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Lesson 30
Creative Techs

In the Meta-game of Yugioh we always have these set, cookie-cutter deck builds, usually for the top tier decks. These decks usually come from the players who top at big events such as YCS, as their deck build ends up online and people take their builds as the norm for that certain deck. However, these decks tend to change as the players who piloted them come up with techs to make the deck better. Let's take a look at 2 time YCS champion Billy Brake; last month he got to the top 3 in YCS Chicago with an Inzektor deck, and in the deck he ran an interesting tech, Safe Zone. Safe Zone has always been a good card and I'm not saying it never sees any play, but no one, and I mean no one was running it in Inzektors before Billy. Now that he has posted his deck online and explained the tech, many other Inzektor players are running Safe Zone. Your objective in this lesson is to do the same thing Billy did, come up with your own unique tech. You are to find interesting cards and tech them into a deck/s that they rarely see play in. You need to post atleast 3 techs and all of them need to have an explanation as to why it works in the deck you are teching it in. Your answer must be in your own words. If I find any answers that were copied/pasted from another site, I will delete your answer and you could possibly end up with a warning added to your profile.

Before you respond, please read the Classroom Rules here.

Reward: 500 DP




Last edited by LethalAfterZ on Sat Jun 09, 2012 4:59 pm; edited 1 time in total

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First of all, I think this card is very rarely used in lightsworns because few people know about it. It is of course Fiend Comedian. I say of course, it isn't very well known. It speaks for itself, you flip a coin and call it. If you call it right, you banish all the cards from your opponent's graveyard, which instantly destroys most decks in their entirity. If you call it wrong, you send an equal amount of cards from your deck to your graveyard to the number of cards in your opponent's graveyard. So you send 15 lightsworns or whatever ridiculous number, and then start special summoning wulfs because you just sent all the ones you had left in your deck to the grave. This works in lightsworns, or in fact, any other deck which needs loads of cards in grave, because you can turn its negative effect, for if you fail, into a very useful positive effect, and its main positive effect is banishing all the cards in your oppnent's graveyard; you certainly can't grumble with that.

In chaos dragons. rather than chaos zone I use dragon ravine. This is quite a common choice because it allows you to send dragons to grave repetitively. The uncommon choice in this sense is that I run 3 basic dragunities; 1 each of brandistock, javelin, and darkspear. If I haven't got any monsters to easily normal summon to special sumon my REDMD, but I have a dragon ravine, I can discard the monster I will special summon with REDMD, grab a dragunity, normal summon, banish, special summon REDMD and special summon the discarded monster from grave. The other side of these dragunities is tuning, using ravine I can grab the correct level of tuner (Hence the levels 1, 2 and 3 for the dragunities) and normal summon (or even special summon with REDMD if needs be) the tuner I have selected and synchro for stardust, or another suitable monster, however because stardust can can negate effects and REDMD could summon it back it would be the obvious choice.

A last idea is running Natural Tune in a dino rabbit deck. From this, rather than going for an XYZ with rabbit, I could special summon 2 level 4s, activate natural tune and have a level 4 tuner and a normal level 4, for the plenty of level 8 synchros there are. This comes in handy for protecting weaker monsters, as ahaving a stardust to negate effects targetting later rescue rabbits or tour guides us always useful. While it is not always a useful card, because you might not always draw rescue rabbit, it still won't be a dead draw because the normal monsters in this deck have high attacks and could easily last a turn or so, before you normal summoned another monster. Although often you might want to go for the XYZ, the synchro is another viable option which has no limit to the amount of times you can use its effect, and with cards like red dragon archfiend having a 3000 attack it is good to have more of a choice; the dino rabbit XYZs aren't the biggest beatsticks if your opponent already has a strong monster on the field.

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Tech number 1-rescue rabbit

most people have seen Rescue Rabbit in dinos and think that it is the best way to play it. This is true to an extent but i believe that Rabbit works really well i aliens as well. by combining rabbit with aliens, adding tour guides, a sangan, and running Alien Shocktrooper which usually does not see play one can make a quite competitive deck which also has potential to run BLS. By doing this, it is possible to run 3 separate cards which are very influential upon the current meta.

