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[SHVI] Amorphactor Psycho, the False Dracoverlord


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Well 1st of all TCG unbanning Raigeki is easily on of their biggest mistakes, but no. You have these things called Traps? And Main Deck Monsters? Or Spells? Use them. This card isn't even broken. It's what unicore should have been. More dedication, more stun, and doesn't -2 if it gets killed, but not backed by a s*** load of searching to turbo the deck

 

Honestly, people hating control shows how terrible the playerbase of this game has gotten

 

People hating not being allowed to play while their opponent does whatever they like indicates the player base has gotten bad. Alright. I prefer to be able to actually counter what my opponent is doing but fair enough if you see it that way somehow. I appreciate control is a way of playing, that's as far as I go.

 

Saying that you have other cards doesn't justify locking out one of the sections you should have access to. A lot of ED monsters are essentially accessible spell/trap effects, so you don't have to just pray you draw the right thing to counter what is there and can actually do stuff yourself to take it down.

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I think people keep forgetting that this thing only skips ONE Main Phase 1, not ALL of them.  Not to mention, as Dolphin's reference brings up, they still get a Main Phase 2 to do other s***.  Need we also forget that this thing can still be Bottomless'd?

 

 

That too. Its just the NEXT Main Phase, not all of them.

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Extra deck isn't cancer? Oh I'm sorry, I've been horse f***ed by Noden, rank'ed up by Ptolo, and shock locked one too many times to agree with that claim.

 

Konami is correctly reverting the game to a point where you don't have a convenient set of 15 cards that can out any situation. Ya'll being dumb as f*** about this. This is one of the best things that's happened to the game since they made Ophion

 

That just sounds like Xyzs are cancer, not the extra in general.

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That just sounds like Xyzs are cancer, not the extra in general.

Shaddoll Fusion, Future Fusion Summon Construct, Chain El/Super Poly, make the train go on till you get 8k damage

 

Ignister, Trish, Natbeast....ya'll need to realize how much powercreep occurred post synchro era. This isn't a bad thing at all.

 

 

People hating not being allowed to play while their opponent does whatever they like indicates the player base has gotten bad. Alright. I prefer to be able to actually counter what my opponent is doing but fair enough if you see it that way somehow. I appreciate control is a way of playing, that's as far as I go.

 

Saying that you have other cards doesn't justify locking out one of the sections you should have access to. A lot of ED monsters are essentially accessible spell/trap effects, so you don't have to just pray you draw the right thing to counter what is there and can actually do stuff yourself to take it down.

 

 

Have multiple cards then. Honestly this is akin to people in OCG jabroniing about backrow and only running 1 Duster, if you care that much, you have options. The ED has little dedication in decks since its always accessible (outside of cases like Dominion etc)

 

Y'all have grown spoiled as funk thinking that's how the game was meant to be played. For much of this games history, we didn't have a crutch like that

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There's still something I don't understand. Amorphages are amalgamations between other monsters, one that was like a Gradyle comes to mind, and something else. Not to mention they are EXTREMELY smiliar to the Verz/Evilswarm. There is some kind of lore or story......

 

 

 

Is this Act 4 of the Duel Terminal Story? Or a different storyline entirely?

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If this archetype is the extent of control decks in the game these days then funk me I'd rather have a format where every deck wins on turn 1. Nekroz was a good control deck because bar Unicore and to an extent Trish it let you play Yugioh, from what I've seen of this deck so far it's just solidly "you can't play Yugioh" while retaining the possibility to put game on the board out of next to nothing that all pendulum decks have. 

 

Making a totally throttling control deck isn't the solution to an overly quick meta, the solution is attempting to rectify the mistakes that led to decks being so fast in the first place.

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Shaddoll Fusion, Future Fusion Summon Construct, Chain El/Super Poly, make the train go on till you get 8k damage

 

Ignister, Trish, Natbeast....ya'll need to realize how much powercreep occurred post synchro era. This isn't a bad thing at all.

