Sunday, May 26, 2013

Deck Profile: Spellbooks


 

First of all, sorry for the lack of updates, I've just been been busy with other things. But today I'll be doing a deck profile on Spellbook and give reasons on why I chose the cards I played.
 
I like to make a special mention to a friend of mine (ColdSnap from DGZ) for letting me borrow the whole deck for a regional on Sunday, so I can get my invite after failing multiple times :(
 
First I'll start with the Main deck
 
HighPriestessofProphecy-REDU-EN-ScR-1E
1 Effect Veiler
2 High Priestess of Prophecy
3 Spellbook Magician of Prophecy
1 Justice of Prophecy
1 Injection Fairy Lily
1 Kycoo the Ghost Destroyer
1 Jowgen the Spiritualist
1 Toon Gemini Elf
 
1 Heavy Storm
3 Spellbook of Fate
3 Spellbook of Judgment
3 Spellbook of Secrets
2 Spellbook of Master
2 Spellbook of Wisdom
1 Spellbook of Eternity
1 Spellbook of Power
1 Spellbook of Life
2 The Grand Spellbook of Tower
1 Book of Moon
3 Toon Table of Contents
3 Upstart Goblin
 
1 Solemn Judgment
2 Waboku
 
 
 
Deck Breakdown
 
(Monsters)

1 Effect Veiler - If I didn't have to play any I wouldn't but because it's a Spellcaster, a hand trap and more importantly a Tuner. I had to at least have 1 in there to give the deck a bit of flexibility for their plays
 
2 High Priestess of Prophecy - The Master Hyperion or DAD of the deck. It is pretty much your win condition for the deck. I use to like running 3 in the deck but it can sometimes be dead. I recently prefer just to run 2 because the card is still searchable via Justice, so that means I can get it when I need it. The problem with running 2 is that your late game becomes significantly weaker but you should still be able to win if you know how to grind through your opponent's cards.

3 Spellbook Magician of Prophecy - A Spellcaster that can be searched by Spellbook of Secrets and can also search for any Spellbooks in the deck. Need I say more

1 Justice of Prophecy - I only play 1 Justice because I only play 2 Priestess and even if I did play 3, I would still only play 1 Justice because it's such a pain when you draw it. The card is broken if you combine it with Spellbook of Judgment because is if you're smart and search a Wisdom via Judgment to prevent your opponent activating a spell or trap to prevent him getting removed

1 Injection Fairy Lily - The only reason I ran this card is because I could not find Spellbook Star Hall. Every time I drew it, I wished it was Star Hall but to its credit. I did manage to win a game against Evilswarm because of this card lol

1 Kycoo the Ghost Destroyer - The card is good against Dragons (which I didn't end up playing against) but it won me a lot games against evilswarm because they had Kerykeion and it could not use its effect. It's also not bad in the mirror because your opponent cannot use Spellbook of Fate and Spellbook of Life

1 Jowgen the Spiritualist - This card is good against most decks in particular Dragons because they cannot summon their big monsters. It secondary effect is also very handy against Evilswarms when they have Ophion on the field. This card can also prevents your opponent from OTKing you if you have a Tower when they storm because you get Jowgen out and they have to kill it first before they can do anything

1 Toon Gemini Elf - Main role is to be searched via Toon Table of Contents. Although with 1900atk and a discarding effect. It can be very annoying. I actually won a game with it after my opponent drew nothing and I was able to discard a couple of cards in his hand.


(Spells)

1 Heavy Storm - The only 1 of the trinity that remains. It's too good to take out and still very good against decks with multiple sets such as Evilswarm 

3 Spellbook of Fate  - The out card to everything. Some people play 2 but I really like 3 because it can break up the opponents play and it also doesn't target so your opponent has to chain when you activate this card meaning you can remove another card instead at resolution if you use the 3rd effect. It also combos well with Eternity.

3 Spellbook of Judgment - The reason this deck becomes tier one. It adds any spellbooks apart from itself in the end-phase to you hand for every spells that's played this turn and also the user to summon a spellcaster from the deck with same or lower level than the amount of spells played. This card combos well with Justice and allows the user to add another copy of Judgment and Priestess to the hand. Otherwise you can special summon any other spellcasters depending on the situation. This is the closes thing we'll ever get to a Professor Oak in Pokémon. I forgot to mentioned that this card is a quick-play so you can activate it on your opponents turn if you want!

3 Spellbook of Secrets - Searches your deck for any spellbooks spells or Spellbook Magician of Prophecy. Don't need to say more

2 Spellbook of Master - Allows you to copy a normal spellbook spell in your graveyard. It is mainly used to copy Secrets or Eternity to add other spellbooks to your hand, but it also fills the graveyard for Fate and another counter for Judgment

2 Spellbook of Wisdom - The forbidden lance of the deck. Allows you to summon Spellcasters without worry. It actually won me a game when I summoned Big Eye and he tried to Breakthrough Skilled it. Might consider cutting this card to 1.

