So a couple of things to say, at least for right now. There will probably be actual articles either tomorrow, Sunday or a day or two after New Years (since I won't be able to function during that time, last night in 2012 and I won't even remember it). Any way, I gave up on Noble Rabbit, finally. That deck did not work for me, I couldn't get it to. So yeah, I got some monies, went out and spent $50 on a fully upgraded Evol Deck.
Ordered some stuff from Troll and Toad, they have a really good selection at ok-ish prices, but my experience with them shipping stuff has been a pain. Really hoping my stuff gets here in a week since I ordered it with priority mail. What's going to be awkward is if my stuff from Hawaii based IDeal808 gets here before TandT does.
Anyway, quick pic of the Evol deck. The Extra deck is subject to change.
I'm really excited to play this deck, since Dino + Dragons is epic stuff. Really epic. I'm hoping this will hold me off until the Fire King structure is released over here. Which reminds me, I really want to run Pyrorex the Elemental Lord in here. Shouldn't be too hard to get since he doesn't seem like the best out of the Elemental Lords so far. This deck seems like it can fill the graveyard with 5 monsters really quickly.
But that's enough about that. I'm really excited to play this, and really grind with it.
~E.P.B.
Archives
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The Obligatory Holiday Post
Happy Holidays to everyone that reads this blog, whether you celebrate them or not, gotta spread the love.
In light of the Holidays, I'm probably not going to be publishing that much over the next few days, got to spend time with my family. Have to appreciate things like that, it goes a long way in life.
So yeah. The other thing is that Steam is busting my balls a little bit. So many sales. If any of you reading this and play games on your PC, you probably all ready know about it. I would also check Amazon as well. I got a little frustrated last night after buying a game on Steam and it was bundled on Amazon for the same really cheap price but with 2 other games.
I'm thinking about retiring my Dragunity deck in real life. Once I get more money I was thinking about running Evos. They seem really fun and under hyped.
~E.P.B.
In light of the Holidays, I'm probably not going to be publishing that much over the next few days, got to spend time with my family. Have to appreciate things like that, it goes a long way in life.
So yeah. The other thing is that Steam is busting my balls a little bit. So many sales. If any of you reading this and play games on your PC, you probably all ready know about it. I would also check Amazon as well. I got a little frustrated last night after buying a game on Steam and it was bundled on Amazon for the same really cheap price but with 2 other games.
I'm thinking about retiring my Dragunity deck in real life. Once I get more money I was thinking about running Evos. They seem really fun and under hyped.
~E.P.B.
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Local Update
Well, I did terrible. It wasn't even the deck, I just played like a derp the whole time, forgetting card effects, not remembering what stuff did...don't get me wrong the deck wasn't optimal, but I felt like it was me rather than the deck entirely.
While I was there I picked up some stuff to improve it, mainly 3 Sparkmans that I didn't have (I spent all day looking on Wednesday, didn't work out). I put those in there, and ran it for a couple of games against various people, and it worked a lot better. Miracle never really came up, but having those extra light monsters just made everything work.
Next week will probably be running the same thing. I don't think it's fair that I give up a deck just because I played like crap.
~E.P.B.
While I was there I picked up some stuff to improve it, mainly 3 Sparkmans that I didn't have (I spent all day looking on Wednesday, didn't work out). I put those in there, and ran it for a couple of games against various people, and it worked a lot better. Miracle never really came up, but having those extra light monsters just made everything work.
Next week will probably be running the same thing. I don't think it's fair that I give up a deck just because I played like crap.
~E.P.B.
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Locals Tomorrow
Meaning that I get to play the game some more. So what I'm running tomorrow is this:
Basically, I'm really excited to see how it does. I don't have the stuff to play that Bushi deck yet, but the Noble Knights definitely look fun. Don't know if I'll be able to obtain it all before the tournament starts though. I'm missing:
Basically, I'm really excited to see how it does. I don't have the stuff to play that Bushi deck yet, but the Noble Knights definitely look fun. Don't know if I'll be able to obtain it all before the tournament starts though. I'm missing:
2x Ignoble Knight of Black Laundsallyn
2x Noble Knight Gawayn
2x Noble Arms - Gallatin
If I don't end up with those, probably going to replace Gawayns with Photon Thrashers. Don't know about the other things though, it will be an experiment for sure, but I've been picking up all of these Heroic Champion Xyz and I really want to try them out in a deck other than another Hero variant. So yeah. Hopefully it won't be a repeat of last week, I'd rather loose horribly than barely miss out on making the prize cut after going 3-1.
~E.P.B.
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The Phoenix and the Fire Kings, basic stuff.
The truth is, I just haven't felt like writing the past few days. Been playing a lot of League of Legends, Binding of Isaac and Fallout New Vegas. Since most of my close friends quit I don't get as much tournament action as I want to. There's one locals new here, two about an hour away, and one in Detroit. Generally feel like writing when I'm, ya know, actually playing the game. I know there's DN and such, but I really don't want to wade through another online game community.
So yeah, Phoenix.dek. I thought I was going to bored with the fire king stuff. To be honest, I didn't look into the archetype all that much. Boy, I didn't know what I was missing. The fire king monsters are an entire archetype of Sacred Phoenix incarnates. I mean how badass is that?
If you want to read what these guys actually do, it would be best to go here. Since that basically explains it. No offense to the guy who wrote the guide, I really only use them to look over the effects of cards. Generally things with very small descriptions that tell me how many of a card I should run, just make me want to scream, deck building just isn't as simple as those things make it out to be, so yeah.
So what are we looking at? Here's a deck.
That's a lot of new cards, hence why it is important to read that link. Anyway, your ace card of the deck is this guy.
Fire King High Avatar Garunix
Attribute: FIRE
Level: ********(8)
Type: Winged Beast/Effect
ATK: 2700
DEF: 1700
Text: During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Special Summon this card from the Graveyard. When you do: Destroy all other monsters on the field. When this card is destroyed by battle and sent to the Graveyard: Special Summon 1 "Fire King" monster from your Deck, except "Fire King High Avatar Garunix".
The entire archetype is basically about him. He's kind of like a reverse Sacred Phoenix, blowing up monsters instead of spell and traps. All of the other fire king monsters have a similar destruction clause when they're destroyed, during your next Standby Phase, you get a nifty effect.
These effects range from tutoring, destroying a card in your hand (triggering their effects), and a foolish burial for Fire Kings.
Basically, as the guide put it, the deck plays kind of like scraps...if scraps had access to Rekindling. The other stuff in the deck all revolves around supporting the other cards. Flamvell Firedog and Rekindling work great since all of the Fire King's have 200 DEF. Swift Scarecrow and Gorz protect you while your monsters die. Wolfberk is basically a Wind-up Rat in the deck (okay, it's not as good, Wolfberk is more like a stronger Junk Synchron) letting you have access to Rank 4s or your monsters effects again.
The deck has some of the most amazing tutor cards in it. Onslaught of the Fireking and Fire Formation - Tenkei make sure you have access to your monsters. The amount of tutoring is astonishing. Fire King Ring Cycle, as the name suggests, lets you kill your own fire monster and bring back a fire monster, basically letting you continue your effects (especially if you destroy Garunix).
Finally, your decks finishing card is Rekindling. The decklist above only has 2, but it's very possible to run 3 (in fact that might be better, I don't know yet). When you play it, you'll probably have a full field, which you can use at that point to do a number of different things. The deck also has a lot of access to Rank 8s. My deck above went a little overboard on that aspect, but you should be able to get the basic gist of it. Diawolf is basically a Scrap Dragon for beast, winged beast, beast warrior monsters, making it a powerful addition to the extra deck.
So yeah, I know that's kind of basic, but I'm still learning about them myself. The best thing about this deck is it can be built on a pretty low budget, most of the cards will be in the Fire King structure deck. The downside is a lot of the power is still OCG only. Meaning their might be a bit of a wait before the deck can hit it's full power. I might work on a potential TCG list, but it definitely won't play the same.
