Chaos Fabled

fabled_tribute_by_shadowman88-d4jfg6p

For at least the past year, I have almost exclusively played one variety of Fabled or another. Whilst there have been tangents where I’ve messed around with other decks, I always come back to my trusty Fabled. There are all sorts of reasons why anyone should get so attached to a deck, from snazzy card art to a consistent win streak, but with me, I love the versatility of the deck. Aside from a few core monsters, and Fabled Quasar notwithstanding, each and every Fabled deck is different and unique.

So, who (or what) are the Fabled? The archetype, much like Dark Worlds, thrives off being discarded to activate their effects, or else, thrives off discarding to activate their effects. However, unlike Dark Worlds, who only get their effects when discarded by an effect, Fabled monsters get theirs’ whenever they’re discarded, be it effect, cost, or just discarding at the end of the turn because you have too many cards in hand (ed: just a quick note: remember that ‘discard’ and ‘send from your hand to the graveyard’ are different things. It seems obvious, but you’d be surprised how many people assume they are the same). Fabled monsters are all LIGHT attribute monsters, giving access to a number of more specific Synchros (think any LIGHT archetype; you now have their extra deck), and are mostly Fiend type, with a small minority (called ‘The Fabled’ rather than just ‘Fabled’) are Beast type, granting an intrepid duelist even more options as far as support cards are concerned.

Whilst the forbidding of Pot of Avarice and Monster Reborn has hurt the deck, the recent unlimiting of Scapegoat and the new syncho monsters and synchro support in the past few packs has given a fairly old deck a much needed boost. So, with all this in mind, here’s my current deck list, as will be played under the January 2014 ban list:

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Click for a larger image

Deck Core

Okay, so, earlier, I mentioned a deck core, a pattern that almost all Fabled decks follow, and which I too have found hugely effective. The first card in said core is Grimro, who is always ran in a playset, as she is the searcher of the deck. I found that only having three searches in a deck can be a little limiting, but I’ve found that two copies of Monster Reincarnation allows me to both recycle Grimros, and to pitch the card I searched with her, allowing me to use the card as quickly as possible. The only other two monsters ran as threes are Ganashia and Chawa. Ganashia special summons itself when discarded, and Chawa allows for you to discard a card to special summon itself. I’ve lumped these two cards together because I find they play off each other quite beautifully, allowing for rapid synchro summons early in the game.

Krus is almost always run at two, although a few do run a fully playset, and she functions as a Monster Reborn for every level 4 or lower Fabled monster in the graveyard, up to and including the two level 4 synchro monsters. If discarded with Chawa, this card can bring back Grimro for a level 5, Ganashia or a level 4, or Lurrie (if being run) for a level 2 synchro summon. Up until fairly recently, I ran Cerburrel at three, but I’ve dropped one of late, as I find this deck has more than enough tuner monsters to keep going. This card is a simple discard/special play, and has potential in Dark Worlds, or any other deck that wants to discard anything and needs a tuner (perhaps Fabled Dragon Rulers…).

The last card in the core set is Kushano; mainly run these days more because of its consistency with Tour Guide than for its nature as a tuner. When Tour Guide goes back to three in January, it is Kushano that will make a full playset viable in Fabled, as Tour Guide will be able to search out a card valid to and appropriate in the deck. Personally, I’m quite happy with two Tour Guides and one Kushano in my deck, as I focus more on synchos than Xyz monsters, but the option is there.

Teched Fabled

I loved Fabled Raven. I genuinely do; more so now that Brioniac has been forbidden, limiting the availability of mass discards in one turn. In fact, Raven is the card that made me turn away from Dark Worlds towards Fabled in the first place. The ability to discard as many cards as you want makes Raven incredibly good at getting cards on the field. Catsith combos nicely with Raven, as discarding the former with the latter’s effect allows both for a one level boost to Raven, and allowing for a pop of any face up card on the board. In a more competitive deck, I would replace the two Catsith with two Effect Veilers, but in a more casual environment, the kitties function perfectly well.

