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BtM's thoughts on underlooked cards and decks of the format


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So, YCM, to hop on the fad of big post writing, I want to discuss a few underlooked/rated decks that will be better once Dark World becomes legal(it also talks about Rabbit.dek for a small portion of it)

First and foremost, I want to discuss the cards that the projected decks (Dark Worlds, Agents, and possibly Plants) will hate to see. After doing so, I will discuss the cards that will probably see less play.

The first one I want to talk about is Naturia Beast. This card, while obviously good in its own regard is better this format than last. Every deck this format relies on spells(hurrdurr) and with Naturia Beast on board, you make the game more difficult for them to play. Dark World is particular are hurt more than other decks. The way the TCG is using Dark Worlds right now means that Naturia Beast can halt them to a stop.

Here is a list (taken from the DW discussion on DGz) of the spell cards Dark Worlds should/will/might play mained:

The Gates of the Dark World
Dragged Down into the Grave
Dark World Lightning
Terraforming
Dark World Dealings
Allure of Darkness
Card Destruction
Foolish Burial
Monster Reborn
Dark Hole
Pot of Duality
Upstart Goblin
Mystical Space Typhoon
Heavy Storm

Each of these cards either allow you to see more cards(Gates of Dark World, Dragged down into the Grave, Terraforming, Dark World Dealings, Allure of Darkness, Card Destruction, Pot of Duality, Upstart Goblin), help you discard(Gates, DDitG, Dark World Lightning, DWD, Allure, Card D), or are just too good not to play(Reborn, Dark Hole). This means that Naturia Beast not only shuts down how the deck can speed up, but also how it answers your board. If they have no discard outlets for Grapha(Raven/Bronn are the only monster discard outlets), then Naturia Beast stays on board longer, and turns every spell in their hand off.

Against Agents, this can slow down their deck, as Cards from the Sky, Pot of Duality, Gold Sarco, and other power spell cards become dead. Agents are not destroyed by Nat Beast, because they can still make Gachi Gachi Gentetsu and wall Nat Beast, and turtle into outs.

Plants lose a lot of combos involving Pot of Avarice, One for One, and Monster Reborn, but still have options to do. Don’t get me wrong, Naturia Beast is good against the deck, but it is not as lethal against Plants and Agents as it is Dark World.

Something to consider with Naturia Beast is that it slows your opponents pace, but allows you to go unhindered. The pressure and hurt it places on decks varies, but it can go from a mild nuisance to crippler.
One of Naturia Beast’s draw back is that it is not splashable. Since it needs two earth monsters (1 tuner + 1 non tuner), not every deck can run it. Run it if you tune into it.

The next card I want to talk about is Dimensional Fissure.

As I already stated in a different thread, when Dimensional fissure is in play it changes how your opponent plays against you. The main decks that are hurt by this card are Agents, Dark World, Plants to a lesser Extent, Lightsworn, and any other grave dependant deck. While your grave is hurt, the tempo change in your favor is something worth considering. 4 of the 6 popular “Trap Monsters”(Effect Veiler, Maxx “c”, Honest and Herald of Orange Light) need to be sent to the Graveyard in order to be used, so just by playing this card, you do not need to worry about them. This helps swarm based decks, like Six Samurai and Karakuri, and your effects won’t be turned off. While this means you cannot play your own trap monsters, which are draw backs, you can obviously circumvent this. Fiendish Chain replaces Veiler, obviously, but Maxx C is not so easily be replaced.

