Friday, 23 March 2012

Future Visions: The Heroic Archetype

Now here's something a bit more interesting to read. I'm going to start doing a segment discussing the archetypes of the future. With more archetypes being pumped out and old ones becoming redundant in just a couple of sets, it's hard to keep up with them.

However, here's where I lend a hand. You can thank me later. Infact you can help me now by hovering your mouse on an advertisement on this blog and clicking it, but that's going off topic.

So I will use my current TCG superior knowledge to delve into the archetypes of the future and discuss their impact in the current TCG, the first being the Heroic archetype which debuts in Return of the Duelist.

Now there is currently only a few out with more debuting in the set after (the name of that set has not been announced yet). They mainly focus on helping eachother out and being overall quite cheap. They also have this annoying ability to boost their attack to stupid heights, allowing for OTKs and things like that.

Heroic Challenger Spartas


HeroicChallengerSpartas-REDU-JP-C.jpg"Once per turn, when an opponent's monster declares an attack: you can target another heroic monster you control. During this battle phase, this card gains attack equal to the targeted monster's attack"

So yeah, off the bat it's already at 1600 and it can only go up. At long as you have 2 of these on the field, your opponent will have to summon something with 3200 attack to get over one of these. That's pretty stupid. And with 3 of them on the field, you're opponent will have to rely on removal to get these off the field. Add something like Safe zone on it and you've got something really nasty.








Heroic Challenger Warhammer

HeroicChampionWarhammer-REDU-JP-C.jpg"When this card destroys a monster in battle: you can target the destroyed monster and equip it to this card (Only one monster can be equipped to this card at one time). This card gains attack equal to the monster equipped to this card by this effect."

So if you destroy something with 2000 attack, this card becomes 4100 attack. That's not too bad. It would be awesome if you could send the equip card to negate Warhammer's destruction. To be honest, it's not worth the effort unless you're playing a pure version. I'd rather summon something like caius with the tribute but at least Warhammer has the benefit with working with the other heroic cards.








Heroic Challenger Sword Shield

HeroicChallengerSwordShield-REDU-JP.jpg"During either player's turn, if you control a face-up Heroic monster: you can send this card from your hand to the graveyard; this turn, you take no battle damage and Heroic monsters you control cannot be destroyed in battle"

Now this can be compared to something like Blackwing - Jetstream the Blue Sky or Shien's squire, but it's better. Even if you don't have a heroic to protect, it's 2000 defence is makes for a good wall. It can help keep your monsters on the field so you have them for an Xyz summon next turn. I think that's probably why it was made. Not much else to say about this card. I wouldn't run it personally since there are better more meta cards that do a better job. Why protect your heroics with this when you can just mirror force your opponent's away?





Heroic Challenger Double Lance

HeroicChallengerDoubleLance-REDU-JP-?.jpg"When this card is normal summoned: you can special summon 1 Heroic Challenger Double Lancer from your hand or graveyard. This card cannot be used for a synchro summon. This card cannot be used for an xyz material, except for the xyz summon of a warrior type monster"

I'm so glad they changed the effect. In the anime, it could be treated as two monsters, therefore you can Xyz summon with just this card! When i watched it happening, I couldn't believe how broken that was. At least now it's not absolutely ridiculous. So with 1700 attack and the ability to summon another from the hand of graveyard, you can smack your opponent for 3400 with 1 card, which isn't too bad is it?

For a heroic player, this is most likely worth playing in 3s with it's ability to xyz, just by summoning itself. Currently you can summon either their Heroic xyz or Number 39: Utopia, which is nice.


Now for the Support cards

Heroic Chance

HeroicChance-REDU-JP.jpg"Double the ATK of one heroic monster you control. That monster cannot attack your opponent directly. You can only activate one Heroic chance per turn"

So with this, you can boost any heroic you control to a pretty high number. It's good that they took away being able to attack directly, otherwise it would be a little stupid. That being said, with that, it becomes quite situational since your need to have a heroic on your field, a monster in attack mode on theirs, and the agreement that your monster can no longer attack directly with it's now large attack. And by the way, that's permanent until the monster dies, not just till the end of the turn. At least it allows most of the heroics to get over most problems.





