Delibirb Posted May 17, 2014 Report Share Posted May 17, 2014 I don't mean which deck is easy to play or has really broken cards or easily accessible floaters and/or sitters, I mean what deck can literally be played with absolutely 0 thought and still run efficiently? Another part of this is picking the most best of the most autopilot-y decks.The following or ones I've considered that I've eliminated:Dark Worlds - As much as I hate to admit it, there is some thought and practice in learning who to discard when, when to use a Dragged Down, which guys to banish, etc.Chain Burn - Probably called autopilot the most out of anything, but I cannot deny that there is a little bit of forethought simply in deciding the chain orders. But not much else other than that.The following are ones I've considered:Battlin' Boxer - These got a little bit less autopilot-y when they got Caeser, but they still are essentially a one/two-trick pony.Malefics - Drop Field Spell, drop big Malefic, proceed to play bad cards that have minor synergy but are tough to respond to.Gimmick Puppets - It isnt necessarily a bad thing, its their whole point: They are by their very nature meant to be autopilot. I for one very much enjoy them.Continuous Burn - This being burn that uses a lot of Continuous Spells to just inflict gradually more damage every turn. No thought involved here, just play all your spells.Noble Knights - Instructions for playing them written right on the cards. Keep in mind those are just some things I thought could be, feel free to argue for or against them (only in terms of whether they run themselves, we dont need any "mine is moar fun" arguments.)The following have been mentioned by others: (Crossed off ones have been eliminated)Exodia Library - Essentially just drop a bunch of spells that result in more spells with no other actual moves other than drawing.Lightsworns - Play the cards that mill the most, drop 3 Judgement Dragons when able.Frognarchs - Summon LADD when able, otherwise, Tribute. If can't 1/2, cry.Gadgets - Effects are not difficult to understand, basically a matter of "Which stoplight do I summon now?"-tellarknights - Essentially the same 3-card play every turn to make Delta.Dragons - Chaos, Heiratics, Rulers, take your pick.Scraps - Once you know the plays, you are doing the exact same thing every game.Gladiator Beasts - Bestiari into Gyzarus, rinse/repeat. Gravekeeper's - Activate Necrovalley then just sit on backrow all game. These are the ones that should be argued more for and against. Remember though, this is not only about eliminating listed decks, this is about finding the MOST autopilot one. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted May 17, 2014 Report Share Posted May 17, 2014 Deciding chain orders shouldn't mean that a Deck isn't autopilot. It just means "don't be an idiot and start your chain with Ojama Trio." Link to comment Share on other sites More sharing options...
Just Crouton Posted May 17, 2014 Report Share Posted May 17, 2014 None of the decks in the opening post sound like autopilot decks, and as someone who has played (and enjoyed) Chain Burn several times in the past, I can safely say the deck doesn't play itself. Link to comment Share on other sites More sharing options...
-Noel- Posted May 17, 2014 Report Share Posted May 17, 2014 ExodiaLib.dek 1.) get Library 2.) use 3 Spells 3.) use Library's effect 4.) do 2.) again Link to comment Share on other sites More sharing options...
Therrion Posted May 17, 2014 Report Share Posted May 17, 2014 Lightsworn has got a little less auto pilot, but is still rather so. Frognarch is still rather auto pilot, Summon LADD when able, otherwise, Tribute. If can't 1/2, cry. Agree with ExodiaLib Link to comment Share on other sites More sharing options...
Blake Posted May 17, 2014 Report Share Posted May 17, 2014 Basically nothing in the OP is autopilot ._. It's like the guy telling me that Yang Zing are autopilot Link to comment Share on other sites More sharing options...
Dracoswag Posted May 17, 2014 Report Share Posted May 17, 2014 Dark Worlds take skill I would probably say most Gadget variants, as their effects are not to difficult to understand. They themselves can play as a stand alone generic Rank 4 engine without having to go too in depth about 'which stoplight do I summon'. (Though, knowing what does/doesn't miss timing may counter this statement) Link to comment Share on other sites More sharing options...
