Thursday, February 27, 2020

Ultimate Unite Card Review

First off disclaimer, this is not a review for every single card, this is for the cards that I feel will impact and change the meta. Everything is my opinion. Shoutout to BuddySpoiler for their consistent hard work and effort over the years (5 years now if i'm not wrong)

Time Dragons


First off is the new flag Overgod 0. While it is a strong win con on it's own, there is  huge commitment to the deck space when playing this card. This is because early in the game from Turn 1-4 it is a dead card in your hand with no value, moreover if you want to play this as a win con then it'll mean adding consistency cards for this which also adds to the already constrained deck space. This is a tough choice over Lost World, and I have yet to see which is the better option. Don't get me wrong, this is a strong card but is it game breaking? The answer is no. 


Time Dragons have so much draw power to the point they can deck out on their 3-4th turn, that's how crazy it is. If the game drags because your opponent is controlling your gauge and preventing you from going into Lost, you realise that you end up losing to deck out. This new deck refresh card is amazing by itself and it solves a huge problem with Time Dragons, moreover this one card can refresh and reset yourself. Amazing ability, however the requirement of being able to use if only at 4 reverse makes it less appealing to play as it is usually a dead card. 


Spell null for Time Dragons, seriously? Yeah Time Dragon has gauge issues early on in the game so it might not be that annoying. However giving a spell null to the most consistent deck in the game is a no go. Definitely a very strong card.


Trying to filter to make your deck more consistent? Enter the Omega. Well this card is extremely strong, however it's extremely susceptible to ability null which makes it a feel bad. Moreover having more than 1 copy at any given time is a feels bad moment. The effect is extremely strong, plussing 2.5 card value which is crazy strong.


Time Dragon always lacked a proper way to restand their cards and now they have something to use. Moreover, this is such a flex card that you can use for many situations, both defensively and offensively. The reduce damage for the turn is extremely strong. As the game drags on this card's power level only rises.


ES is pretty much one of the main reasons why Time Dragon is going over the top. A protection card from everything except bounce. The kicker is the 1 draw if you target 2 cards. This is not a once per turn effect thus you can afford to play 4 since on a technicality this is a free trade off. 

Garga


Probably the best Garga, a single card that wins you games. Super offensive and the ability null protection is so crucial against the current meta. However if you miss the RRR spell or lack any Garga's in drop this card becomes less strong immediately and the deck has no offensive pressure. Well hello Giga Howling Crusher for 9-10 damage. FTK?


This is the reason why the matchup against Time Dragon is not as bad as before. This is because this weapon has innate 2 souls which prevent it from being sent to the bottom deck by Time Ruler provided you have Garga on board. Free protection to your board as well. What's not to like?

EDD

Please refer to the EDD article

Genesis Dragons


Like what? It's already so hard to clear Bigbang in the middle and we have a way to call more? A draw with additional soul and the ability to call more without paying the call cost. This card is nuts. 


New left and right that can be called once your current one gets cleared. With these new left and right they offer full all round protection for your board. The triple attack alone is insane as well. These 3 simple cards has propelled this deck to the spotlight in Japan recently in the Musashi Cup, I would keep an eye out for this dark horse deck.

Horus



Horus always had the issue of keeping their board sticky, especially the set spell and the monsters. With this card now it is so much more easier, pressuring the opponent more as well in the process, killing two birds in one stone both offensively and defensively. The added check top 4 effect that lets you add any Legend Dragon card is extremely strong because you can find you Luucy and Kifu from it. Going first has never felt better as a Horus player.


A super sticky item that has triple attack and a way to restand your entire board along with your buddy zone? Sign me up, with this card the deck has so many more ways to abuse Magma Horus to it's fullest potential. Horus is coming out of this set as a strong contender for Tier 1. 


You might be thinking why is a Messiah Arms card doing in here for Horus? Well the card's effect is not limited to only Messiah Arms, therefore most people opt to run this at 1 copy just for the effect of the check top 2 and a free negate after. Super strong.


