Showing posts with label Profile. Show all posts
Showing posts with label Profile. Show all posts

Sunday, 23 September 2012

Six Samurai win YCS Indy (Indianapolis)!


I apologize for not making any blog posts for the last week. I've been settling into Uni and it's been a stressful beginning to a presumably stressful year.

But yeah. Six Samurai has won YCS Indy!

The pilot bested the force that is Wind-Ups, a more powerful force that has shown it's skill in the previous YCSs (Toronto and Guatemala). Sams has been considered a tier 2 deck for a while now but against certain decks (Especially Rogue decks), they can be very good. It's clear that the best Six Samurai players make sure their decks can access any of the 3 Naturia Synchros when they need them, which allows them to shut down the most important card type at that current time. Of course, Wind-Ups can access Shock Master for essentially 0 cost, but the card overall does not hurt Sams nearly as much as in the mirror match or against Burn/Countdown.

EDIT: Decklist found!

Monsters: 15

2 Legendary Six Samurai - Kageki

1 Grandmaster of the Six Samurai

2 Maxx "c"
3 kagemusha of the Six Samurai
1 Six Samurai - Irou
1 Six Samurai - Zanji
1 Legendary Six Samurai - Enishi
3 Legendary Six Samurai - Kizan

1 Elder of the Six Samurai


Spells 13

3 Six Samurai United

1 Gateway of the Six
1 Monster Reborn
1 Heavy Storm
1 Mystical Space Typhoon
3 Asceticism of the Six Samurai
2 Shien's smoke signal
1 Reinforcements of the Army



Traps 12

2 Solemn Warning

2 Compulsory Evacuation Device
2 Dimensional Prison
2 Bottomless Trap Hole
1 Double Edged Sword Technique

2 Musakani Magatama

1 Solemn Judgment

Extra Deck 13(?)
1 Legendary Six Samurai - Shi En
1 Ally of Justice - Catastor
1 Naturia Beast
1 Naturia Barkion
1 Mist Wurm
1 Ally of Justice Decisive Armor (Didn't summon it once)
1 Chimeratech Fortress Dragon
1 Temtempo the Percussion Djinn
1 Wind-Up Zenmaines
1 Heroic Champion Excalibur
1 Shadow of the Six Samurai - Shien
1 Blade Armor Ninja
1 Number 16: Shock Master

Check out the Deck Profile below to see the side deck (Starts at 4:12)

Thursday, 6 September 2012

Jeff Jones's 2nd Place YCS Toronto Psychic Grandsoil Deck

Hello once again. With the outright possibility of this deck becoming big and everyone netdecking it left, right and centre: I've decided to post his decklist and talk about the deck's awesomeness and it's shortcomings.


So yeah, the deck focuses around Earth monsters. Of course Archetypes which all have the same attribute will function better than just a bunch of random crap. Jeff picked Psychics even though you can do just as well using other Earth Attributes (Like Karakuri, Geargia, Gadgets etc.). Especially ones that synchro since it ultimately will put 3 Earths in the graveyard rather than just 2. So when there's exactly 5, he can drop one of his 3 Grandsoils. I feel that 3 is a little too much for the deck, but 2 seems too little. So with that it can stay at 3 since having too many is better than having none at all.

So with Emergency Teleport, the deck is capable of some interesting combos. Being able to summon a Psychic and then Teleport into Psychic Jumper means you can switch Serene Psychic Witch with their stronger monster and ram it, thereby allowing you to banish Esper Girl and bring it back on your standby phase. The whole combo allows for some nice draw power and puts Earths in your graveyard at the same time.

It's blatantly obvious that Maxx "C" and Card Trooper are amazing for this deck. The former allows for some insane draw and it's just a pro card overall. Add the fact that it's an earth that can discard itself to the graveyard means it's catered so well for this deck. The latter can dump up to 3 earth monsters from it's effect in a single turn, allowing for Grandsoil's summoning condition to be set up in just 2 turns (Make that a single turn if you discard Maxx "C" on their turn). He also uses Tragoedia which I've never really liked playing, but it does provide a nice defence in case you don't have Gorz and your opponent overextends. Gorz does a much better job and Tragoedia can sometimes feel like you're stopping an oncoming car by throwing yourself onto the road. Add the fact that it's a Dark type means that it's place in the deck might be worth looking into.

Anyway, another part of his plan is Miracle Synchro Fusion. He uses that late game to banish his stuff (allowing for more Graveyard Control) in order to summon Ultimate Axon Kicker, which on it's own is powerful enough to win games by itself. Plus it can be bluffed as a set card and lets you draw when it's destroyed, making it less dead than the first part of the effect would like you to think.

The rest of the deck is pretty much staples.

So yeah, it's a really interesting deck but I wouldn't expect to see it much due to the surprise factor now gone. But it's really awesome to see such shining innovation at the top of a huge tournament. It sure beats looking at the decklist of a Wind-Up Deck.

Until next time, TheTCGLover Out!