1 Spellbook of Eternity - Adds a remove from play Spellbook back to hand. Very useful combined with Fate. Would like to play more but space is very tight in this deck

1 Spellbook of Power - It can be an out to big monster but it also allows you to add a spellbook to your hand if you destroy a monster. I mainly used it to push for game but there was a couple of times when I searched for Fate and it won me the game

1 Spellbook of Life - A searchable monster reborn. The secondary effect won me a game which allowed me to summon Gem Knight Pearl to run over Ophion.

2 The Grand Spellbook of Tower - My favourite card in the deck. I have to admit I did not like this card at first but it's actually really good. Being able to recycle your spellbooks and have 2 draw phases is insane. It is also an out to EEV which is what kills this deck. I'll give props to Pend Pender for annoying and telling me I have to play 2

1 Book of Moon - The fact its  quickplay spell and versatile means it deserves a spot. It didn't really do anything but I would still run it.
 
3 Toon Table of Contents - This and Spellbook of Judgment is really good. A lot of my friends apparently took it out and I can see why because there were some games when I had 2 in my hand but I think I would still run it because it helps to thin my deck

3 Upstart Goblin - Its a spell and can add counters for Judgment. It also makes it seem that you're only playing a 37 card deck


 (Traps)

1 Solemn Judgment - Again props to Pend Pender for his reasoning behind this card. It didn't occur once at all but it's an out to EEV and every time I had it set. I felt so comfortable to win the game. The only time it was useful was when it won me the game where I had to grind out through 3 Ophions

2 Waboku - Prevents you from getting OTK and protects Jowgen. I sided it out every game 2 but I would definitely keep it in the deck



After the tournament the only changes I would make to the deck would be the following:

-1 Injection Fairy Lily
-1 Spellbook of Wisdom

+2 Spellbook Star Hall


I really like Star Hall as a card. Its good against EEV because you can Search Spellbook Magician of Prophecy from your deck so you can get back in the game but it also good because the amount of counters it receives makes your monsters really big and hard to get rid off.

The Extra deck is pretty irrelevant but as follows:

1 Shining Elf

1 Gachi Gachi Gantetsu
1 Daigusto Phoenix
1 Gem Knight Pearl
1 Number 11: Big Eye
1 Mecha Phantom Beast, Dracossack
1 Armory Arm
1 T.G. Hyper Librarian
1 Ally of Justice Catastor
1 Tempest Magician
1 Arcanite Magician
1 Black Rose Dragon
1 Crimson Blader
1 Stardust Dragon
1 Scrap Dragon

There's nothing that I would change from the Extra deck and I will not go through them but if I get request for it I will do so

Thanks for reading



Tuesday, May 14, 2013

Dragon Ruler - Part 2 (Spells and Trap)

I had a bit of time so I've decide to do part 2 of Dragon Ruler today instead of next week, This time I'll be taking about the relevant spell cards for the deck and also an overview of the whole deck.

Other than the 8 Dragons and the 2 XYZs. There are 2-3 other cards that deserve a mention because of the synergy it has with this deck. The first card is Super Rejuvenation which allows you to draw a card during your end-phase for each Dragon that was discarded or tribute this turn.
 

SuperRejuvenationDB2-EN-C-UE
 
I'm sure when they first released Super Rejuvenation it wasn't intended to be abused by this deck, but having the ability to replenish your hand is something that you can't pass up. Worst case scenario is just using one of 8 Dragon Rulers discarding effect and drawing 2 card at the end-phase, but in most case, you'll be able to use 2 baby dragon's effect and end up with a rank 7 and 4 new cards in hand.
 
The second card that's worth mentioning is Gold Sarcophagus, which allows you to remove a card from the deck and claim it back on the second stand-by phase.
 
GoldSarcophagus-LCYW-EN-C-1E
 
Gold Sarcophagus is really good in the deck because it allows you to search your deck for what you need, but it's so much better for this archetype because you can remove a Big Dragon from the deck and add a corresponding type Dragon to your hand. This allows you to run 1-off tech cards such as Debris Dragon, Exploder Dragon if you wish and call upon them whenever you need them.
 
The 3rd and final spell card I want to mention is Sacred Sword of Seven Stars. I probably am a bit biased towards this card because I really liked concepts such as Destiny Draw, even to the point of saying that every deck in Yugioh should have their own Destiny Draw!
 