Anyway, short article. Next time, gonna do stuff with the Manga's. Mainly because I really like Kiryu's Infernities in the manga, and Blackship of Corn ain't no joke either, unless you're like me and are going to attempt to build a corn deck, then it is kind of joke.
Later.
~E.P.B.
So yeah, Phoenix.dek. I thought I was going to bored with the fire king stuff. To be honest, I didn't look into the archetype all that much. Boy, I didn't know what I was missing. The fire king monsters are an entire archetype of Sacred Phoenix incarnates. I mean how badass is that?
If you want to read what these guys actually do, it would be best to go here. Since that basically explains it. No offense to the guy who wrote the guide, I really only use them to look over the effects of cards. Generally things with very small descriptions that tell me how many of a card I should run, just make me want to scream, deck building just isn't as simple as those things make it out to be, so yeah.
So what are we looking at? Here's a deck.
![]() |
| Note: running two Diawulfs, changed it earlier, too lazy to change pic. |
Fire King High Avatar Garunix
Attribute: FIRE
Level: ********(8)
Type: Winged Beast/Effect
ATK: 2700
DEF: 1700
Text: During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Special Summon this card from the Graveyard. When you do: Destroy all other monsters on the field. When this card is destroyed by battle and sent to the Graveyard: Special Summon 1 "Fire King" monster from your Deck, except "Fire King High Avatar Garunix".
The entire archetype is basically about him. He's kind of like a reverse Sacred Phoenix, blowing up monsters instead of spell and traps. All of the other fire king monsters have a similar destruction clause when they're destroyed, during your next Standby Phase, you get a nifty effect.
These effects range from tutoring, destroying a card in your hand (triggering their effects), and a foolish burial for Fire Kings.
Basically, as the guide put it, the deck plays kind of like scraps...if scraps had access to Rekindling. The other stuff in the deck all revolves around supporting the other cards. Flamvell Firedog and Rekindling work great since all of the Fire King's have 200 DEF. Swift Scarecrow and Gorz protect you while your monsters die. Wolfberk is basically a Wind-up Rat in the deck (okay, it's not as good, Wolfberk is more like a stronger Junk Synchron) letting you have access to Rank 4s or your monsters effects again.The deck has some of the most amazing tutor cards in it. Onslaught of the Fireking and Fire Formation - Tenkei make sure you have access to your monsters. The amount of tutoring is astonishing. Fire King Ring Cycle, as the name suggests, lets you kill your own fire monster and bring back a fire monster, basically letting you continue your effects (especially if you destroy Garunix).
Finally, your decks finishing card is Rekindling. The decklist above only has 2, but it's very possible to run 3 (in fact that might be better, I don't know yet). When you play it, you'll probably have a full field, which you can use at that point to do a number of different things. The deck also has a lot of access to Rank 8s. My deck above went a little overboard on that aspect, but you should be able to get the basic gist of it. Diawolf is basically a Scrap Dragon for beast, winged beast, beast warrior monsters, making it a powerful addition to the extra deck.
So yeah, I know that's kind of basic, but I'm still learning about them myself. The best thing about this deck is it can be built on a pretty low budget, most of the cards will be in the Fire King structure deck. The downside is a lot of the power is still OCG only. Meaning their might be a bit of a wait before the deck can hit it's full power. I might work on a potential TCG list, but it definitely won't play the same.
Anyway, short article. Next time, gonna do stuff with the Manga's. Mainly because I really like Kiryu's Infernities in the manga, and Blackship of Corn ain't no joke either, unless you're like me and are going to attempt to build a corn deck, then it is kind of joke.
Later.
~E.P.B.
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So I Hear...
Harpies are getting support in Lords of the Tachyon Galaxy set. Which, is the next set after Cosmo Balzer Blazer in the TCG. So yeah, that's pretty epic. I'm not a big harpy fan myself, but I'm glad for the people that are. After playing Batteryman for a number of years, I know that feel when you don't get support forever. It's actually very taxing holding out for it, especially if someone loves the archetype.
Without going into too much detail.
That makes me excited. I'm holding out for maybe a card (if I'm lucky) for the Dragunity archetype, especially since the set seems like it is going to be a wind based set. Even if there isn't something specific for it, I'm sure there would be at least one card I could throw in the deck hopefully. With that said, there was also a few other cards spoiled.
Also, if you're a fan of Number Xyz, your mileage may vary on the new numbers. Numbers now go higher than 100, so it means more collecting. No. 107 is Galaxy Eyes Tachyon Dragon, which is the counterpart to Galaxy Eyes Photon Dragon.
Chaos Xyz are also getting a boost with Rank Up Magic- Barian's Force, which seems like it will make it a lot easier to make decks around chaos Xyz
Fairy Dragon Ancient, Machine Dragon Powertool, and Flashing Karat Dragon Stardust are all getting released as promo cards in Japan. For those of you unfamiliar with those cards, they are the manga versions of the dragons from 5Ds. Basically the monster designs are still the same, but they have some slight variations like different markings on them. Their effects are also slightly different, and a lot of people would argue that their effects are more powerful.
Along with those promos, some of IV's non-xyz Gimmick Puppet cards are getting released. Can you say FANSERVICE, because I sure can.
~E.P.B.
Without going into too much detail.
That makes me excited. I'm holding out for maybe a card (if I'm lucky) for the Dragunity archetype, especially since the set seems like it is going to be a wind based set. Even if there isn't something specific for it, I'm sure there would be at least one card I could throw in the deck hopefully. With that said, there was also a few other cards spoiled.
Also, if you're a fan of Number Xyz, your mileage may vary on the new numbers. Numbers now go higher than 100, so it means more collecting. No. 107 is Galaxy Eyes Tachyon Dragon, which is the counterpart to Galaxy Eyes Photon Dragon.
Chaos Xyz are also getting a boost with Rank Up Magic- Barian's Force, which seems like it will make it a lot easier to make decks around chaos Xyz
Fairy Dragon Ancient, Machine Dragon Powertool, and Flashing Karat Dragon Stardust are all getting released as promo cards in Japan. For those of you unfamiliar with those cards, they are the manga versions of the dragons from 5Ds. Basically the monster designs are still the same, but they have some slight variations like different markings on them. Their effects are also slightly different, and a lot of people would argue that their effects are more powerful.
Along with those promos, some of IV's non-xyz Gimmick Puppet cards are getting released. Can you say FANSERVICE, because I sure can.
~E.P.B.
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The End of the Heroic Journey (A Knight's Tale Pt. 3)
"He charged the ranks of the goblins of Mount Gram in the Battle of The
Green Fields, and knocked their king Golfimbul's head clean off with a
wooden club. It sailed a hundred yards through the air and went down a
rabbit hole, and in this way the battle was won, and the game of Golf
invented at the same moment"
~ J.R.R. Tolkien
Welcome to the grand finale, where I discuss my Bushi deck. The legend of the warriors come to a close in this article, much like the end of a Heroic Journey.
So yeah, the Bushi deck that I have yet to build in real life. Sadly, I'm only missing a few cards (I do have a hero beat deck, that will get cannibalized for it). Without much more talking, here it is.
The difficulty with this article is that I ran myself a bit thin. I talked about everything that I wanted to, and now there is just space for this deck. From what people can probably see, is that it uses some of the old ideas from the older Bushi decks.
A pair of Jains are for beaters, and milling. The Jain's will hopefully net you a Double Lance, Bushi, or a Doppelwarrior. Jain was used in older Bushi decks for the same reasons, being able to push itself up to 2100 ATK will let it get over basically any standard sized monster like Thunder King or normal Dinosaur monster like Sabersaurus or Kabazuls. Jain brings a lot to the table.
Two The Immortal Bushi is pretty standard in a deck like this. Three would lead to dead draws, two is just enough to put one into the graveyard early in the game.
Two Junk Synchron. It gives you some basic synchro options, especially Junk Destroyer and Junk Warrior for big attacks. Scar Warrior is decent field protection. The other warriors just provide some basic utility.