Heroic Revenge Sword

HeroicRevengeSword-REDU-JP-C.jpg"Target 1 Heroic monster you control and equip this card to that target. After damage calculation, if you recieved battle damage involving the equipped monster: Inflict the battle damage you recieved to your opponent and destroy the opponent's monster that battled."

Ok this card is pretty terrible. It assumes that your monster is going to have to die to get this effect off. That alone is what makes it bad. You have to wait for one of your opponent's monsters to attack over yours before this card becomes useful. Even then, inflicting that little bit of damage back to your opponent is not worth it. Sure, their monster dies but do you know what would have saved your monster? Any half decent playable trap card currently in the game.






Now for the main card of the archetype. The card you have all been waiting for...

 Heroic Champion Excalibur

HeroicChampionExcalibur-REDU-JP-UR.jpg"Once per turn: you can detach 2 xyz materials from this card; until the opponent's next end phase, this card's original attack is doubled."

Here we are, the big beater of the archetype. It's also the cover card of the Return of the Duelist set. I don't really know why though. So it's attack doubles to 4000 with it's effect, making it 99 times out of 100, the biggest monster on the field. It's not difficult to summon either and since it requires 2 level 4 warrior types to summon it, it's not specific to it's own archetype either. Bubbleman Beat is currently using Blade Armor Ninja but this card can also be used to dish out some nice damage. It also keeps its boost until your next turn, so it's not an easy card to run over after you've attacked with it. In the archetype itself, you can just use Double lance to get the necessary materials on the field. You could also use something like Goblinbergh to get the first double lance out then summon this card. Then next turn you can summon another double lance and do it again. the artwork looks nice too.




So yeah that's the Heroic Archetype so far. They currently need some outside help to make them work but so far they have some potential. They wont cost too much to make either and there's always hope for some broken TCG Exclusive to push them over the edge.










Tuesday, 20 March 2012

Yu-Gi-Oh Card Review: Maestroke the Symphony Djinn



Hello readers. It's been 2 weeks but instead of dwelling on the banlist, it's time for some card reviews. Everyone likes card reviews, right?

Following on from my latest video on my channel, we have the Djinn archetype debuting in the Xyz Symphony starter deck, which is coming out half way through april.

Now, there are 4 Djinn xyz monsters that come in the starter deck. But instead of going on about each one, I'm just going to flat out state that Maestroke the Symphony Djinn is the only one talking about.

MaestroketheSymphonyDjinn-ST12-JP-SR.jpg
 The TCG picture is not clear enough on the Wikia, so this will have to do.

 Its a Rank 4, requires 2 level 4s and has 1800 attack and 2300 defence.

"Once a turn, you can detach a material to select one of your opponent's face-up attack position monsters; switch it to face-down defence position"

Starting with that part of the effect first. You get to use this effect up to 2 times which is not too bad. It can flip your opponent's monsters into a weaker position. Simply put, this card can get over anything with less than 1800 defence (That's a lot of monsters). You can flip a Zenmaines down and blow it up with a dark hole since it cannot activate it's effect and therefore dies right there. It's got a lot of uses and that's not even the end of the effect.

"When a Djinn Xyz monster you control would be destroyed, you can detach one of it's materials instead"

Now if we take a look back at the debut of zenmaines and gachi gachi, we know that being able to stick around is a really beneficial effect. If your opponent has a monster above 2300 attack, then you can use a material to keep it alive, then on your turn you can flip their monster down with the second material and attack over it. It's a really nice way to get out of a sticky situation.

How does it fare when used competitively? Well it can survive a Laggia attack and then kill it next turn. It can outright survive a dolkka with it's defence unlike something like Wind-Up Zenmaines. It can survive an Inzektor assault (unless of course they have a monster reborn or something). It's an all round decent wall and can help you gather resources for a few turns while your opponent is using theirs to get over it. Oh and it cannot be killed by a Catastor or need to use its materials.

