Hey guys, its tsgreen with another post today... This one is on rogue decks... First of all, what truly makes a rogue deck? In the current March 2012 TCG meta, rogue decks consist of any deck that is not Wind-ups, Inzektors, or Dino Rabbit. So basically anything not tier one... Some Characteristics of Rogue decks at the moment are:
Higher Trap Count:
The higher trap count of rogue decks is meant to slow down opponents and restrict gamepace. Their relative lack of efficiency means they rely more on one for one removal, and "antimeta" cards to disrupt opponents plays.
Big Monsters:
Whether 1900 normal summon beatsticks (Hero Beat, Stun, T.G.'s), or giant special summon bosses (Dark Worlds, Agents), most truly effective rogue decks rely on beating down their opponents. The advantage grind used by these monsters, comboed with the higher trap count mentioned previously, allows these decks to force their opponents to make suboptimal plays, around cards such as Doomcaliber Knight, and Thunder King Rai-oh.
Immunity to Common Maindecked Cards
As rogue decks, they can avoid common cards that combat the meta. Let's take the example of veiler in the Dark World Match-up. Would u like to veiler Grapha sir? lol... This immunity allows rogue decks to combat the meta. Rogue decks that fall prey to these techs (Junk Doppel, Fableds etc.) have difficulty succeeding in the competitive longterm setting of a Nationals or YCS.
The Bottom Line: To Be Truly successful, rogue decks need these three things, and one other, perhaps more important...
The Element... Of.... SURPRISE!!!!!!!
Simply put, rogue decks do not tend to succeed if people expect them. Take for example, the success of Chaos Stun at YCS KC. Or Six Sams At YCS Guadalajara...
So, Be Sure to Remember these factors, and to GO ROGUE OR GO HOME!
Tsgreen
Friday, March 16, 2012
Wednesday, March 7, 2012
Deck Profile: Heroes of the Abyss
So, as i screwed with card interactions on dueling network today, I came up with this, while contemplating the new synchro, Void Ogre Dragon. For those who don't know, this is a level 8 dark dragon synchro that can only be brought out using a dark tuner. Its effect is once per turn, when your opponent activates a Spell or Trap Card while no cards are in your hand: You can negate that activation and destroy that card. I hit upon the idea of using it in bubbleman beat, and this was the result....
Now some cards, and the reasoning behind them....
Koichi the Daybreak- This is the only truly splashable level 4 dark tuner... With the low monster count required of this deck, Witch of the Black Rose is not viable, and Trap Eater isn't viable in this format. Vanadis is not splashable, leaving this as the only option.
Sangan- Helps searches into koichi or bubbleman to make void ogre.
Neos Alius- Helps dictate game pace and grind for advantage
Bubbleman- this + koichi turn 1 will make void ogre dragon... also helps for the blade armor otk.
Call of the haunted- Fetch back heroes to make void ogre... Plus off stratos... nuff said...
SLR- Gotta protect all the backrows xD
So leave comments on what you think... Tsgreen, out!
Now some cards, and the reasoning behind them....
Koichi the Daybreak- This is the only truly splashable level 4 dark tuner... With the low monster count required of this deck, Witch of the Black Rose is not viable, and Trap Eater isn't viable in this format. Vanadis is not splashable, leaving this as the only option.
Sangan- Helps searches into koichi or bubbleman to make void ogre.
Neos Alius- Helps dictate game pace and grind for advantage
Bubbleman- this + koichi turn 1 will make void ogre dragon... also helps for the blade armor otk.
Call of the haunted- Fetch back heroes to make void ogre... Plus off stratos... nuff said...
SLR- Gotta protect all the backrows xD
So leave comments on what you think... Tsgreen, out!
Monday, March 5, 2012
Randomness #1
So, as a stun player, people are always asking me how i can enjoy playing a deck that has a basic strategy of "set 5, go"... In my personal opinion, that is not the concept behind stun. Stun is a deck that takes advantage of pluses and minuses to get the game to a point where the opponent is down to topdecking. This usually being done through 1-1 exchanges, and as such, the player is forced down to topdecking also. This is where the secondary aspect of stun comes in, viable topdecks. Stun decks, to be an optimal build, should run a minimal number of suboptimal cards... These are cards that are only good situationally such as pot of avarice, call of the haunted etc... The viability of stun players topdecking cards like Thunder King and Smashing ground as opposed to opponent's Mind Control and Effect Veiler is what makes the deck succeed when it does. This means that efficient stun decks should avoid playing "dead draws" such as multiples of starlight road, shrink, and shards of greed. In truth, setting 4-5 backrows is not stuns entire strategy, it is just what facilitates the true strategy of the deck. It is much easier to get 1-1 and even 2-1 and 3-1 exchanges with spell and traps than it is to get them with monsters, and as such, stun is reliant on these types of cards. The last portion of stun is the antimeta... Cards such as kycoo and banisher do not create even exchanges or plusses by themselves, so some might ask, why bother to play them? The simple reasoning behind this is because these cards help decrease the effeciency of the opponent's topdecks. For example, What use is a topdecked BLS-EOTB if the opponent does not have a light or dark because it was removed by banisher or kycoo? What use is that topdecked Tour Guide if fossil dyna is faceup on board? It is the ability to nullify opponents topdecks that makes stun viable. So that's just my quick two cents xD
Til next time, tsgreen!