Now, lets move onto the more obscure card choices. A lot of these cards are recent and underrated and undervalued, but that doesn't make them bad per se.
Gagaga Gardna was just released a set ago. Many people took notice of this card when it was released. It lets you special summon it to the field when the opponent declares a direct attack, when it would be destroyed by battle you can discard a card to stop its destruction. A lot of people compared it to Battle Fader, and that's true, it's effect is a lot like Battle Fader except it doesn't end the battle phase, you could even fit Fader into a Bushi deck since it doesn't go to a graveyard. The thing is, Gagaga Gardna's discard effect has a pretty high utility in this deck, letting you dump Double Lances and Bushis into the graveyard. Not to mention his 1500 ATK, which when coupled with Solidarity gives you a 2300 attacker. Gardna's effect lets you summon it at inopportune times, which is a really underrated effect in this game.
The deck's goal other than to gain advantage through synchroing and Bushi shenanigans is to win with Rank 4 Xyz. Heroic Challenger Double Lance, Goblindbergh, Gagaga Gardna, and Heroic Challenger Extra Sword are all what makes this possible. The first Xyz a person should be going for is Heroic Champion Gandiva. Gandiva should be able to lock down the opponent's ability to spam the field with their own monsters. Basically, Gandiva is a huge anti-meta card, stopping things like Venus and her shiny balls, wind-ups, and Dino Rabbit. Making this as your opening move limits your opponent's options for at least one turn if you're going first. If the deck gets lucky, it could open with Heroic Champion Kusanagi. Once more, using Heroic Champion Extra Sword boosts the ATK permanently by 1000, making it hard for the opponent to get over it with anything in battle.
There is an aggressive route to the deck as well. The deck has two hard hitters. Blade Armor Ninja and Heroic Champion Excalibur both do sort of the same job, it just depends on what the needs are. If Extra Sword was used, these monsters both gain 1000 ATK. Now, just for rulings sake, this means if you use Extra Sword, and then its effect it will only be 4000 ATK and then revert back to 2000. So if you use Extra Sword, you might not want to use Excalibur's effect until you know it will hit for a lot. Blade Armor Ninja with Extra Sword gives you a 3200 ATK double attacker, which is really dangerous. Both of these monsters are capable of ending the game.
You should have enough fodder to do these frequently.
The spell and trap line up is pretty standard. The only difference is Solidarity and a bigger trap line-up. The goal is to use Solidarity to give your monsters a boost and make them huge. The thing with Solidarity is that it needs to be played tactically. Playing it early means your opponent will be more apt to targeting it with spell and trap destruction, which can be a good thing if that's what you want. Playing it later in the game means having a weaker field earlier, but having it be more beneficial in probably winning the game for you. You could also play it prior to playing out a Heroic Champion. If it's something like Gandiva or Kusanagi, your opponent will need to invest more resources into dealing with them, if you play it before something like Excalibur or Blade Armor Ninja, then you'll have an even bigger attacker (Excalibur gains an additional 800 ATK after boosting to 4K), at that point you should be able to finish them off.
The heavier trap line-up is important because it lets you control the field easier.
So yeah, that's the end of this three part saga. I know I said I'd post some decks from pojo I thought were interesting, but I'm just going to link the discussion threads:
http://www.pojo.biz/board/showthread.php?t=864302&highlight=Bushi
http://www.pojo.biz/board/showthread.php?t=1033613&highlight=Bushi
Also, saw the Hobbit yesterday. Three part series, and the first movie knocked it out of the ballpark for me. So yeah, go see it. I'm warning you though, it's three hours long. I didn't even notice the length when I was watching it though. I also went to locals, 3-1 with my Dragunity deck, sadly not making the cut for store credit. My only lost to one of my friends in the first round who was piloting my Hero Beat deck, I beat Blackwings, Agents, and another Hero Beat.
I know I didn't tag the cards for this post, it takes me a while to do it, and there were a lot of cards in this one.
Anyway, next time, more phoenix.dek (this time it's the Fire King guys, I promise), maybe Slushy.dek or something to do with the recent Yu-gi-oh Manga's that I just bought.
~ E.P.B.
~ J.R.R. Tolkien
Welcome to the grand finale, where I discuss my Bushi deck. The legend of the warriors come to a close in this article, much like the end of a Heroic Journey.
So yeah, the Bushi deck that I have yet to build in real life. Sadly, I'm only missing a few cards (I do have a hero beat deck, that will get cannibalized for it). Without much more talking, here it is.
![]() |
| This is it. |
The difficulty with this article is that I ran myself a bit thin. I talked about everything that I wanted to, and now there is just space for this deck. From what people can probably see, is that it uses some of the old ideas from the older Bushi decks.
A pair of Jains are for beaters, and milling. The Jain's will hopefully net you a Double Lance, Bushi, or a Doppelwarrior. Jain was used in older Bushi decks for the same reasons, being able to push itself up to 2100 ATK will let it get over basically any standard sized monster like Thunder King or normal Dinosaur monster like Sabersaurus or Kabazuls. Jain brings a lot to the table.
Two The Immortal Bushi is pretty standard in a deck like this. Three would lead to dead draws, two is just enough to put one into the graveyard early in the game.
Two Junk Synchron. It gives you some basic synchro options, especially Junk Destroyer and Junk Warrior for big attacks. Scar Warrior is decent field protection. The other warriors just provide some basic utility.
Now, lets move onto the more obscure card choices. A lot of these cards are recent and underrated and undervalued, but that doesn't make them bad per se.
Gagaga Gardna was just released a set ago. Many people took notice of this card when it was released. It lets you special summon it to the field when the opponent declares a direct attack, when it would be destroyed by battle you can discard a card to stop its destruction. A lot of people compared it to Battle Fader, and that's true, it's effect is a lot like Battle Fader except it doesn't end the battle phase, you could even fit Fader into a Bushi deck since it doesn't go to a graveyard. The thing is, Gagaga Gardna's discard effect has a pretty high utility in this deck, letting you dump Double Lances and Bushis into the graveyard. Not to mention his 1500 ATK, which when coupled with Solidarity gives you a 2300 attacker. Gardna's effect lets you summon it at inopportune times, which is a really underrated effect in this game.
The deck's goal other than to gain advantage through synchroing and Bushi shenanigans is to win with Rank 4 Xyz. Heroic Challenger Double Lance, Goblindbergh, Gagaga Gardna, and Heroic Challenger Extra Sword are all what makes this possible. The first Xyz a person should be going for is Heroic Champion Gandiva. Gandiva should be able to lock down the opponent's ability to spam the field with their own monsters. Basically, Gandiva is a huge anti-meta card, stopping things like Venus and her shiny balls, wind-ups, and Dino Rabbit. Making this as your opening move limits your opponent's options for at least one turn if you're going first. If the deck gets lucky, it could open with Heroic Champion Kusanagi. Once more, using Heroic Champion Extra Sword boosts the ATK permanently by 1000, making it hard for the opponent to get over it with anything in battle.
There is an aggressive route to the deck as well. The deck has two hard hitters. Blade Armor Ninja and Heroic Champion Excalibur both do sort of the same job, it just depends on what the needs are. If Extra Sword was used, these monsters both gain 1000 ATK. Now, just for rulings sake, this means if you use Extra Sword, and then its effect it will only be 4000 ATK and then revert back to 2000. So if you use Extra Sword, you might not want to use Excalibur's effect until you know it will hit for a lot. Blade Armor Ninja with Extra Sword gives you a 3200 ATK double attacker, which is really dangerous. Both of these monsters are capable of ending the game.
You should have enough fodder to do these frequently.
The spell and trap line up is pretty standard. The only difference is Solidarity and a bigger trap line-up. The goal is to use Solidarity to give your monsters a boost and make them huge. The thing with Solidarity is that it needs to be played tactically. Playing it early means your opponent will be more apt to targeting it with spell and trap destruction, which can be a good thing if that's what you want. Playing it later in the game means having a weaker field earlier, but having it be more beneficial in probably winning the game for you. You could also play it prior to playing out a Heroic Champion. If it's something like Gandiva or Kusanagi, your opponent will need to invest more resources into dealing with them, if you play it before something like Excalibur or Blade Armor Ninja, then you'll have an even bigger attacker (Excalibur gains an additional 800 ATK after boosting to 4K), at that point you should be able to finish them off.