 Best of all, it's generic.

There is no need to discuss the other djinns. They are decent but nothing like this guy, which is a shame. Until next time, duelists!

Monday, 5 March 2012

March 2012 Banlist Discussion Part 3: The Semi-Limited List

Now for the longest discussion out of the four parts. Only one card was taken off the list this time around so that makes my life easier. But I would have like to have seen more cards come off the list purely because Emergency Teleport and other cards are not worth bothering about anymore. Konami is just trying to play safe and it stifles our creativity because of that.

Now, for the discussion. A total of 8 cards have come onto the Semi-limited list. A few surprises but overall they make me shrug. We all know what Semi-Limits would have really helped this format run smoother, but talking about them will just make this a rant rather than a discussion.





Marshmallon
MarshmallonSDLS-EN-C-1E.jpgIn all honesty, this card was limited so long ago that it's place was not justified anymore. Even at 2, it's not really that hard to break through. Sitting behind this can be a really nice wall against dino rabbits, but spirit reaper's ability to rip cards from your opponent's hand makes it the overall better choice. The burn damage is actually very respectable and at 2 gives it a tiny boost to an already trollish deck called chain burn. Setting this and then setting 5 chainable traps is just painful. But in terms of general play, it's not that great and should be at 3. I mean, when was the last time you attacked into a Marshmallon?

Exactly.







Lumina,LightswornSummonerLCGX-EN-UR-1E.jpgLumina, Lightsworn Summoner
Now this is a semi-limit I agree with. Konami was nice to look at an old archetype and give it a little more consistency. They are slowly bringing cards back for the deck and while this card was always good, sadly it's still not enough.

As much as I love playing the deck, the overall archetype lacks the kind of power that can contend with the decks currently destroying the game right now. Call me crazy but if Konami actually brought Lumina off the list, and brought Charge of the Light Brigade back to 3, the deck might stand a chance. However, with Charge at 3, it becomes splashable as a mill engine for decks like Infernity, so it will never go up from limited and the deck will never be as powerful for as long as the game exists.

It's depressing in it's own way. All I can suggest is to avoid Lightsworns for the rest of your dueling days. Don't see this card going up on the list as a big boost and hoarding Lightsworn cards will only leave you will a stack that you won't be able to trade off for a very long time. At least the Ultra Rare version of the card is awesome.

 

RebornTenguEXVC-EN-UR-LE.jpgReborn Tengu
What's this? A TCG Exclusive getting hit before the OCG get their hands on it? Unspeakable!

But yes, it happened. Tengu is a stupid card. It replaces itself and combined with librarian allowed you to draw cards while filling the field with loads of synchros. It can also be used in Monarchs as tribute fodder. It really is a great card.

However, the banlist hit it a little too late in my opinion. This format is promoting Xyz and it's "Play them or lose" mentality has brushed tengu aside. In case you do not know, it does not get it's effect when it's detached as an xyz material, therefore making it incompatible with xyz monsters and making it a good card to steal off your opponent to xyz with. All of those points combined makes putting it to 2 a bit pointless. All it does is blatantly promote xyz and puts Konami in a worser light than they already are, wouldn't you agree?








Emergency Teleport
EmergencyTeleportTDGS-EN-UR-1E.pngNot much to say about this one. It was brought down to 1 to slow down Tele-DAD during it's reign. It's pivotal place in the deck's success is why it was called Tele-DAD. It can bring out a level 3 or lower psychic from your hand or deck (Prefably the latter). It was used to combine with Destiny HERO Malicious to synchro into level 8s, which back then was broken if you could do it with no disadvantage to your hand size.

The deck is dead, psychics are not really played aside from the ones that came out in Extreme Victory and it promotes xyz by being able to make rank 2s and 3s. All valid reasons to come back.








