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					Anteaus' 
					History of Yu-Gi-Oh!  
					One of the coolest parts 
					of Goat Format, in my opinion, is the limited card pool that 
					we can work with. There are only so many cards that you can 
					play in the format, and of those only a handful are actually 
					considered useful. But as the format has changed and evolved 
					over the past ten years or so, many players have found new 
					cards that, with some thinking and testing, can be 
					considered worthy additions to a deck.  
					This article is not about 
					those cards. 
					This article is about the 
					“fringe” of the format - those cards that are often 
					overlooked when combing through the commons box, or the ones 
					that you think “hey that’d be kinda cool!” but then you 
					dismiss it because you can’t find room or the theory just 
					doesn’t quite work. In an undefined meta you would likely 
					cut these cards too. But if you find yourself having trouble 
					overcoming problem decks or cards over and over during play, 
					these are definitely some cards to think about. 
					Am I saying you should 
					play them? Not at all. Am I saying you should think 
					about playing them before dismissing them out of hand? Most 
					definitely. Let’s get started, shall we? 
					Ceasefire 
					Ceasefire is a card that 
					saw a decent amount of play back in 2005. It was on 
					everyone’s radar; everyone knew about it and the threat it 
					represented. Flipping all face down monsters face-up, 
					without Flip-Effect monsters activating, and then burning 
					your opponent for 500 LP damage for each effect monster on 
					the field is a potent effect, and one that a lot of people 
					tried to tech into their deck. It was seen in more than one 
					Top 8 decklist back in 2005, and it’s stayed on the fringe 
					of the format ever since. 
					But why is it fringe? 
					Well, to start, it’s 
					limited to one. So that means that it becomes more of a 
					one-shot weapon than something you can truly rely on. And 
					it’s a passive -1, in that it doesn’t actually get rid of 
					anything. At the same time, though, it does stop Flip 
					Effect monsters from going off. This can make it the perfect 
					counter to something like a Tsukuyomi lock, where your 
					opponent keeps flipping their Magician of Faith or Mask of 
					Darkness face-down. Really, against more passive decks, it 
					can be a good way to shift the momentum to your side. 
					However, you’d have to be able to follow up Ceasefire with 
					some form of aggression in order to really capitalize on it.
					 
