Thursday, 23 August 2012

Silver Sentinel: How useful is it?

Incase you don't know what Silver Sentinel is: here's a nice picture.


It's the newest addition to the 'Toy Magician' mechanic. That is, it sets itself in the spell and trap card zone and waits to be destroyed. However this card is far better then that piece of trash (sorry Toy Magician gods. Please don't hurt me T.T).

The great thing about this card is how it's effect will tend to play out. It does all it's shenanigans in the end phase, meaning that it will hit the field at a point in your opponent's turn where they are most vulnerable. For example, this card gets MST'd and is sitting in your graveyard. Then your opponent has a choice whether to set some cards and allow one to die, or just go cold turkey until their next turn. This entire psychology is what makes Zenmaines such a powerful tool.

When I get a couple of these guys at the Sets official release, I'm going to be running them in Alive Hero to replace the Future Fusion that I lost. I have to set my hand to summon Bubbleman and this card will be waiting in the backrow. But for me it's extra great since it's a warrior AND a level 4, meaning I can clear my opponent's cards away and go for Excalibur on my turn. It's broke as hell in theory and I'm pretty sure it will be just as good when used for real.

But the reason why I'm doing this little discussion now is because the Banlist is going to continue the reign of Backrow removal being at an all time high. There are so many ways that this card can get destroyed and since this card has just come out, it's not in the players mind like what Gorz has done. They will MST to try and get their plays through, and this card single handedly says "Do what you want, because I'll be back and everything you have labored to build will crumble". But of course, he will probably just say that with his gun, which will sound a bit more like "BOOM HEADSHOT!".

Another fantastic thing is that it can be sided out against decks like Gravekeepers or Dark world, where they might not be running as much backrow hate or Chaos Dragons where this card might be a little too slow. The card functions on it's own and therefore siding it out wont hurt the deck's synergy at all.

Not really much else to say. It's a fantastic card and I'd advise getting a couple now before someone catches on to it's brokeness in the September Meta.

The TCG Lover Out!

Sunday, 19 August 2012

Where did my third Tour Guide go?

Before I start, I want to say that I posted the new Forbidden and Limited list on the Navigation bar at the top of my blog. Might be worth checking it out if you haven't already.

So yeah, one of the many decent hits on the new list is Tour Guide from the Underworld to 2. But for some reason, instead of actually approaching the situation with thought, people have been trying to deal with the loss as a need to replace it. Of course, In decks you will now have 39 cards, but by no means should that new 40th card be something that works with Tour Guide. 

So apart from Sangan, which is still part of the team, what other cards can replace that 4th Tour Guide? The main ones are Cloudian - Acid Cloud, Night Assailant and the preferred choice, Tour Bus from the Underworld.

But the fact is, if you run 2 of a card that can get another card from your deck and 2 of those cards that needs to be ripped out of the deck, you're just as likely to draw a card you don't want. It's a 50/50 chance and that's not how it should be.

Tour Bus is the only acceptable option since once you have sent it to the graveyard, you can shuffle a Tour Guide back into the deck and be able to use it again, but I really wouldn't want to draw a 1000 attack vanilla  (essentially). 

The answer to the problem is to leave that 4th card. There is no need to replace it and having 2 Tour Guide + a Sangan means that you are going to draw Tour Guide before Sangan more often than not. AND if you draw that Sangan first, you can just search a Tour Guide and that can get the other one, leaving no dead cards in your deck.

So yeah, there is not much to say apart from that. Tour Guide and Sangan will never be as consistent as it was before, but adding anything else into the mix is just going to make it worse. Now if Sangan was banned, I would probably throw away the whole engine entirely. I love making Rank 3s just as much as the next guy, but without any search power from the engine, how is it going to help my main win condition?

Until next time, The TCG Lover out!

Wednesday, 8 August 2012

Fake List?

Here's the best fake September 2012 Banlist I've seen so far. It's actually still being debated whether or not it's fake.

