice Exodia being unlimited?

Or CED being unbanned, or Primal Seed being unlimited while CED is unbanned, leading to an infinite loop with sparks, or a bunch of random stuff being hit?

Also, check this out: http://unknown-persona.blogspot.in/2013/01/harpie-dancer-ftk.html
2 cards needed. Someone did the calculation and got that you had a 31% chance of starting with the cards needed (Terraforming/Divine Valley, and Harpie Dancer, but without Stratos in hand).
Also, video:[youtube]uoaXChEqz0Q[/youtube]
 
Lol. You took it seriously? Did you not notice Exodia being unlimited?

Or CED being unbanned, or Primal Seed being unlimited while CED is unbanned, leading to an infinite loop with sparks, or a bunch of random stuff being hit?


it was a 100% serious list, where the hell do you see CED being unbanned? also no one would use exodia pieces at 3 lol, are you kidding me? they clog in your hand and generally suck, if anything people might use 2 heads just because they can't be dark factory'd
 
havent played the game in like 18 months except for a brief stint of dueling network over the summer, but some friends back home convinced me to play them on dn and i was able to build a really cool deck that goes 50/50 with windups and beats most other shit, has a bit of trouble with mermail though

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koa'ki fuckin meiru

ive been obsessed with the deck since infernity but no matter how broken urknight is (hes really, really broken) it didnt matter cause you were forced to use so many terrible cards so the deck was completely unplayable. now its actually pretty good. tenki for urknight is absolutely dope. the deck has a lot of interesting combos.

if you open tour guide + core you basically win (but it takes two turns, sadly). tour guide for tour guide for mx saber invoker, invoker summons urknight, urknight summons crusader. then depending on your hand you probably make utopia to protect the invoker, and if they dont have dark hole its probably game next turn. next turn invoke for second urknight, urknight for second crusader, make tiger king, fetch tenki, tenki for urknight, normal summon urknight, urknight ss guardian from deck.

invoker + utopia + tiger king + urknight + guardian + tenki boost is 10400 damage on board, with an effect negation from guardian, so its probably game.

if you open monk + spell + core you can do some crazy shit too, monk for urknight for guardian or crusader, then you can shock master if you want to, or you can make tiger king and fetch tenki (which is good pressure since you kind of force them to commit to kill your monk to prevent 2 more urknights next turn). monk + double spell + core is shock master + urknight if you want. or you can make utopia urknight which is sicky pressure too. basically its really hard to lose if urknight survives a turn.

if you just open urknight + core, you can make tiger king, fetch tenki, fetch another urknight for next turn. or if you happen to have another beast warrior in hand you can just fetch crusader and assume they cant kill urknight (they usually cant if you have hand traps [which i run a lot of, as you can see], especially if you tenki'd for him. 2100 is crazy). if you happen to have guardian in hand you can ur for another one of him, ur + guard is crazy pressure first turn albeit super situational due to how few rocks i run.

sadly the problem with the deck is that you're forced to run some awful cards. core is literally a non-card and core transport unit is worse than that.

the deck gets a lot better once lavalval chain comes out though (monk into anything zzz), since you could conceivably cut down to 1 core 0 transport units and rely solely on chain to put core in grave, then get it back during draw phase (i didnt realize until recently that you dont need to skip your draw phase to add it to your hand, you can just pitch a koaki during draw phase to add it to your hand which is generally a lot better). so you could go - 2 core - 2 transport unit - fire fist bear or whatever, then + 2 rescue rabbit + 3 gene warped warwolf, which would make the deck even more aggressive and explosive.

its present iteration needs a bit of tweaking too. fire fist bear isnt that great, though hes helped in a couple games where i monk for him, pop a tenki, then go off. im playing that double summon fire formation card just cause (and i wanted to see how feasible it was to get tiger king's send 3 to the grave effect is, i found out its really not lol), i could definitely cut it for a sandman, who would help in a lot of situations and also would be another rock for guardian.

crusader is really really strong. not even just for recycling urknights, but for getting a guardian back in hand to keep an on-board one alive. also once the deck switches to the lavalval version with only one core, he becomes a lot more useful. know too that he returns something to hand if he trades, which is neat. deck can also make decent use of the dire wolf dude, since you run an ok number of beast warriors.

all in all, p cool deck. i dont think tiers really exist in yugioh since the game is so tremendously luck based but this goes toe to toe with most top tier shit that i've encountered, and i think itll become a lot better with lavalval chain (though of course itll be a new list by then).
 