ShiensSmokeSignalSTOR-EN-R-1E.jpgShien's Smoke Signal
It was brought down to 1 in September 2011, which almost knocked the Legendary Six Samurai completely off the radar. They managed to take 1st place in YCS Mexico a couple of months ago so it was still capable of good things even with this card at 1.

But in OCGland the deck was not being played at all. Most banlist decisions are made by the OCGs meta, which explains why T.G. Agents were hit so badly.

Anyway, with it at 2, the deck's a little more consistent than last format but with only 1 Shien to synchro into, the deck still gets itself into problems when it hits the graveyard.







LevelLimit-AreaBDR2-EN-R-UE.jpgLevel Limit Area B
I don't really know why this card was on the list in the first place. It somewhat promotes Xyz due to having Ranks which means they are unaffected by this card. It was not being played AT ALL for the last few years and should have come off the list a LONG time ago.

There is really not much else to say. It could go to 90 for all I care.











Torrential Tribute
TorrentialTributeSDLS-EN-C-1E.jpgWell this is a surprise. Most players are going to replace the Trap Dustshoot they lost for a second copy of this. It's ability to wipe the field upon summon allows it to be used offensively and defensively, which makes it a versatile card. You can just sit back and wait for your opponent to fill their field before activating it, making it capable of producing immense amounts of advantage. And now it's at 2?

I think this might be my favourite change to the banlist. I honestly feel that this card being at 2 is a good thing. It forces Solemn judgments and is usually more effective than bottomless at the moment.

Cool call Konami. Good call indeed.







UltimateOffering-DL13-EN-R-UE-Red.jpgUltimate Offering
With Rank 4s getting better now, it's about time that Gadget offering was brought under control before they become a big problem. Cards like Daigusto Emeral and Shock Ruler allowed you to recycle and shut down a card type respectively, while only costing you 1 card.

But really, putting this card at 2 is not really good enough. The deck is still viable since all you have to do is get offering into your hand and there is so many ways to do it. The only way to truly kill the deck off is to ban this card, which probably wont happen.










Phew, that's the largest part discussed. There is a trend in the cards that have been hit this time around and it's quite clear what that trend is.

Just for the people who still can't see it: they are all pointless hits.

Monday, 27 February 2012

March 2012 Banlist Discussion Part 2: The Limited List

Now it's time for the Limited list. With the list almost in effect, I wanted to finish this segment before then so it's still worth talking about.

If you have not seen Part 1: Click here  (Right click and then new tab. Why this does not already happen when you right click makes no sense.)

So lets begin.

Tech Genus Striker
TGStrikerEXVC-EN-R-1E.jpgOkay. So right before the list, YCS Atlanta happened and T.Gs managed to win it. Of course, nobody had any sides to directly counter them and they are overall a good deck to play. High in Traps, they are able to whittle down your opponent and gain advantage. It seems like a pretty good deck and it's a shame that Benedikt Junk, the best player at YCS Leipzig who was playing T.Gs, did not make the final cut.

But why did Striker get hit?

In the OCG, as evidenced by the banlist, T.G Agents are rampant in the meta. This is because they do not have access to cards which make our meta decks work. For dino rabbits as an example: you need Tour guide to make Leviair and make another Evolzar. Without that combo, you will not be able to play the deck. That is why Konami had to look at T.G Agents and pick cards from it which were most problematic. It was either Striker or Warwolf, and Striker is overall the better card.

But in all honesty, It was a terrible hit. If you hit the Agent part more, then the deck would still not be able to function. Konami did hit the agent part, but not the right cards. But that is the reason why it was hit and the TCG has to deal with it.


The Agent of Mystery - Earth 
TheAgentofMysteryEarthSDLS-EN-SR-1E.pngFor the same reasons as above, Konami needed to hit Agents. This card allows for consistency which without, the deck would desperately need. If you keep earth alive for a turn, then you can go into Trishula next turn with the Venus you searched. So you lost no advantage and you managed to wipe 3 cards off your opponent. That actual play is not that great, but Konami should have hit Venus instead. Some players were really hoping that Hyperion would be hit too, but a boss monster is only really as good as the cards needed to come out. You can run a Boss monster that says "Win the duel", but if your deck only has a 0.1 chance of being able to summon it, then it's a bad card.