CHAOS!!!

The release of the baby Chaos Dragons in Shadow Spectres has been a massive boost to this deck. The mass of LIGHT monsters allows for both dragons to be ran in full playsets if you wish (although, a few DARK monsters would have to be teched in). As well as providing easy synchro fodder, whenever one of the dragons is sent to the graveyard, you can add the other to your hand. In addition, as this effect is worded ‘if…you can…’ it never misses timing, allowing you to recover some of the losses made whilst sending monsters off to become synchro fodder.

I’m running a single Birdman because it is a DARK monster than can special summon itself. That’s really the only reason. Moving swiftly onwards…

Whilst I was playtesting this deck, I noticed that a lot of monsters ended up being banished, either by the effects of the Chaos monsters, or by their own effects (Ganashia and Birdman, to be specific), so I’m running two copies of Different Dimension Reincarnation, which works both as a discard outlet, and as a way of returning banished monsters to the graveyard where they can be reused by either the Chaos monsters, Krus, or Monster Reincarnation. 

A swarm of white…

Although some versions of the deck run a fair few Xyz monsters, the Fabled are built to synchro summon quickly, and then to synchro summon a lot, hence all the special summons you’ll soon get accustomed to should you pick this deck up (and, considering you’re reading this article, you may well have already picked it up).

The only catch with this design is that you’ll find that the deck runs an awful lot of tuners, and an awful lot of monsters in general. Moving Scapegoat from one to three gives you access to even more non-tuner monsters, as well as a nice little bit of protection for your life points should the going get tough. The only catch with Scapegoat is that the tokens can clog up the board, so I sometimes chuck in a couple of Enemy Controllers to get rid of tokens and to mess with your opponent.

This mass of monsters leaves very little room for trap cards, so I find that a trio of Trap Stuns removes the risk of running into your opponents traps and coming off badly. I prefer this to Royal Decree as Decree is a little more MST susceptible, and because I sometimes swap out one of my MSTs for a Gorz, because everyone hates being OTKed.

Extra Deck

It’s possible to play pretty much anything you please in the Fabled extra deck, but there are a few running themes. All ‘staple’ synchros are must haves (Stardust, Crimson Blader, Hyper Librarian etc), but there are a few on-theme cards that a really worth running.

Firstly, Fabled Ragin is a key card, allowing you to draw till you have two cards in your hand if you have fewer. With the addition of the baby dragon search, this move can lead to a nice little +3, growing to a +4 if Hyper Librarian is on the board. The other major on-theme synchro is Unicore, which is incredibly easy to summon in this deck, and which can mess with your opponent’s moves for a few turns.

I’ve chosen not to run Black Rose because I just never summon the thing. I find I prefer Ancient Sacred Wyvern, or Mitchell, Lightsworn Ark, which should be out in a pack soon, but in theory, almost any level 7 synchro monster is open to an intrepid player.

Well, this is my deck. You’re welcome try it out, and if you do, please leave your thoughts in the comments.

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Staples – Part 1: Monsters

Okay, so this is going to be a short series on staple cards in the current meta (March 2013 banlist). Now, before I start, it is important to note that the definition of what qualifies as a staple is rather subjective, so it is quite possible you see these more as techs than cards to drop into every deck.

Effect Veiler

During your opponent’s Main Phase: You can send this card from yourhand to the Graveyard to target 1 face-up Effect monster your opponentcontrols; negate that target’s effects until the End Phase.

I am inclined to believe that I hold a somewhat unique view in of that I really, really do not like this card; either being used against me or being used by me.  I find the condition that it has to be used in the opponent’s Main Phase makes it too awkward for me.

That being said, it’s also easy to see the appeal of this card, the ability to turn off your opponent’s Catastor or Zenmains will always be infinitely useful, but I think that Breakthrough Skill just does it better.