this was my list btw which even atticus knew was the most beautiful list hed ever seen. feel free to critique it as well

banned:
bls
reborn
heavy storm
card destruction
one day of peace
symbol of heritage
morphing jar
pot of avarice
mind control
leviair
gateway
shock master
rekindling
honest
royal tribute
inzektor hornet
limiter removal
gaia dragoon
judgment dragon
naturia beast
wind-up hunter

limited:
six sam kizan
windup factory
windup magician
magician of faith
grapha
rescue rabbit
tour guide
dragoons
hyperion
sinister serpent
kalut the (BAN ME PLEASE)
solemn warning
secret barrel
tribe
undine
spellbook of secrets
tenki

semi limit:
diva
book
grand mole
priestess
dark hole
mst
chaos sorc
lightpulsar
reinforcement of the army
six sam united
geargiarmor
wind-up zenmaighty
grandsoil

unlimited:
glow up bulb
tg striker
agent earth
duality
inzektor dfly
ecall
tsuk
scapegoat
torrential tribute
lumina
burial
primal seed
ter

ps; if u want to play vs me with me using this list, im on #yugioh. me and prem had some pretty good games yesterday under my list

edit: coolking id love to see ur list. nothing wrong with unbanning exodia pieces. so please feel free to post your list to fix the game so i can tell you why its shit
 
banned:
heavy storm
You can't ban Heavy Storm and limit MST without dealing with backrow a lot more harshly than you already have. You'd need to ban Starlight Road, possibly limit Torrential Tribute, and outright ban the Solemn Brigade to avoid the game turning into "I drew more/better backrow than you did, I win".
symbol of heritage
It's a degenerate card but it's pointless to ban right now without some way to abuse it or unlimiting Lonefire Blossom, which this card is responsible for it's semi-limit in the first place.
leviair
Tour Guide is limited and this card has good restrictions attached to it. Two Level 3s Summoned at a -1 to toolbox Level 4 or lower monsters from your Banished Zone on an 1800 atk body is completely fair.
wind-up hunter
Ban Wind-Up Rat instead. This way Wind-Ups can have 3 Zenmaighty.

limited:
windup factory
Feels like a worthless/detrimental/unnecessary limit for a deck that now has to make most of it's Xyz Summons from the hand.
windup magician
You could outright ban this instead, but a limit is good.
tour guide
You limited Tour Guide. You don't need to touch Leviair.
undine
Ban Marksman/Heavy Infantry for being stupid, cost dodging card design instead. Most Mermail decks are actualy moving AWAY from Undine thanks to Cosmo Blazer giving them a Damage Step Trap that helps them run over Ophion.

EDIT: This is incorrect. OCG still seems to favor Genex Undine for dispatching Ophion, and I don't know whether the TCG will favor a deck with or without Genex Undine yet.

spellbook of secrets
There are other cards to hit in the Deck. You don't need to hit the consistency - hit the power plays.
tenki
Same as above. Tenki is good support and is working it's way into a lot of decks. If you have an issue with Constellar/Fire Fist, consider hitting some of the dumber monsters instead, like Peledias, Dragon or Spirit.

semi limit:
book
Could/Should be at 3.
grand mole
Could/Should be at 3.
priestess
A Semi-Limit is pointless. Semi-Limits are usually reserved for self-interaction or to limit the number of copies the opponent should be allowed to have. If you want to make an impact on the deck, ban Spellbook of Life for being a better Premature Burial and Limit this card instead of Semi-Limiting it.
EDIT: Come to think of it, you could probbly just ban Temperance and Spellbook of Life and get to keep Junon at 3.
dark hole
What?
mst
You have Heavy Storm banned with 1 copy of each of the Solemns legal along with Torrential Tribute at 3. MST @2 Heavy@ 1 is better imo.
chaos sorc
Could/Should be at 3.
lightpulsar
Just ban Red-Eyes Darkness Metal Dragon. A Semi-Limit is pointless.
reinforcement of the army
Could/Should be at 3.
geargiarmor
As an experienced Geargia player (and this is also what I've been preaching all along) you want to hit Geargiaccel to 1. Geargiarmor is just a consistency card, but Geargiaccel is the power card. With Geargiaccel at 1, Karakuri can no longer randomly OTK and Geargia can no longer drop Shock Master alongside Gearframe, Fortress and something else (since Summoning Shock Master will now require the deck to eat it's Normal Summon for that turn). It makes the deck less powerful without making it less consistent.
wind-up zenmaighty
Could/Should be at 3. Just ban Rat.
grandsoil
Kind of a pointless Semi-Limit.