Against Agents, they have to be careful what they commit to the board. It shuts down Honest and Herald of Orange Light, which is deck specific, but Agents can also any of the 6 trap monsters. The Agent player has to be weary of playing Earth, without protection, because its small body is a liability, and if it gets run over, you lose Hyperion/Krystia fodder. Speaking of which, having D-Fissure up means that Krystia has a harder time coming out, which means that it is a dead card to draw/have while D-Fissure is up. Hyperion becomes “costly” because you have to RFG either an inhand Agents, or on Board Agent. Losing card advantage to summon Hyperion is a great trade for the Dimensional Fissure Player. D-Fissure also messes up Hyperions “ammo” and can be useful.
Dark World is also affected by Dimensional Fissure. Although not as damaging as Naturia Beast, Dimensional Fissure can be annoying. Yes, there are 3 MST and Storm, however, the Dark World player needs to be able to get to them before he can explode. The longer he has to hold his cards to be used, the better your chances of building up a board against their push. One of the great things about Dimensional Fissure is that it slows down this deck, and makes their discard outlets a complete blow out in your favor. They either have to discard their spells/traps, or they lose some of their important monsters. However, as stated, there is spell/trap removal, but this card is still good.

Not every deck can run D-Fissure, but the decks that can use this are Karakuris, Samurai, and Anti Meta decks, or decks that do not care about the grave(obviously). One thing you might want to consider with this card is to have a Transformational Side. The idea behind this is that you side out your Graveyard Dependant stuff, and add in cards that help with a Stun/Different Strategy to cripple your opponents. A merit to this is that it can be unexpected, and make your opponent’s siding not as effective, but there are drawbacks. The big drawback to this is not every deck can have Transformational Sides. The next thing to consider is that it can hurt the flow of your deck. Lastly, having a Transformational Side means that you are sacrificing room in your side board to deal with other top threats. Be sure to test the Transformational Side before you run it in a big tournament, because using one is not an easy task.

Thirdly, I want to talk about D.D. Crow.

D.D. Crow will be an important card to side this format. While I do think some decks could run it main deck, they are few and far between. Too many decks are tight on room to justify main decking this card, but it fills a niche in the side board. This card comes in against 2 of the “Big 3” decks, DW and Plants. Crow hurts the power cards in both decks (Grapha for DW, and Avarice, Spore/Glowup, Dandy). By removing the big threats of the two decks, and can turn the tide of the game instantly.

In the Dark World Match up, Grapha sitting in grave means that at any instance, your opponent can revive this bad boy, and cause problems. By having D.D. crow, you can get rid of him. While siding this in only for one card seems stupid, the tempo change it provides is immense. It can also RFG other fiends in grave, for The Gates of Dark World.

Against Plants, this card hurts the grave in a big way. Many of the plant Combos involve the grave, and RFGing a piece of the combo can be great. Stopping the combo short can mean them leaving weaker cards on field, which will be big targets for your monsters. Like Dark World, there is a risk bringing in D.D. crow against them, more on that later.

Agents are hurt by this card, but not as much as the first two. While messing with Hyperion/Krystia fodder is nice, Crow does not have the same utility. There are better cards to side in against Agents, so this card isn’t as strong.
One of the down falls of D.D. Crow is the new counter trap card “Debunk.” Debunk is going to rise in popularity for Dark Worlds, because it stops D.D. Crow. Debunk will stop your crow in the tracks, leaving you wondering how to deal with Grapha. An interesting note to pay attention to is that Debunk can be used against Grapha’s effect to destroy a card on the field when it is discarded, but not against his Summoning effect(as it is a summoning condition).

Bottomless Trap hole is the next card in the discussion.

Bottomless Trap Hole, I predict, will see more play as the post Dark World Format progresses. One of the big selling points of Bottomless is that it can get rid of big monsters such as Grapha, Krystia, synchro Monsters(except Stardust), Hyperion, Judgment Dragon, Leviathan, Leviair. It also can RFG other less impact heavy monsters like Venus, Jupitar, Neos Alius, Cyber Dragon, etc. There are many cards that lose out to this card, and it gets rid of them to the RFG zone. At the very least, this card is a 1 for 1, but if you can activate this card, it provides an Out to the biggest and baddest monsters out.

