Tuesday, April 26, 2011

Angels Lie to Keep Control - Post-SD20 Counter Fairies


With the release of SD-20 Lost Sanctuary, Counter Fairies (I'm using the OCG name Permission Angels from here on) gain power and focus in the form of Divine Punishment. Divine Punishment is a Counter Trap that negates the effect of a Spell, Trap or Monster Effect and destroys said card, while "The Sanctuary in the Sky is on the Field. This new Counter Trap pushes Permission Angels to focus on The Sanctuary in the Sky. In using said field card, you are increasing the usefulness in Meltiel, Sage of the Sky as well as Honest. Therefore cutting away some of the problems that Permission Angels once had. 


Moving on to the deck itself. We will view the Monster line-up of my personal version of Permission Angels.

Monsters - 15
Bountiful Artemis x3
Harvest Angel of Wisdom x2
Meltiel, Sage of the Sky x2
Thunder King Rai-Oh x2
Honest x1
Zeradias, Herald of Heaven x3
Van'Dalgyon the Dark Dragon Lord x2

Artemis at 3 is a general staple. Meltiel helps with Lifepoint gain and gives some general destruction. Harvest is a tech choice, it could be replaced with another Meltiel and Rai-Oh. Using Harvest gives me the ability to use my Traps freely. Rai-Oh is for general disruption and for a bigger body. Honest is self explanitory. Zeradias is here to search our most important field spell and our trump Van'Dalgyon is only being ran at 2 to reduce dead draws.Other options are Layard the Liberator, which is useful with an upcoming Spell that I run, as well as D.D. Warrior Lady to add to the anti-meta feel.


Onto the Spells, we see an Angel's Allure of Darkness in Cards from the Sky. Great speed for a deck that has a very situational draw engine. 

Spells - 10
Book of Moon x1
Card from the Sky x3
Monster Reborn x1
Mystical Space Typhoon x2
The Sanctuary in the Sky x3

Book of Moon is still staple protection. Cards from the Sky provides much needed draw. Monster Reborn and MST are staples. And The Sanctuary in the Sky is the focus of this deck. Straight forward line-up and this deck is able to use Pot of Duality in place of Cards from the Sky if you can afford it.


Onto the backbone of a Permission Angel deck, the Trap line up. Many of these choices could be personalized to your liking, but this is a fairly standard line up.

Traps - 15
Mirror Force x1
Torrential Tribute x1
Bottomless Trap Hole x2
Royal Oppression x1
Solemn Warning x2
Solemn Judgment x1
Divine Wrath x2
Dark Bribe x2
Solemn Punishment x3

The staples of Mirror and TT. Bottomless Trap Hole is here to save your Warnings for when they would be optimal. Oppression is very powerful in here, because Van'Dalgyon is our only Special Summon. Solemn Warning and Solemn Judgment are vital to the survival of the deck, but Warning can be replaced with Black Horn of Heaven for lower budget players. Divine Wrath and Chivalry are interchangeable, but I use Wrath for the utility despite the cost. Bribe is still great in Permission Angels, because with Meltiel or Artemis, it balances out. And the new card, Solemn Punishment. This card is extremely powerful and the whole reason we run Sanctuary. 


Overall the deck could use some tweaking, but it will be a powerful option when the structure deck is released. From testing, it can stand up to some of the top tier decks, as long as we can set up fast enough.

~Lonefire~

Monday, April 25, 2011

Card Review: Don Zaloog

Don Zaloog Is a card that is underrated but has a lot of potential, now, some of you may think "Dark Scorpions? They're terrible!" and, quite frankly, they are BUT we're not talking about Dark Scorpions, we're talking about teching Don Zaloog into decks like Blackwings that need that extra push.

Sidebar: Here is Don Zaloog's effect if you didn't know:

When this card inflicts Battle Damage to your opponent, you can select and activate 1 of these effects:
● Discard 1 random card from your opponent's hand.
● Send 2 cards from the top of your opponent's Deck to the Graveyard.

So much card advantage!

Don Zaloog's two effects provide you with so much card advantage!  I Mean, really, think about it, the first effect let's you discard a card from the opponents hand and the second mill two from they're deck, and still deal damage!  Of course the first is usually used more, as it provides better card advantage.