unlimited:
inzektor dfly
Don't do this without Semi-Limiting Centipede. I've play tested against the idea of 3 Fly 2 Centi and the deck is extremely powerful but not overwhelming. I love the ratio.
torrential tribute
I'm more of a fan of it being at 2 than three, having played in a CAF where it was at 1 and 3 respectively.
 
heavy storm: it punishes you for protecting yourself and leads to unfair scenarios. id rather the game be trench warfare (which it isnt but ill humor that notion) than keeping a card that leads to blowouts unfairly.

symbol of heritage: its the catalyst for all these degenerate ftks that shouldnt exist. get rid of it and we get rid of ftking

leviair: the point of the banished zone is you invest in cards to literally remove them from the game. leviair says fuck that and can lead to degenerate big boards and is an unfair toolbox

windup hunter: in what world is this card ever going to be fair? banning rat kills windups which i don't want to happen to any deck. lets just get rid of this so zenmaighty can come back.

windup factory: so a card 10x better than black whirlwind isnt a problem at all? it gives windups a mad rush because opening this + rabbit is basically game in the current meta.

wind up mag: why ban it. limiting stops the ridiculous mag shark first turn combos

undine: this card is a +2, marksman and infantry are often 0s (discard from hand to pop something). remove the catalysts for this and keep atlanteans as a legitimate deck by keeping marksman. also you're just flat out wrong, most atlantean decks have decided undine is too valuable to ditch because he sets up so many plays.

spellbook of secrets: why would i hit the decks power plays. it hasnt made any impact in the meta yet and this is just a pre-emptive strike to it. secrets basically reads search any card in your deck considering how strong the other spellbooks are. you also still have master and magician to abuse it, and tower revives it (and preistess + eternity)

tenki: broken support. beast warriors are mostly better than warriors atm and this card is really unfair when combod with bear or just searching things like windup rabbit. dragon and spirit...no.....

book: 2 is good, book has ridiculous use in any format and i think 3 is pushing it, especially with gkers still being a deck.

grand mole: its an out to any synchro or xyz, 3 is too much because you're basically forced to use removal on this thing. there are so many dprisons a deck can have...

priestess: card is nuts. its basically almost as good as hyperion and can be extremely difficult to beat because of wisdom. temperance isnt even being used anymore so yeah...

dark hole: punishes over extension

mst: you have 3 night beam, 2 mst, and 3 dust tornado to work with. if backrow is really that scary to you, then you have all of these options.

chaos sorc: no it shouldnt. introducing more otk scenarios is garbage and i dont want mill decks to make a comeback via that

lightpulsar: its still unfair and promotes more otk shenanighans. chaos dragons also got a boost with 2 new cards

rota: no it shouldnt

geargiarmor: idg how you can play geargias and think geargiarmor is not the power card in the deck like are you kidding me. armor is bad card design and i would have limited before but in the current meta, a semi limit is fine.

zenmaighty: banning rat and magician like you suggest just kills windups so no id rather not do that. zenmaighty at 2 is a good fit with rat unbanned.

grandsoil: not really, this is a pre emptive strike before another earth deck comes along and abuses it. its not once per turn and it has one of the best mon effects in the game period. this leads to otks way too easily.

dfly: with hornet gone the deck just runs as a toolbox rank 3-5 deck that doesnt punish you for playing cards.

torrential tribute: again, punishes for over extension and keeps you in games vs big fields. again, if you cant handle a slower grind of yugioh then i think my list is doing its job of keeping the men and the boys separated
 
heavy storm: it punishes you for protecting yourself and leads to unfair scenarios. id rather the game be trench warfare (which it isnt but ill humor that notion) than keeping a card that leads to blowouts unfairly.