SacredSwordofSevenStars-LTGY-EN-SR-1E
 
The card plays a similar role to Gold Sarcophagus in this deck. The only difference is you need to have a Big Dragon in hand but in return you get to draw 2 cards. I tend to like this card more than Gold Sarcophagus but I haven't really tested it. I will probably test 1-2 next time I use the deck.
 
As for Traps, there's no real relevant traps that should be run in this deck. It's probably more your personal preference, but I will want to talk about a card that I think has potential, which is Dragoncarnation.
 
Dragoncarnation-LTGY-EN-SP-1E
 
Apart for having a really cool artwork. I think this card can have some potential in the future. Especially with Sacred Sword of Seven Stars. At the moment though it's not worth running
 
That's it for a look of the new Archetype of Dragon Ruler. Please look forward to the next article
 
Peace out!

Monday, May 13, 2013

Dragon Ruler - Part 1 (Monster and XYZ)

Dragoncarnation 


In case anyone that plays Yugioh has been living under a rock. There is a massive hype on a new archetype that is being released in Lord of the Tachyon Galaxy called Dragon Rulers, which consist of 4 different types of Dragons and a baby version of each one.

Essentially with this deck what you want to do is summon a Big Dragon by removing Big dragons from hand or graveyard and search the Baby Dragons from the deck which will then summon another Big Dragon on the field and make a rank 7 while fuelling your graveyard with cards to summon more Big Dragons if need be.

I’ll start by explaining effects of the baby dragons. Each of their effects consist of:


BurnerDragonRulerofSparks-LTGY-EN-C-1E ReactanDragonRulerofPebbles-LTGY-EN-C-1E 
StreamDragonRulerofDroplets-LTGY-EN-C-1E LightningDragonRulerofDrafts-LTGY-EN-C-1E


You can discard this card AND 1 Dragon-Type or (Corresponding Attribute) monster; Special Summon 1 (Level 7 version of the Corresponding Dragon) from your Deck. It cannot attack this turn. You can only use the effect of (Corresponding Baby Dragon) once per turn.

The release of these baby dragons allows the player to instantly special summon a Level 7 onto the field, which increases the consistency of what this deck is supposed to achieve, which is spam Rank 7s.

They also have a role during the late game, even when they have no targets in the deck because they just become banishing materials to summon your big dragons from the graveyard, so essentially you can actually look at them as half a monster reborn, which is never a bad thing!

Now onto the grown up versions of each dragon.


BlasterDragonRulerofInfernos-LTGY-EN-R-1E RedoxDragonRulerofBoulders-LTGY-EN-R-1E
TidalDragonRulerofWaterfalls-LTGY-EN-R-1E TempestDragonRulerofStorms-LTGY-EN-R-1E


Each Big Dragons and have 4 effects, which are:

  1. If this card is in your hand or Graveyard: You can banish a total of 2 (Corresponding Attribute) monsters and/or Dragon-Type monsters from your hand and/or Graveyard, except this card and Special Summon this card.
  2. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand.
  3. When this card is banished: Add 1 (Corresponding Attribute) Dragon-Type monster from your Deck to your hand.
  4. And an effect that triggers by sending (Corresponding Dragon Ruler) and 1 other corresponding Attribute monster from your hand to the Graveyard.
  •  FIRE – Destroy a card on the field
  •  EARTH – Special Summon a monster from your graveyard
  •  WATER – Send a monster from the deck to the graveyard
  •  WIND – Add a Dragon type from the deck to your hand

The 4 Big Dragons are the core of the deck. Without them the deck doesn’t exist. It’s like trying to run Dino Rabbit without Normal Monsters. All the effects of the Dragon’s barring the Water Dragon’s effect of sending a monster from the deck to the graveyard is relevant to the deck, it’s just the matter of knowing when to use which effect. Even though it sounds simple enough, you will soon realise after playing this deck, that it’s actually pretty complicated to run. It’s not a matter of misplaying, it’s more that you did not do the optimum play on that turn and you will feel the after effect later on in the game

The main reason why this deck is not as simple as it sounds is because You can only use 1 corresponding Dragon Ruler effect per turn, and only once that turn. So for example you can’t summon the Fire Dragon via his effect after you used another Fire Dragon’s effect to destroy a card. Without giving to much away, my suggestion with this deck is think over your play before doing it and playtest as much as you can, to get comfortable with the deck

As a word of warning. A lot of people will try and cheat with these cards if you don’t pay attention so I suggest you have a piece of paper next to you and write down when they activate one of their effects. Same needs to be done with the baby dragons.

Getting back on the topic and moving towards the extra deck, there are 2 XYZ Rank 7s that makes Dragon Rulers the best in the upcoming format. Of course I’m talking about Number 11: Big Eye and the highly anticipated, Mecha Phantom Beast, Dracossack!