Images:
http://webpaper.co/img/34727.jpg
http://webpaper.co/img/34711.jpg
http://webpaper.co/img/34728.jpg

EDIT: Here's another Image from the same website that was uploaded this morning. A bit clearer but the Semi-Limited cards look a little squashed. It's probably fake but it's intriguing to see that clearer pictures are coming through now.

http://webpaper.co/img/34876.jpg

Forbidden

Brionac, Dragon of The Ice Boundary.
Dark Armed Dragon.
Card Destruction.
Mind Control.
Sangan.
Wind-up Hunter.
Black Luster Soldier - Envoy of the beginning.
E- Hero Electrum.
Monster Reborn.

Limited

Rescue Rabbit.
Dark Magician of Chaos.
Super Polymerization.
Inzektor Centipede.
Witch of the Black Forest.
Ultimate Offering.
Solemn Warning.

Semi-Limited

One For One.
E- Emergency Call.
Legendary Six Samurai - Shi-En.
Gladiator Beast Bestiary.

Unlimited

Necro Gardna.
Primal Seed.
Formula Synchron.



If this list is actually real, then a lot of my predictions came true!

TheTCGLover out!

Monday, 6 August 2012

Yu-Gi-Oh Card Review: Noble Knight Gawayn

Happy Monday Readers!

With the REDU sneak peek coming up soon, as well as the ban list, a whole lot of changes are happening in the coming month. Are we going to be forced into playing against Dino Rabbit, Wind-Ups, Chaos Dragons and Inzektors for another 6 months? Is Alive Hero going to become tier 1? All the answers will be revealed in just a couple of months.

Anyway Noble Knight Artorigus was the sneak peek promo card for Galactic Overlord. It was a simple 1800/1800 Vanilla Light Warrior. While all of that is great, the fact that it had no effect and no synergy with any deck meant it was just going to sleep in binders.

However, to kick-start the Noble Knight Craze, we have been introduced to Noble Knight Gawayn


Dat ARTWORK!

With the same attribute and type as Artorigus, it's assumed the Noble Knights will all follow suit. At 1900 it's good a decent amount of power on it's own. At 500 defence though, it seems that he is all offence and not really a good defence. 

So if you control a LIGHT Normal Monster, you can special summon Gawayn from the hand in Defense Position. This makes that 500 defense much more of a problem, but fortunately with how the game is it wont be on the field for long.

It can be special summoned if you control Artorigus, meaning you can make a quick Rank 4. However due to them both being warriors, you have access to Blade Armor Ninja, which if timed correctly can rectify that -1 used to make it.

"But TCG Lover, there's a problem" I hear you scream. "That combo SUCKS ASS!"

Fortunately, there's more than just Artorigus. It works with ANY Light Normal Monster. You can summon it with Blue-Eyes White Dragon on the field. That sucks too, though.

However in the midst of all the crap cards, there is a Light Normal monster that many people are playing. Can you guess which one?



The Answer is Elemental HERO Neos Alius



Neos Alius is perfect. It's a level 4 light normal monster and it's a freaking warrior. AND the card is used in multiple tier 1-2 decks. Gawayn is like Bubbleman except you don't need to commit your hand to summon it and Gawayn can actually stand on it's own.

While the card can't be searched like Bubbleman, it does make for a light target for Elemental HERO - The Shining after you have made a Heroic Champion - Excalibur.

So while at this point the Noble Archetype has still got a long way to go, it can be used in other decks (Even Agents with their balls) in the meantime. It can only get better from here. With that in mind, it's worth picking up a playset just incase (or you can just enter 3 times in the sneak peek).

Until next time folks, TheTCGLover Out!


Saturday, 4 August 2012

Yu-Gi-Oh Card Review: Elemental HERO Escuridaó

Greetings readers. How long has it been since I've done a card review?

The answer is: a LONG time.

However I am going to start doing them again since they are easy and a good way to go in some real depth on a card rather than talking about a collection and skimming over each one. Because when you skim, you are pretty much just telling readers stuff they already know. It's when you think outside the box and really think about a card that the reader (you) actually learns something.

So today's card is Elemental HERO Escuridao



The last one, and by far the best.