 

What kind of game do you actually want? I genuinely have no idea what it is that you want to happen. A reversion to pre-GX style decks or what?

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I retain the right to overturn your decision. Legitimate discussion is coming out of it, just do your damn job and warn people who cause drama. There was actually good discussion coming out of this topic and I won't let poor judgement stop it.

 

"If this archetype is the extent of control decks in the game these days then funk me I'd rather have a format where every deck wins on turn 1. Nekroz was a good control deck because bar Unicore and to an extent Trish it let you play Yugioh, from what I've seen of this deck so far it's just solidly "you can't play Yugioh" while retaining the possibility to put game on the board out of next to nothing that all pendulum decks have.

 

Making a totally throttling control deck isn't the solution to an overly quick meta, the solution is attempting to rectify the mistakes that led to decks being so fast in the first place."

 

I suppose that this is true if that is the kind of playstyle that you want to be able to play with, but the biggest problem is that there are a lot of these kinds of decks currently about that need to be hit before we can actually make control a viable playstyle again without some kind of throttling effect. This is one of the closest to "strong" deck that we've actually gotten in terms of control for a long while. By all means everyone is going a lot of people are going to be pissy about it but unless you're playing a control deck that's always going to be the reaction because control naturally will beat more aggressive playstyles if they're at a similar power level. Sure this may be to an extreme, but admittedly it's at the very least in the form of the worst kind of summon and requires dedication to play well a lot of the time.

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So this new Psycho (CRUSHER!!!) makes your opponent skip their first main phase, so they can't have a monster to battle it besides what's on the field. It also negates the Extra Deck. ... But it can still be Raigeki-ed and I can set cards and summon other monsters.

 

... Okay.

 

It could be annoying, but it's not the end of the world.

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So this new Psycho (CRUSHER!!!) makes your opponent skip their first main phase, so they can't have a monster to battle it besides what's on the field. It also negates the Extra Deck. ... But it can still be Raigeki-ed and I can set cards and summon other monsters.

 

... Okay.

 

It could be annoying, but times not the end of the world.

Glad to see someone else who realizes the world goes on even with this thing.

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First of all we need to establish what a "control deck" actually is. Is it a deck that grinds out medium-sized threats consistently throughout the whole game while trying to limit the plays of the opponent? Because we had a bunch of those just a couple of formats ago in Tellarknights and Burning Abyss and heck, I'd even put Nekroz on that list because it essentially played as a control deck in the majority of matchups because it was able to spit out a couple of big rituals every turn for a while. 

 

This sort of "control deck" just means that if you can summon x card which stops the opponent doing x then you win and if you don't you lose because your opponent playing the offense deck can overwhelm you. This reminds me of Evilswarm which was essentially "Ophion or bust" and really wasn't a very good deck for the game.

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What kind of game do you actually want? I genuinely have no idea what it is that you want to happen. A reversion to pre-GX style decks or what?

Well, Goat Control will always be my favorite format if that's what you mean, but not at all otherwise. I want a format with a fair exchange of advantage that can grind slowly and turn after turn.

 

Looking at recent formats. I personally believe Djinn was one of the best aspects of Nekroz since it slowed the match up significantly. It was polarizing in TCG due to other variable such as a decrease in traps, but the fact remains nekroz matchs regularly took a lot of skill and time to win properly.

 

In OCG it wasn't uncommon to see the djinn lock be initiated 3-4 times between players, as long a lock can be accessibly (relative to the format) broken it's not Ophion or bust Imo

 

Contrast this with something like Shaddoll with 3 Construct where OTK's were aplenty, or the current Pendulum cancers where you can go +5/8K with one summon that goes through. 

 

I'm perfectly fine with the ED existing, unlike pre-gx, I have issues with it being the focal point of every damn deck. 