Number11BigEye-GAOV-EN-ScR-1E  MechaPhantomBeastDracossack-LTGY-EN-ScR-1E

Both of these monsters require to level 7 monsters, which is the same level as the Big Dragons!. Big Eye does not need any introduction. It’s a free permanent Change of Heart at a cost of him not being able to attack that turn. It has 2600atk, which is pretty hard to run over

When you read Dracossack, you tend to think that it’s the offspring of Scrap Dragon and Wind-up Zenmaines after it had an affair with Dandylion. The card allows you to summon 2 tokens by detaching a material and while you have a token on your side of the field, Dracossack cannot be destroyed! For an added bonus, he can kill a token to pop a card on the opponent’s side of the field. Not too shabby in my opinion.

It is so easy for this deck to make a turn 1 Dracossack which probably one of the more strong turn 1 play in Yugioh.

That is probably all for the monsters that are worth mentioning. Part 2 will consist of the relevant spell and trap cards. I will try to have it up by next week

Until then, take care

Friday, May 10, 2013

Heavy Storm


HeavyStorm-LCYW-EN-UR-1E



The first card I’ll be talking about is Heavy Storm. I have read a lot of articles stating that people misplay MST (Mystical Space Typhoon), but what I’m seeing a lot from games that I watch is how poorly people use this card.

It surprises me the amount of times I see someone drawing this card, looks at the field where the opponent has 4 set spell and traps. Slams this card down, only to be countered by Starlight Road or Solemn judgment and then rages saying that his opponent is a sack.

First and foremost, I’m not saying that I play this card perfectly and that you should listen to me. You guys are all entitled to your own opinion, but this is just my take on Heavy Storm.

I really do think that this card should be banned. With MST at 3, it really makes this card unfair because at times, you’re forced to set multiple cards. There have been so many games that I played when I feel dumb for setting 2 cards that have similar roles because I don’t want my opponent to get board advantage.

Which brings me to the point of how to use Heavy Storm. I see Heavy Storm as a card that decides the outcome of the game, similar to Black Luster Soldier during the goat format. I tend to think that the person who holds Heavy Storm for longer and is able to resolve Heavy Storm and take advantage of the clear backrow will most likely win.

As stated above, I believe a lot of people are misplaying with this card. I have 3 set rules (in order) with Heavy Storm and they are:

    1. Never play it early
    2. Never play it unless it will resolve
    3. Never play it unless you’re getting plusses of it


The only exception to those rules is if you need your other cards to resolve for game changing purposes or if you’re going for game

When I say never play it early. I mean, don’t Heavy Storm and just summon a monster to attack then set 2. That just means your opponent can now safely set multiple backrow and grind their way back in the game. Heavy Storm is a game changer, which means it has more of an impact mid to late game because by that time your opponent will have less out to stage a comeback.

Because this card is a game changer, resolving this card is very important. As I mentioned many times in this article already, a lot of time people just slam their Heavy Storm down against multiple backrow only for it to be negated. You tend to think that a decent player would not set multiple cards without having some sort of protection. This is where your MSTs and ability to read cards come into play so you can get rid of it before you Heavy Storm. I can go into detail on how to read cards but I’m pretty sure there is already an article on ARG and a video on YouTube by Evan Vargas

Only playing Heavy Storm for pluses is pretty standard. I mean if 1 card can destroy multiple cards, why not use it for at least some of its potential. You already have MST for your 1 for 1s. So there’s no point of wasting it for a measly card unless you need to.

I know some of you might think the timing of this article is pretty bad because Elemental Dragons and Spellbooks are about to dominate the format and Heavy Storm will have less impact, but living in Sydney and knowing that most players would not spend $100 on cards. I can safely assure you that Wind-Ups will still be the most popular deck, as it has for the last 8 month

Thanks for reading, hopefully you enjoy the article. I apologise for some of my grammar but that’s because of the Asian in me.

Hopefully I have enough time to write another article soon, until then please leave your feedback so I know what to improve

Tuesday, May 7, 2013

Welcome


Welcome to Theory-Oh!

I’ll start by making a brief introduction, my name is David and I’ve been playing Yugioh since the release of Pharaoh’s Servant, which is probably around 2002-03. I use to be a really competitive player but nowadays I’m just playing for fun and randomly playing tournament only to scrub out.

My biggest achievement in this game probably coming 12th in my first ever Australian Nationals followed by 16th in my second Nationals. Other than that, I have a couple of regional tops but that’s about it. Even with my lack of achievements, I like to think have a really good theoretical side to the game.

The articles I will currently post will include things such as deck profiles, card overview and any general consensus on the current metagame.

I already created my first article, so please read it and give out any feedback

Thanks