Saturday, December 31, 2011

Best cards of the year

With it being the last day of the year I thought it would be a good idea to talk about the best monsters of the year and some all inspiring insight.

1. Legendary Six Samurai - Shi-En
    There's a reason it got limited!

2. T.G. Hyper Librarian
    Same story, this card single handedly got Formula Synchron limited and Fishborg Blaster banned

3. Tour Guide of the Under World
    One turn to exceed into a Rank 3 XYZ, really it's like that?

4. Reborn Tengu
    Plants will never lose steam because of this card's versatility.

Friday, December 30, 2011

Getting started

Since we're about to head into the next year, I want to take a moment to give some insight to the new comers.  The most important thing to do coming into the game is be aware of the basic mechanics and interactions, which basically means know the difference between monsters, spells, and traps. Establishing this at the get go helps you avoid mistakes that could cost you against some of the veteran players.  Each of these card types fulfill different functions for the game.  You as a duelist start with 5 spell/traps zone where you would place your spells and traps, and 5 monster slot zone where your monsters go.  Monsters for the most part are your fighters with the purpose of attacking and defending against your opponent, spells are used as support to help your monsters and yourself advance ahead to defeat your opponent, and traps are there to destroy your opponents monsters and spell/traps sometimes however they can be used as support.  Like all resources spells and traps should be used sparingly.  The winner of most duels is the one that is able to maintain card advantage and keep a field presence.  That is it for this segment on getting started.  Sometime in the future I'll go in depth for each card type so until next time this is The Team Misplay signing off.

Thursday, December 29, 2011

Looking back on this year

So we're nearing the end of the year and a lot has happened.  We've had a variety of decks top Y.C.S.s, XYZ monsters were introduced, Black Luster Soldier Envoy of the Beginning was unbanned, Billy Break not only won his first Y.C.S. but he also won the next! PreMarch Six Samuari were on the prowl with the release of new support in STOR and proved their domiance in Y.C.S. Dallas with Shi-En and Gateway of the Six being unlimited. Agents won worlds with the release of Master Hyperion and Agent Angel - Venus! Now after the September banlist it seems like Tour Guide Plants, for the most part, have been in complete control. The next year is up in the air and it seems that maybe Inzectors or Wind-Ups could be the next ones take control, but it's still anybodies game. Things are looking great for Yu-Gi-Oh and I can't wait for what's next.

Sunday, December 11, 2011

Say it isn't so!?

In Yu-Gi-Oh there is a universal problem with players that just do not know and/or understand rulings.  In their defense I will say that some rulings can be very obscure and have to be dealt with in a different manner but for everything else there is just no excuse.  I always encourage players to ask for a judge for any questions that arise from dueling whether or not something seems clear or not, there is no reason to leave it up to chance.  The proper way to deal with said situation is to simply be reasonable with your opponent and explain the details of the card, how it affects the game state, and why you believe it functions the way it does.  You will be surprised how things will turn out when you treat each other equally and respectfully in a duel.

This is a Yu-Gi-Oh! public service announcement brought to you by Rescue Rabbit.
  

Keep it clean!

Thursday, November 24, 2011

Meta-Game Analysis


About halfway through every format, the dust always seems to clear and a couple of decks emerge as the ones to beat.  Last format it was Six Samurai and Gravekeepers.   When your opponent opened up with Necrovalley, 4 set cards and a face down Gravekeeper’s Spy the game was more or less over.  This format the deck that is taking shape to be that deck is plant synchro.  The opening of Thunder King or a Tour Guide into a Sangan and passing turn is not exactly easy to get through.  The good news is that there is no real clear second place right now and that couldn’t be better for the game, as it allows a lot of freedom for players to implement some creativity into trying to create good matchups against the rest of the metagame.
Plant Synchro is without a doubt a money deck.  If you have the money to build it you either are working on it, already have, or maybe you have some allegiance to a certain deck like myself, but if you aren’t going to join them you need to be able to beat them.  The best way to beat a deck with the potential of plany synchro is to know it thoroughly.   The build seems to have stabilized now and with some preparation you can know exactly what to expect.

Breaking down this deck you see a couple of things that are very consistent.  There is the 4 card plant engine, the Tour Guide engine, the Tengu engine, and then there’s also the constant threat of Black Luster Soldier.  The deck also runs a good amount of anti-meta type cards focusing on field control and removal such as Thunder King, Caius, Spirit Reaper, Enemy Controller, and the dreaded Maxx C.  The deck successfully neutralizes your pushes and then pushes back harder the next turn.  Dealing with decks like this either take a good matchup based on the deck you are using, or knowing exactly what your opponent is capable of and not letting them go off the way they want to.   

