Dnet should just have like a seperate channel for obviously good players.
Like program a random duel puzzle and if you can solve it you must be good so you get to play good players like you.
And if you can't you can mingle with those annoying prats that force their rulings on you.
Not that it matters, they're so bad you can't lose even if you started with 2 hand.
I know a random duel puzzle each visit sounds barbaric but hey, technology is evolving, it's possible.
Wednesday, 24 October 2012
Sunday, 21 October 2012
Yaya papaya
Gratz to Johann, William and Bixuan for taking this year's qualifyer. I wished them luck three times so it must be my power.
My team ended 10th place in the swiss, after a 2-2 score, misising out on the Top 8 sian... Actually I expected to go 0-2 and drop lol so this is actually a great result.
My personal results were:
OXX
OXX
OO
XX
Ya I got carried. The deck felt funny today but I hadn't touched if for like a week, cos I had to study and cos I didn't really give a fuck about the whole thing, like I said, I expected to go 0-2 and drop.
Anyway, I've packed up my Sams, they're in my album, and they have been my good comrades for the last year and a half. I don't think I'll touch them again, simply due to the lack of rewarding plays they provide for my style of play.
As for now, I'm going MIA to study. I may not come back, YGO is going into the "Extra Pack destroying the meta" season again anyway, Mainspring is wrecking Japan right now.
If I do, I hope the FIRE stuff give me a deck worth playing. The plan now is Infernity or Laval, probably Infernity as I expect Laval to get crushed by banlist. Laval is 3 times easier to play than Infernity though, although twice as easy to mess up.
Today's the last day of play till the exams come, I'll be kinda free past the 17th November I think. Which is also my teammate fatty bombom Weiheng's birthday. Till then, I guess.
My team ended 10th place in the swiss, after a 2-2 score, misising out on the Top 8 sian... Actually I expected to go 0-2 and drop lol so this is actually a great result.
My personal results were:
OXX
OXX
OO
XX
Ya I got carried. The deck felt funny today but I hadn't touched if for like a week, cos I had to study and cos I didn't really give a fuck about the whole thing, like I said, I expected to go 0-2 and drop.
Anyway, I've packed up my Sams, they're in my album, and they have been my good comrades for the last year and a half. I don't think I'll touch them again, simply due to the lack of rewarding plays they provide for my style of play.
As for now, I'm going MIA to study. I may not come back, YGO is going into the "Extra Pack destroying the meta" season again anyway, Mainspring is wrecking Japan right now.
If I do, I hope the FIRE stuff give me a deck worth playing. The plan now is Infernity or Laval, probably Infernity as I expect Laval to get crushed by banlist. Laval is 3 times easier to play than Infernity though, although twice as easy to mess up.
Today's the last day of play till the exams come, I'll be kinda free past the 17th November I think. Which is also my teammate fatty bombom Weiheng's birthday. Till then, I guess.
Monday, 8 October 2012
Inzecters now
After the apparent nerf on Inzecters in the most recent banlist, many people, myself included, have begun to overlooked the winner of the World Championships and the deck of March'12.
I knew that the deck was playable, even after the list. If we just compare it to WWBF after its 2nd hit (1 Gale, 2 Whirlwind) it looks rather similar in terms of consistency nerfs, whereas power plays before and and after the nerfs remain relatively unchanged.
You can say that Inzecters got hit harder, but looking at WWBF, the recruiter got hit, whereas Inzecters, the power cards got hit. The significance in this is, the power play, when enabled, is still as potent in both decks.
Basically, what banlists aim to do now instead of killing decks, is to cripple consistency. While both examples above did just that, there are substitute recruiters such as Mystic Tomato, and the lesser used Howling Insect, while there aren't many substitutes for Black Whirlwind in the case of WWBF.
More importantly, because of the "death" of Inzecters, the slower set up of substitute recruiters are actually counteracted by a slower meta.
And finally, because no one bothers about Zecter hate now, if you somehow get Damsel Hornet, YOU WILL WIN. This is something totally unheard of in the previous format due to mass Veiler effect, but if you open an identical hand to last format you are more likely to win that before.
TL;DR Inzecters are still very strong, very stupid. Lack of consistency nullified by slower format. Continuous derp still a possibility and more likely than before to suceed.