The heavier trap line-up is important because it lets you control the field easier.
So yeah, that's the end of this three part saga. I know I said I'd post some decks from pojo I thought were interesting, but I'm just going to link the discussion threads:
http://www.pojo.biz/board/showthread.php?t=864302&highlight=Bushi
http://www.pojo.biz/board/showthread.php?t=1033613&highlight=Bushi
Also, saw the Hobbit yesterday. Three part series, and the first movie knocked it out of the ballpark for me. So yeah, go see it. I'm warning you though, it's three hours long. I didn't even notice the length when I was watching it though. I also went to locals, 3-1 with my Dragunity deck, sadly not making the cut for store credit. My only lost to one of my friends in the first round who was piloting my Hero Beat deck, I beat Blackwings, Agents, and another Hero Beat.
I know I didn't tag the cards for this post, it takes me a while to do it, and there were a lot of cards in this one.
Anyway, next time, more phoenix.dek (this time it's the Fire King guys, I promise), maybe Slushy.dek or something to do with the recent Yu-gi-oh Manga's that I just bought.
~ E.P.B.
0
THIS AM SPARTAWULF (YGO A Knight's Tale Pt. 2)
"I would rather not
use a weapon if I knew another way
to grapple with the dragon and make good my boast
as I did against Grendel in days gone by.
But I shall be meeting molten venom
in the fire he breathes, so I go forth
in mail-shirt and a shield." (2518-2524)
~Beowulf
Welcome back to my three-part article series on the Warriors of Yu-gi-oh. So where did I leave off, well the article was posted yesterday, but I'm unsure when this post will be finished. Anyway, we left off with a warrior deck from 8 years ago, way back in 2004. That was just prior to the GX era.
At this point, there wasn't a ton of space or technology for the warrior decks of old to rely on. Other than a few cards, and possibly upgrading it's strategy slightly, the warrior decks weren't going to have a paradigm shift until after the start of the GX era.
What was so interesting about the Lost Millennium set? The set was the first set to introduce us to the Elemental Hero Archetype. But, at the time, those guys were terrible. They were the heroes that Yu-gi-oh deserved, but not the ones we needed at the time. They introduced the idea, the concept of using the extra deck as a toolbox (not necessarily true, as morph and goat control decks actually did that, but it was the first time for Warrior decks, and archetype specific decks).
The Incredibles
Back in the day, the main complaint about hero decks was you couldn't summon the fusions without losing a ton of card advantage, the other complaint was that the fusions weren't generic enough. You had to have two specific hero type monsters. We all know where the deck went after that though, as the fusions being printed towards the end of the GX era and during the 5Ds era were extremely generic.
The Elemental Hero archetype during the GX era was popular for something else during the time. While decks using Fusions were underground, the in-thing to play Heroes in was Big City (and Little City). The Big City decks used cards like Elemental Hero Ocean and Skyscraper 2: Hero City to generate advantage over time. The deck played like Gadgets did. Build up incremental advantage over time by making one-for-one trades and build on a field and eventually run your opponent out of cards.
The Little City decks had a similar play style, but used Skyscraper (the original one). That deck used hero monsters to run over anything the opponent played, while using recursion such as O-Oversoul. The heroes not affected by Skyscraper on your opponent's turn where protected by the original hand-trap Honest. The Hero monsters used in this build are really similar to the ones used today.
Both decks played a powerful spell and trap line-up used to defend that advantage.
At the Same Time
At the same period in time, we had the first incarnations of the Six Samurai decks.
The Six Samurai decks of this era were focused on incredibly swarm plays. It was one of the first times in the game where your opponent could end the game in a turn with a field of several powerful monsters. The early decks used cards like Grandmaster, Yaichi, Sprirt of the Six Samurai and Irou. Each had a utility effect if you controlled a Six Samurai, and Grandmaster made it easy. Coupled with spells and traps to protect the decks set up like My Body as a Shield, and the deck was able to make massive swings, and take out chunks of the opponent's life points at a time.
Six Samurai decks are still popular today, and have a lot of new cards brought to the table over the past few years. The strategy still feels close to the Six Samurai decks of old, even if the new strategies are more powerful.
Six Samurai decks epitomize the swarm and toolbox style of Warrior decks. It was also one of the times that a warrior deck was pushed from being a decent deck into a great deck.
The Bushi Movement
Phantom Darkness demolished the game, breaking the paradigms and status-quo of the card game in half. A lot of people feel like this was a turning point in how the game was played, and to an extent I agree.
The Immortal Bushi decks came at a time when decks like Lightsworn, Gladiator Beasts, and Dark Armed Return where at their full power. Basically at the time the deck relied on slowing the games tempo to play at it's own pace. The deck epitomized the classic battle of Who's the Aggro?.
The deck was a popular up until Crossroads of Chaos of the 5Ds era. Perhaps one of the most interesting underground decks to me.
The pre-synchro versions utilized Skill Drain, Zombyra the Dark, The Immortal Bushi, and the equipment utility of Gearfried the Iron Knight and cards like Blast With Chain. Some variants used Solidarity to pump the beaters even more. This was coupled with an anti-meta spell and trap line-up using things like Enemy Controller to take advantage of Bushi's revival ability. The deck was able to push its way through some of the insanely powerful decks at the time.
The post-synchro variant revolved around some of the same ideas as the original deck. Capitalizing on powerful beaters like Jain, Lightsworn Paladin that filled the graveyard, defense like Necro Gardna, and synchro elements like Junk Synchron and Jutte Fighter to take advantage of the free Bushi. These cards caused the deck still had incremental advantage on the mind.
Bushi decks were the most like the old warrior decks. Utilizing both toolbox effects and swarm but still maintaining the generic aspect of the deck.
The Conclusion
The first two of these decks are still popular today, Heroes and Six Samurai still see play enough to be considered popular. What happened to Bushi? It faded into obscurity. There are still people playing it, but it's not a popular underground deck anymore, and that's a shame.
Next time, I'm going to talk about my deck. I'll probably pull some decks from Pojo's Warrior strategy thread as well, and see what other people are coming up with for their own variants. The last article will probably be up on Friday or Saturday, tomorrow if I post anything it will probably be about my locals, might be nice not to have Yu-gi-oh Warriors on my mind for a day.
Until then.
~ E.P.B.
use a weapon if I knew another way
to grapple with the dragon and make good my boast
as I did against Grendel in days gone by.
But I shall be meeting molten venom
in the fire he breathes, so I go forth
in mail-shirt and a shield." (2518-2524)
~Beowulf
Welcome back to my three-part article series on the Warriors of Yu-gi-oh. So where did I leave off, well the article was posted yesterday, but I'm unsure when this post will be finished. Anyway, we left off with a warrior deck from 8 years ago, way back in 2004. That was just prior to the GX era.
At this point, there wasn't a ton of space or technology for the warrior decks of old to rely on. Other than a few cards, and possibly upgrading it's strategy slightly, the warrior decks weren't going to have a paradigm shift until after the start of the GX era.
![]() |
| Hold it there Sparky. |
The Incredibles
Back in the day, the main complaint about hero decks was you couldn't summon the fusions without losing a ton of card advantage, the other complaint was that the fusions weren't generic enough. You had to have two specific hero type monsters. We all know where the deck went after that though, as the fusions being printed towards the end of the GX era and during the 5Ds era were extremely generic.
The Elemental Hero archetype during the GX era was popular for something else during the time. While decks using Fusions were underground, the in-thing to play Heroes in was Big City (and Little City). The Big City decks used cards like Elemental Hero Ocean and Skyscraper 2: Hero City to generate advantage over time. The deck played like Gadgets did. Build up incremental advantage over time by making one-for-one trades and build on a field and eventually run your opponent out of cards.