Rescue Rabbit-of corse to get the normal types in your deck and then overlay with
Tour Guide of the Underworld- grabs rabbit which banished itself by overlay into leviair and stocks grave with darks for BLS
BLS-just an amazing card

however, if you are going to run this deck it would be best to run another normal target for rabbit. for this card i recommend alexandrite dragon (some people told me to use evilswarm heliotrope on DN to add more dark types) lastly, a very good tech in any reptile deck is Evil Dragon Ananta which acts as a sort of wind-up zenmaines by controlling the field and destroying one card per turn in the end phase. I also personally run alien ammonite so that i can get access to synchros and also have my own personal giant trunade in the form of this card

http://yugioh.wikia.com/wiki/Cosmic_Fortress_Gol%27gar

of course that only works on face up cards, but hey i kill all crystal beast decks and have a level 5 monster with 2600 attack.
tech 2

genex ally birdman

i saw a build of a Six Samurai decks at my locals and saw that it worked well with birdman because when they bounced a card they could jut re-special summon it and i thought to myself a couple months later (couple days ago) when the new blackwings came out that the card would work with similar combos in Blackwings. The blackwings would be able to bounce cards like bora the spear and gale the whirlwind. My personal favorites when it came to bouncing cards were actually Shura and Gale. I tested the deck a couple times and out of my 10 matches i came out with a 7-3 total. All in all, the combo actually worked really well and made leviair the dragon of the sea a playable card in the deck. My best hands consisted of a birdman with either a shura or a gale. when i had shura if i could use his effect i brought out gale, bounced shura, and brought bird man so i could do shura again next turn without it being attacked or i did shura to get gale and bounce gale then get gale again. I usually only did the second one when i had another blackwing already out to sync with gale.

birdman worked quite well in the blackwings and also added a lot of speed to the deck. Most people thought that the deck would be slower without ale at 3 but they did not realize how good of a replacement birdman actually is. The card does not allow as easy an access to armor master as one would like, but it is exceptional at getting other level 7's and is also a dark type so it can fuel DAD or allure and also works well in vayu turbo builds by getting Leviair the dragon of the sea which can bring back the level 7 armor master u banished to get silverwind.

tech 3

galaxy photon eyes dragon

this card is quite good in a chaos ninja deck because it counters a meta in which XYZ or exceed monsters are topping. Just like the meklords, this card is an anti-meta in the anime but not really all that good in real life. However, this card can be easily summoned by the card ninjutsu art of super transformation. this means that by normal summoning ninjutsu master hanzo and getting super transformation, one can get a free galaxy-eyes photon dragon and also get rid of one of your opponents monsters assuming that they have a level 4. past this fact is also the one that is that this card can be searched for by eclipse wyvern, can trigger lightpulsar dragons effect to get a possible red-eyes darkness metal dragon, and can be banished to summon a chaos card. Overall, this card may not be viable in a normal chaos dragon build, but by simply adding a ninja engine to the deck by taking out lightsworns it becomes a boss monster with equal attack to that of Blue-eyes whited dragon(which i think it is a newer version of) and that has a good enough effect to be passable in the current meta.

Last edited by thisguy1234 on Fri Jun 08, 2012 1:23 am; edited 3 times in total (Reason for editing : i didnt want to have same second as guy above me so i changed it)

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Tech 1 Chaos Deck

Summoner Monk + Guldfaxe of the Nordic Beasts

Summoner Monk effect can be used in a Chaos deck to summon Guldfaxe. Guldfaxe is not a very thought about card. Guldfaxe is a lvl 4 light tuner so you can synchro summon with guldfaxe and Summoner Monk. Monk is a dark monster. So you can get a lvl 8 synchro and have an early chaos play set up. My common targets to synchro for with this set up are Stardust Dragon. especially on turn 1. Scrap Dragon, or Dark End Dragon. Being able to summon DeD with this tech is quite nice and the following BLS or Chaos Sorcerer is obv good as well.