Fair enough. I'm just not a fan of (and this is obviously a hyperbole) "Summon Rai-Oh, set 4-5, pass" and I'd like to avoid a scenario where the opponent wins just because they had more traps. Being unable to do something turn after turn is just as bad as being OTK'd.

symbol of heritage: its the catalyst for all these degenerate ftks that shouldnt exist. get rid of it and we get rid of ftking

Game isn't better off with it, so why not. Have you heard of the new Mist Valley FTK going around with the Ancient Fairy/Faerie Dragons?

leviair: the point of the banished zone is you invest in cards to literally remove them from the game. leviair says fuck that and can lead to degenerate big boards and is an unfair toolbox

I'm going to have to ask for some examples. Leviair is only an unfair toolbox when it is Summoned for free (i.e. with Tour Guide), or when cards have poorly designed costs (Rescue Rabbit) OR the deck is already incredibly degenerate anyways (Infernity). Leviair is never the problem.

windup hunter: in what world is this card ever going to be fair? banning rat kills windups which i don't want to happen to any deck. lets just get rid of this so zenmaighty can come back.

Banning Wind-Up Rat doesn't kill Wind-Ups - banning Wind-Up Shark does. Wind-Up Hunter is garbage and will never be used consistently without Wind-Up Rat, who toolboxes the Graveyard for a free +1 without prior investment.

The card is only unfair if you can actually use it - which is only possibly by keeping Zenmaighty at higher numbers with Rat legal.

windup factory: so a card 10x better than black whirlwind isnt a problem at all? it gives windups a mad rush because opening this + rabbit is basically game in the current meta.

Yeah, because of Wind-Up Shark + Wind-Up Magician - which you've already taken care of under your list by limiting Wind-Up Magician.

There's no reason to hit Factory. What's it going to do? Set up an Xyz play for your next turn with Wind-Up Shark + Wind-Up that isn't a problem?

wind up mag: why ban it. limiting stops the ridiculous mag shark first turn combos

It does - I was just saying you could.

undine: this card is a +2, marksman and infantry are often 0s (discard from hand to pop something). remove the catalysts for this and keep atlanteans as a legitimate deck by keeping marksman.

Undine, without the Atlanteans, would just be a +1, and that +1 would be in the form of a jank vanilla that's only ever used as Allure of Darkness fodder or if they don't have anything better to waste their Normal Summon on, like Deep Sea Diva.

The Atlanteans mitigate the cost of every single WATER monster by turning -1s into 0s and 0s into +1s and +1s into +2s and so on. They remove the concept of costs from the Deck and pave the way for incredibly aggressive pushes thanks to the Abyss boss monsters being able to discard 1 or more at a time while also having effects that +1 on Summon themselves.

They aren't good for the game and are better off banned, but that's just my perspective.

also you're just flat out wrong, most atlantean decks have decided undine is too valuable to ditch because he sets up so many plays.

Corrected myself.

spellbook of secrets: why would i hit the decks power plays.

So you don't destroy the consistency of the Deck?

it hasnt made any impact in the meta yet and this is just a pre-emptive strike to it. secrets basically reads search any card in your deck considering how strong the other spellbooks are. you also still have master and magician to abuse it, and tower revives it (and preistess + eternity)

The deck is so good at recycling everything it has you're better off just hitting the stupidly powerful Spellbook cards the Deck has, like Spellbook of Life, Wisdom or Priestess.

tenki: broken support. beast warriors are mostly better than warriors atm and this card is really unfair when combod with bear or just searching things like windup rabbit. dragon and spirit...no.....

It's just versatile. How're Beast-Warriors better than Warriors? They have a different utility but Tenki only has a few targets worth actually mentioning outside of Fire Fist, which are:

Assault Beast (kinda)
Kaust
Wolfberk (busted anyways :I)
Fire King Barong/Yaksha (deck is mediocre so it's not like they're a problem)
Kao'ki Mieru Urnight/Crusader (which aren't a problem with or without Tenki)
Reborn Tengu (he's at 2 so w/e)
Wind-Up Rabbit (just a good card)
Shiba-Warrior Taro (???)
T.G. Warwolf

And of those we only have 3 targets that are actually splashed into other decks thanks to Tenki:
Wind-Up Rabbit
Bear
Gorilla

And Warirors have a billion more useful targets.

book: 2 is good, book has ridiculous use in any format and i think 3 is pushing it, especially with gkers still being a deck.

It's got too much competition with Forbidden Lance in a Trap-Heavy format for you to worry about it being an issue at 3.

grand mole: its an out to any synchro or xyz, 3 is too much because you're basically forced to use removal on this thing. there are so many dprisons a deck can have...

However! Grand-Mole wastes a Normal Summon and the ability to bounce something only matters when you've already established field presence that your opponent cannot remove.

