Sunday, 14 August 2022

What If...... Gladiator Beasts 2010 (in 2022)

 Welcome to our first post regarding our Series What If.....

Lets set up some ground rules, we are going to pretend that Yu-Gi-Oh maintained the standard rules of 2010 Edison.

No XYZ's and beyond, no real dependence on Hand Traps and minor ability to over extend to create unbreakable boards.

We will also take some liberties with the Ban Lists, please take all these builds with a grain of salt.

We would love any thoughts and feedback, with the intention to create multiple decks from these era's to eventually battle them out to see how they work.

Here is the first build.


Before you over analyze, remember that we are avoiding newer game mechanics, No Links. 

Lets put some focus on what the deck does, and how it does it.



Back in 2011 Bestiari was limited to 1, because of the overwhelming power of Gyzarus. 







In this build we also focus out attention on Gyzarus, not just to pop 2 cards but to tag out into 2 level 5 or higher GB's to Contact Fusion into Tamer Editor. 






Elemental Hero Prisma puts in tons of work in this deck, it combos with Test Tiger like in the past, but now we have a Monster Reborn (Gladiator Beast's Comeback) which when played after Prisma Dumps Bestiari into the Grave to create Gyzarus.





Gladiator Beast United is a card I am obsessed with and wish worked in Modern Yu-Gi-Oh but it is a little too slow and specific however in the past having a Quick Play fusion summon that utilized the grave would have been insane, combo again with Prisma to Dump Bestiari enter the battle phase swing, chain, or just go into Pop-2. 





2 more points to focus on, Fusion Deployment which again I wish worked in Modern Yu-Gi-Oh, but locking you into only Fusion Monsters is a real drag, however in this deck it doesn't matter Over Extensions aren't a priority and we can combo Deployment with Gladiator Rejection to special summon our Friend Bestiari and another GB to make Gyzarus or if we are feeling fun we can bring out 1 of our level 8's with Deployment and the other level 5 or higher off Rejection to go straight into Tamer Editor. 












The plays are endless, for our last discussion lets put some focus on Gladiator Beast Noxious our only "Hand Trap", this card works kind of like Gorz, Trag and Battle Fader when and opponent declares a direct attack you can special summon this card and force that opponents monster to attack Noxious, Noxious cannot be destroyed by that battle and when he is special summoned by any GB effect including his own he dumps a GB to grave. At the end of the battle he is going to tag like any other GB, and if you dumped Bestiari into the grave, you guessed it, we are bring out Darius in the end phase to contact on our turn and make our opponent very sad.




Hopefully this made some sense, and as we continue to establish guardrails and decks I would love to begin to see them in action and play some old school Yu-Gi-Oh once again.


If you have any feedback on the deck, and thoughts on how to improve it, we are all ears.

Thanks!

What If...... & Full Power

 Welcome Back, or should you be welcoming me back.

Either way I am super excited to present you with an idea I have been noodling for quite sometime. 

In this series we will be taking top tier decks from the past, introducing newer cards back to the archetype staying true to how the deck would have been played during this timeframe. 

Where this idea started was my constant obsession of Gladiator Beasts, I feel like they have been able to survive as the game has progressed but their heyday is in the past, but maybe it doesn't have to be.

We will approach this series in multiple intervals, talk about combos, expectations and rulesets for these decks.

The second series will revolve around maximizing decks new and old, leveraging Limited/Banned cards to open up the full potential of these decks that have completely fallen off or had to evolve to be more current day Yu-Gi-Oh. 

When I truly think about the game it has evolved to a point of massive first turns, that create potentially unbreakable boards, to 1 card combo's that net infinite advantage. 

The game is still fun, the game is still fundamentally Yu-Gi-Oh, but us "Yugi-Boomers" miss the older, slower pace of the original aspect of the game.

Hope you stick around for the ride, and hope we can explore some unique ideas together.

Thanks,

Sunday, 11 March 2012

Disaster Dragon Deck Idea

Hey guys,

Just a quick post to help you guys building Disaster Dragons.

The idea stems trying to make the deck more consistent.

Poki Draco

Level 3 Fire Dragon

200atk/100def

When this card is normal summoned, you can add 1 "Poki Draco" from your deck to your hand.

This creates a perfect situation for summoning your Red Eyes Darkness Metal Dragon, as well as allowing you to preform more normal summons later.

This card can also be revived by Debris Dragon for easy level Black Rose Dragons.

Hope this helps make your Dragon decks consistent,

Good Luck.

See ya later.

Wednesday, 7 March 2012

How To Beat Wind-Ups and Dino Rabbit

Hey guys,

How have you been?