Ed: Having asked around, I got a different viewpoint from a friend of mine. He said that be preferred Veiler on the grounds that it is a LIGHT type, thus allowing for Chaos plays, and because it is a tuner, thus allowing for an emergency Black Rose Dragon if you should fid yourself up “s*** creek”. Valid points, methinks.

Maxx “C”

During either player’s turn: You can send this card from your hand to theGraveyard; this turn, each time your opponent Special Summons amonster(s), immediately draw 1 card. You can only use 1 “Maxx “C”” per turn.

After my somewhat negative review of Veiler, I am gonna give this card a massive thumbs-up. It just works so well these days against a lot of decks. It might not stop them from summoning anymore, but hey, who cares when it gives you such a good plus against a lot of things.

Of course, there is a downside. Soul Drain will pretty much ruin this card, but then, that’ll ruin quite a lot of things really, but then, that’s why we run MST, isn’t it?

Gorz the Emissary of Darkness and Tragodia 

These two cards do basically the same thing really: they stop you from losing when it looks like you don’t stand a chance. Each one has its positives and its negatives. I run a Fabled deck, so Tragodia sending things to the grave doesn’t help me a lot, however, its effect goes off whenever you take battle damage, which is a lot easier than having an empty field, which can lead to Gorz handing around in your hand for a long time. Tragodia can steal monsters and change levels, making for some quick and easy XYZ plays, whereas Gorz always has a consistently high attack and pops out a token, which can be used for things. It’s really a matter of personal preference how many of these you run and it what arrangement, but I find it’s good to run at least one of them.

Thunder King Rai-Oh

Neither player can add cards from their Deck to their hand except by drawing them. During either player’s turn, when your opponent would Special Summon a monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it.

I can see why people are running this card. The ability to lock down searches and special summons is very useful. I find that this card is a bit too much of a double edged sword though, as it mean that you can’t search too. Which is a pain.

Personally, I find the ability to negate inherent special summons is, however, fantastic. Either, it’ll make your opponent a little more conservative with their summons, or it’ll allow you to get rid of something.

Now, this isn’t quite a complete list, as the definition of staples is rather vague, but I like to think that it covers the most important main deck monster staples. Of course I do. I wrote the damn thing.

What makes a top tier deck?

They're not quite dead yet

They’re not quite dead yet

Well, after a long sabbatical, I figure I’d come back with a rather difficult question, what does make a top tier deck?

To start, a really good boss monster. This might sound obvious, but without at least one clear boss monster, the deck can’t quite work as well, hence certain decks never quite making top tier. For example, my Fabled deck. Although it can synchro pretty briskly, Fabled Leviathan is no way as good as something like Abyssgaios or Grapha. A good boss monster is essential, as it gives the deck an objective; to summon it. Now, a lot of decks move beyond their boss monster, which is good, a little originality never hurt the game, but the boss gives the deck something to work with in the first couple of months of its life, thus allowing it to become a thing before the deck evolves into whatever it becomes.

Secondly, the deck must be able to search anything, quickly and reliably. For example, Wind-Ups have both Factory and Magician (even if you can only have one), which allow you to get anything you need. This searching allows the player to work around drawing, which is notoriously unreliable (for example, when you desperately need a monster but cannot draw one), and also to play any strategy they need whenever they need it. A few decks work around this by drawing relentlessly, for example Exoida decks or certain Six Samurai builds.

Thirdly, the deck cannot see the graveyard as a death for their cards. Whilst it is a common move to use the graveyard to support strategies (for example, Frogarchs or Chaos Dragons), a powerful deck will not see cards going to the graveyard as a problem, either because their strategies cannot be stopped simply by loosing just one monster, or because that monster can simply come back or be used for something else (for example, with Elemental Dragons).

Finally, the deck must have more than enough space for staples like Monster Reborn, Heavy Storm or Mystical Space Typhoon, simply because (as you probably well know) these cards are just too good to miss.

If you have any thoughts, feel free to leave them in the comments.

Kuriboh Deck Building pt 2

See, I told you they were everywhere!

Right, let’s get straight into it.