I knew that the deck was playable, even after the list. If we just compare it to WWBF after its 2nd hit (1 Gale, 2 Whirlwind) it looks rather similar in terms of consistency nerfs, whereas power plays before and and after the nerfs remain relatively unchanged.
You can say that Inzecters got hit harder, but looking at WWBF, the recruiter got hit, whereas Inzecters, the power cards got hit. The significance in this is, the power play, when enabled, is still as potent in both decks.
Basically, what banlists aim to do now instead of killing decks, is to cripple consistency. While both examples above did just that, there are substitute recruiters such as Mystic Tomato, and the lesser used Howling Insect, while there aren't many substitutes for Black Whirlwind in the case of WWBF.
More importantly, because of the "death" of Inzecters, the slower set up of substitute recruiters are actually counteracted by a slower meta.
And finally, because no one bothers about Zecter hate now, if you somehow get Damsel Hornet, YOU WILL WIN. This is something totally unheard of in the previous format due to mass Veiler effect, but if you open an identical hand to last format you are more likely to win that before.
TL;DR Inzecters are still very strong, very stupid. Lack of consistency nullified by slower format. Continuous derp still a possibility and more likely than before to suceed.
Sunday, 7 October 2012
Some decks you should get to know
One of the biggest factors determining a good player and an average Joe is the knowledge of the game. I would go as far as to say many players have little or no knowledge of the game, simply because they don't bother.
After all, for many, Six Sam was a sacky deck that needs Gateway to win. Ofc that is total bullshit, Gateway plays are often high risk, high return, and most definately not worth the gamble when the Shi'en play is available.
What I mean is, to know how to fight the deck, you must know what the deck does. This would allow you to read baits and weigh the options with a clearer mind.
A good example would be baiting Bottomless or Warning with Venus. Most people fall for it, even though they can handle a Gachi but not some DOGSHIT called Hyperion. Don't get me wrong, sometimes there aren't any better options, and that's why Agents are so strong, they allow you to play right into their hand.
Anyway, the decks to get to know this format, IMO are Infernity, Mermail, Madolche and Karakuri. Wind-Up too I guess. You'd think that since Mermail is so strong people would bother to get to know the effects but NOOOOO, they just follow the label "balanced Inzecter" and play as though they fighting Zecter.
As for Infernity, they are much harder to understand, simply because of the amount of tech capabilities. It's actually a very simple concept, don't give them any chances, go all in, cos each Draw Phase is a chance to derp on you.
Madolche is prone to drawing total BULLSHIT and it shows. That's what drives me away from the deck, you draw crap and your opponent, if he bothered to learn about the deck, can tell immediately. Unless you drew Offering. That's bullshit too, but to your opponent.
Karakuri has been around for so long, and has a "high agression" label on it, and people thinking that they should save their Dark Hole and all that, well I heard you can't Dark Hole during your opponent's turn with 2x Burreido and Burei destroying your face. Also, bad hands show, so read them.
By no means is this a foolproof guide to how to counter the aforementioned. The only real way to learn about decks is not to play against them, whoever said that is bullshitting himself, but to play the decks themselves. Take a standard build, albeit netdecked, test it out, figure out the big plays, figure out the tech. I'm still trying to work out Wind-Up, but either my build isn't suited for the new format or drawing Shark alone is dumb.
After all, for many, Six Sam was a sacky deck that needs Gateway to win. Ofc that is total bullshit, Gateway plays are often high risk, high return, and most definately not worth the gamble when the Shi'en play is available.
What I mean is, to know how to fight the deck, you must know what the deck does. This would allow you to read baits and weigh the options with a clearer mind.
A good example would be baiting Bottomless or Warning with Venus. Most people fall for it, even though they can handle a Gachi but not some DOGSHIT called Hyperion. Don't get me wrong, sometimes there aren't any better options, and that's why Agents are so strong, they allow you to play right into their hand.
Anyway, the decks to get to know this format, IMO are Infernity, Mermail, Madolche and Karakuri. Wind-Up too I guess. You'd think that since Mermail is so strong people would bother to get to know the effects but NOOOOO, they just follow the label "balanced Inzecter" and play as though they fighting Zecter.