There is not much else to say about Earth. Both hits were pointless for the TCG and is a constant reminder that we are in desperate need for a separate Banlist from the OCG.



That's it for the Limited cards. The Semi-Limited discussion will be a lot longer, so you might want to get a drink for that one.

Sunday, 26 February 2012

Dino Rabbits win YCS Leipzig!

Congratulations to Stephan Sluis (Who won YCS Paris back in early 2011).

And oh look, he's playing the sackiest deck in the game!


Here's his decklist, so you can netdeck.



Stephan Sluis (Dino Rabbit)

Monsters: 21
Rescue Rabbit
Tour Guide From the Underworld
Jurrac Guaiba
Kabazauls
Sabersaurus
Maxx "C"
Gorz the Emissary of Darkness
Sangan
Effect Veiler


Spells: 11
Mystical Space Typhoon
Forbidden Lance
Dark Hole
Heavy Storm
Book of Moon
Mind Control
Pot of Avarice
Monster Reborn


Traps: 9
Solemn Warning
Fiendish Chain
Solemn Judgment
Torrential Tribute
Mirror Force
Trap Dustshoot
Starlight Road


Extra Deck: 15
Evolzar Laggia
Evolzar Dolkka
Number 39: Utopia
Number C39: Utopia Ray
Wind-Up Zenmaines
Number 17: Leviathan Dragon
Number 20: Giga-Brilliant
Leviair the Sea Dragon
Wind-Up Zenmaister
Trishula, Dragon of the Ice Barrier
Stardust Dragon
Chimeratech Fortress Dragon


Side Deck: 15
Macro Cosmos
Cyber Dragon
Snowman Eater
Thunder King Rai-Oh
Royal Decree
Dimensional Prison
Spirit Reaper
Smashing Ground

Pretty Standard Lineup. Nothing else to say really.

Well done to Inzektors which managed to take the other 3 spots of the Top 4. It gave the deck a real boost after it's poor showing at YCS Atlanta

Wednesday, 22 February 2012

March 2012 Banlist Discussion Part 1: The Forbidden List

Now for a segment I decided would be a good idea to make. We can all agree regardless of if you play competitive or not, that the Banlist we are about to play under for the next 6 months is quite possibly one of the worst we have ever seen. Konami describes the Banlist as a way to keep the game healthy and give some cards a second chance. So this time around, has it done that?

The answer is No. It has not.

The banlist ideally should be used to keep some decks in check. It should be used to reduce the power creep so it does not take one huge step at once, making all other decks almost impossible to be competitive with. Also, It should be an evaluation of everything that is wrong with a format and deal with said problems. But this time around, they have really not been doing enough 'evaluating'.

I'll start off with the forbidden list. There's only a few cards put on the forbidden list this time around.

Glow-Up Bulb and Spore
Glow-UpBulbSTBL-EN-UR-1E.jpgSporeGENF-EN-SR-LE.jpg

This was a very strange and in my opinion, bad move by Konami. The plant engine was splashable and was the reason why the deck did so well. That combined with broken TCG exclusives made the deck as popular as it was. As we know, the engine consists of just 4 cards (5 when lonefire was at 2). But the main card of the engine was arguably Dandylion. This monster has the ability to special summon tokens, allowing for use with tuners to synchro into multiple levels. Glow-up and spore abused dandylion since spore can reach a level 5 synchro by removing either lonefire blossom or dandylion (making it level 4), then synchroing with a token. Glow-up bulb is just a free draw from formula synchron. Both combos were able to create a nice amount of advantage, but they were only as good as the cards it can abuse.