Multiply and Detonate

Multiply simply allows you to swarm the field with as many Kuriboh tokens as you possibly can. These tokens are pretty sucky, but they can be used for a synchro summon (although, I have never managed to use them as such) or in combination with Detonate to clear your opponent’s field for a nice direct attack, with something like Athena or Darklord Desire, which you should have set up earlier.

Darklord Desire

Along with Athena, Darklord Desire forms the straight up beatstick part of the deck. Desire can easily go head-to-head with the ever annoying Blue-Eyes White Dragon, so you are pretty safe from most monsters your opponent will try to throw at you. Additionally, if you tribute simon him with a fairy type monster, you only need to provide one tribute. I find that I often use Marshmallon  after my opponent has attacked it, as then you can have them lose an additional 1000 life points into the bargain.

Athena

In my experience, Athena is pretty much a staple in every fairy deck. Whilst there are always some fiends within a Kuriboh deck, the vast majority of the cards are fairies, and so benefit from the effects of Athena; the most useful of these being her ability to inflict 600 direct damage to your opponent for every fairy summoned, even if they play it. This little trick has proven to be very nasty against Agent decks.

Her second effect is that you can tribute a fairy to special summon one from your grave. If you do a little Marshmallon switch with two of them, you can do 600 damage every turn without even attacking.

Marshmallon

I originally wasn’t going to write about Marshmallon, but I have brought him up so many times, it seems like the right thing to do.

Firstly, run two if you can. These guys are really, really annoying and provide a valuable stall whilst your opponent builds up their attacking power, and you (hopefully) draw the cards needed to summon Winged Kuriboh Lv. 10. Along with the tricks listed above, Marshmallon can become a truly invaluable member of your deck.

Against most monsters he will do fine, sitting there, wobbling around as their attacks bounce off him, but occasionally he will be hit by the rare monster that can do piercing damage. This is a problem, but can be rectified through the use of the Sanctuary in the Sky field card, which also helps protect you from damage with your other fairy monsters.

Chaos Sorcerer

Chaos Sorcerer is a very annoying card for your opponent. If played correctly, he can really ruin your opponent’s plan, and is at no risk of being hit by Mirror Force. As with all Chaos monsters, you can special summon him by banishing one DARK and one LIGHT monster in your grave. I almost always put him in defence position, as you’re rarely summoning him to battle.

So, why summon him? Simple. Once per turn, he can pick a face up monster on your opponent’s side of the field and banish it. Even if you only get to do this once, it is a hugely useful thing to be able to do.

Once he’s banished your opponent’s trump card, feel free to tribute him to summon a more fighty monster, and punch something up, or, if you’ve also played the ol’ Multiply/Detonate trick, hit their life points directly.

I’m going to leave it there for today, because I just can’t be bothered to write anymore. Lazy, maybe, but who’s to stop me?

Decks-The Art of Building

Where the magic happens...

I have now been building my Kuriboh deck in one form or another for a long time. For most of that time the deck was really, really bad. I mean really bad. But as of late-it’s started to perform really well. Why? Well, the simple art of Deckjitsu guided me through. ‘What is Deckjitsu?’ I hear you cry. Allow me to elaborate.

Choose a Deck

Sadly-it is physically impossible for one man/woman/alien being to build every deck. There are too many, it would be really expensive, and when you finally build the last one, the guys at Konami would put out another three or four archetypes. So firstly, you have to choose a deck. I choose Kuriboh because it sounded like a cool idea, and I like the card art for his Winged variants. Next I am building Inzektors (I can hear cries of cheese already) because they are a powerful deck, are completely opposite to the Kuriboh, and I would like to attend a tournament one of these days, and I don’t plan on coming last. Of corse, there are hundreds of other reasons why one may choose a deck-but the important thing is to make sure that you will enjoy playing the deck. Don’t pick up a Dark World deck because your mate said they where awesome if you would rather be playing E-HEROs-play something you will enjoy.

