The Yu-Gi-Oh Thread

I hope everyone's been playing DN now that the changes have been made. What are all of you guys playing?
 
I found out that my local card shop has a $1 YGO tournament on Tuesday nights.
This is awesome as my Tuesday nights recently became open and I've been looking for another way to spend my time.
yesssssssssssssssssssssss
 
Like the changes with the format have been implemented haha. And wow - $1 tournaments? Incredible.
 
Only the undefeated players get prizes off it, but idc; I play for the fun of it.
 
Dark Void said:
GATEWAY YES FINALLY

Don't care about the rest of it. Gateway banned.
*dislike*
Seriously, why? The Six Samurai decks have basically remained unchanged for a year, at least in the terms of deck-specific cards. Banning Gateway is just like they did in the past with Kalut and Black Whirlwind for the Blackwings, or Charge of the Light Brigade and Lumina for the Lightsworns. Every time a deck stays on top for a long time means less people buying the new editions and more focusing on getting old cards. Because I can't think of any other reason that Gateway suddenly became Forbidden material (yes, I play Six Samurai :( ).
But to be honest, I don't like this new banlist nonetheless.
 
Why ban Stratos and Gateway? Blow away the older decks while keeping the new archetypes alive but not undeniably broken. Simple.
 
ChillBill said:
Dark Void said:
GATEWAY YES FINALLY

Don't care about the rest of it. Gateway banned.
*rant here*
Because Gateway is broken. It's as simple as that.
You know Sams have a loop with Gateway that banishes every single card in their opponent's hand, field, deck, and graveyard, right?
 
They also have a loop that just wins turn 1. Even without that loop, a 6Sam going first with a turn 1 Gateway can easily get out LSS Shi En, Steelswarm Roach, and a bunch of other Six Sams as fodder anyway. Seriously, how am I supposed to win when they get LSS Shi En, Shogun Shien, 2 other 6Sams that pop S/T and Monsters as well as a backrow to counter anything I can play, before I get my first turn?

Also, I'm opposed to most cards being Limited or Semi-Limited in general since imo it makes the game more luck-based, as whoever gets their singleton limited card (like Monster Reborn) is at a big advantage, and only one player getting their good limiteds in a game is really common. Gateway is like the pinnacle of this theory; with Gateway and decent other cards in their opening hand 6Sams are nearly unbeatable, and a hell of a lot better than without. That makes it really luck-based whether you have a playable matchup against them or not.

Certain cards I'm okay with having limited or semi-limited, but those are usually due to them being either a) easily searchable (see Synchros/XYZs or those in archetypes with good search/draw support) or b) significantly stronger in multiples for whatever reason (most of these also have to do with the first point as well, like Reborn Tengu).
 
Does anyone have a deck list that they could give to me with the traditional elemental heros (before Neos; like avian, spark man, Necroshade, etc). If so that'd be cool. I recently started to watch the anime again because I liked it so much as a kid. I'm not going to play competitive or anything though.


Im only trying to use elemental heros from before neos. Here's my current decklist:

Monsters: 20
E-Hero Sparkman x3
E-Hero Avian x3
E-Hero Clayman x2
E-Hero Burstinatrix x3
E-Hero Wildheart x3
E-Hero Bubbleman x2
E-Hero Bladedge x2
E-Hero Necroshade
Wrouthweiler

Spells: 19
Skyscraper
Skyscraper 2-Hero City
Polymerization x3
Graceful Charity x2
Miracle Fusion x2
Hero Flash
H - Heated Heart x2
E - Emergencly Call x2
R - Righteous Justice x2
O - Oversoul x3

Traps: 4
Hero Signal x2
Hero Barrier x2

Fusion: 15
E-Hero Flame Wingman
E-Hero Thunder Giant
E-Hero Rampart Blaster
E-Hero Mariner
E-Hero Necroid Shaman
E-Hero Wild Wingman
E-Hero Steam Healer x2
E-Hero Tempest x2
E-Hero Shining Flare Wingman
E-Hero Phoenix Enforcer
E-Hero Shining Phoenix Enforcer
E-Hero Wildedge x2
 
Anyone here got any decent suggestions to consider for a Wind-Up deck?
I was thinking of making a bit of an aggressive build as right now mine is more defensive.
 
Someone, Give me a good decklist for PENGUINS. Look them up. They're glorious. I mainly need an extra deck. Here's my deck:
jwwu.png
 
...I forgot this thread even existed asdf

TokenDuelist: What's your list? I'm not the best Wind-Up player, but I know enough about them to help a bit.



FraxureKing: Having played a Penguin deck in the past, here are my suggestions.
Penguin Knight is EXTREMELY situational. I would not recommend its use in any possible scenario.
Salvage is just as meh...not amazing, but not horrible. It'd be wise to run at least 1, but no more than 2.

One for One is extremely unnecessary--Puny Penguin needs to be sent to the grave after it was flipped face-up.

Since you run Normal monsters, Rescue Rabbit would be a good idea. And since they need to be in the deck to special summon with Great Emperor Penguin and Rabbit, Moray of Greed would be a good idea.

How are you going to reliably get out Great Emperor Penguin? 'A Legendary Ocean' lets you normal summon it without a tribute...unfortunately, the extra deck might need to be altered a tad to focus more on Rank 3s and 2s (but still using Rank 4s, since you do have Rabbit to consider).

Guard Penguin is a bit unnecessary at 3. It's nice for playing around the final Gagaga Cowboy push, but running it at 3 just makes you dead draw into it too often. I'd drop 1 or 2.
 
Are Malefic cards banned? They seem very OP...Just to be able to easily special summon monsters with 4000 attack like Cyber End and Rainbow Dragon... Even if you can't draw into either of those you can just get a malefic blue eyes, and it's easy to get out truth dragon. They just seem really OP with the right field spells, like with malefic world, just use cards so you can get it out T1 and then next turn search out 3 cyber ends so no matter which one your opponent chooses you get it out...
 
They aren't on the list at all, the reason being they're very easy to play around. It's easy to get around Malefic Stardust, and the others can be gotten rid of with a simple MST.
 
Keep in mind all my cards are unsorted and a bit scattered so this is what I currently had to work with until I manage to sort out all the staples and stuff.

Monsters
1 Wind-Up Knight
3 Wind-Up Soldier
3 Wind-Up Shark
3 Wind-Up Snail
2 Wind-Up Honeybee
2 Wind-Up Dog
1 Wind-Up Warrior
1 Wind-Up Rat
1 Wind-Up Kitten
1 Wind-Up Magician

Traps
3 Overwind
1 Trap Jammer
2 Zenmailstrom
1 Zenmairch
1 Mirror Force
1 Dimensional Prison
1 Magic Cylinder
1 Bottomless Trap Hole

Spells
3 Mystical Space Typhoon
3 Legendary Wind-Up Key
1 Book of Moon
1 Smashing Ground
1 Weights and Zenmaisures
1 Zenmailfunction
1 Pot of Duality

Extra Deck
2 Number 39: Utopia
3 Wind-Up Zenmaister
1 Wind-Up Zenmaines
2 Wind-Up Arsenal Zenmaioh (Not on me, but two friends are trading them to me )

I am thinking of getting my hands on trap stun for the inevitable Zenmaioh of course. I know of a decent number of cards useful for wind-ups. especially Wind-Up Factory.
 
Why does Malefic Cyber End Dragon cost so much more than the other Malefics?


And why does MST matter if you can just use skill drain and get out like a cyber end, rainbow, and blue eyes/red eyes/stardust to destroy there monsters and win.
 
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