-Noel- Posted May 17, 2014 Report Share Posted May 17, 2014 Dark Worlds take skill I would probably say most Gadget variants, as their effects are not to difficult to understand. They themselves can play as a stand alone generic Rank 4 engine without having to go too in depth about 'which stoplight do I summon'. (Though, knowing what does/doesn't miss timing may counter this statement) It's like the guy telling me that Yang Zing are autopilot Link to comment Share on other sites More sharing options...
Delibirb Posted May 17, 2014 Author Report Share Posted May 17, 2014 The ones put up there are ones I've considered. I didnt say they were for sure autopilot. I dont need anyone arguing that Chain Burn is or isnt fun/takes skill/etc. Thats for a whole other topic, if you guys want to make that. One of the criteria I started with just for the ones I thought up to begin with was: Can the YGOPro AI play it with efficiency. Boxers are probably what it plays the best of those. That was mostly just to get the ball rolling, though. Ill put the ones that have been mentioned in the OP. Link to comment Share on other sites More sharing options...
Lonk Posted May 17, 2014 Report Share Posted May 17, 2014 Satellaknights are pretty autopilot. Link to comment Share on other sites More sharing options...
Wildflame Posted May 17, 2014 Report Share Posted May 17, 2014 Hieratics, arguably. They go for the OTK or lose. Ruler variants are a bit better in that aspect. Link to comment Share on other sites More sharing options...
Slinky Posted May 17, 2014 Report Share Posted May 17, 2014 Dragon Rulers. They not being up there should be a crime. they were the most autopilot deck we've seen since the wind-up/inzektor format. Also you're misusing the term "Autopilot". It means that the deck plays itself. You perform one action, and you get a string of effects. Infernities were like this back in the Launcher/Trishula days. Dragon Rulers were like this as well. Inzektors and Wind-Ups were like this with loops. Looping is the most common way a deck becomes "Autopilot" The way you're using it, implies that "OH HEY, I CAN CONSTRUCT A DECK OF 40 RANDOM CARDS AND ITS AUTOPILOT! I JUST PLAY WHAT COMES UP, I DONT NEED STRATEGY!" would be a legit autopilot deck. Link to comment Share on other sites More sharing options...
Delibirb Posted May 17, 2014 Author Report Share Posted May 17, 2014 Dragon Rulers. They not being up there should be a crime. they were the most autopilot deck we've seen in sooo long. I thought about that briefly, but I figured someone would get pissed if I put them up there to start with. I might just put Dragon Variants as a whole up there. Link to comment Share on other sites More sharing options...
Blake Posted May 17, 2014 Report Share Posted May 17, 2014 Anyone that's ever played Dragon Rulers knows they are in no way autopilot, and the only people that claim they are were just butthurt about how powerful they were. They were a very skillful deck in their heyday, and they still are. Being stupidly powerful =/= autopilot, and any player claiming it is has their head up their ass. Stellarknights are hardly autopilot, either. Sure, they have a power play, that's not all they can or DO do, though. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted May 17, 2014 Report Share Posted May 17, 2014 I feel bad saying this, considering how much I love them, but scraps. They certainly aren't simple, but once you know the plays, you are really just doing the exact same thing every game. The consistency boost from factory and unit only adds to this. Link to comment Share on other sites More sharing options...
Delibirb Posted May 17, 2014 Author Report Share Posted May 17, 2014 Anyone that's ever played Dragon Rulers knows they are in no way autopilot, and the only people that claim they are were just butthurt about how powerful they were. They were a very skillful deck in their heyday, and they still are. Being stupidly powerful =/= autopilot, and any player claiming it is has their head up their ass. Stellarknights are hardly autopilot, either. Sure, they have a power play, that's not all they can or DO do, though. I concur with both of these. Unless anyone wants to argue this, I'll be crossing these two off in the OP. Link to comment Share on other sites More sharing options...
Love of Ghibli Posted May 18, 2014 Report Share Posted May 18, 2014 In their prime I would say Six Sams were pretty autopilot. They may have gotten less, but it was pretty much play gates, united, then put cards on the table...repeat. Also Glads have been pretty much the same to me since ever. Bestiari into Gyzarus...rinse repeat. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted May 18, 2014 Report Share Posted May 18, 2014 I think I hear a debate getting heated. Who wants marshmallows? Link to comment Share on other sites More sharing options...