If you're using Grand Mole to remove a threat when it's the only monster on your side of the field that's not really going to help you.

priestess: card is nuts. its basically almost as good as hyperion and can be extremely difficult to beat because of wisdom. temperance isnt even being used anymore so yeah...

Card is nuts. So why not just limit it and ban Spellbook of Life?

dark hole: punishes over extension

You have 3 Torrential Tribute

mst: you have 3 night beam, 2 mst, and 3 dust tornado to work with. if backrow is really that scary to you, then you have all of these options.

I can only run so much Spell/Trap hate before I start to hurt the consistency of my deck, but I can run as many Traps as I need to.

chaos sorc: no it shouldnt. introducing more otk scenarios is garbage and i dont want mill decks to make a comeback via that

What OTK scenarios is Chaos Sorcerer a part of and why is it his fault that those scenarios exist?

lightpulsar: its still unfair and promotes more otk shenanighans. chaos dragons also got a boost with 2 new cards

List me a realistic OTK scenario that doesn't involve the easy to Summon 2800 beater with a +1 effect.

rota: no it shouldnt

Why?

geargiarmor: idg how you can play geargias and think geargiarmor is not the power card in the deck like are you kidding me. armor is bad card design and i would have limited before but in the current meta, a semi limit is fine.

I've played the deck with 3 Armor 1 Accel and 3 Accel 1 Armor - that's why I know who's responsible.

Geargiarmor is a consistency card. Accel is the power card because I can just search all copies of him and then Special Summon them from my hand with no loss in advantage and, as a bonus, I haven't eaten my Normal Summon to accomplish this. Geargiaccel is just Kizan with a different name in a different deck and leads to OTKs and costless 3 Material Rank 4 spam.

zenmaighty: banning rat and magician like you suggest just kills windups so no id rather not do that. zenmaighty at 2 is a good fit with rat unbanned.

Banning Rat doesn't kill Wind-Ups as long as they still have 3 Shark and 3 Factory. But, that's just my perspective.

grandsoil: not really, this is a pre emptive strike before another earth deck comes along and abuses it. its not once per turn and it has one of the best mon effects in the game period. this leads to otks way too easily.

Then is would be better off banning then Semi-Limiting because it's degenerate by design and can be bounced and re-summoned for Graveyard spam.

dfly: with hornet gone the deck just runs as a toolbox rank 3-5 deck that doesnt punish you for playing cards.

I'm aware of how the Deck works without Hornet. I played against 3:3:0 (Dragonfly:Centipede:Hornet) and 3:2:0 (Dragonfly:Centipede:Hornet) and preferred the second ratio more. The deck is very good with both ratios but the Rank 5 spam quickly became overwhelming with 3/3/0, but with 3/2/0 the deck was forced to recover resources every other turn with Daigusto Emeral and remained powerful but manageable.

torrential tribute: again, punishes for over extension and keeps you in games vs big fields. again, if you cant handle a slower grind of yugioh then i think my list is doing its job of keeping the men and the boys separated

I play Geargia, Evilswarm, Hunder, and have played Watts, Machine Gadget and Tinplate Gadget. I think I played Gravekeepers for a little while. I think I can handle the grind game - in fact I prefer a grind game. But Torrential Tribute at 3 doesn't punish over extension - it punishes your opponent for trying to commit to the field.
 
it was a 100% serious list, where the hell do you see CED being unbanned? also no one would use exodia pieces at 3 lol, are you kidding me? they clog in your hand and generally suck, if anything people might use 2 heads just because they can't be dark factory'd
I must have misread about CED, but still, it seems more like you were going for what you'd prefer than what will actually happen. BLS just got a reprint and wont be hit. ODOP wont go from 3 to 0, especially after it didn't get hit last format when Final Countdown took the world by storm and Exodia got top 8 in worlds. There's no reason to shake up an archtype for the sake of messing with it, like Inzektors, who are perfectly balanced right now. Cards like Royal Tribute and Gateway of the Six aren't being used in decks which top, and wtf Leviair and Shock master? They aren't broken, they're just good splashable cards, one of which can be abused with one deck (which you killed off anyways) and the other with Dino-Rabbits (which you hit even further by limiting rabbit).
 
i think leviair is long past its prime, but having played with a year's worth of new cards for the first time recently has taught me that shock master is definitely one of the most powerful cards ever created

this coupled with the fact that it's never a dead draw since, you know, you can't draw it, makes it pretty unreasonable
 
Shock Master IS broken and just assures the OTK. Not sure if it will be hit though. As the decks that bring him out are the problem. Fix them and you could leave it at three since most decks can't bring him out easily and if they do they deserve it.