So why did Konami not just ban Dandylion? It's clear that with Dandylion around, derpyness will follow. Take out the catalyst and the reactants wont have enough umph to work. I use Glow-up in Lightsworns and it was an amazing boon for the deck. Spore is a great tuner for plants due to it's flexibility. However, Dandylion was a prime example of a card being able to do too much, and Konami kept it around? Like anyone will use Dandylion now that the other 2 cards are gone. It's just incredibly stupid and 2 perfectly good cards have been wrongly thrown into the fire in an attempt to save it's ass.

It used to be cute, but now after this, it will leave a bad taste in my mouth every time I see it. I hope it does for you too.

Trishula, Dragon of the Ice Barrier
Trishula,DragonoftheIceBarrierHA04-EN-ScR-1E.jpgThis was another somewhat unexpected move by Konami. They banned one of the best synchros ever made. It requires 3 monsters to summon it and removes 3 things from the game, so you couldn't make too much advantage from it. However with Xyz being the new thing that Konami are trying to promote, this was bound to be hit. The card was unfair if you are not prepared for it but so are many other cards. How do you deal with stardust if all you have are destruction cards? How do you deal with colossal fighter if you have no way to destroy it with card effects? These questions are on a player's mind all the time and this is no different. If you don't have outs to any card, then it doesn't mean it should be banned or it's broken. Clearly you're not running enough Solemn warnings, Judgment, Effect Veilers, Fiendish Chains or whatever else is being use to negate this card.

So really, the card did not deserve a hit. It was not really aimed for except in Agents, but even then it's annoying going a -1 when it gets warning'd. Last format, I played many duels against many players of different skill levels. I got trishula'd about 4 times which is next to nothing. However in total, Trishula was summoned on me over 20 times and I always had a way to deal with it.

Your opinion may differ on the card. If you feel I'm wrong and It did need a hit, comment and say why. I'd love to hear it (No sarcasm).

Finally, to end this discussion on a good note.

Trap Dustshoot
TrapDustshootCP05-EN-SR-UE.pngThe one hit I actually agree with. This card was starting to get really annoying. It allows you to see your opponent's starting hand a rip a card from it of your choice. There are other cards that can rip cards from your opponent's hand, but guess what: They are all banned. Delinquent Duo is banned, Forceful Sentry is banned and other such cards are also banned. The main problem is that this card in many situations puts your opponent at such a disadvantage that it's unfair. They are already going second which is a kick in the balls already, then they start their turn with only 5 cards in hand which you got to see?

Card should have gone a long time ago. I have this knack for opening with Dustshoot consistently, but regardless it should be banned and never come back, even if Heavy Storm gets banned in the future.



So that's my take on the Forbidden Section of the upcoming list. 1 out of 4 is not very good Konami And your other hits are not looking too good either.

TheTCGLover out.

Monday, 20 February 2012

What does YCS Atlanta tell us?

This post will be discussing the decks at the YCS over the weekend. I will focus on the top 32 since it's quite a broad range of decks that made it to the top cut and there's a lot to discuss.

Okay so here's the top 32, In order of how many there are:

15x Dino Rabbit
9x Wind-up
2x Inzektors
2x Tech Genus
1x Agents
1x Evolsaurs
1x Empty Jar!
1x Dark world

That's quite a diverse top 32 compared to the previous YCSs. Do take note that there are NO plant decks in the top 32, and Konami just burned them to the ground in the banlist. You really did your research didn't you, Konami?

So almost half of the Top 32 was Dino Rabbit: Currently the most expensive deck in yugioh. With them acquiring so many spots, they were almost a sure winner. Their general sackyness means that anyone can pick the deck up and play it. Wind-ups got a good number of spots, getting over a quarter of them. They are also pretty sacky and with them also not being hit whatsoever by the banlist, they're not going anywhere. In actual fact, with Trap Dustshoot going to 0, they have gotten stronger.

Now here's a surprise, only 2 Inzektors in Top 32. I don't know if this is because of a low number of players or because of other factors (People prepared for them better perhaps?) but 2 is surprisingly low. Their general ability to pop cards multiple times a turn makes you wonder what happened. It only gets worse for them at this point.