As for Infernity, they are much harder to understand, simply because of the amount of tech capabilities. It's actually a very simple concept, don't give them any chances, go all in, cos each Draw Phase is a chance to derp on you.
Madolche is prone to drawing total BULLSHIT and it shows. That's what drives me away from the deck, you draw crap and your opponent, if he bothered to learn about the deck, can tell immediately. Unless you drew Offering. That's bullshit too, but to your opponent.
Karakuri has been around for so long, and has a "high agression" label on it, and people thinking that they should save their Dark Hole and all that, well I heard you can't Dark Hole during your opponent's turn with 2x Burreido and Burei destroying your face. Also, bad hands show, so read them.
By no means is this a foolproof guide to how to counter the aforementioned. The only real way to learn about decks is not to play against them, whoever said that is bullshitting himself, but to play the decks themselves. Take a standard build, albeit netdecked, test it out, figure out the big plays, figure out the tech. I'm still trying to work out Wind-Up, but either my build isn't suited for the new format or drawing Shark alone is dumb.
Saturday, 29 September 2012
Six Sam taking Indy
I didn't think I would have to write this cos I saw the decklist and I was like meh.... Looks overteched.
Then I read like twenty million comments going on about wow great use of Ascestism OMG Enishi's a card, and people jus shocked as a whole that Six Sams are supposed to be played with that build.
I mean, I disagree with the Maxx "C" but Wind-Up ain't in my meta yet, but the comments seemed to imply that people never thought that Six Sams could be played with skill.
Mind you, the winning build wasn't exactly teched out for skillfulness, Maxx "C" is quite easy to throw.
And I read a comment that playing Maxx "C" without other hand traps is dumb. Well turd, it's exactly people like you the Maxx "C" is supposed to stop.
All in all, the build is fine, it looks NORMAL to me, teched out to counter their meta. As long as he doesn't draw some bullshit 4 monster hand w/o Maxx "C" and he's good it should work fine.
Then I read like twenty million comments going on about wow great use of Ascestism OMG Enishi's a card, and people jus shocked as a whole that Six Sams are supposed to be played with that build.
I mean, I disagree with the Maxx "C" but Wind-Up ain't in my meta yet, but the comments seemed to imply that people never thought that Six Sams could be played with skill.
Mind you, the winning build wasn't exactly teched out for skillfulness, Maxx "C" is quite easy to throw.
And I read a comment that playing Maxx "C" without other hand traps is dumb. Well turd, it's exactly people like you the Maxx "C" is supposed to stop.
All in all, the build is fine, it looks NORMAL to me, teched out to counter their meta. As long as he doesn't draw some bullshit 4 monster hand w/o Maxx "C" and he's good it should work fine.
Sunday, 23 September 2012
Extra Pack 2012
6 Ultra
Tengu
TGU
Adreus
Dolkka
Shien
Seal
P.S I hope Shark is Normal Rare.
Anyway, I've finally decided what to play after 'A' Levels. Old deck that I should have built a long time ago.
Tengu
TGU
Adreus
Dolkka
Shien
Seal
P.S I hope Shark is Normal Rare.
Anyway, I've finally decided what to play after 'A' Levels. Old deck that I should have built a long time ago.
Wednesday, 19 September 2012
Flame Dance
New archetype from Cosmo Blazar looks good so far, no Rekindling involved in the deck though.
The deck focuses heavily on its archetypical Spells and Traps, which seems abit meh... Only 3 of them catch my attention, the RotA, Komachi effect and the one which can be activated in Damage Step.
The Exceed is well designed too, negating all but Beast Warrior makes people think twice about splashing Barbaros, it makes them forget about it lol.
The only one that looks kinda broken is Suneirin, which looks to be a SR.
I may have found the deck to play after March'13! Still have to wait for new SD announcement in case of generic FIRE support.
The deck focuses heavily on its archetypical Spells and Traps, which seems abit meh... Only 3 of them catch my attention, the RotA, Komachi effect and the one which can be activated in Damage Step.
The Exceed is well designed too, negating all but Beast Warrior makes people think twice about splashing Barbaros, it makes them forget about it lol.
The only one that looks kinda broken is Suneirin, which looks to be a SR.
I may have found the deck to play after March'13! Still have to wait for new SD announcement in case of generic FIRE support.
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