Heavy Storm needs to stay. It's a skill card. Forces people to think about what they set. With Storm banned it turns into a 1st turn format. Whoever goes first and sets 4 cards wins. No skill there. Storm doesn't even promote OTKs, it punishes bad play. The only downside is that it forces backrow heavy decks to use either Starlight Road or the huge revolution is over. Only thing i dislike about it. It forces people to main specific-ish counters. Which is always a bad sign.

Solemn Warning needs to go to 1 or banned if Storm leaves. Without Storm Warning becomes all about whoever goes first and swarms the field. Set it and win. Its exactly like Royal Oppresion.
 
How Shock Master is used should tell people whether or not it's a healthy addition to the game. It's used primarily to: A) Lock people out of their own resources (in a similar vein to Royal Decree/Royal Oppression/Imperial Order) B) Push for game (Trap Stun-esque). It's too versatile for what it does and would have been better broken down into 3 2 Material cards, each doing 1 of the things that Shock Master is currently able to do (possibly slightly better).

The other problem, however, is that Shock Master more than likely would not be used if not for the decks that are capable of pushing it out for free. At the same time though, you have to ask yourself - should people be able to make Shock Master anyways? Is there a deck that is balanced that is able to push Shock Master out very easily (yes there is)?

Hunders make Shock Master like it was nothing, but it eats their entire hand. But, a field with Shock Master in this deck is usually field with 2 Shock Masters sided beside something else, something the opponent more than likely will not be able to recover from.
 
Ok, some things I think about this list:
- Banning Heavy is definitely a bad idea for the reasons some hero listed.
- Saying Warriors are worse as a whole than beast-warriors is definitely bs. If ROTA can be at 2, Tenki should be at 2 as well.
- Grandsoil's not doing anything this format so why it's being hit is beyond me. Especially since Moulinglacia's a better Delinquent Duo.
- Nobody plays Symbol of Heritage decks anyways. The only time I saw it was once in a loop w/ Dewloren (who's now semi-limited so it doesn't matter)
- Leviair is in no way a broken card. You minus into it and then get something from the banished pile. The only time what you say about leviair is true is when someone brings back like Rescue Rabbit (which you're hitting anyways)
- I agree with Sinister Serpent back. Never understoo why is was still there seeing as not much could make much use of it anyways.
- Saying hornet is bad becase it punishes you for summoning while having 2 Dark hole and 3 TT doesn't make much sense.
- I do think TT could go to 3 though (although Hole should stay at 1, and I'm fine w/ tt at 2
- I think you made some of these picks based on what you don't like vs what is hurting the game (notably the hits on burn).
- Personally think TGU's fine at 2. Don't see too much of a reason to Limit it. It's just a good card right now, not a gamebreaking one.
- Saying how you don't like killing decks while bringing JD to 0 is pretty odd. Lumina to 3 certainly won't do much since it doesn't help them generate any advantage anyways. Maybe if you brought Charge to 2, then it'd be better (but then you'd have to bring charge to 2, which is hardly a great idea anyways)
In general, I agree with hitting power over consistency, as I think that decks should be able to function well, if less powerfully, as opposed to being lucksack decks. I don't like hitting burn decks, since they're not actually doing anything ever (and the one deck that is viable, chain burn, actually takes skill to play)
 
I agree with Sinister Serpent back. Never understoo why is was still there seeing as not much could make much use of it anyways.
Except, you know, Mermails can use it to help lessen the burden of summoning Megalo, or to basically erase the search cost for Abysspike (or Abyssteus if that starts seeing use). Then there is the fact that it can work quite well in a large majority of decks that have some reliance on discard costs. While I would love Sinister Serpent to come back, there is no way in hell it is a good thing for the game.
 
Except, you know, Mermails can use it to help lessen the burden of summoning Megalo, or to basically erase the search cost for Abysspike (or Abyssteus if that starts seeing use). Then there is the fact that it can work quite well in a large majority of decks that have some reliance on discard costs. While I would love Sinister Serpent to come back, there is no way in hell it is a good thing for the game.
Mermails wouldn't use serpent even if they had it. Why would you discard serpent instead of a card like Dragoons or heavy infantry which gives you immediate advantage over your opponent's field or your hand?
 