The release of Rescue Rabbit has brought about the creation of the Dino Rabbit decks, and these are poised to take the role of that second place deck.  I wouldn’t put my money on it for a couple of reasons.  They are plenty good enough to be in the top tier, if not perhaps the most potent deck around right now, but a couple of things hold them back.  The first thing is the most obvious one and that’s cost.  The deck is downright expensive; perhaps beyond reason as everyone knows Rabbit will be limited in the near future.  It’s not a sure thing but if the past is any indicator of the future then you have to look at similar cards like Rescue Cat, which was limited before it was banned.  If you don’t know this, then I’ll explain.  Every format you will get a couple of really overpowering cards and then Konami will go about banning/limiting them, as it feels appropriate.  For example Shien’s Smoke Signal, Legendary Six Samurai-Shi-En, Fishborg Blaster, T.G. Hyper Librarian, and Trishula from last format and I could go back but there really isn’t any need to it’s the same story as far back as you look.  The next thing that hampers the deck is the potential to dead draw a lot.  If you open up with two Kabazuls in hand you’re really in a bind, and in big tournaments this is bound to happen and the more consistent decks in the meta will jump on the opportunity when they sense their opponent is sitting on a hand they can’t play.

The other popular decks that are running around and competing at the highest level right now are Hyperion, Dark World, and my personal favorite Karakuri.  

Hyperion is powerful in the fact that it can dump giant monsters on the field at little to no cost with relatively high consistency, while using cards like Gachi Gachi to lengthen the game while they get to the point where they can drop Hyperion and Kristya and swarm you.  Agents pack a pretty consistent engine, and are among the most played and consistent decks being played right now as there are many attractions to this deck.  The first being its price tag, its just not that expensive.  A couple of structure decks and a few cards from newly released tins, and you have one of the most potent decks in the game.  The problems with this deck lie in the problems with every deck with a boss card, you can play around it.  Similar to Judgment Dragon in Lightsworn decks, it’s a dead card before they have 4 Lightsworn monsters in the graveyard.  In the same way Kristya needs 4 light, fairy monsters and Hyperion needs 2.  It’s not just some unbelievably easy task, but a well timed Trishula or saving your negation cards for the right time can amount to very easy and lopsided wins.  Graveyard removal keeps Kristya and Hyperion off the field and they can only stall so much before you break through.  When you examine the build of many of the Hyperion-based decks you can’t help but notice that it’s a deck that runs very few defensive cards.  Just like knowing the ins and outs of any meta deck, this is a huge advantage, because once you clear the field of monsters the likelihood of you having to deal with any kind of substantial defense is relatively low.

Dark World is another potent and relatively inexpensive deck to put together this format.  The deck’s sole purpose is to gain card advantage via monster effects that activate upon being discarded. A very simple premise, and the ease with which you can bring out a card like Grapha makes the deck one to fear this format.  The deck does have an ability to overwhelm and with cards like Dragged Down to the Grave, which is Trap Dustshoot and Mind Crush put together, the deck can put together a lot of very explosive plays.  This being due to the fact that they either know all of or part of your hand and know exactly what they are up against, which is a huge advantage.  It does however rely on a large amount of combination plays and two cards are necessary to make almost every play.  Whether that be with cards like Dark World Dealings or the field spell card, every single play does in fact need a trigger of some sort to allow the discard to happen.  Identifying these triggers and using effective negation when necessary can really allow you to sidestep the major threats this deck puts out.  Using MST on the field spell when they activate the effect pulls a card out of their graveyard while not allowing a discard can set your opponent back for a turn if not longer and allow you the time to make your push.

Karakuri is a whole different animal in this format.  The whole purpose is to dump out the themed synchro’s allowing you to dig into your deck over and over again, and then by manipulating battle positions draw a ton of cards with Bureido.  The deck has a ton of versatility and can go into cards like Naturia Beast and Naturia Barkion to make an offensive impossible, or one can opt to use more traditional level 7 & 8 synchro monsters instead of their themed ones, such as Stardust Dragon to neutralize power cards like Heavy Storm and Dark Hole.  The deck relies on monster effects and a couple of search cards to get started and then the continued use of the synchro monsters to keep the deck’s engine running.  Of all the decks on this list it does tend to look more like decks of past formats in that the main goal is to flood the field with synchro monsters, and thus it runs into many of the same problems.  Cards like Effect Veiler can throw a giant wrench in their gears especially when used on Ninishi.  Being able to recognize a play for one of their Synchro monsters, and rather than negating one of their normal monsters waiting until they play one of their synchro monsters and using your negation then will maximize your card advantage.