Learn How It Works

Each and every archetype has a main theme running through it as far as operations are concerned. For example, Kuriboh work by negating battle damage, Inzektors equip to each other, and Aliens use A-counters to whittle down the ATK and DEF of opposing monsters. You have to identify this USP (unique selling point-there isn’t really any other phrase I can think of to describe it) and figure out how to capitalise upon it.

Build a Deck

Or, at the very least write a list. I personally make use of the Deck Constructor feature of Duelling Network to put together the rudimentary elements of my decks. Either way-this is where the embryonic form of the deck starts. Once you know what the USP of your deck is, figure out a load of viable combinations and add those cards. Then, add cards like Mirror Force and Seven Tools of the Bandit, or which ever cards you take as staples in all of your decks. I normally find I am a few cards short by this point, so I normally add a few more monster cards, as I find it handy to have LOADS of monsters.

Test Draws

Shuffle your deck and see what the top five or six cards are. See if there is any viable way of playing them. If not, you may need to add or remove (normally add) something to the deck. Keep trying this until you are predominantly drawing cards that you want or need to get your game off to a good start.

Test Play

Play with the deck against people of an equal level to you. With a test deck, there is no point playing against people who are better than you, they will normally wind against this infant deck, nor is there much point in playing people worse than you, you normally don’t get a good gauge of the power of the deck. After a while you will notice little things that you have built into the deck that you didn’t intend to. Remember, only working on pre-planed strategies early ever works, as you cannot predict your enemy (unless you actually are Maxamillion Pegasus, which I doubt). If you notice something that the deck needs, add it, and if there are cards that you never use, remove them, they take up valuable deck space.

Enjoy

By this point you all have tested the deck about as well as you possibly can. The only thing you can do now is go out into the big wide world and play the deck. One important point is that a deck cannot remain static. You must be prepared to change a deck to fit any changes in the game’s meta.

But most of all-remember to have fun with your deck. After all-it is only a game!

Five hours later ….

General shyguy here going to talk to you guy’s and Girl’s about the new types of monsters that are kind of messing up the game on top of the list is STEEL SWORN these guys are the worst since they use your own monster’s to gain life points or just destroy’s your monsters to make you defenceless all together. For example I was in a duel against a person using this deck and It really annoyed to see my defence go down the drain like some weak kuriboh getting destroyed by a blue eyes white with 1000 attack (which I’d love to see as long I can destroy it  with a Celtic guardian ). Back on to topic: other decks include Wind-up’s: these guys aren’t that bad but the only draw back is that it runs on XYZ monster’s but the thing is that there monsters that are normal summoned have less then 2000 attack however they help summon an XYZ monster quicker but their weakness is  their effect only works once unless you use a book of moon to place it  in face down position then when it gets flipped again the effect works again so you repeat the process. The other monster types I really like WORM’s since every one of the monster’s from this type have an alphabetical order to it so one monster from this arch type have the letter from the alphabet for example worm king, worm queen, worm zero ect.

It’s nice to see that Jinzo (my Favourite machine monster besides machine king) ) has his own arch type which helps get Jinzo back to the field but I think that this arch type would be better as an engine in an machine deck since you can put a machine king (my other Favourite machine monster) can help you maintain the field since he get’s 100 for every machine on the field however if you put ultimate machine king in there he get’s 500 attack but at the same time he needs two tributes but it’s worth it at the same time. You could put cyber’s monsters together since they are used to fusion summon. 

Well this is fun well I should get back on to the subject okay one more thing to say before I go right …… here we go …. BY THE LEFT QUICK MARCH. Since I began playing Yu-gi-oh it was more simple you play a card and kill another monster and maybe throw a fusion in the mix but now its I have two lv 4’s on the field now i can play my lv4 XYZ monster -_-.

Right DISMISSED

– GENERAL SHYGUY OUT –

well as one wise man once said ……

Well now that I got my cool looking picture for blogs that I do …… With that out the way let’s get this thing rolling shall we?