Delibirb Posted May 18, 2014 Author Report Share Posted May 18, 2014 In their prime I would say Six Sams were pretty autopilot. They may have gotten less, but it was pretty much play gates, united, then put cards on the table...repeat. Also Glads have been pretty much the same to me since ever. Bestiari into Gyzarus...rinse repeat. Yeah, I would have said Six Sams back in the day, but they aren't quite so much now. Definitely very one-trick-ish though, but its by choice. I'll add Glads, but with the new GB support they may be getting less autopilot, assuming people agree they even were/are. Oh, another one just occurred to me: Any thoughts on Noble Knights as Autopilot? I'm not completely familiar with their playstyle, but it certainly seems like the cards literally have instructions for playing them written right on them. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted May 18, 2014 Report Share Posted May 18, 2014 Oh, another one just occurred to me: Any thoughts on Noble Knights as Autopilot? I'm not completely familiar with their playstyle, but it certainly seems like the cards literally have instructions for playing them written right on them. This. My friend plays Noble Knights IRL and I tried it once when I was bored, not knowing what anything did until reading them as I drew them, and not really knowing any of the plays. I won way too easily. Link to comment Share on other sites More sharing options...
Delibirb Posted May 18, 2014 Author Report Share Posted May 18, 2014 This. My friend plays Noble Knights IRL and I tried it once when I was bored, not knowing what anything did until reading them as I drew them, and not really knowing any of the plays. I won way too easily. Alright then. I'll add them up there with my ideas. EDIT: Yeah, Knights are def autopilot. Just built a badNobleKnight.dek having no idea what I was doing, and defeated Sacksworns twice. Link to comment Share on other sites More sharing options...
Ultravires Posted May 18, 2014 Report Share Posted May 18, 2014 There is no such thing as an auto-pilot deck, and every time someone says there is, the community collectively becomes dumber for having listened to them say it. Dark World and Chain Burn are constantly touted to be auto-pilot by people who are bad at this game. Dark World has consistently been an anti-meta control deck; people who play it as a beatdown deck without anti-meta calls are the same people you see going X-3 at events. Chain Burn, while obviously having its win condition set in stone, has an exponential learning curve. You can't just pick up Chain Burn and win matches against a competent player; knowing what calls you should main and what to side against certain match-ups is crucial to success with the deck. In addition with sides such as Full House around, you need to know how to play around side deck cards. There are, however, linear decks. The most linear competitive deck right now is Madolche, as they really only have the one power play and if you disrupt it, you typically win. Noble Knights became less linear with the advent of Brothers, as it is no longer medraut.dek. Opening Medraut is optimal, but going into R4 Arty is now preferable to going into R5 Arty due to the grind game. Exodia Library isn't auto-pilot, it's merely degenerate. There are different interpretations of degeneracy, but most can agree that FTKs and decks that punish you for advancing board state (punishing you for even playing the game) or decks that do not allow you to play the game are degenerate overall, and this is one case of that. Link to comment Share on other sites More sharing options...
-Noel- Posted May 18, 2014 Report Share Posted May 18, 2014 There is no such thing as an auto-pilot deck tell me, what make you think ExodiaLib.dek is not auto-pilot deck? Link to comment Share on other sites More sharing options...
Delibirb Posted May 18, 2014 Author Report Share Posted May 18, 2014 [Redacted] I really dislike arguing with you because I find you both ignorant and arrogant, and as this post doesnt actually further the topic, I would appreciate you redact it, and make your own topic to discuss this in. Especially because at least one of those paragraphs was completely pointless as I pointed out in the OP that I'm aware Chain Burn and Dark Worlds arent autopilot, I mentioned them there so they would not be discussed further, later. Link to comment Share on other sites More sharing options...
:^) Posted May 18, 2014 Report Share Posted May 18, 2014 Bujin.dek 1. Summon Yamato 2. Activate Kaiser Colloseum 3. Add Crane -> Ditch Turtle/Hare Link to comment Share on other sites More sharing options...
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