One of the cons about Bottomless Trap Hole is that it is prime Dark World Lightning fodder. If this card just sits against Dark Worlds, it becomes more of a liability to get Lightning’d which means that they will be plussing off of this card, and making you wish you hadn’t set it. Bottomless is also vulnerable to spell trap destruction, which can straight up suck.

Unfortunately, with up trends of cards, there are also cards that will lose favor with duelists. One of them being the dearly beloved Effect Veiler. One of the reasons I think that Effect Veiler will lose play is the release of two new decks coming soon.

The first being Dark World. Effect Veiler does almost nothing to the Dark World deck, outside of Raven and TGU. Grapha laughes at Veiler, Snow and Brow also join in. The three Dark World Monsters(and maybe Beige/Bronn) form the core monster engine, and Veiler can’t touch them. Veiler will often sit in your hand, and do nothing against the deck. Veiler is still a great card, don’t get me wrong, however, I feel as though Duelists should stay away from cards that can dead against one the most fearsome, fast, and popular decks.

The second deck that Veiler does little against is Rabbit.dek. The core of the deck, Rabbit and its normal buddies, are immune to Veiler’s shenanigans. Yet again, this card does hit cards in the deck, but doesn’t stop the deck from bringing out Lagia/Dolkka. Speaking of Dolkka, Dolkka being out means that Veiler will lose a little more playabilty.

Veiler is a good card, and can hit decks hard and stop them, however it will be a liability against two of the decks that are awaiting us in the coming months. An important thing to consider is versatility, and as the format welcomes in more decks, versatility becomes even more important. Veiler might lose its main deck status because of this, although it is powerful. If you think like me, you will consider siding this card, and allow yourself to run cards that are more flexible against this meta.

Another card I feel MIGHT see less play is Solemn Warning. I am iffy on this one, because on one hand, this card is too good. Against certain decks, Warning can really disrupt your opponents plays and can put away games that you are winning. However, the price of 2000 LP is getting steeper than what it once was. Each deck has a one or more boss monsters, and paying 2000 LP to get rid of costs your one forth of your life. While it might be exactly what you need, decks like Agents and Dark World which can spam many different boss monsters will not care for losing one of their big beaters. All in all, I am going to be repetitive and tell you to play test this card, and decide for yourself if this card is still worth playing.

Now on to the next part of this topic. I want to talk about a few “sleeper” decks that will be played, or should be played post DW.

If you know me, you will correctly assume that I want to talk about Karakuri. This deck has gone unnoticed until recently, when two decks piloted by two well known players topped. This deck is fairly aggressive, and has the ability to put big guys on the board with little card investments. The deck plays a lot like X-Sabers, and seem to copy some of their ace monsters. One of the biggest aspects of the deck is that it can play some of the “anti DW” cards easily. Komachi + Merchant is a +0 Naturia Beast, that thins your deck a card. The deck can make Naturia Beast easily, as you only need Komachi and Merchant or Cash Cache. Making a Naturia Beast, and then adding something like Komachi/Kuick means that you have a follow up next turn to swarm the board with monsters and put your opponent on tilt. The deck can also use Dimensional Fissure and Thunder King Raioh, cards that will see play as the meta develops. Each of the monsters share a weakness, but the deck is still powerful. Bureido is free cards, on a 2800 body. The longer he is on board, the more advantage he gains. Not to mention he helps summon another copy of him, by grabbing Kuick. Burei can put big threats in defense and run over them, or turn weak monsters into attack and allow you to hit them hard. GGG hates seeing Burei come down, because when it brings its friend , that means a lot of damage. I highly recommend that you learn how to play/play against this deck , because I feel as though it can be a threat, and YCS Toronto showed that it isn’t a bad pick.

To show you the flip side of the coin, the deck does have weaknesses. The deck can have dead hands, that make you go “WHYYYY!?!?!?!” All decks have these, but Karakuris seem to have it a little more often. For example, you can have no Karakuri Monsters, but have Cash Caches in hand. The deck has terrible top decks late game, and it can be hard for them to bounce back from top decking. However, this does not totally ruin the deck.