Horus, like Time Dragon has insane draw power and with that you usually lose to yourself if you are unable to win the opponent. However, now with this you have a deck refresher, moreover you can add any Legend Dragon card form drop to your hand. Meaning Luucy. Yes Luucy is broken.

Phantom Thief Draco


A 10/10 card, a new card to search for your Maurice or set spell. With this you can afford to run less copies of Maurice and set spell, moreover the most important part is the Holy Magic synergy. Well that and the ability to retrieve back your Harry in drop along with your important monsters. 


Another way to add Magical Treasure, a sticky body and free burn? Yes Yes Yes

So how's the meta looking?


I have left out older decks and collab decks as going forward, collab decks will always be considered Tier 1.5 simply due to their nature. Going forward this is the primary focus of the meta going into Team League. As you can see, the format now is more stable compared to S-BT07 with more decks in Tier 1. Now any deck in Tier 1 has more than 50% chance to win Time Dragons provided they go first. So don't think that Time Dragons is broken

Wednesday, February 26, 2020

666

Exterminating Evil Demonic Dragon, Belial

Hi everyone! For today's deck profile I'll be talking about Evil Demonic Dragons or EDD in short. So with the new boost coming out tomorrow on the 28th of February why has this deck been risen back into popularity in Japan? With numerous shop tournament wins and even the most recent Musashi Cup Champion, what's the spice? 

Consistency is Key

With the new support comes 5 new cards that has helped boost the deck into prominence and a force to reckon with, let's take a look.


First off is a new Bellial. This card alone has given EDD the OTK potential and taken it into full drive, this is because it now gives all your EDD monsters protection from bounce and destruction effects as well as penetrate and most importantly 666 criticals!! That's insane and it makes all your attacks a one hit kill if they cannot answer. This is essential the potent poison the deck now has access too. Moreover with a counter call skill, means it gets over rest spells before hand that would stop your old Bellial. Imagine the amount of pressure a single Bellial gives, now imagine the pressure with this card on board.


EDD always had trouble reaching the 6 life threshold to unlock their insane advantage engine. However look no further, this card is the best of both worlds as it helps you reach that goal by paying 2 life and giving you 2 gauge as well as 2 draw if you are at 6 life. This card is a must have at 4 copies as it boost the consistency of the deck greatly. Now you can go Time Sale into this card and Lupis. That is pretty much a 3 card combo into a 6 draw and plus 2 gauge, thats insane.


EDD was always known as a control deck and look no further, enter Gluttony. This bad boy is proving to be the premier control card in EDD along with Envy. A simple effect of putting it into the drop zone lets you target and destroy a card on your opponent's field. If you do, drop a gauge and a hand from your opponent, this is a premium effect. Moreover this card gains double attack on attack, so it goes well with the new Bellial. Now enabling you to have a full field and once this card attacks finish you can use it's effect to put it into the drop zone so that your item can attack. Flexible as a defensive play because you stop a single penetrate effect with this card if you lack the item.


EDD always had the huge problem of ability nullification, with this card it adds another layer of protection as you lacked it previously from the size 0 because it could get bombed by card effects. Moreover this card provides you with a single gauge upon EDD entering the field, another gauge and draw if you are at 1 life. You may think that it's little but every single gauge matters in EDD especially with the next card.


A spell null for DDW? Well thats a little too much. EDD is already a deck that doesn't give your opponent a safe window to counter and rest your board or do any tricks, well now you have a way to stop those pesky rest your cards effects and go for the 666. A simple yet amazing effect since you have so much draw and gauge once you are at 6 life. Simply broken. 

The Base

Well if you have never touched an EDD deck before, its not a simple deck to pilot to it's full potential. Let's take a look at the good old stuff that you still need.

Jealousy Evil Demonic Dragon, Envy

Envy is your old reliable ability null and rester, extremely important to block a crucial ability from resolving. With the new builds this can be ran at 2-3 copies. Your control tool and consistent draw power.