The Little City decks had a similar play style, but used Skyscraper (the original one). That deck used hero monsters to run over anything the opponent played, while using recursion such as O-Oversoul. The heroes not affected by Skyscraper on your opponent's turn where protected by the original hand-trap Honest. The Hero monsters used in this build are really similar to the ones used today.
Both decks played a powerful spell and trap line-up used to defend that advantage.
At the Same Time
At the same period in time, we had the first incarnations of the Six Samurai decks.
![]() |
| Basically Nick Fury. |
Six Samurai decks are still popular today, and have a lot of new cards brought to the table over the past few years. The strategy still feels close to the Six Samurai decks of old, even if the new strategies are more powerful.
Six Samurai decks epitomize the swarm and toolbox style of Warrior decks. It was also one of the times that a warrior deck was pushed from being a decent deck into a great deck.
The Bushi Movement
Phantom Darkness demolished the game, breaking the paradigms and status-quo of the card game in half. A lot of people feel like this was a turning point in how the game was played, and to an extent I agree.
The Immortal Bushi decks came at a time when decks like Lightsworn, Gladiator Beasts, and Dark Armed Return where at their full power. Basically at the time the deck relied on slowing the games tempo to play at it's own pace. The deck epitomized the classic battle of Who's the Aggro?.
![]() |
| There can be only one. |
The pre-synchro versions utilized Skill Drain, Zombyra the Dark, The Immortal Bushi, and the equipment utility of Gearfried the Iron Knight and cards like Blast With Chain. Some variants used Solidarity to pump the beaters even more. This was coupled with an anti-meta spell and trap line-up using things like Enemy Controller to take advantage of Bushi's revival ability. The deck was able to push its way through some of the insanely powerful decks at the time.
The post-synchro variant revolved around some of the same ideas as the original deck. Capitalizing on powerful beaters like Jain, Lightsworn Paladin that filled the graveyard, defense like Necro Gardna, and synchro elements like Junk Synchron and Jutte Fighter to take advantage of the free Bushi. These cards caused the deck still had incremental advantage on the mind.
Bushi decks were the most like the old warrior decks. Utilizing both toolbox effects and swarm but still maintaining the generic aspect of the deck.
The Conclusion
The first two of these decks are still popular today, Heroes and Six Samurai still see play enough to be considered popular. What happened to Bushi? It faded into obscurity. There are still people playing it, but it's not a popular underground deck anymore, and that's a shame.
Next time, I'm going to talk about my deck. I'll probably pull some decks from Pojo's Warrior strategy thread as well, and see what other people are coming up with for their own variants. The last article will probably be up on Friday or Saturday, tomorrow if I post anything it will probably be about my locals, might be nice not to have Yu-gi-oh Warriors on my mind for a day.
Until then.
~ E.P.B.
0
St. George and the Dragon (YGO: A Knight's Tale Pt. 1)
When I was little, I liked Dragon's. I grew up around them. The other thing I loved were stories about the warriors who would fight monsters. I grew up with the story of St. George and the Dragon.
For anyone interested with the version I grew up with, here is a link: http://www.amazon.com/Saint-George-Dragon-Margaret-Hodges/dp/0316367958, I'm not saying to buy the book, but it has some great illustrations. This book was an adapted variant of Book 1 of the epic poem The Faerie Queen, by Edmund Spenser. I'll link it here in case anyone is interested.
http://www.amazon.com/Faerie-Queene-Penguin-Classics/dp/0140422072
Anyway, here is a summary from the children's story book I'd read, this is from E. R. Bird on Amazon.com (the link is earlier, wouldn't be that hard to find as he is one of the top reviewers of the Children's book):
-------------------------------------------------------------------------------------------------------------------------
"If you're not familiar with the tale of the Red Cross Knight and his fair lady Una I'll give you a little update. In this story, Una is the princess of a realm that has been threatened by a dragon. Because her parents are wussies Una takes it upon herself to find a champion who will do battle with the fowl beast.
Such a champion she finds in the Red Cross Knight and the two travel back to her land accompanied by her white donkey, pet goat, and dwarf servant (as per usual). In time, they find the dragon and three times does the Red Cross Knight fight with it.
The first time he collapses from battle and is restored by a magic pool. The second time he collapses and is restored by a magic apple tree (don't ask). The third time he mightily smites the evil creature and his hand is promised in marriage to Una. But the knight is sworn to the Faerie Queen and he must serve her further before he settles down with his lovely wife."
--------------------------------------------------------------------------------------------------------------------------
Now, that is a summary of what I grew up with (well, one of the stories...the other was A Dragon in my Backpack).
What does this have to do with Yu-gi-oh? Well, fantasy elements make up just about any card game or role-playing game, and Yu-gi-oh is no exception. Today, and probably the next few days, is the time to talk about the legendary warriors of the game, and lead up to the Bushi-control deck that I have built (you might be disappointed with it's playability... but it is a blast to play. I'm really not trying to hype it, I just thought it would be fun to do some articles to lead up to it).
So yeah, let's talk about ye olden times. Way back in the day, warrior toolbox used to be a thing. The term "toolbox" in Yu-gi-oh partially came from this deck. The goal was to have answers for the opponents plays, and all of the answers could be easily searched with Reinforcement of the Army
All of the monsters within the deck were almost instantly accessible, and allowed for a one-for-one trade almost at any point in the game by using cards such as D.D. Warrior Lady and D.D. Assailant. The deck also had some elements of hand control, which partially drew those origins from the chaos/hand-control era of the game. Don-Zaloog was the main player in that sub theme, since he had a relatively good attack and defense score for the time. I still remember the cries when people would swing with a recruiter monster into Don Zaloog and pluses ensued.
Jerome McHale actually wrote his first article on Metagame.com about a warrior deck and gave a nice little tidbit of history on the deck. This was way back in 2004.
--------------------------------------------------------------------------------------------------------------------------
"The Warrior deck first became playable back in 2003, after the release of Legacy of Darkness. The set brought efficient searching in the form of Reinforcement of the Army, quick monster removal with Exiled Force, and swarm power from the Marauding Captain. Legacy of Darkness even gave the Warrior deck Freed the Matchless General to carry its flag into battle.
As time passed and more sets were released, the Warrior deck got more and more tools. What happened to it? Why did the deck all but vanish when Invasion of Chaos came out? The answer is that Warrior decks rely on over-extension for victory. By rushing the opponent hard and fast with multiple summons and heavy-hitting level 4 monsters, the Warrior deck attempted to overrun the opposition before a defense could be established. This led to a quick drop in the Warrior duelist’s hand size.
After Invasion of Chaos became legal, players of Speed Chaos and Chaos Control took advantage of that fact by sitting behind sheep tokens and Wabokus until they drew their Chaos Emperor Dragon- Envoy of the End, Black Luster Soldier - Envoy of the Beginning, or any other mass removal card with a Yata-Garasu. After that, they would simply clear the field and peck you to death. With the elimination or restriction of the main mass removal cards in the game and the loss of Yata-Garasu, over-extension has once again become a viable strategy in major tournaments. Let’s take a look at a sample Speed Warrior deck.
--------------------------------------------------------------------------------------------------------------------------
Ah yes, the trip back to memory lane. The three Command Knight might be a bit excessive, but it was a different time I guess. After reading the article, I didn't agree with the choice to not include Black Luster Soldier: Envoy of the Beginning though, especially since the card was even more of a house in that era. The trap line-up is interesting, and I really like the Mirror Wall tech. I've always been a fan of that card since it has a lot more versatility than what the card initially shows.
You can see the basic ideas behind that deck. Swarm the field with Warriors, make even trades with cards like Exiled Force and D.D. Warrior Lady. Lockout the opponent from attacking with a Command Knight or Marauding Captain.lock. The deck doesn't have the small discard theme in it, but I think that was later in Yu-gi-oh anyway. There's a toolbox aspect to the deck, Freed and Reinforcement of the Army both let you search out warriors from the deck, and the Warrior Returning Alive lets you toolbox your graveyard. The deck has a little bit of everything.