So clocking in at 2500 attack, it's got a decent amount of raw power for getting over most monsters. 2500 is the special number to aim for if you want to stand any chance against Dino Rabbits. 

However, it's effect allows it to gain 100 attack for each Elemental HERO in the graveyard. While that does seem pretty weak, it means late game it can take on almost anything. That BLS doesn't stand a chance if you have 10 Heroes resting in the graveyard.

But if you have any knowledge of the wonderful game of Yu-Gi-Oh, you will know how awaited this card has been for players. Now that it has been released, the potency it shares with Super Polymerization means with each Omni Hero released, nobody's monsters are safe. It's well accepted that DARK has the most amount of monsters AND the best ones too. With Escuridao needing a Dark monster, you can take those monsters and make this card for them to deal with.

While it's all well and good to say "Yay I can beat Dark decks", that's way too vague if you're at all competitive. With this card released, you can now main deck against: 

  • Inzektors: All of their monsters are dark so you can just screw them over no matter what they summon.
  • Tour Guide: Damn that pesky girl. She's underage but with Super Poly and this card, you can bend her over without worrying about going to jail for it.
  • That STUPID CHAOS DRAGON LOOP: Lightpulsar + REDMD on the field is annoying. The key is to destroy both on your turn and they will bring REDMD back, allowing you to Escuridao. Of course you can super poly Lightpulsar into The Shining and cause it to miss timing, but that's no fun.
There are hundreds of other cards you can now beat with this card, but those are the main ones.

However a problem with these Omni Heroes is that when a new Archetype with a Specific Attribute is released, Heroes can just rip them apart since all of their Omnis have got decent effects. Even if the Archetype has tonnes of different Attributes (Like Wind-Ups), Heroes can give them a field day provided they have their Extra deck full of the Omnis.

This card can be used against them too. Dark decks can now wait for them to summon a HERO and then poly into Escuridao. Xyz monsters like Maestroke which are annoying to get rid of are now a piece of cake.

Anyway, that's pretty much all there is to say about it. Whether or not the card gets abused to a point where it will have to get banned, only time will tell. Unfortunately, with me being from the UK, the card is still illegal here until it's released in something official.

Until next time, TheTCGLover Out!


Monday, 30 July 2012

September 2012 Forbidden & Limited List Predictions

Hello readers. I apologize for my lack of content recently but I promise I have a lot to talk about.

Anyway today's post is my idea of a realistic but good banlist that could be implemented in the near future. A banlist should address the main problem cards. For a card to be worthy of going on the list, it needs to be potent. Of course, if a card is archetype specific, then it will normally be more powerful than a splashable card (Compare Tour Guide to Wind-Up Hunter). Konami knows this and designs archetypes in a way that if the right card is hit, the entire deck becomes crippled, therefore allowing new archetypes to come in and have their own reign of terror.

Here is the list. I decided to use pictures because it's more fun to look at. Under the list are reasons for each choice.


Forbidden





Limited 








Semi Limited











Unlimited






Forbidden


Monster Reborn - Lets face it, this card is and has always been overpowered. It's not fun dismantling your opponent using skill and they topdeck this card. Its usable in every deck and therefore your deck will always be Monster Reborn + 39 cards (apart from Gravekeeper's, but there's nothing really wrong with playing it in that either). When used in conjunction with other standalone advantage cards it becomes ridiculous. If you reborn Red-Eyes Darkness Metal Dragon, it lets you get Lightpulsar and that's 5300 damage from one card, and for your opponent who might have 3-4 cards on their side, they can't dismantle that combo without wasting all of their cards. That might be a Problem to do with Chaos Dragons rather than reborn, but if you take it out of the equation, then the performance of that deck as well as every other deck decreases significantly. That's the first step to diversity and ultimately fun.