Evil Demonic Dragon, Lupus

Lupis is your advantage engine with a enter field 2 gauge and a draw if you have another EDD on field. 2 gauge and 2 draw if you are at 6 life. Moreover it has the skill of going into the soul of a monster and giving it soulguard, finally giving it an additional 10k power and defence is your life is at 6. Such a strong effect, you always want to see this card every turn. 4 copies.

Diablos Soul

Diablos Soul is your other main draw engine, by sacking an EDD on field you can gauge 2 and draw 2, 3 if your life is at 6. As usual you'll definitely want to see this every turn. 4 copies.

Evil Demonic Dragon, Simiae

Your item searcher and Bellial, with this card you can afford to play 1-2 copies of each Bellial and not be punished by it. It has an inbuilt protection effect to protect your monsters as well. 2-3 copies.

Contract Circle of Evil Calling

Your main deck thinning and gauge. Add up to 2 different EDD monsters and items and the rest going into gauge? Very strong. However with the new cards joining the deck you can afford to run less copies of this card, 2-3 copies. A side note is that you don't always have to add 2 EDD monsters to your hand, sometimes you can just gauge more if need be or you can hide a crucial card inside the gauge and pay it off on your opponent's turn to surprise them. *Daredevil* cough cough

Melody of the Evil Moon

The one card to make you go to 1 instantly, such a crucial card to play on your opponent's turn 1 if you are going first. This speeds up your deck exponentially giving your opponent a clock to stop your onslaught of 666 during their turn. Also a free reduce the next damage to 0 and a draw? Wow. 4 copies.

Evil Demonic Dragon, Gryphus

Your main card to ensure your cards cannot be rested and a retrieval to take your Bellial, Envy or Gluttony. Such a sick card. Always put Lupis into this card's soul to ensure maximum value and protection. 2 copies.

Diablos Conversion

Counter call? Sign me up, this card is so flexible that it's not even funny. Calling a Lupis on the opponent's turn is so much value, moreover having the option to call a destroyed Envy or even a Gluttony that has just used it's effect. The 2 life cost helps you reach the 6 life threshold on turn 1 as well. Too flexible and you're crazy to not run at 4 copies.

Diablos Disposal

Hate Lost World? Hate Time Dragons? Yeah use this. Premium control card that cost nothing if you are at 1 life. Hence why going first in EDD is so strong. The gauge burn effect is so crucial in certain matchups and the monster destruction effect goes in tandem with Envy. 2-4 copies depending on what you expect to play against.

Exterminating Evil Demonic Dragon, Belial

The old daddy, you have to run this in order to call the new one so 1-2 copies of this. Super strong effect that ends games right there and then. 

Negative Survive

Your revival spell, essentially a sure-fire way to survive the turn and blast your opponent the following turn. 2-3 copies.

Ever Dark Shadowing, Umbrelle

Umbrella of Doom, you know you are way ahead if the 1 life effect resolves giving you a draw and dropping an opponent's hand card. The gauge burn is also important. Take no effect damage as well, so no funny impact to win the game. Super strong, without this card EDD will never be good. 2-3 copies.

Eradicate Avenge

Juicy spicy salty 666 damage impact as long as you attacked twice. Insane with Bellial on board. Even if all your Bellial's don't hit, this will. 1-2 copies.

Closing Thoughts

In summary this deck is Tier 1 along with Time Dragons definitely, however it has to go first. A super strong control deck that can end games with a snap of a finger. Now you can play this deck without Lost or with Lost. Both are viable options. Non-Lost builds have more consistency and space to go for the 666 win whereas the Lost build gives them the option of another win con that is as strong, especially with all the draw power the deck has. At the end of the day it all boils down to what you prefer. Here's a Non-Lost list taken from a Japan shop tournament winner.

Credits to the Japan Shop Winner
Peace.