So now what? I've told you a story about St. George, and then I talked a little bit about how the warrior toolbox deck first got developed, how is this information relevant? Well, the same themes from the Warrior toolbox decks laid the ground work for some of the decks that we have today.
But yeah, this article is pretty long for what I usually post, so I'm ending it here.
Next time, we'll talk about the Warrior deck of today, and the similarities between the old and new and a little bit on how we got there.
~E.P.B.
For anyone interested with the version I grew up with, here is a link: http://www.amazon.com/Saint-George-Dragon-Margaret-Hodges/dp/0316367958, I'm not saying to buy the book, but it has some great illustrations. This book was an adapted variant of Book 1 of the epic poem The Faerie Queen, by Edmund Spenser. I'll link it here in case anyone is interested.
http://www.amazon.com/Faerie-Queene-Penguin-Classics/dp/0140422072
Anyway, here is a summary from the children's story book I'd read, this is from E. R. Bird on Amazon.com (the link is earlier, wouldn't be that hard to find as he is one of the top reviewers of the Children's book):
-------------------------------------------------------------------------------------------------------------------------
"If you're not familiar with the tale of the Red Cross Knight and his fair lady Una I'll give you a little update. In this story, Una is the princess of a realm that has been threatened by a dragon. Because her parents are wussies Una takes it upon herself to find a champion who will do battle with the fowl beast.
Such a champion she finds in the Red Cross Knight and the two travel back to her land accompanied by her white donkey, pet goat, and dwarf servant (as per usual). In time, they find the dragon and three times does the Red Cross Knight fight with it.
The first time he collapses from battle and is restored by a magic pool. The second time he collapses and is restored by a magic apple tree (don't ask). The third time he mightily smites the evil creature and his hand is promised in marriage to Una. But the knight is sworn to the Faerie Queen and he must serve her further before he settles down with his lovely wife."
--------------------------------------------------------------------------------------------------------------------------
Now, that is a summary of what I grew up with (well, one of the stories...the other was A Dragon in my Backpack).
What does this have to do with Yu-gi-oh? Well, fantasy elements make up just about any card game or role-playing game, and Yu-gi-oh is no exception. Today, and probably the next few days, is the time to talk about the legendary warriors of the game, and lead up to the Bushi-control deck that I have built (you might be disappointed with it's playability... but it is a blast to play. I'm really not trying to hype it, I just thought it would be fun to do some articles to lead up to it).
![]() | |
| Remember me???????? |
All of the monsters within the deck were almost instantly accessible, and allowed for a one-for-one trade almost at any point in the game by using cards such as D.D. Warrior Lady and D.D. Assailant. The deck also had some elements of hand control, which partially drew those origins from the chaos/hand-control era of the game. Don-Zaloog was the main player in that sub theme, since he had a relatively good attack and defense score for the time. I still remember the cries when people would swing with a recruiter monster into Don Zaloog and pluses ensued.
Jerome McHale actually wrote his first article on Metagame.com about a warrior deck and gave a nice little tidbit of history on the deck. This was way back in 2004.
--------------------------------------------------------------------------------------------------------------------------
"The Warrior deck first became playable back in 2003, after the release of Legacy of Darkness. The set brought efficient searching in the form of Reinforcement of the Army, quick monster removal with Exiled Force, and swarm power from the Marauding Captain. Legacy of Darkness even gave the Warrior deck Freed the Matchless General to carry its flag into battle.
As time passed and more sets were released, the Warrior deck got more and more tools. What happened to it? Why did the deck all but vanish when Invasion of Chaos came out? The answer is that Warrior decks rely on over-extension for victory. By rushing the opponent hard and fast with multiple summons and heavy-hitting level 4 monsters, the Warrior deck attempted to overrun the opposition before a defense could be established. This led to a quick drop in the Warrior duelist’s hand size.
After Invasion of Chaos became legal, players of Speed Chaos and Chaos Control took advantage of that fact by sitting behind sheep tokens and Wabokus until they drew their Chaos Emperor Dragon- Envoy of the End, Black Luster Soldier - Envoy of the Beginning, or any other mass removal card with a Yata-Garasu. After that, they would simply clear the field and peck you to death. With the elimination or restriction of the main mass removal cards in the game and the loss of Yata-Garasu, over-extension has once again become a viable strategy in major tournaments. Let’s take a look at a sample Speed Warrior deck.
--------------------------------------------------------------------------------------------------------------------------
![]() | |
| And here is what the deck looked like, click to zoom in. |
Ah yes, the trip back to memory lane. The three Command Knight might be a bit excessive, but it was a different time I guess. After reading the article, I didn't agree with the choice to not include Black Luster Soldier: Envoy of the Beginning though, especially since the card was even more of a house in that era. The trap line-up is interesting, and I really like the Mirror Wall tech. I've always been a fan of that card since it has a lot more versatility than what the card initially shows.
You can see the basic ideas behind that deck. Swarm the field with Warriors, make even trades with cards like Exiled Force and D.D. Warrior Lady. Lockout the opponent from attacking with a Command Knight or Marauding Captain.lock. The deck doesn't have the small discard theme in it, but I think that was later in Yu-gi-oh anyway. There's a toolbox aspect to the deck, Freed and Reinforcement of the Army both let you search out warriors from the deck, and the Warrior Returning Alive lets you toolbox your graveyard. The deck has a little bit of everything.
So now what? I've told you a story about St. George, and then I talked a little bit about how the warrior toolbox deck first got developed, how is this information relevant? Well, the same themes from the Warrior toolbox decks laid the ground work for some of the decks that we have today.
But yeah, this article is pretty long for what I usually post, so I'm ending it here.
Next time, we'll talk about the Warrior deck of today, and the similarities between the old and new and a little bit on how we got there.
~E.P.B.
0
Now Streaming....
Eternal13
Monday, December 10, 2012
Streaming some League of Legends with some friends....http://www.own3d.tv/Et3rnal13/live/348931
Edit: and done.
Edit: and done.
0
The Namesake Deck
A few comments about yesterdays post: I'm not saying yu-gi-oh doesn't have a ton of resources, it does. They're just not as out in the open. I think the youtube community for yu-gi-oh is bigger than the MtG one, or at least more recognized by the players. I haven't been referenced to a MtG channel yet, although there are a ton of video resources. So blag.
So yeah, I also lied about what I would write about, I mean, I'll get to that stuff, but first.
Yeah, so the namesake deck. Way back in the day, I played Sacred Phoenix of Nephthys in almost any deck that I had. It was pretty bad, pretty downright terrible. My internet persona (gamer tag, whatever you call it) was Et3rnalPhoenix13 prior to just shortening it to Et3rnal13, basically because I liked the idea of Phoenix's. Hence why I sign these posts with E.P.B. (Eternal Phoenix 13, since the B looks like a 13, I mean I thought it was clever).
Anyway, since that era, we have a couple of newer Phoenix cards in the game. We'll be getting the Fire King card, but that isn't what I'm talking about.
We have, legal in the TCG, Blaze Phoenix the Blazing Bombardment Bird.
Now, this deck idea is by no means new, but in case anyone doesn't know, here is how the deck runs. The explanation is done by Skyress King on Pojo in 2011, I am borrowing it.
---------------------------------------------------------------------------------------------------------------
Step 1:
Have Chain Material face-down and Fusion Gate active. The other cards can be anywhere. Focus the deck on getting this combo set up.
Step 2:
Activate Chain Material. Special Summon 1 Blaze Fenix, the Burning Bombardment Bird by removing UFOroid and the Pyro-type monster. Activate effect and burn.
Step 3:
Remove the 4 Elemental Heros to Special Summon Elemental Hero Electrum and return all RFG cards to the deck.
Step 4:
Remove UFOroid and Elemental Hero Electrum to Special Summon UFOroid Fighter.
Step 5:
Remove Blaze Fenix, the Burning Bombardment Bird and UFOroid Fighter to Special Summon Blaze Fenix, the Burning Bombardment Bird. Activate effect and burn.