Future Fusion - It's time for it to go. Whenever it's being used in a deck it's either to be abused repeatedly or to summon something too powerful. Five Headed Dragon is only being used in chaos dragons so that Future Fusion (FuFu) can dump their Eclipse Wyverns and Red-Eyes to be brought back with the Lightpulsar in their hand. However if Konami wants to specifically target Chaos Dragons, then they could hit Five Headed Dragon instead. But it's not just that deck that it's being abused in. I've recently taken a liking to Alive Heroes and their ability to send a Hero and Zephyros for Escuridaó and then bounce FuFu back to summon the Zephyros is Retarded. However it could be argued that the best fusion monsters couldn't possibly be summoned without this card (Unless you want to -3 your hand) so for casual players it fuels their imagination and keeps them interested in the game. My biased opinion wants it to stick around but the competitive playerbase wants this card gone.


Wind-Up Hunter - Without the Wind-Up hand loop, the deck becomes a xyz spam deck, which is very competitive if you look at Hieratics which can do it too (Photon Bounzer is pretty good when timed right). The deck wouldn't even need to make any changes either, it was just more potent being able to completely destroy your opponent's hand on the first turn rather than put 3-4 xyz monsters on the field. The effectiveness between both strategies is minimal, but one of them is going to lose you friends.


Mind Control - It's been around for a while now and with Synchro/Xyz monsters around, it's only to be abused now. While it is a combo card, at the very least you can just take their monster and attack with your other monsters for game. In a mirror match it makes for some lolzy plays, but that becomes a luck of the draw rather than skill.


Limited 

Inzektor Centipede - A bad player would say that Hornet is the problem since the other cards depend on it. A decent player would say that Dragonfly is the problem since it gives free plusses. However, without Centipede, the dreaded loop can only be executed once and without Centipede in multiples, the Zektkalibur OTK and dragonfly's overall usefulness drops. I personally wouldn't bother hitting the deck, but Konami is going to hit them because of how good they are in the OCG.


Red-Eyes Darkness Metal Dragon - To be fair, if Future Fusion does go, this can be let off the hook. It's a very powerful card and it's effect means any deck that can utilise it will instantly become 2 tiers better than without it. If REDMD didn't exist, chaos dragons would be a terrible deck due to the loop being impossible. Having it at 1 means it can still be dropped and win games, but once you bottomless it, you can be happy knowing you're not going to get sacked, yet still allow other dragon decks (Disaster, Hopeless) to use it.


Solemn Warning - I personally feel that this card's power is incredible. What it does, it does very well. If your opponent's deck is slow and relies on a normal summon to be of any use, then this deck becomes something more than the level of power it should be. It's ability to shut down your opponent's summoning capabilities makes it almost impossible to make a comeback if they are on the losing end. If you swarm the field and then set this after doing 6000~ damage, then your opponent will just be annoyed. Laggia does not need to waste it's effect on a summon if you have warning set, which makes the whole matchup so much more annoying. Having it at 1 means you will only see it once and mean you will have to save it for the right moment rather than just hitting anything that might pose some threat.


Semi-Limited


T.G. Striker - Why is this card on the list? Oh that's right, it was a target for Konami's "Lets ungracefully push Xyz monsters by destroying synchros" campaign in March. It was used in T.G. Agents which was quite good in the OCG but why they hit the deck so hard is just for reasons I don't like to talk about. Because everytime I do, It makes me want to punch Kevin Tewart (The head of the Campaign) in the face.


The Agent of Mystery - Earth - Same reason as Striker. It was helping the deck and gives it tonnes of search power. The card is so much better at 2 than 1. Being able to search Venus more consistently is irrelevant. The fact that it's another agent in the deck that helps the cause and allows it to be banished for hyperion is what makes it's place on the list important. I have an Agent deck prepared for when this card comes back (If it does).


Rescue Rabbit - This card is really good. It's just a shame that Konami decided to make Laggia and Dolkka Type Specific rather than Archetype due to their effects being absolutely ridiculous. Being able to utilise an archetype's xyz monster better than the archetype itself is retarded and shouldn't exist. I remember when people were splashing Elder of the Six Samurai in a T.G. Stun deck to be able to make Shi en. While I don't like that, at least it needed a samurai. In this case, the two decks (Dino Rabbit and Evols) bear no relation to eachother in terms of their playstyle. Putting it at 2 hurts the deck's consistency and you will be more likely to not open with one. Players would be forced to run more Dualities which will slow the deck down to a snail's pace.