Right as a wise character once said “Mario ! you, sir, will pay! you beat my infantry, but’s all that you do ! prepare for the next wave ! ” yes people I’M going to talk about something I forgot …  erm well this is strange I a sure you that I did intend to talk about something today hmm …. Oh yes i remember NOW I was going to talk about the new RA yellow booster pack that is in stores NOW. Yes I know nearly everybody probably has bought  pack and saying to my blog ” man this guy is slow he just realised ?” And to that I look out my window and laugh I knew they were going to make a RA yellow booster pack. I’m going to talk about the card sets within the mega pack.

Right we all know that it began in the legendary collection 2 where the packs had 9 cards in each pack giving us the chance to walk a way with some very rare cards. And on the three E-HERO alternative arts are now common’s in that new boost pack I was kind of shocked when I looked at the list and found the six samurai’s are holo’s in the pack (I talking about the basic ones not the newer ones as in the legendary six) but at the same time it’s support cards like the grandmaster of the six is a common as well as one of the shien’s which is really good news since I’m building a six samurai deck but I’ll talk about that another time when It’s built.

What I like about this new pack is that it’s put in more monster’s for the other arch types like the gladiator beast and the six samurai’s as well as other cards for other types and a really nice KURIBOH LV 9 which I really want it looks so cool but if there is something I learnt in yu-gi-oh the hard way is never judge a card by its look.

well That’s It from me guy’s

-GENERAL SHY GUY OVER AND OUT-

Oh before I forget if there is anything you want me to cover Yu-gi-oh related then don’t be sacred to leave a comment about the topic you want me to cover and I’ll write about it.

– AS YOU WERE KIND SIR –

The Kuriboh Deck-OTK Style

I may have a slight obsession with this card...

I have been slaving away over a phone based deck builder for literally months trying to get this to work, and I think I’ve cracked it:

Monsters-16

1x Chaos Sorcerer
1x Darkness Neosphere
1x Honest
3x Kuriboh
1x Marshmallon
2x Mystic Tomato
2x Shining Angel
3x Winged Kuriboh

Spells-17

1x Court of Justice
1x Dark Eruption
1x Detonate
1x Heavy Storm
2x Monster Reincarnation
1x Multiply
1x Mystical Space Typhoon
1x Pot of Avarice
1x Reload
1x Swords of Revealing Light
3x The Flute of Summoning Kuriboh
2x Transcendent Wings

Traps-9

1x Dust Tornado
1x Limit Reverse
1x Magic Cylinder
1x Mirror Force
2x Nightmare Archfiends
1x Skill Drain
2x Trap Hole

And it works something like this:

Combinations-

Winged Kuriboh Lv.10 and Nightmare Archfiends for a powerful OTK.

Any Fairy type monster with Honest, to destroy an attacking enemy monster.

United We Stand, any monster and Multiply, giving a Kuriboh a maximum of 3500ATK.

Other Handy Tricks-

Pot of Avarice, Dark Eruption and Monster Reincarnation will help bring Kuriboh back into the hand so they can be used over and over.

Darkness Neosphere can be summoned by sacrificing two Kuriboh, and then can be buffed (HUGELY) by use of United We Stand.

Mystic Tomato and Shining Angel can be used to search for Kuriboh and Winged Kuriboh respectively.

Overall Thoughts:

I have no idea as to whether or not this will be a tournament wining deck. Heck, I’m only barely sure it will even function at all, but it looks like a fun idea and  really interesting deck to play, with lots of sneaky tricks and counters to keep my opponent thinking.

It is possible that cards like Astral Barrier could be added, because when combined with the effect of Kuriboh, I can make a card completely useless for a turn (even nastier if I’ve also got Skill Drain out, then you ain’t doing nothing with that card). I’ve also pondered the use of Magical Thorn, but that is more owing to our local metagame (grrr…) than anything else. Or, I could add Token Stampede to make the OTK really, REALLY nasty.

Either way, I’m really looking forwards to playing this deck!