What We Have Here Is A Failure To
Communicate
This is one of the most interesting formats
that we have ever have. I am speaking from
experience as there once was a time where
there was only one top tier deck and a
change of five cards from deck to deck was
considered crazy. back in the day, your deck
was profiled based on the type and amount of
Monarch monsters in your deck. So basically,
all of you haters out there that want to
whine incessantly about "The worst format
ever" things could be a lot worse.
As I am saying that this format is not the
most fun ever. There are a ton of
rock-paper-scissors matchups out there where
decks just lose to eachother and there are
seriously some unbalanced issues. But this
article is going to be an analysis of the
top-tier decks, basically the decks and
cards that you will be seeing in a Regional
event or at a YCS Championship. This is
going to include matchups (both good and
bad), key opponent's cards and plays, tech
for and against the deck which includes some
good side deck choices for the deck and in
their bad matchups.
I think it is important for not only new
players, but also experienced players to
have a go-to guide on what the format is
going to be like. That being said, this is
still my own opinion and based on my own
experience as well as what I have seen from
other players. This is not the end-all
be-all for the game this format. I will
welcome criticism, comments and ideas for
this guide, as I intend to update it for new
events, releases and trends ad they come
online. So without further ado, enjoy my
guide on the current format as I enjoy my
day off. (The list is in no particular order
and variants are all included under the
super-type)
Say hello to my little friend!
Dark World
-Key Cards
(Grapha, Dragon Lord of Dark World)(Snoww,
Unlight of Dark World)(Dragged Down Into the
Grave)(The Gates of Dark World)(Trance
Archfiend)
-Key Plays
(Trance Archfiend->Discard Grapha)(Bounce
Dark World Monster-> Summon Grapha)(Dragged
Down Into the Grave + Mind Crush)
-Good Matchups
(Lightsworn)(TG)(Anti-Meta)
-Bad Matchups
(Dino-Rabbit)(Chaos Dragons)(Wind-Ups)
-Tech For
(Sillva, Warlord of Dark World)(Skill
Drain)(Effect Veiler)(Tragoedia)
-Tech Against
(D.D. Crow)(Dimensional Fissure)(Macro
Cosmos)
-Summary
The deck relies completely on discarding
their Dark World monsters and claiming their
effects as they cycle through their deck.
This makes them very resilient to decks like
Inzektors as they can come back with bigger
plays. A sub-theme of the deck allows you to
pick apart their hand with Mind Crush and
Dragged Down. The deck is generally slow,
but can be super-explosive with the right
draws. It has few weaknesses that are unique
to the deck, and is more resilient than most
in the face of adversity. Destroying their
hand is the best way to beat them, and
Wind-Ups are their worst mathup.
Dino-Rabbit
-Key Cards
(Evolzar Dolkka)(Evolzar Laggia)(Rescue
Rabbit)(Tour Guide from the Underworld)
-Key Plays
(Rescue Rabbit->2 level 4 Normal Dinosaurs->Evolzar
monster)(Tour Guide->Leviair the Sea
Dragon->Rescue Rabbit)
-Good Matchups
(Heroes)(Lightsworn)(Inzektors)
-Bad Matchups
(Chaos Dragons)(Samurai)(TG)
-Tech For
(Jurrac Guaiba)(Jurrac Velo)(Tragoedia)
-Tech Against
(Effect Veiler)(Chain Disappearance)(King
Tiger Wanghu)(Skill Drain)
-Summary The deck is pretty much a
one-trick pony. It summons Evolzar monsters
to stop other decks from making their key
plays while the medium attack monsters bet
down. Their spell and trap card lineup is
preventative, focusing on stopping threats
before they hit the board. This makes it
hard for them to deal with big monsters that
hit the field before they can negate them.
If the deck does not draw Rabbit, it has few
great options. Stopping Rabbit is key, as
the deck loses momentum fast if it loses
access to it.