Step 6:
Loop back to step 3.
----------------------------------------------------------------------------------------------------
Since 2011, we've had some new developments in card technology. At the yu-gi-oh World Championship 2012, Jarel Winston piloted an Exodia deck. This next explanation is taking from the Yu-gi-oh Wikia.
"A variation of an "Exodia" Deck was used by Jarel Winston. The Deck's main focus is to gain a lot of draw power by having the opponent have much more Life Points and draw "Exodia". The Deck utilized cards such as "Gift Card" to increase the opponent's Life Points, chainable cards, such as "Reckless Greed" and "Waboku", to use the Deck's key card "Hope for Escape". Winston also ran cards such as "Upstart Goblin" and "Twister" to increase the Life Point difference, as well as gain draw power and remove "Royal Decree". This strategy allowed Winston to draw 5 additional cards with "Hope for Escape" twice."
All right then, now we have the other part of the deck. As you can see in the Dueling Network pic above, I have also used some of the sort of cards that the Exodia deck used. Mainly, the Hope For Escape to draw loads of cards and set up for the kill. Instead of Gift Card though, we have one last piece of new card technology, Where Arf Thou?.
Where Arf Thou?
Normal Spell
If you control a face-up Level 1 monster: Add 1 Level 1 monster from your Deck to your hand. During the End Phase of this turn, take 2000 damage if you did not Normal Summon the added monster, or a card with the same name, after activating this card.
What's the idea behind that card? Well, basically, if you open with Cyber Valley or used a Battle Fader, you can activate it and get another one from the deck (preferably Battle Fader). Once you do that, you have tons of options. If you got Cyber Valley, and you used a Battle Fader the previous turn, congrats! You net yourself two free cards. If you just normal summoned Cyber Valley that turn and used it, congrats! You just got a Battle Fader for your opponents next turn. Those are the basics of it. Oh, and if you pay the 2k life points, you get an extra draw off of Hope for Escape.
So yeah, I've only used the deck once on DN, but it was pretty fun...for me anyway. My opponent hated it, since it takes forever and is really technical. I've been acquiring the cards to use it at my locals for months, mainly because it's just a side project. The deck really has a meaning behind it too, like a Phoenix, the Bombardment Bird just keeps coming back, and keeps on hitting your opponent in the face.
------------------------------------------------------------------------------------------------------------------------
So yeah, that's the deck. Anyway, next time, uh...more of stuff, probably the Bushi deck, or whatever I want to talk about. I find that saying this stuff helps me to not forget about the blog, so maybe it won't drift into oblivion.
~E.P.B.
Song I'm listening to: Walk All Over You by AC/DC
So yeah, I also lied about what I would write about, I mean, I'll get to that stuff, but first.
| Not this guy today folks, sorry. |
Anyway, since that era, we have a couple of newer Phoenix cards in the game. We'll be getting the Fire King card, but that isn't what I'm talking about.
We have, legal in the TCG, Blaze Phoenix the Blazing Bombardment Bird.
![]() |
| The Deck |
Now, this deck idea is by no means new, but in case anyone doesn't know, here is how the deck runs. The explanation is done by Skyress King on Pojo in 2011, I am borrowing it.
---------------------------------------------------------------------------------------------------------------
Step 1:
Have Chain Material face-down and Fusion Gate active. The other cards can be anywhere. Focus the deck on getting this combo set up.
Step 2:
Activate Chain Material. Special Summon 1 Blaze Fenix, the Burning Bombardment Bird by removing UFOroid and the Pyro-type monster. Activate effect and burn.
Step 3:
Remove the 4 Elemental Heros to Special Summon Elemental Hero Electrum and return all RFG cards to the deck.
Step 4:
Remove UFOroid and Elemental Hero Electrum to Special Summon UFOroid Fighter.
Step 5:
Remove Blaze Fenix, the Burning Bombardment Bird and UFOroid Fighter to Special Summon Blaze Fenix, the Burning Bombardment Bird. Activate effect and burn.
Step 6:
Loop back to step 3.
----------------------------------------------------------------------------------------------------
Since 2011, we've had some new developments in card technology. At the yu-gi-oh World Championship 2012, Jarel Winston piloted an Exodia deck. This next explanation is taking from the Yu-gi-oh Wikia.
"A variation of an "Exodia" Deck was used by Jarel Winston. The Deck's main focus is to gain a lot of draw power by having the opponent have much more Life Points and draw "Exodia". The Deck utilized cards such as "Gift Card" to increase the opponent's Life Points, chainable cards, such as "Reckless Greed" and "Waboku", to use the Deck's key card "Hope for Escape". Winston also ran cards such as "Upstart Goblin" and "Twister" to increase the Life Point difference, as well as gain draw power and remove "Royal Decree". This strategy allowed Winston to draw 5 additional cards with "Hope for Escape" twice."
All right then, now we have the other part of the deck. As you can see in the Dueling Network pic above, I have also used some of the sort of cards that the Exodia deck used. Mainly, the Hope For Escape to draw loads of cards and set up for the kill. Instead of Gift Card though, we have one last piece of new card technology, Where Arf Thou?.
![]() |
| Romeo. |
Where Arf Thou?
Normal Spell
If you control a face-up Level 1 monster: Add 1 Level 1 monster from your Deck to your hand. During the End Phase of this turn, take 2000 damage if you did not Normal Summon the added monster, or a card with the same name, after activating this card.
What's the idea behind that card? Well, basically, if you open with Cyber Valley or used a Battle Fader, you can activate it and get another one from the deck (preferably Battle Fader). Once you do that, you have tons of options. If you got Cyber Valley, and you used a Battle Fader the previous turn, congrats! You net yourself two free cards. If you just normal summoned Cyber Valley that turn and used it, congrats! You just got a Battle Fader for your opponents next turn. Those are the basics of it. Oh, and if you pay the 2k life points, you get an extra draw off of Hope for Escape.
So yeah, I've only used the deck once on DN, but it was pretty fun...for me anyway. My opponent hated it, since it takes forever and is really technical. I've been acquiring the cards to use it at my locals for months, mainly because it's just a side project. The deck really has a meaning behind it too, like a Phoenix, the Bombardment Bird just keeps coming back, and keeps on hitting your opponent in the face.
------------------------------------------------------------------------------------------------------------------------
So yeah, that's the deck. Anyway, next time, uh...more of stuff, probably the Bushi deck, or whatever I want to talk about. I find that saying this stuff helps me to not forget about the blog, so maybe it won't drift into oblivion.
~E.P.B.
Song I'm listening to: Walk All Over You by AC/DC
0
Problems with Yu-gi-oh
Eternal13
Saturday, December 8, 2012
After a semi-long-term leave, I figured I'd free up some head space before I go to bed. I play MtG casually, and one of the things I really like is how many resources there are for that game, even on a casual level. You have blogs, articles on tons of websites dedicated to that game, podcasts, youtube videos, massive twitter accounts. Yu-gi-oh is younger, but I just wish the community was as big with as many resources for all kinds of players, maybe I'm just missing something. Am I? You tell me.
Anyway, I'm going to do some random musings on here when I get bored. Not really a dojo as much as it is the crazy guy talking to himself. I've got some fun ideas, and I'll be using this blog to keep track of them, because I really hate losing fun ideas in my headspace. Much love to the people who do read, I get that readership is partially based on posts and I haven't posted anything in forever, years even? Maybe. So yeah, if you read, or read any of the old stuff thanks.
Reminding myself: Tomorrow I wanted to write a diddy about a really budgeted deck (possibly using Slushy?), I've also got my Immortal Bushi Heroic Challenge deck...which seemed a lot cooler than my other options for using my Ghost Excalibur, that I won't trade but I've never played. I want to say words about that.
Good night peoples. End note: Song I'm currently listening to, Highway Under Construction by Gorillaz.
Re-edit: Also, twitter. Et3rnal13. Go on there and bug me.
~E.P.B.