2 Tech Genus made the cut. That's impressive to be honest. It's nice to see them go out with a bang. One thing I like about T.G.s is the way the deck works. As PJ (TheIrishDuelist) said: "Most decks are designed to win. T.G.s are designed so they cannot lose" which summarises the deck perfectly. They can special summon multiple times a turn, pump their beast warriors and search for more copies. It really is a brilliant deck and I wish I could have made it.

Now for the 1 off's. Agents are losing a bit of consistency with the banlist but right now the only explanation for why they only managed 1 spot is they were probably under-represented. Most players were preferring to play other decks. That's not saying that Agents are bad or anything, they just require a little bit of skill and people don't like to think for themselves. I'm actually building Evolsaurs to mess around with this upcoming format, and the decklist was incredibly well made. He earned that spot and I would have liked to see him reach higher. Here is the decklist for it:


Moving on is Empty Jar. That's a huge surprise considering it's weak against Wind-ups and Dino Rabbits. The deck needs a hand for it to work and both decks can hurt it in some way or another. I would like to see the decklist and the side for this deck. If I see it, I'll put it on this post.

Lastly is Dark World. It managed one spot with the help of Trance Archfiend: A new Dark World support card in Order of Chaos. It lets you discard a card and give it 500 attack and when it dies, you can get a banished dark monster to your hand. It helps the deck immensely and if there was any reason for players to try the deck, Trance Archfiend is it.

So a pretty diverse Top cut. How does the Top 16 look?

7x Dino Rabbit
5x Wind-Up
1x Agents
1x Empty Jar
1x Dark World
1x Tech Genus

So half of the Dino Rabbit decks were knocked out and 4 Wind-ups lost. There is two important things to notice from this top 16. One is that both Inzektors that made the Top 32 were knocked out, which will make people wonder if they are really a tier 1 deck at this point.

Secondly, notice that Half the Rabbit decks went out. Half the players of the top 32 left and half the rabbit decks went out. That shows that the rabbit players are quite similar in terms of playstyle and if you know how to beat them, then you will probably be able to do a repeat performance on every rabbit player. If you don't get what I mean by that, then just remember that they still have a 50% chance of winning at this point.

The rogue 1 off decks are still in the running, which is very surprising. It's a shame that Evols went out though. But as you can see, it's 4 rogue decks against 12 sacky linear ones. It gives them quite an uphill struggle but with that, they can tell what they are most likely to play against and prepare accordingly.

For the top 8:

3x Dino Rabbit
3x Wind-Ups
1x Agents
1x Tech Genus

As you can see, the number of Dino rabbits are still proportionate to the number of them in the Top 32, which reinforces my point about them being easy to play against once you know what you're doing. Perhaps there is an amazing Side card that completely destroys them? Electric Virus perhaps?
Wind-ups are still doing well. Only 2 of the 5 decks went out so they are on level with Dino Rabbit. Both decks represent 37.5% of the top 8. Agents have managed to stay in considering there was only 1 in the Top 32. Well done to whoever is piloting it. Lets see what the Quarter-finals did:

Top 4:
2x Dino Rabbit
1x Wind-Ups
1x Tech Genus

Bye Agents. What we have left is concrete proof of Dino Rabbits representing around 50% of the decks since the Top 32. They have continuously managed to cut their numbers down in half every time. 2 Wind-ups went out, so at this point their chance of winning dropped to just 25%, making it the same as the remaining T.G. Deck left. This guy has been the remaining T.G. deck since the top 16.

In the end, 1 Dino Rabbit deck and the last Wind-Up deck was beaten, leaving Tech Genus and the last remaining Dino Rabbit deck. Even at this point Dino Rabbits retain their 50% representation.

The final was a very interesting read, but Tech Genus triumphed in the end, making this a very interesting YCS indeed. I'm really happy that they ended up winning since it was one of the rogue decks.

That's it for YCS Atlanta. I hope you learned a lot about what's to come next format. I am trying to retain from raging about the banlist due to it being absolutely atrocious.

TheTCGLover out!