Samurai
-Key Cards
(The Legendary Six Samurai Kizan)(Gateway of
the Six)(Six Samurai United)(Legendary Six
Samurai Shi-En)(Grandmaster of the Six
Samurai)(Legendary Six Samurai Kageki)(Legendary
Six Samurai Kagemusha)
-Key Plays
(Gateway/United->Kageki+Kagemusha->Shi-En/Naturia
Beast)(Kagemusha+Kizan->Naturia Barkion)(Kizan+Kizan/Zanji->Shadow)
-Good Matchups
(Troll Decks)(Wind-Ups)(Dino-Rabbit)
-Bad Matchups
(Lightsworn)(Chaos Dragon)(Inzektors)
-Tech For
(The Six Samurai Zanji)(The Six Samurai Irou)(Great
Shogun Shien)(The Six Samurai Yaichi)
-Tech Against
(Kinetic Soldier)(Bottomless Trap
Hole)(Torrential Tribute)(Chain
Disappearance)
-Summary The deck is based on negation
and swarming. Multiple Naturia monsters and
Shi-En summons makes it hard for other
decks to get off the ground against them or
defend against them without Tragoedia or
Gorz. The deck is very consistent with
multiple tutors, draw cards and easy
summoning. If the deck cannot get a monster
to the field however, it is easy as pie to
beat them. Also a high ATK monster will
easily beat over the lesser negation
monsters as well as the Samurai themselves.
A very reliable deck for an uncertain
format.
Heroes
-Key Cards
(Elemental Hero Neos Alius)(Miracle
Fusion)(Super-Polymerization)(Elemental Hero
Absolute Zero)(Elemental Hero The Shining)
-Key Plays
(Elemental Hero Neos Alius+Gemini
Spark)(Elemental Hero Neos Alius+Hero
Blast)(Hero+Super-Polymerization)
-Good Matchups
(Dino-Rabbit)(Inzektors pending the release
of the Dark Generioc Hero)
-Bad Matchups
(Lightsworn)(Chaos Dragons)(TG)(Samurai)
-Tech For
(Skill Drain)(Card Car D)(Masked Hero
Acid)(Masked Hero Dian)(Masked Hero
Vapor)(Starlight Road)
-Tech Against
(Kinetic Soldier)(My Body As A
Shield)(Compulsory Evacuation Device)
-Summary The deck is very similar to
Samurai in that it is very useful against a
plethora of decks and has weaknesses to very
few common side-deck cards. It is
essentially a control deck, using spell and
trap cards to keep monsters off the field
while abusing Neos Alius with Hero Blast and
Gemini Spark that can explode using
Bubbleman and Miracle Fusion once your
opponent is down to few cards. A very
technical deck, be very clear when opponents
ask you if you want to make plays or chain
effects/cards. The best players use this
deck to great effect, often catching
uninformed and new players completely off
guard. That being said it is very easy to
outswarm this deck, but it has very good
matchups against Dino-Rabbit especially with
Super Poly.
Chaos Dragons
-Key Cards
(Lightpulsar Dragon)(Eclipse Wyvern)(Red
Eyes Darkness Metal Dragon)(Future Fusion)
-Key Plays
(Future Fusion->Five Headed Dragon)(Lightpulsar+Red
Eyes)(Chaos Monster+Eclipse Wyvern)
-Good Matchups
(Dino-Rabbit)(Samurai)(Heroes)(Dark
World)(Wind-Up)
-Bad Matchups
(Anti-Meta)(Inzektors)(Lightsworn)(TG)
-Tech For
(Deck Devastation Virus)(Galaxy Eyes Photon
Dragon)(Prime Material Dragon)(Burst Breath)
-Tech Against
(Dimensional Fissure)(Macro
Cosmos)(Torrential Tribute)
-Summary The deck is a swarm deck with
massive monsters. The cards themselves are
very awkward when taken apart, but blended
correctly can seriously outstrip almost any
deck in contention today. It has many very
good matchups, often outswarming other swarm
decks and fighting back from impossible odds
with a series of incredible plays. It is
very weak to removal, as the deck plays
little to no defense of its own. If the deck
fails in its major push it will likely lose.
Since most other decks use mostly small
monsters to make big ones, this deck can
just bludgeon through them and win in one
turn easily. Usually you will have 2 or 3
turns before they go off but after that your
chances of success go way down.