					And the burn damage is 
					really nice, especially in close games.  
					And that’s how most people 
					nowadays use it, if they do at all - as a one-off tech that 
					can disrupt plays in critical moments and that can deal some 
					burn damage if the duel goes into time. But even then, if 
					you’re playing an event where rounds are timed, Wave Motion 
					Cannon may be a better choice due to the clock it puts on 
					the game. If you’re playing Tsuk Lock or Empty Jar, the card 
					can be a good surprise if you feel they’re about to disrupt 
					your board.  
					But ultimately, Ceasefire 
					has become fringe due to most people figuring out how to 
					work around it. Most of the top-notch players will simply be 
					able to roll past a Ceasefire activation, and since it 
					doesn’t do much other than disrupt in terms of netting 
					advantage, most people tend to see better options in other 
					cards. 
					Dark Mimic LV1 
					Here’s a card I really 
					want to talk about. If you don’t know, Dark Mimic LV1 is a 
					Level 1 DARK monster. Its stats are weak at 100/1000, but 
					his Flip Effect is what makes him amazing: he lets you draw 
					a card. But he’s still decided fringe, mostly because of his 
					ATK stats. 
					At first glance Dark Mimic 
					seems like a waaaaaaay better version of Dekoichi, the 
					Battlechanted Locomotive. In fact, I immediately jumped onto 
					this particular wagon for one big reason: he’s a Level 1. 
					Level 1 means he’s 
					Morphable into Thousand-Eyes Restrict, one of the most 
					popular and powerful monsters in Goat Format. 
					I sat there, looking at 
					this card, thinking to myself, “in every instance but ATK 
					he’s better than Dekoichi. Why doesn’t everyone play this?!” 
					And the reason why? He’s 
					not better than Dekoichi. In fact, he’s fringe for a reason. 
					That 1300 ATK difference 
					really, truly, makes a big difference. Mimic’s only 
					job is to draw a card - that’s it. If he dies by battle, 
					great. But if he survives, you need to have a Tsukuyomi or 
					Book of Moon to flip him back down, or a tribute monster 
					like Airknight, or a meta to get rid of him. If you flip him 
					and he stays in face-up attack position, he turns into a 
					massive damage sink. He can exert all of zero pressure on 
					your opponent. He cannot take out small monsters, he cannot 
					wall against weak monsters. He’s small, and that’s not good 
					especially since you already run a lot of small monsters 
					(Magician of Faith in particular). 
					Dekoichi’s 1400 ATK - and 
					Machine-type status - make him better. He can be flipped and 
					stand his ground against weaker monsters and can force the 
					opponent to set against him. He’s a machine, and thus gets a 
					boost with Limiter Removal. But Dark Mimic’s ATK value is 
					really the biggest difference and the main thing that makes 
					him fringe. After extensive testing with both, I’ve learned 
					that Dekoichi is far superior to Mimic in all but a handful 
					of decks, notably Necrofear Return.  
					In standard Goat you 
					already run Magician of Faith, Sinister Serpent and Magical 
					Merchant as your Level 1 monsters. Your DARK monsters tend 
					to be bigger and are usually your attackers (notably Exarion 
					Universe in Exarion Goats). Dekoichi really doesn’t have a 
					place in Standard Goat anyway, but even in decks he is 
					useful in, he’s far better than Mimic. Ultimately, Mimic is 
					just not useful enough to really warrant inclusion in all 
					but a handful of decks. 
					Messenger of Peace 
					Messenger of Peace cropped 
					up in a handful of different decks and recently has made 
					some waves as a part of the Perovic side deck. It’s a potent 
					card especially in more passive decks, as it can completely 
					shut down aggressive players and force them to attack with 
					sub-1500 ATK monsters until they can pop it. 
					But man, they can pop it 
					in so many ways. As Messenger is a continuous spell, it 
					means that it has to stay on the field. And while you have 
					control over when you turn it off (just opt to not pay the 
					100 LP), half the time the opponent will drop a Breaker or a 
					Dust Tornado or Mystical Space Typhoon to get rid of it. 
					Barring that, they can just Heavy Storm it away. And that’s 
					not necessarily a bad thing. Sucking up S/T removal to 
					protect other, more valuable backrow is a viable strategy. 
					It may not be the best strategy, but it’s an option. 
					There are lots of ways 
					around Messenger of Peace. If you think that your opponent 
					will be siding out S/T destruction (many people like to side 
					out Dust Tornado for Trap Dustshoot, for instance), it can 
					be a decent play. It’s also decent against many aggressive 
					builds such as Dimension Fusion Turbo and Bazoo Return. 
					However, ultimately the card is fringe because it just 
					doesn’t do enough. Stall has become less important in more 
					standard decks such as Goat Control, Zoo and Chaos. And 
					Messenger is better when Exarion Universe is in the format. 
					But even then, it works best if you’re also siding more 
					passive cards like Dekoichi (which is probably one of the 
					best cards alongside Messenger), as it can exert pressure 
					while still getting under Messenger’s 1500 ATK limitation. 
					Of course, Messenger can 
					work well in stall decks, but those are already fringe and 
					for good reason. PACMAN decks can make use of it, as can 
					Tsuk Lock. And it’s nice to be able to turn it off when you 
