Wednesday, 20 March 2013

Side-deck ideas March 2013 banlist

It's been almost a month since the March 2013 banlist came into effect. Yet I've been a "Slifer-slacker" and haven't written any nugget of pure blogging gold. I could write more, but my writing and fact-checking eats up my gaming time, if someone could write some guest posts... *hint hint* But anyway, here's another content-filled blog post, and once again, feedback is greatly appreciated.

Back to business: The Spellbook Prophecy OTK, Atlantean-Mermail OTK, Macro-X-Rabbit and Six-Samurai Anti-Meta decks are the major 'top-tier' decks, who's reliance on Spells and Traps makes them all glass cannons. I will explain a 2 3 cards I found that can be used to slow down the meta-loops, and even included pictures of the cards from Yugioh wikia, so you can get some from Kev/ some daft cardhousian who hasn't read the blog/a non-cardhousian who hasn't read the blog. Disclaimer: As to their real-world effectiveness, YMMV. This is written for entertainment purposes only, and by using it in the real world, you accept all responsibility for both forseeable and unforseeable damages that may occur as a result. You have been warned...

'Anti-Spell Fragrance'


This card can be used to delay the activation of Spell cards for one turn, and giving you a one-turn reprieve from Trap cards that are Played [EDIT: Thanks to Troy for pointing out my stuff up, Traps aren't effected, he also reminded me about our number 3, I think I owe him a star-pack.]. Great for Dark World decks that use monster effects to discard from their hand in particular, but Dark World Dealings would just be delayed.

'Chain Energy'


The effect: - "Each player must pay 500 Life Points per card to Normal Summon, Special Summon, Set or activate cards from his/her respective hand."

This card effectively makes the base cost of playing a card from your hand to the field 500 points. Combo it with Anti-Spell Fragrance, and your opponent's Spell and Trap Loops are slowed to a crawl. This is one way to slow Meta opponents, Because if they play any more then 8 cards, their Life-points are halved, even before battle-phase and effect burn damage is considered.  (Malefic's in particular could abuse this for an early Turn Kill).

'Dark Simorgh'


The effect: - "While face-up on the field, this card is also WIND-Attribute. You can banish 1 DARK monster and 1 WIND monster from your Graveyard; Special Summon this card from your hand. You can banish 1 DARK monster and 1 WIND monster from your hand; Special Summon this card from your Graveyard. Your opponent cannot Set any cards on the field."

Dark Sirmogh is a badass, and if you were to combo it with Anti-Spell Fragrance, then all traps not on the field are effectively locked out of the game. Will work with the "Harpy Lady" deck, which is to get reinforced with the release of Lord of The Tachyon Galaxy.

Hopefully I've given you some ideas on how to slow/stop the meta-game long enough for you to pull off a loop-breaking combo, or for meta-players to plan a way to avoid these pitfalls. breaking their hopes of Regional victory and making it easier for me to drive to top-spot.

Anyone have some other ideas on how to beat these decks, let's get a discussion on it going in the comments.

Let's Play on!

   The Chad

1 comment:

  1. http://xxajx.blogspot.com.au/ << My latest post into Vanguard is up all :)

    ReplyDelete

Contributors