You call that a knife? That’s not a
knife. This is a knife
Inzektors
-Key Cards
(Inzektor Hornet)(Inzektor Dragonfly)(Inzektor
Centipede)(Inzektor Sword Zektcaliber)(Inzektor
Giga Mantis)
-Key Plays
(Inzektor Dragonfly->Equip Inzektor
Hornet->Destroy a card and Special Summon
Inzektor Centipede->equip Hornet and destroy
a card and add an Inzektor to your
hand)(same series of moves can be done with
Giga mantis and Zektcaliber)
-Good Matchups
(Dark World)(Wind-Up)(Chaos
Dragons)(Samurai)
-Bad Matchups
(Dino-Rabbit)(Lightsworn)(Troll Decks)(Dragunity)(Hieratic)
-Tech For
(Armageddon Knight)(Inzektor Ladybug)(Inzektor
Hopper)
-Tech Against
(Shadow-Imprisoning Mirror)(Chain
Disappearance)(Macro Cosmos)(Dimensional
Fissure)
-Summary This deck is a looping deck,
nmeeding the component cards on the field
and in the hand in order to function. It
will often play Tour Guides in order to help
get big bodies to the field as the Inzektors
are all very small themselves and wihtout
the loop are almost a non-threat. The deck
is very easily controlled with side deck
tech, but since it requires many cards not
useful against other decks you might want to
devote a significant portion of your side to
this deck, as it is very popular.
Lightsworn
-Key Cards
(Lyla, Lightsworn Sorceress)(Lumina,
Lightsworn Summoner)(Judgment Dragon)
-Key Plays
(Solar Recharge->dump Garoth->revive with
Lumina->milling plus card advantage)(Lyla->destroy
facedown->Judgment Dragon)
-Good Matchups
(Heroes)(Samurai)(Chaos Dragon)(Inzektors)
-Bad Matchups
(Macro)(Anti-Meta)(Dino-Rabbit)
-Tech For
(Gragonith, Lightsworn Dragon)(Aurkus,
Lightsworn Druid)(Forbidden Lance)
-Tech Against
(Macro Cosmos)(Dimensional Fissure)(Light
Imprisoning Mirror)
-Summary This deck focuses on gaining
advantage through milling your deck,
thinning it of cards you do not need and
getting to powerful game enders like JD and
Celestia. It is one of the faster decks
because of this and can even outspeed Chaos
Dragons. It does have drawing issues due to
dead cards but can swarm consistently and
control the field with Judgment Dragon very
well. It is very cheap to make and is a
favorite with players who are new but
understand how to play the game well. It is
based a lot on luck and can be very fickle
so most expereicned players discount it.
Wind-Ups
-Key Cards
(Wind-up Zenmaighty)(Wind-up Shark)(Wind-up
Rabbit)(Wind-up Rat)(Wind-up Hunter)
-Key Plays
(Zenmaighty+Hunter+Shark+Rat=Handless
Opponent)(Swarm with Wind-Up)
-Good Matchups
(Dark World)(TG)(Lightsworn)(Chaos Dragon?)
-Bad Matchups
(Inzektors)(Dino-Rabbit)
-Tech For
(Effect Veiler)(Forbidden Lance)
-Tech Against
(Chain Disappearance)(Effect Veiler)(D.D.
Crow)
-Summary This deck relies on a combo to
win most of it's games. You loop with
Zenmaighty, Rat and Hunter to make your
opponent lose their hand on the first turn.
This is the reason that hand traps like
Veiler and Crow are so integral at this
point to stop the loop. Afterward the
opponent can swarm with Wind-Up monsters or
XYZ very easily and crush a weakened
opponnent. If the loop is disrupted, the
deck has very little chance to recover but
is very versatile and can pull off
astonishing first turn plays if unhindered.
Well that is all for this article. Keep in
mind that even though your favorite deck
might not have made it to my list that
doesn't make it bad, just less likely that
you are going to see it at tournament play.
If you have any questions regarding this or
other articles, or have comments or
requests, please email me (not Pojo) at
alarbios@live.com and put Yugioh in the
subject section so it isn't junked.
Thanks for reading!
GZ