Tour Guide from the Underworld - I don't really think it's a good idea to say anything about this one. I will only say one thing though: If this stays at 3, then Sangan must get banned. If this goes to 2, then Sangan can stay.


Mystical Space Typhoon - In March 2010 we had one of the best formats in the entire game. The 3 months at the beginning of it were incredibly diverse and that was due to there being a fair amount of backrow removal. That was the format that proved that having Storm at 1 and MST at 2 was the best way to go. Sure the decks that existed in that format are not played anymore, but it was not about the decks rather than the fact you could run a fair amount of traps and games would be FUN. And this is all before Night Beam was released.


Unlimited


Spore - Another quarantine done due to the same Campaign that killed of Agent - Earth and T.G. Striker. It was really good in plants when they were big but by the end of the September 2011 format, Dino Rabbits, Wind-Ups and Inzektors proved to be better. Konami Intervened way too late and it was an uncalled hit. Spore's effect is once per duel so it's either banned or at 3. I chose this over glow-up bulb due to spore being able to reach the higher levels and allow for high rank xyz summons.


Reborn Tengu - Same reason as spore. It's a really good card but it was hit way too late. By the end of the September 2011 format Xyz was the way to go and Tengu doesn't get it's effect when it's detached. If it's brought back to 3 now, decks would play it but it would go against their win condition and will just make the deck clunky and slow.


Summoner Monk - You activate this card and pay the cost of discarding a spell card. I discard Effect Veiler negating Summoner Monk's effect. You don't get your spell card back and it's a 1600 sitting duck just waiting to be destroyed. It's also a spellcaster which helps push the Prophecy in REDU.


Thanks for reading. Comment if you have any opinions about my choices!

TheTCGLover Out!

Wednesday, 18 July 2012

Alive HERO Decklist

Check out my newest video on my channel at the bottom of this post where I explain the deck and how it works. This is a TCG version so some card choices will be different to the OCG version, mainly the extra deck.

Monsters - 6
3x Elemental HERO Bubbleman
1x Elemental HERO Stratos
1x Elemental HERO Neos Alius
1x Tasuke Knight (Blackwing - Zephyros the Elite would be here, but we don't have Elemental HERO Escuridáo yet.)

Spells - 27
3x A Hero Lives (One of the most important parts of the deck)
3x Miracle Fusion
3x E-Emergency Call
1x Reinforcement of the Army
2x The Warrior Returning Alive
1x Future Fusion (To dump Tasuke and makes for a great first turn if you win the die roll. Also helps with dead Warrior Returning Alives in your hand.)
2x Instant Fusion
2x Pot of Duality
1x Dark Hole
1x Monster Reborn
1x Heavy Storm
2x Night Beam (one less than the OCG build due to Chaos Dragons in the TCG)
3x Mystical Space Typhoon
2x Prohibition (Call Gorz or Veiler) OR 2x Smashing Ground/Soul Taker

Traps - 7
1x Solemn Judgement (The deck spends life points too recklessly so Solemn Warning becomes dead mid to late game)
2x Torrential Tribute
2x Compulsory Evacuation Device
2x Call of the Haunted

Extra Deck - 15
1x Elemental HERO The Shining
1x Elemental HERO Absolute Zero
1x Elemental HERO Gaia
1x Elemental HERO Great Tornado
1x Karbonala Warrior
2x Heroic Champion Excalibur
1x Blade Armor Ninja
1x Number 39: Utopia
1x Number C39: Utopia Ray (You can easily get under 1000 life with all the points you'll be paying from AHL, Instant Fusion and Solemn Judgement).
1x Maestroke the Symphony Djinn
1x Gem-knight Pearl
1x Number 16: Shock Master
1x Photon Papilloperative (For getting around Spirit Reaper)
1x Anything else you can think of

Here's my video discussing the deck.




Until next time, TheTCGLover out!