Til next time, tsgreen!
Sunday, March 4, 2012
Tournament Report 3/4/12
I went with one of my friends, who will henceforth be known as the sackiest asian alive, or Asian for short... He played Blackwings, and I was using a personal favorite, Antimeta Stun...
Blackwings Sackwings
Round 1
Little Kid with machina gadgets
G1: General stun tactics killed him... he didn't know you couldn't pitch Fortress to summon Fortress with Banisher out, so he lost from there.....
G2: More stun tactics... And more inexperience on his part.... ah well.... makes me a little guilty
OO
1-0
Round 2
Wind-ups!!!!
G1: Luckily, I won the die roll, and was able to set up to stop the loops... From there the deck just fell apart, as Spirit reaper and Kycoo ripped hand and grave to pieces...
G2: She didn't have the loop, and I was able to push from there... when she finally got significant monsters on board, book stopped her and Dark Hole cleaned it up... failure to set her topdecked s/t cards allowed Spirit Reaper to keep her down for the remainder of the game...
OO
2-0
Round 3
I was at table one at this point :)
Lightsworn/Twilight
P.S. this guy was pretty cool, he hung after the tourny and we played a lot of games...
G1: I opened up with a jank hand of Thunder king rai-oh , two Compulsory Evacuation Device MST Solemn Judgment and Neo-Spacian Grand Mole... I opened with Thunder King and 4 backrows, and he Dark holed thunder king, and summoned lyla to destroy my judgment... I proceed to fail to draw any more monsters and die to his lumina-based swarm...
G2: He sides like 14 cards, so i was expecting a conversion side.... he actually just sided in a bunch of backrows and Thunder Kings.... I open up Banisher of the Radiance and a set Dimensional Prison... He proceeds to swing into it with his Thunder King Raioh... i eventually made leviair to steal his thunder king, while still in total control of the game... BANISHER WINS GAMES!!!!
G2: He sides like 14 cards, so i was expecting a conversion side.... he actually just sided in a bunch of backrows and Thunder Kings.... I open up Banisher of the Radiance and a set Dimensional Prison... He proceeds to swing into it with his Thunder King Raioh... i eventually made leviair to steal his thunder king, while still in total control of the game... BANISHER WINS GAMES!!!!
G3: MOAR BANISHER!!!! Banisher is the mvp in this matchup, and if it can be protected for a few turns, they do what he does, and minus to get rid of it xD.. allowing my late game Fossil Dyna Pachychepalo to control him to poke repeatedly for game.
XOO
3-0
Round 4
At this point there were 7 undefeateds left... being at table 1, i was ensured a spot in top 8... among the other undefeateds was my friend Asian, who had apparently been sacking limited cards left and right...
I was up against chaos stun, but i didnt play this very seriously...
G1: I used solemn judgment on his Breaker and it went downhill from there....
G2: I was one turn away from game... When his topdecked Heavy Storm blew away my Shadow Imprisoning Mirror and his Black Luster Soldier- Envoy of the Beginning stepped on my face for game
XX
3-1
However, as previously stated i was in the top 8 xD...
TOP 8
Inzektors
G1: Dead Draws for him, plus his overextension with a hornet gigamantis play allowed me to take this one....
G2: He dead drew more, and was locked by my Shadow Imprisoning Mirror, until he finally Armor Blasted it, although from there I blew him away, as he failed to topdeck anything significant....
OO
ONWARDS TO TOP 4
And I was in a matchup against my friend, Asian...
We agreed to a split ahead of time, but decided to play it out anyway...
Top 4
G1: We dueled it out, with me taking the advantage until i had him down to just his topdeck with 2000 lp left, and me controlling Thunder King Rai-oh, Spirit Reaper, and a set Starlight Road... he drew, and passed his turn... i topped Dimensional Prison, which looked like a good way to protect my 1300 remaining lps... i attacked with Reaper expecting game and was stunned when he dropped... Gorz the Emissary of Darkness... I attacked over the token, and set Dimensional Prison and ended... Surely with my 4 cards and obvious out to his Gorz, there was no way he could win, right? He drew for turn... and blindly Mystical Space Typhoon'd my Dimensional Prison.... his Gorz then attacked my Spirit Reaper for game....
G2: This game went on stun as normal, but unfortunately for me i had lackluster topdecks of Mind Control and Forbidden Lance, and was subsequently otked by his Dark Armed Dragon, Blackwing Armed Wing, and Stardust Dragon....
XX
So the other two in top 4 agreed to a four-way split... but unfortunately... we got a HA5 box off of the die so, we were forced to trade in our holos, netting us $3.00 a piece.... Ah well....
So the deck I played was this...
Side and extra decks were pretty generic.... no need to give away all my secrets right?
cya round... Tsgreen!
Intro + me
Hey random yugimonz, I'm just a generic semibudget yugioh player who decided to make a blog. That being said, the majority of my posts will be tourny reports, deck ideas, and explaining my ideas about my favorite mechanics of yugioh: stun and control. I'm on dn as tsgreen so hit me up. If anybody with a yugioh blog sees this I would really appreciate a listing to help get started! thanks! first tourny report should be up soon :)
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