Thursday, February 6, 2020

Chaos & Perfection

the Chaos

Hello everyone! Today let's take a look at a deck that has recently gotten back into popularity with the rise of Time Dragons & Crossover style decks, Chaos. What do these decks have in common that helps Chaos come back into the meta? The inability to have access to Loyalty. Chaos has always been a deck with amazing draw power and board presence, letting you play up to 4 monsters on the board as long as you have Chaos Territory. This is a high skill cap deck that rewards you, however a single loyalty and you will most probably instantly be very far behind.

The Blue Pill or Red Pill?

CHAOS Transcendant, Geargod ver.099           Sky Piercing Autodeity Dragon, CHAOS Batzz

So there are currently 2 builds to play Chaos, the Non-Autodeity and the Autodeity build. Both have their pros and cons, however both require Lost World as Chaos has become a Lost deck due to the fact how fast they dig through their deck within 2 turns it is possible to deck out. 

Sky Piercing Autodeity Dragon, CHAOS Batzz 

  • Super Agressive deck
  • Multiple Attacks
  • Battle Phase extender in the form of Batz Overkill and Impact
  • Sure kill if the opponent has no proper counters
  • Less overall advantage compared to the Non-Autodeity build
  • Weak to BuddyBlock, Loyalty and Loud Voice Effects
I will mainly focus on the deck that surprised many who watched the Japan Final Stage and wondered how it worked. Without further ado, let's look at the rise of an old card.

CHAOS Transcendant, Geargod ver.099

  • Super Defensive deck
  • Has more farming tools compared to the Autodeity build
  • More overall consistency
  • Over-reliance that the opponent does not have Loyalty
  • Extremely weak to Loyalty (Cannot emphasise it enough)

Shield of Aegis

I see you have chosen the Blue Pill, which means defence, well a good defence is always a good offence. So how this deck functions is basically abusing the Chaos Territory effect to it's fullest. So how does it work?


Basically having a full center, when you would call another monster in the middle, if they have enter field effects it will go into standby because you have to resolve the game state of oversize. This is where you can use Geargod's skill Chaos Territory to destroy a monster on your field to prevent it from leaving. This is where you destroy the monster you want to destroy. Abusing 'when this card is destroyed' effects such as Dragollum, netting you +2 life and +1 draw on destruction and due to soulguard you can destroy it twice for a grand total of +4 life and +2 draw. See where this is going? 

CHAOS LumiereMini Geargod RainbowCHAOS Basili-gollumCHAOS Alberion

Some combos that you can pull off with the new Geargod is calling Chaos Lumiere during your opponent's battle phase to destroy a monster on your opponent's field, using Chaos Drain to destroy Lumiere again to proc it's effect a second time. A sweet and simple combo to get rid of pesky monsters. If you want to go for more advantage you can always call Dragollum again to draw 2 and gain 4 life as well. 

Essentially you can draw an insane number of cards in one turn, definitely drawing Lost World in the process. Big hand means more options and spells to use when in Lost World! And because you can draw so many cards in Lost World, you can play the Vile Vortex build which relies so much on drawing into the combo pieces. However, do remember that if you are in Chaos Infinity, once you go into Lost World you lose the attack and defence thus not being able to attack with the flag. 

Vile VortexEpisto Ira Gnitz

As you can see, this is a hard deck to pilot that rewards the player for the correct plays. Moreover, with decks cutting on Loyalty now, this is a good time to try this out! If you like to draw cards and big monsters this is definitely the deck for you. Furthermore, with this build you can build a cheap Lost Deck focused on Vortex if you are on a budget.

Decklist from Japan Final Stage Participant

CHAOS Emgreim

Chaos Emgreim is a card to consider playing due to the fact there are many Ability Null effects currently running around, you want to fully maximise your advantage engine and ensure your field stays sticky with Geargod. Ensuring your effects resolve is as important. I hope you enjoy experimenting with Chaos and finding even sweeter interactions and combos. 

Peace