Anyway, I'm going to do some random musings on here when I get bored. Not really a dojo as much as it is the crazy guy talking to himself. I've got some fun ideas, and I'll be using this blog to keep track of them, because I really hate losing fun ideas in my headspace. Much love to the people who do read, I get that readership is partially based on posts and I haven't posted anything in forever, years even? Maybe. So yeah, if you read, or read any of the old stuff thanks.
Reminding myself: Tomorrow I wanted to write a diddy about a really budgeted deck (possibly using Slushy?), I've also got my Immortal Bushi Heroic Challenge deck...which seemed a lot cooler than my other options for using my Ghost Excalibur, that I won't trade but I've never played. I want to say words about that.
Good night peoples. End note: Song I'm currently listening to, Highway Under Construction by Gorillaz.
Re-edit: Also, twitter. Et3rnal13. Go on there and bug me.
~E.P.B.
0
100 YCS
Eternal13
Saturday, March 24, 2012
Well, the records have been broken, with yu-gi-oh's 100th YCS. I think the exact number of players was around 4,300. This YCS shows a couple of things.
The first being how much incentive actually pays off. The mat being included on entry is pretty huge. I don't think the turnout would have been the same if it wasn't included.
The next thing, is that the YCS is the 100th YCS. I'd imagine that this was some players reason to go. It's just kind of cool to say that you've attended the 100th championship. It's kind of historical in the narrow world of yu-gi-oh.
So good luck to all the people going, it should be a pretty historical event, and I'm excited to see what happens.
On a side note: I don't think Wind-ups will do too well. I think a lot of players overestimate the deck. I could be wrong. But it seemed very weak in testing.
The first being how much incentive actually pays off. The mat being included on entry is pretty huge. I don't think the turnout would have been the same if it wasn't included.
The next thing, is that the YCS is the 100th YCS. I'd imagine that this was some players reason to go. It's just kind of cool to say that you've attended the 100th championship. It's kind of historical in the narrow world of yu-gi-oh.
So good luck to all the people going, it should be a pretty historical event, and I'm excited to see what happens.
On a side note: I don't think Wind-ups will do too well. I think a lot of players overestimate the deck. I could be wrong. But it seemed very weak in testing.
0
Grumbleberg Regional
Eternal13
Friday, March 2, 2012
This is basically a rant.
Why oh why do I have to get up to go to a freakin competition. I'm definitely not a Spike (player profile from MtG. I guess, it's just frustrating. I know I'll get my invite, since I usually get it the first try and it's fairly easy. It's just a pain it has to be sooooooooo early.
For the record, I'll be playing Chaos Inzektors at the regional. The deck is immensely strong, and I honestly think the deck takes a lot of skill to play. I playtested (I use that term loosely, it wasn't extensive) with the deck, after making some mistakes early on, I got the hang of it after a while.

My skilled friend Brian was watching, and noted a way to win one of the games. He basically listed some obscure, 20 card Inzektor combo that would have won the game. Yikes, kind of don't want to play him.
I'll also bring some fun, offish casual decks. The regional is in Indy. If you see me there hit me up. I'll be in a green hoodie, and I have curly hair and glasses (also a beat up leather jacket with the sleeves cut off, if it's cold out).
Wish me luck.
~Eternal13
Why oh why do I have to get up to go to a freakin competition. I'm definitely not a Spike (player profile from MtG. I guess, it's just frustrating. I know I'll get my invite, since I usually get it the first try and it's fairly easy. It's just a pain it has to be sooooooooo early.
For the record, I'll be playing Chaos Inzektors at the regional. The deck is immensely strong, and I honestly think the deck takes a lot of skill to play. I playtested (I use that term loosely, it wasn't extensive) with the deck, after making some mistakes early on, I got the hang of it after a while.

My skilled friend Brian was watching, and noted a way to win one of the games. He basically listed some obscure, 20 card Inzektor combo that would have won the game. Yikes, kind of don't want to play him.
I'll also bring some fun, offish casual decks. The regional is in Indy. If you see me there hit me up. I'll be in a green hoodie, and I have curly hair and glasses (also a beat up leather jacket with the sleeves cut off, if it's cold out).
Wish me luck.
~Eternal13
0
Quick update: t.g. Still usable?
On pojo a couple of psychic users are still using T.G. Cards in their decks. There is some synergy between the warp psychics and T.G. mainly because of the intense amount of self replacing cards and explosive capabilities.
Should make for an interesting budget deck.
0
Back from the grave
So, this blog has had more of a revolving death door than what the yu-gi-oh series. The theme for today is death, as in why haven't I died yet? That's a good question dear readers. I quit yu-gi-oh for a while, and by quit I mean stopped playing. I still showed up at tournaments, traded, dicked around, but I haven't played the game all that much save for the last week.
I figured I would wait until the new banlist. But wow, was I wrong. Basically the new banlist solves the problems in the game about a format ago, but basically what it has done was take most of the decent budget decks out of the equation. The game's expensive, but I don't think this next format will be that bad. Wind-ups, Dino-Rabbits are really strong, but the hype is making them seem like Jesus in Yu-gi-oh form.
Other news! Decks! Decks that I am working. I've got a varient of Bubble Blade that I'll post.

(also extra deck has a Stardust in it now)
Dueling Network makes posting decks so much easier. Anyway, some different stuff going on. I'm trying to figure out why Bubble Blade variants don't use A Hero Lives. Just seems like it can make super-ninja guy a lot easier. Also using more than one copy of Mask Change, since I ride that card's junk a lot. Masked Hero Acid seems too good not too use, especially when followed up with Ninja Guy otk.
I like the one copy of Ocean, in contrast to the people at Dueling Days, because I feel like the deck has enough control elements to get at least one Ocean effect off. With 3 A Hero Lives, the monster count also has to rise a little bit. I'll probably drop the Calls for some stuff. Since those were being used when I ran more than one Ocean. The deck's really a work in progress (plus I built it at 3:00 in the morning last night)
Other Things.
Also, you may notice the new layout. This will probably be the layout for a while. Also, the group of people that I play with are going to be posting content to a new Blog.
YGODynastyINC
Hopefully at least. Again that's another template, probably more changes coming in the future though, basically, consider it under construction. If that flops I'll still stick around here. DynastyInc will mainly be used for competitive content.
This Blog will still do both. Neither will flop. Lets rock this.
~E.B.
I figured I would wait until the new banlist. But wow, was I wrong. Basically the new banlist solves the problems in the game about a format ago, but basically what it has done was take most of the decent budget decks out of the equation. The game's expensive, but I don't think this next format will be that bad. Wind-ups, Dino-Rabbits are really strong, but the hype is making them seem like Jesus in Yu-gi-oh form.
Other news! Decks! Decks that I am working. I've got a varient of Bubble Blade that I'll post.

(also extra deck has a Stardust in it now)
Dueling Network makes posting decks so much easier. Anyway, some different stuff going on. I'm trying to figure out why Bubble Blade variants don't use A Hero Lives. Just seems like it can make super-ninja guy a lot easier. Also using more than one copy of Mask Change, since I ride that card's junk a lot. Masked Hero Acid seems too good not too use, especially when followed up with Ninja Guy otk.
I like the one copy of Ocean, in contrast to the people at Dueling Days, because I feel like the deck has enough control elements to get at least one Ocean effect off. With 3 A Hero Lives, the monster count also has to rise a little bit. I'll probably drop the Calls for some stuff. Since those were being used when I ran more than one Ocean. The deck's really a work in progress (plus I built it at 3:00 in the morning last night)
Other Things.
Also, you may notice the new layout. This will probably be the layout for a while. Also, the group of people that I play with are going to be posting content to a new Blog.
YGODynastyINC
Hopefully at least. Again that's another template, probably more changes coming in the future though, basically, consider it under construction. If that flops I'll still stick around here. DynastyInc will mainly be used for competitive content.
This Blog will still do both. Neither will flop. Lets rock this.
~E.B.
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Et3rnal13's perspective on the game of Yu-gi-oh, looking back over the last several years of this site, I've written a lot of subpar stuff.
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