Because it can give you that small amount of help when you are top decking? I am not saying it is the best choice, but with that in mind, it is a deck that Sinister Serpent can quite obviously be used with should the player choose to do so, and is quite a solid example of how Sinister Serpent is just a poorly designed card that should not really be coming back at any point.
 
jeff jones posted his gogogo deck on arg and it looked so much fun that i took a spin on it and decided to revolve it around mr. broken himself grandsoil. dis be fun. his deck is proly better overall but 3 books 1 reborn and 3 call just set up otks in the blink of an eye, as does grandsoil who is usually 4k minimum (and 2 is just game).

26x8VGV.png
 
I agree Sinister Serpent wouldn't break Mertlanteans, just make them a little better. Sinister Serpent would give control decks a tremendous boost. All those -1 yet good cards? They costless and a little unfair. Cards like Phoenix Wind Wing Blast could potentially be a +2 and devastating if it hits the right card. Lightning Vortex would become okay, not really concerned about it. More about chainable cards. The most obvious would be Super Polymorization in HEROs. When you add Sinister Serpent to the deck, you are facing an unstoppable, chainable card that gets rid of your monster and your opponent is left with a huge beater with probably an amazing effect. Super Poly at 3, and pwwwb would break HEROs. Remember, search Stratos. Summon Stratos and search Bubbleman. XYZ into Laval and send Sinister Serpent to the grave first turn in more than 60% percent of your opening turn. That number can increase to stupid absurd levels if the deck revolves around it with Photon Thrasher, Mind Control, A Hero Lives, that Noble Knight support dude, Tin Goldfish(water for Zero).

So no thanks i don't want to face a HERO deck with 3 cards that basically read "remove 1 monster your opponent controls from the field. Summon a 2500+ beatstick that will also give you more pluses later. Oh and your opponent cant do shit about it." That and pwwb. It may sound inconsistent at first, but lets realize HEROs are stupid searchable and can go into a rank 4 XYZ on every opening hand, which is all you need.

Other than HERO(whom i think will be tier 0 if they are allowed a costless pwwb and super poly) decks that can XYZ into rank 4 consistently can have Serpent in the grave early often.

So no i don't think Sinister Serpent can come back.
 
cool deck idea kd, imo 41 with a second turtle makes more sense tho since the 'drop' in consistency is negligible at best and you get the opportunity to turtle into turtle into whatever to set up grandsoil more easily, broken as he is 5 earths is still a lot esp early game
 
kd24, you should try using the card "approaching darkness" its a spell which lets you add 2 dark monsters with 0 def from the grave to your hand
 
There is Darkness Approaches. But no approaching darkness. Darkness Aproaches is unique because it allows there to be a face down attack position monster.
 
@ the logic of kd24 and atticus's lists, I still think Ultimate Offering should be banned if we are getting rid of every sack, or every semi broken or degenerate card.

I understand how the card is slow, only useful in one deck, and can be MST'd etc. Thing we are forgetting is, when successfully resolved it is basically Gateway of the Six Samurai. You pretty much win and OTK.

Ok, I either sack my opponent shitless with Gadgets, or my Ultimate Offering gets MST'd. That doesn't sound very skillful, or competitive at all. Ultimate Offering in my eyes is a degenerate card.
 
This will be the March 2013 ban list (confirmed, links below):

Forbidden:
Sangan
Wind-Up Carrier Zenmaity

Limited:
Wind-Up Magician
One Day of Peace
Solemn Warning

Semi-Limited:
Thunder King Rai-Oh
Tsukuyomi
Advanced Ritual Art

Unlimited:
Spore
Blackwing - Kalut the Moon Shadow
Lumina, Lightsworn Summoner
Shien's Smoke Signal
Mind Crush

http://shriek.twoday.net/stories/264160796/

SCANS:
http://i.imgur.com/gdCASxt.jpg
http://i.imgur.com/EZOVaD3.jpg

I'm rather lukewarm about the list, mainly because it didn't hit things like Mermails and Fire Kings. I don't mind the actual changes, except I wish they had banned Gateway if they wanted to move Smoke Signal to 3! Also, Thunder King to 2 and Sangan to 0 are bizarre hits to say the least.

Thoughts?
 
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