					need to, which makes it more potent in these stall-based 
					decks. It can work well as a sidedeck card as well, 
					especially in metas where aggression is valued. If you’re 
					seeing a lot of Zoo or Chaos or DFT, Messenger can be a good 
					way to stop them from going off so quickly. 
					Swords of Revealing Light 
					Swords of Revealing Light 
					was a staple back in 2005. Few people did not run it and if 
					you didn’t run it people looked at you like you were crazy. 
					Being able to stop attacks for three turns was (and, to be 
					fair, still kind of is) an awesome effect. It can allow you 
					to set up Tsuk Locks, it can help you setup boards if you’re 
					behind on advantage or need time to draw outs to things. But 
					if it was a staple back in the day, what makes it less so 
					now? 
					Simply put, the format has 
					evolved. Most players nowadays have realized that they can 
					prevent attacks in other, more proactive ways, such as 
					Sakuretsu Armor. Or they can simply absorb attacks and make 
					their opponent think they’re making optimal plays when 
					they’re not. Really, as the format has changed and evolved 
					and people have redefined the best strategies in Goat 
					Format, Swords of Revealing Light has simply ceased to be as 
					relevant as it was before. 
					But that doesn’t mean that 
					it’s not useful. It sees more play in decks like Tsuk Lock 
					and PACMAN and burn, all of which are fringe decks that 
					aren’t seen often in the meta nowadays. And that’s where 
					Swords shines best, in fringe decks. Is it really that 
					surprising? Decks that need time to get their combos off, or 
					time to prevent their opponent from breaking their boards, 
					will stand to benefit from Swords the most. But in Goat 
					Control or any other current meta deck, chances are it’ll 
					just take away from your overall strategy rather than 
					enhance it, and that’s why the card is fringe. 
					Spirit Reaper 
					Spirit Reaper is a card 
					that saw play back in 2005, and 2006, and on and off through 
					the years. When it was first released, a lot of people had a 
					hard time figuring out how to get over him. But as the years 
					have evolved and we’ve seen strategies come and go, players 
					have come to accept that it’s just another stall card, and 
					it is slowly being pushed out of mainstream and into the 
					“fringe” category of Goat Format cards. 
					Spirit Reaper is a card 
					that is either really good or really bad depending on if 
					Exarion Universe is included in the format. Now, online, at 
					least as of this writing, pre-Exarion Goat Format (also 
					known as “Authentic Goats”) is all the rage on Dueling Book. 
					Most people like playing without Exarion nowadays for 
					several reasons. A) it’s authentic Goat Format, the same 
					card pool we say back in the April 2005 format. B) Exarion 
					is incredibly powerful if you know what you’re doing and 
					single-handedly warps the format. C) multiple cards become 
					obsolete with Exarion Universe in the format, including 
					Spirit Reaper. 
					Exarion makes Spirit 
					Reaper fringe, straight up. This is because Exarion Universe 
					turns Spirit Reaper into a massive liability especially when 
					you already have Airknight Parshath in the format (which 
					punishes Spirit Reaper very, very well already). 
					Having four potential piercers in the format immediately 
					makes Spirit Reaper - which is not good Metamorphosis fodder 
					and does little against an aggressive board but stall - a 
					massive, massive damage sink. Airknight pierces for 1700 and 
					draws, Exarion pierces for 1200 if you drop his ATK. That’s 
					2900 if they’re both on board swinging into an unprotected 
					Reaper. 
					But if Exarion is gone, 
					Reaper all of a sudden gets repurposed into a card that 
					dares a player to drop Airknight or force them to play 
					something to stop Reaper’s second effect (the discard effect 
					if he deals direct damage) from going off. So it can force 
					your opponent to play suboptimally if their only real 
					monster out to it is Airknight. And with Exarion gone, 
					Reaper can stall so many other cards, notably Skilled Dark 
					Magician and D.D. Assailant.  
					And it’s obviously very 
					good in Zombies if you’re playing without Exarion in the 
					format. 
					So Reaper is decidedly 
					less fringe if Exarion is excluded, and decidedly more 
					fringe if it isn’t. Personally, the IRL tourneys I attend 
					play with Exarion Universe, so Reaper is much more fringe in 
					my local scene. Online, though, it’s seen much more often 
					and can cause serious headaches in Authentic Goat Format. 
					Ultimately, what you play 
					is up to you. These are not cards that you should try to 
					build a deck around or really focus on including in your 
					deck. These are cards that may work if you’ve tried most 
					everything else and still can’t find the out to something. 
					They require solid testing and understanding of the theory 
					behind them in order to maximize their potential, but they 
					can be useful in the right situations. Try them for yourself 
					and see what you think. 
					That’s it for this time. 
					As always, check out the 
					
					
					Pojo Goat Format Thread 
					for the latest Goat Format discussion, and e-mail me any 
					time at 
					
					
					anteausonyugioh@gmail.com. 
					There’s also a Discord server for Goat Format - check it out
					
					
					here.   
 
					  
 
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