At the end of the day the game comes down to getting to your opponent’s life points to 0 before your opponent can get yours there.  Whatever method one takes to get there is acceptable if it does the trick.  The meta decks tend to be the best of getting that goal accomplished, but anyone with enough creativity and knowledge can come up with a better idea.  As far as the rest of the format goes I think plants will continue to stay on top, and all of the decks listed will remain prominent.  One of the underdogs to watch for are Heroes.  My main reason for this opinion is Super Polymerization.  Its just an awesome card all the way around, seeing as how it can’t be negated you can turn your hero monster and their Laggia into your own Fusion monster and their isn’t anything they can do about it.  Also on the horizon is the release of some of the Laval monsters.  All of them won’t come out in Hidden Arsenal 5, but a few will and some competitive builds will be out very soon afterward, and its definitely a deck worth knowing about in the near future.

If you have any questions you want addressed on this blog just email the team at 99misplays@gmail.com and we will be happy to address them for you.  Thanks for reading.


Happy Dueling,
Michael

Monday, October 31, 2011

Picking up on the subtleties (part 1)


Everyone has habits.  Some of us have good ones, others have bad ones.  One of the habits you should take a closer look at is shuffling.  Yu-Gi-Oh players can be very careless when they are dueling especially when it comes to shuffling.  Some shuffle their cards facing their opponent and give away very vital information about what is in their deck, hand, and field.  Take a look at this picture for example.



This person special summoned Laquari.  He has 3 cards in his hand and a Book of Moon, Monster Reborn, and a Laquari in his graveyard.  As he shuffles, he reveals to you that he doesn’t have Starlight Road and Mirror Force in his hand.  He also revealed that he had 2 Dimensional Prison in his deck as he shuffled and you might of caught a glimpse of a War Chariot.  At this point, you determine what kind of situation you are in and strategize accordingly to capitalize.  Now take a look at the next picture.



Same scenario only this time he is shuffling his deck the appropriate way, card faces facing down away from you so not to reveal any cards and you can only guess what he has in his hand.  At this point you can only play it out.  Information can be game breaking in close games so watch your habits or else they'll lose you games!

The essence of understanding in Yu-Gi-Oh! comes when you start to understand how everything interacts with one another.  Once you grasp the concept, you'll be better equipped to win.  So don't give up.  Keep learning.  Keep dueling.

E from The Team Misplay signing off

Thursday, October 27, 2011

Deck Combos: Infernities 1.5


With Infernity Launcher at 1 the deck lost steam when it was initially but the release of new generic support and some upcoming cards has allowed the deck to pick up where it left off.  The main focus of the deck is to special summon Infernity Archfiend by its effect, with Infernity Necromancer, Infernity Mirage, and/or anything that can special summon it while you have no cards in your hand to spam synchros and load your spell/trap zone with Infernity Launcher, Infernity Barrier(s) or Infernity Break(s), whichever card(s) that befit the game state.

Hundred Eyes Dragon
With the appropriate setup, Hundred Eyes Dragon can completely shut out your opponent’s moves.  Hundred Eye’s effect lets you reuse the effects of Infernity Mirage or Infernity Necromancer, if need be.  And repeat the spamming.

Mist Wurm and Trishula, Dragon of the Ice Barrier
These two cards are greath whether you're up or down.  They help deal with opponents board and seal off any attempt of a comeback.  A well timed Trishula and Mist Wurm is a guaranteed win.

Infernity Launcher
Infernity's version of Monster Reborn.  Special summon 2 Infernity monsters from the graveyard while you have no cards in your hand and just in case you have a an Infernity monster in your hand you can’t seem to get rid of Launcher says its okay ditch it.  Problem solved.

Leviair the Sea Dragon
Leviair, Leviair, Leviair, what can I say that its effect hasn't already told you.  This card bring a whole new meaning to hey, I'm going to win this turn unless you stop me.  This card lets you reuse any of these removed from play any level 4 or lower monsters you or your opponent have.  Being able to reuse Mirage is exteremely important not only would you continue to gain advantange for nothing!  Your opponent will probably concede if he can't stop your Leviair push.

Tour Guide
I personally don't run this card but Tour Guide isn't a card to sneeze at.  It helps thin out the deck and allows you to push for aggressively with Exceed monsters.  Leviair is a one turn combo with Tour Guide so keep that in mind when you play with the deck.

All in all, Infernities are a solid deck.  So try it out, you might like what you see!

E from The Team Misplay signing off

Wednesday, October 26, 2011

We're rolling again, sorry for the wait!

The wait is over! Starting next week, we'll be back on a regular schedule and better than ever!  Just want to remind you that your feedback is the driving force for the team blog so don't be shy!  Thanks for stopping by and remember to subscribe to our channel! http://www.youtube.com/user/TheTeamMisplay