Samurai are like Karakuris, a powerful deck that not many people realize. They even have access to the same “anti DW” cards. It also has different tricks that make it something to think about. Samurai have access to the two best level 5 Synchros this format – Shi En and Naturia Beast. These two level 5s provide the Samurai player a lot of control over the game, by controlling the pace. Shi En is still a threat, because it negates also can negate traps, and is a Samurai Monster. Samurai have Musakani Megatama, which protects your board, which will probably consist of Shi En and Naturia beast, or Shi En + other guy. After making Shi En, Double Edged Sword technique can make you Naturia beast, if you used Elder of the Six Samurai. The deck can take a very controlled aspect, because it has so many cards that control the game state. Yachi and Kamon provide spell trap removal, while Shi En and Naturia Beast shut them down completely. The older Samurai can see play, because they do have good effects that can be considered. Six Samurai United is still a The deck still has explosiveness, but it was dampened by the ban list. I recommend this deck, because it is not dead. A little reinvention is all the deck needs to be competitive.

The down side to Samurai is that it can be hard to build a consistent version of it. It lost 2 Shi-En and 2 Smoke signals which hurt the deck. Maybe the deck is dead, but didn’t people say that about plants as well?

Tl;dr? Just read it. This is a text board for a reason. >_>

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[quote name='Legend Zero' timestamp='1318735815' post='5582506']
Thanks for the read, I'm liking the new YCM TCG. I've already been excluding Veiler for Crows/Maxx "C", tbh.

What are your thoughts on D-Prison? I've found it and BTH testing extremely well.
[/quote]

I'm still not sold on it. I am siding it, it depends on the match up really.

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This is a great selection of stuff to look over.

You should also realize though that Karakuris can also make Naturia Barkion and Stardust Dragon, which, alongside the Naturia Beast you mentioned, is a very tough combo to overcome for any deck. Dark Worlds will muck the very instant that all 3 are present because they have next to nothing that can protect them.

But, to be honest, I don't exactly see Effect Veiler losing as much of it's playability as you think. EV can still be a great card in, of all places, Dark World. It can still halt big plays that decks like Karakuris and Plant Synch love pulling.

Another favorite card that I typically will use is Battle Fader. It can be an immense lifesaver when you're on the ropes, and I think this is just as threatening as Gorz is. Even though Kristya stops the bell in it's tracks, its ringing will certainly be a nuisance to your opponent, and can help you set up some huge and tide-turning plays. Second of all, it is NEVER a dead draw. I have never drawn it and ended up losing with it and even if it failed, they had to use Solemn Warning, which cost them 2000 LP, and got it out of the way for me to make a huge comeback in a different way.

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Didn't mention Doomcal, though thats probably a lapse of judgment.

Essentially, Doomcaliber functions when you have D Fissure for those interested in using D Fissure this format, as well as being the most practical mean outside of Solemn/BTH to stop Rescue Rabbit, and stopping those outs to your outs like Tragoedia and Gorz.

I would say mention TKRO, but its so common now that you would want to main deck dem outs.

Kycoo should also become popular, which could also mean Arcanite/Dark End Dragon.

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Effect Veiler has the huge advantage of being Light. Plant decks can only really afford to run Veiler, Formula, Armory Arm and Raiou for Chaos fodder and BLS is just immense. Unbanning him was a terrible idea btw.

Good point for Warning because it does hardly anything against Dark Worlds and Agents can usually follow up an unsuccessful push with a Hyperion or a BLS which are just 2 hits away from winning the game after a single Warning.

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[quote name='ケニヨン • ボリンガー' timestamp='1318737407' post='5582578']
This is a great selection of stuff to look over.