Today I will be discussing some ideas you can implement that aren't going to cost you an arm and a leg that will give you and advantage against Wind-Ups and Dino Rabbit.

The first being Gozen Match,

It really shuts down Wind-Ups since all of their monsters are different Attributes as well as their XYZ's being completely different Attributes.

This also can hurt Dino Rabbit since it will stop their Tour Guide plays into Leviar or any other XYZ it can also stop Rabbit from bringing out Kabazauls, as well as stopping 2 Sabersaurus from becoming an Evolzaur.

The second card works similarly well being Rivalry of Warlords which only allows players to control 1 type of monster, this shuts down both decks big plays which is obviously very helpful.

So what do you have to do to make this strategy work for you is run a deck that won't be hurt by these same cards.

For Rivalry of Warlords - Six Samurai, E-Heros, Gadgets, Straight up Inzectors

For Gozen Match - Gadgets, Inzectors, Scraps, and anything else that utilizes 1 Attribute.

Good Luck.

Wednesday, 22 February 2012

Wind-Up Combo's Part 1

Hey guys,

I have been doing some extensive play testing, preparing for YCS Long Beach.

In so I have tried to learn all the tricks of the Wind-Up deck since that will be one of the major threats I will be facing in Long Beach.

Combo 1/ Play 1

They play Wind-Up Magician activate Shark, this is going to spell doom for you. If you have Veiler this is the moment you play it on the Magician. This will stop the loop and combo, if your opponent has a second shark, you will still get looped but at least you will keep your hand.

Combo 1 / Play 2

If the opponent did the same play but this time had a factory, you have to Veiler the Magician but be prepared for them to go into the swarm loop or create any Rank 3, 4, or 5.

Combo 2 / Play 1

Summon a level 3 Wind-Up, activate and special summon Wind-Up Shark make it a level 3 and exceed for Wind-Up Carrier Zenmaity in response to them activating the effect use Veiler this should end the loop.

Combo 2 / Play 2

Same combo as previous except they use Tour Guide, you need Veiler to stop the effect of Zenmaity.

All of these plays are weak to Effect Veiler, but again you must draw Veiler to stop these plays, this is where the format is going. If you can create a deck that can top deck strong and isn't worried about sending cards to the graveyard you shouldn't be to scared of this match-up.

Don't get me wrong it is quite unfair if they draw the combos however the deck can often draw poorly and the opponents only option is to sit on a Wind-Up Rabbit until they can begin to generate combos.

A proper Inzektor deck should have a great match up since it is a deck full of strong top decks and filling the grave can never hurt.

Good luck, and think hard.

DrakoDMD

Sunday, 22 January 2012

Little Rant About UDE VS Konami

Hey guys,

I understand this maybe old news but I have been thinking about this topic again recently, it is involving rulings.

Lets first understand that the new problem solving text is "great" and flawless and obviously causes no confusion.

If you didn't get it I was being sarcastic, what I loved about UDE Upperdeck was the fact that they would constantly post updated information about cards and the way certain cards work with each other.

This could all be found on the Yugioh-Card.com website, they would constantly post erratas which I could argue were errors in their part but at least they admitted it and tried to address it.

Up until Konami released the problem solving text they would also release pages of ruling regarding the brand new cards from the latest set.

Now where do you find current rulings on brand new cards, WIKI!!!

Where would Wiki get its ruling, either way it isn't always a trusted source and I feel like this was just a way for Konami not to worry about it, and do less research on their end.

I like structure, and I like guaranteed factual information found on a trusted website.

Plus it is always a great idea to read up on the rulings when a new set comes out because you may see combos or ideas you wouldn't have otherwise, it helps make you a better player.

Sorry you had to read this little rant, I am not even sure I had a agenda.

Peace.

Monday, 19 December 2011

Under The Spotlight - Blow with All One's Might

Hey Guys,

I just wanted to quickly cover this common card from Order of Chaos.

Blow with All One's Might, what a name way to long and way to boring.

So I expect the name to be changed for the TCG, since this name isn't appealing.

Anyways why this card is the center of my focus is because I think it has a lot of potential in a very old deck type, this card fits very well in a Asura Priest deck based around the mechanics of Spirit monsters.

So what this card does is targets 1 monster on the field normal spell card, this turn that monster cannot take or deal damage, also not destroyed by battle. After damage calculation the monster that battled this monster is destroyed.

Since Asura Priest can attack every monster the opponent controls and is protected under this spell card every monster you attack will be destroyed. Welcome back Raigeki!

I think this card has tons of potential people just have to figure out what else they can do with it, Mataza the Zapper is a secondary choice but seriously consider Asura Priest as a top contender for a winning deck idea.

I'll see you guys later.

DrakoDMD