 

Personally welcome this card, but I don't think it'll do enough to scale back the ED

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I think as long as the deck doesn't get some major consistency boost it'll remain as a control deck and hopefully not just a full lockdown. Having a consistent lockdown deck would be worse than Pepe atm like Phil said, I'd rather have speed than utter lockdown, which hopefully won't happen.

In all honesty I'm pretty interested in seeing how these actually play cus it could just be boring lockdown or genuine interactive control, I'm just not sure yet.

 

First of all we need to establish what a "control deck" actually is. Is it a deck that grinds out medium-sized threats consistently throughout the whole game while trying to limit the plays of the opponent? Because we had a bunch of those just a couple of formats ago in Tellarknights and Burning Abyss and heck, I'd even put Nekroz on that list because it essentially played as a control deck in the majority of matchups because it was able to spit out a couple of big rituals every turn for a while. 

 

This sort of "control deck" just means that if you can summon x card which stops the opponent doing x then you win and if you don't you lose because your opponent playing the offense deck can overwhelm you. This reminds me of Evilswarm which was essentially "Ophion or bust" and really wasn't a very good deck for the game.

I think that's more or less the definition and how these will play, they have some stuff with fairly good stats and good threat removal, hopefully it'll be good.

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Guys, you're forgetting. There's something called the Spell/Trap Zone; use it.

This kids got it right

 

The best plays I see off the bat with this are Rescue Rabbit being able to fetch the material easily for the summon

 

Super Rejuv making the summon not a neg 2

 

Djinn as an alternative to make up for the advantage lost in the initial ritual summon

 

latter two look eh, due to Rejuv being banned or limited and no lv 5 morphs atm (I assume the ritual will want exact lv's)

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First of all we need to establish what a "control deck" actually is. Is it a deck that grinds out medium-sized threats consistently throughout the whole game while trying to limit the plays of the opponent? Because we had a bunch of those just a couple of formats ago in Tellarknights and Burning Abyss

The biggest change since then has probably been how much more prominent Pendulums have become. Because Pendulums are naturally infinitely recurring and the idea of control is mainly to keep hand + board over the opponent while limiting their actions, it's pretty much impossible for "grind games" to occur because there's just not enough answers. It's basically like saying that Pendulums are a Golden Monkey-esque mechanic because the moment you get a Pendulum Summon off without a successful answer to it the control player is way behind. That being said though, this may be more the problem with their just not being enough ways to answer Pendulums effectively while also sustaining a deck full of other cards to answer other things.

 

And that's where Amorphages come in. Due to them also being Pendulums, they can promote a heavier control basis while being able to play the same kind of game that any other deck does. I imagine that it's honestly a necessary kind of deck to exist because there is a lot of repetitiveness and this is the only way to give control a way to maybe worm their way back in I guess?

 

This sort of "control deck" just means that if you can summon x card which stops the opponent doing x then you win and if you don't you lose because your opponent playing the offense deck can overwhelm you. This reminds me of Evilswarm which was essentially "Ophion or bust" and really wasn't a very good deck for the game.

I don't think this is the case of "Ophion or bust" at all to be honest. The biggest difference between this card and Ophion is that this card still requires you to play in a pro-active manner and you can't just hide behind your backrow all day. Your opponent loses 1 Main Phase 1, which is a big deal and I don't think anyone is really denying that. But considering how it doesn't stop your opponent from being able to reach for their Crazy Box currently nor does it stop a lot of those fast decks past that one turn, I don't really see it as much as a problem since there is pretty much no way currently for this deck to be able to kill you in that 1 turn without looping this card OR you not having some preparation to deal with this.

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Guys, you're forgetting. There's something called the Spell/Trap Zone; use it.

 

 

 

Remember your old buddies Mirror Force, Raigeki, Torrential, Warning, Horn of Heaven, Grand Horn of Heaven, Notice, Comp Eva Devi, and Bottomless?

 

 

 

We have many staples to help counter this, should the worst case scenario even happen. Even if it doesn't, they still make for excellent tools.

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