Now, you're probably thinking "Why tech it in blackwings?" well, blackwings have always had room for techs (Like Thunder King Rai-Oh) so, why not tech in something like Don Zaloog to provide card advantage?  And if you run Trap dustshoot and/or Mind Crush it can be even more useful when used with those effects!


In this format card advantage is important, and what beter card to help then Don Zaloog?


Until next time play well and have fun!

~ Potofduality1234(Topf)
Team Revelation 1st General

Sunday, April 24, 2011

The meta-games of Yesterday and Today Part 1

         Sup, its your boy Kyle here with a new post. Throughout Yu-Gi-Oh! history, there have been countless different banlist's and packs. With each new banlist and pack, the so called meta game changes. Some, more/less diverse then others. This is a article for newer players to get aquanted to the old meta's and today's meta. Lets take a look at 09

Tele-DaD Format - Possibly the least diverse format, this is Tele-DaD. Tele-DaD combined the Power of Psychics, Destiny Heroes, and Dark Armed Dragon to control the pace of the game. In the top 32 of most jumps(Now known as YCS's) that format usually consisted of 15-25 Tele-DaD. Alot right? This deck cost about 700.00 USD to create and was a force to be reckoned with. Lets take a minute and think. A deck that control's the game and tops that much has to be amazing right? yep. The Basic Tele-DaD Consisted of
Destiny Hero Engine - This consisted of 3 D-Draw, 3 Malicios, 3 D-Dude, 1 Disk Commander?. This allowed for constant synchro swarm, draw power, and dark control.
Psychic Engine - This engine consisted of 1-2 Krebons, 1-2 Psychic Commander, and 1 Emergency Teleport. This was used to synchro summon 8's, 7's, 6's, and 5's using the D-Hero engine. This synchro swarm combined with 3 Dark Armed Dragons usually ment death to another player.
Card of Safe Return - Not really a engine, but this provided constant draw power using this decks means of revival combo'd by D-Hero Disk Commander
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This was probally the hardest format to play in, only coupled by Troop Dupe Scooop and Goat Control(Those will be in another article)

Now Today

Today's meta-games consist of Samurai and GK's as the most appearing deck

Samurai's - Samurai are the more over-hyped of the two. They can first turn synchro summon Legendary Six samurai - Shi En with ease. He is a 5 star, 2500, that once per turn can negate a spell and trap. This deck, coupled by draw power, unlimited continuos spell rota, and a field spell that has a burden of the mighty-psuedo effect. They are usually 300ish dollars. They can easily swarm with Legendary six Samurai - Kizan and Grandmaster of the six samurai. These monsters, 1800 and 2100 respectively, can be SS'd when you have another samurai on field. Good and hard to beat arch-type

Gravekeeper's - Possibly one of the best decks this format, gravekeeper's are the definition of broken. They have there own field spell which prevents targeting the graveyard, a searcher for said field spell, a 2000 defense floater that SS's a GK with 1500 or less atk from the deck, a Witch of the black forest, a hand of the six samurai. What more could you ask for? They use necrovalley to lock down the opponets plays. Then they use "Royal Tribute". This magic card discards all monsters in each player's hands. This card will usually mean game if you use it first turn. Plus it allows a peek at the opponets hand. GK's have topped countless events and will continue to. They are usually anywere from 200-500 depending on the variant and blinginess. This is in the top 2 of the best decks march 2011.

Other notables include X-Sabers, Fish OTK, Gemini Hero Stun, Fish otk, and monarchs which will all be listed in a dif article.

In conclusion, the meta games of Yesterday and Today are much differet and diverse.

Until Next Time,

Team Revelation
(Kyle)

Introduction to Team Revelation

Tean Revelation is a new team founded on http://www.pojo.com/. The members help each other, we are a cell. The leaders are Ssj4Kyurem(Kyle Krudo) and Lonefire333 And 1st General Potofduality1234. We are recruiting, so just make a account, fill out the app, and be active if you want to join

This blog will be the place for deck profiles, Duel Reports, Tournament Reports, Card Reviews, exd. Everything must be on the Subject of Yugioh.

For now, good day. Farewell

Until next time,

Team Revelation
(Kyle)