Tech 2 Dino Rabbit

Tour Bus of the Underworld

Tour Bus of the Underworld can be very good in Dino Rabbit. There are commonly played 2 sets of 3 vanilla in Dino rabbit. With Tour Bus effect you can use one pair of 2 Dino then shuffle one of the 2 used dinos in with the dino left in the deck and use the set again. Tour Bus makes a set of 3 dinos normally good for one use be able to be used for an Xyz summon twice.
3 dino + 1 tour bus = 4 dino.

Tech 3 Any Deck

Blackwing - Gale the Whirlwind, Injection Fairy Lily, Swift Scarecrow

Gale is a lvl 3 Tuner and his effect is really good. Gale is at one for a reason. Gale can cut a big monsters Attack in half allowing you to get over an otherwise unassailable creature.
Injection Fairy Lily is a meager 400 attack. When Lily attacks or is attacked by a opposing monster you can pay 2000 LP to make Lily gain 3000 attack. 3400 attack can do a lot more than 400 and can get over many threats in the game, including the dreaded BLS.
Swift Scarecrow has the same function as a Battle Fader. Swift can be searched with Sangan and it can save you in a tight pinch. Swift Scarecrow is better than Battle Fader in my opinion because most duelists main 2 Solemn Warning which stops Battle Fader. Swift Scarecrow is stopped by Macro Cosmos and Dimensional Fissure which are cards that are mostly seen in a side deck if at all. Also Swift Scarecrow is at its best in a Machina deck. Swift Scarecrow is a lvl 1 machine type so it can be discarded along with a Machina Fortress to Special Summon the discarded Machina Fortress and leave you with a gadget monster or other machine you would rather not discard.

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Three Amazing Tech cards in Today's Meta Game

Tech cards are what a player chooses to add to their deck that normally is not run in the deck they are playing, such as Billy and his Safe Zone Inzektors. I have found 3 such cards which I will detail now.

Archfiend of Gilfer in Lightsworns
Now this guy is a classic monster we first saw used by Yugi Moto in Battle City. He is a Level 6 DARK Fiend with 2200 ATK and 2600 DEF. His ability turns him into an Equip Spell card when he is sent to the Graveyard, causing the equipped monster to lose 500 Atk points. The reason he works in Lightsworns so well, is that his effect can trigger from a Lightsworn's mill effect and he can also be used later as the DARK monster required for Black Luster Soldier or Chaos Sorcerer.

Seven Tools of the Bandit
This card dates back to Metal Raiders. Its a Counter Trap that can negate any other Trap card by paying 1000 Life Points. Seven Tools can be splashed into any deck that runs Traps and is a great answer to cards like Solemn Judgment/Warning, Mirror Force, and Even Safe Zone. The best part is that cards like the Solemns will still need their 2000+ Life Point payments before you spring this card on them. Its common, effective, and an excellent tech choice.

Magician's Circle in Gravekeeper's
Gravekeeper's may not be tier one right now, but they can still hold their own against the meta. I chose Magician's Circle because it can target any Gravekeeper in the deck, including Visionary, and can trigger on your own attacks. It can get that added field presence you need to rule the duel. Some people think this card is "too slow" for the meta, but I don't see how this card is by any means a bad choice for Gravekeeper decks. Even though this card allows each player to summon a Spellcaster, most decks these days only run one of them: Effect Veiler. This trap effectively gets rid of at least one Veiler by calling it out in Attack mode. With Necrovalley in play, that can be an easy 2000 damage for them.

These are my tech cards of choice and I hope that they have met the requirements for this lesson. If anything they may just give people a few ideas.

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You all gave good, creative answers, but I feel that Nottu's answer gives the best techs that fit the best into the decks that he chose.

Solved by Nottu.

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