You should also realize though that Karakuris can also make Naturia Barkion and Stardust Dragon, which, alongside the Naturia Beast you mentioned, is a very tough combo to overcome for any deck. Dark Worlds will muck the very instant that all 3 are present because they have next to nothing that can protect them.

But, to be honest, I don't exactly see Effect Veiler losing as much of it's playability as you think. EV can still be a great card in, of all places, Dark World. It can still halt big plays that decks like Karakuris and Plant Synch love pulling.

Another favorite card that I typically will use is Battle Fader. It can be an immense lifesaver when you're on the ropes, and I think this is just as threatening as Gorz is. Even though Kristya stops the bell in it's tracks, its ringing will certainly be a nuisance to your opponent, and can help you set up some huge and tide-turning plays. Second of all, it is NEVER a dead draw. I have never drawn it and ended up losing with it and even if it failed, they had to use Solemn Warning, which cost them 2000 LP, and got it out of the way for me to make a huge comeback in a different way.
[/quote]

I know that Karakuris can make those, its just that Barkion doesnt do that much this format. Stardust is good though.

Don't get me wrong, Veiler is still good, it just loses a lot of its impact when there are decks coming out that laugh at it.

Fader is okay in my opinion. You need to have a follow up play in order to make it effective. It is great tribute fodder, but Gorz and Trag are more playable.


[quote name='-Venser el Transeúnte-' timestamp='1318738414' post='5582603']
Now that we are talking about less popular stuff and so..what do you say it ended up in the tier 2 stop as we are now?

NOTE: I know this topic isn't about that just that I felt curious and the member in this topic are actives ATM....xD

OT: Good read indeed...XD
[/quote]

I dont understand this post.

[quote name='Bob the Rainicorn' timestamp='1318739752' post='5582643']
Didn't mention Doomcal, though thats probably a lapse of judgment.

Essentially, Doomcaliber functions when you have D Fissure for those interested in using D Fissure this format, as well as being the most practical mean outside of Solemn/BTH to stop Rescue Rabbit, and stopping those outs to your outs like Tragoedia and Gorz.

I would say mention TKRO, but its so common now that you would want to main deck dem outs.

Kycoo should also become popular, which could also mean Arcanite/Dark End Dragon.
[/quote]

DoomCal is a good card, but very easy to play around. At best it forces a trade off, or slows your opponent until they can make you pop it. Every deck can force it to pop which sucks for it. Id side it in plants though. The thing with Doomcal is when its good, it good. When its bad, its terrible.

[quote name='Manjoume Thunder' timestamp='1318750296' post='5582851']
Effect Veiler has the huge advantage of being Light. Plant decks can only really afford to run Veiler, Formula, Armory Arm and Raiou for Chaos fodder and BLS is just immense. Unbanning him was a terrible idea btw.

Good point for Warning because it does hardly anything against Dark Worlds and Agents can usually follow up an unsuccessful push with a Hyperion or a BLS which are just 2 hits away from winning the game after a single Warning.
[/quote]

I know, I still like Effect Veiler, its very nice, and it being light is important. This format is showing us the important of Metagame Analysis. Do you risk having dead cards against popular decks, in order to shoehorn in a very good card? I think that 6 cards in total to play BLS is fine, but I'd still play Veiler to make it 7 lights.

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[quote name='Canadian' timestamp='1318815582' post='5583063']
Samurai are still good, they can safely run d-fissure with little downsides. An opening of shi-en, fissure, with some magatamas still wins games.
[/quote]I have a friend who, if he goes 1st, pulls out Shien, Beast and Barkion 7 times out of 10.

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Every metagame deck relies on the Graveyard nowadays (even if one relies less than the other), so D-Fissure is one of the best calls indeed. Plus, most people run 2x CotH and Monster Reborn, hindering their plays even more. If your deck can't afford D-Fissure, D.D. Crow is what you need to side in.

Plus, most decks lately don't run 3x MST only because of space issues, which is a plus in favor to D-Fissure.

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