Thursday, October 15, 2009

Introduction and a deck

Hola all, welcome to my blog. I'm Kevin Olbrysh/Void8/probably a couple other usernames I can't think of. I've been playing Yugioh for awhile now, but just got into the game competitively during the Tele-Dad format(and this format(Sept.2009) will be the first time I actually complete a competitive deck).

I'm the leader of a small team, known as Team Void, whose members are few, and their accomplishments are even less. Anyways, the team consists of me(Kevin Olbrysh), Nathan Griest(the team innovator), Michael Martin(AKA lucky), and Tony Dovell(a good friend of mine that isn't very good yet, but pulls extremely well). Anyways, as I said, we haven't really accomplished anything, but I like to think I know my Yugioh theory rather well, I just don't have the money for cards to capitalize on it. We're based in Ohio, so we'll be at the Shonen Jump in November(well, at least two of us will, dunno about Michael or Tony yet).

Anyways, on with the decklist. Someone has probably built something like this before, but I've never seen it. This is what I've been working on the past week(extra deck is post-Hidden Arsenal, but that'll be out soon enough).

Herald of Chaos

1x Asura Priest
3x Bountiful Artemis
2x Chaos Sorcerer
2x Dekoichi the Battlechanted Locomotive
2x Harvest, Angel of Wisdom
2x Herald of Green Light
3x Herald of Orange Light
3x Kycoo the Ghost Destroyer
1x Majestic Mech - Ohka
2x Necro Gardna

2x Allure of Darkness
2x Foolish Burial

2x Beckoning Light
2x Bottomless Trap Hole
3x Dark Bribe
2x Divine Wrath
3x Magic Drain
2x Royal Oppression
1x Solemn Judgment

Extra Deck

1x Ally of Justice Catastor
1x Ancient Fairy Dragon
1x Ancient Holy Wyvern
1x Armory Arm
1x Black Rose Dragon
1x Brionac, Dragon of the Ice Barrier
1x Colossal Fighter
1x Goyo Guardian
1x Magical Android
1x Mist Worm
1x Red Dragon Archfiend
1x Sea Dragon Lord Gishilnodon
1x Stardust Dragon
1x Thought Ruler Archfiend
1x X-Saber Urbellum

The idea behind this deck is to use the Heralds to shut down big plays Lightsworns will try and make, whether it be negating Charge of the Light Brigade or Solar Recharge with green, or a mill, Honest, or other effect, with orange. Purple is sided in case Decrees are sided in, and for the Gladiator Beast, Vayu, and Skill Drain matchups. Herald of Orange Light is also a tuner, and gives me access to my extra deck.

The next key cards in the deck are my playset of Bountiful Artemis. This guy really ties the deck together, being a Fairy to be discarded for my Heralds, allowing my Counter Traps to produce hand advantage, and it also serves as a LIGHT for Chaos Sorcerer. Without Artemis, the deck just isn't as consistent, due to the -1's this deck will be taking just through its main strategy.

Chaos Sorcerer is the boss monster of the deck, and a good boss monster he is. Late game, when I've got my opponent locked down, I can drop this guy for a little more attack power to push for game. Or, if the opponent is in control of the game, Sorcerer allows me to start to swing the momentum back in my favor by removing key cards from play.

Seeing as how you can't play Chaos Sorcerer without some DARK monsters, they're included in here as well. First off, Kycoo the Ghost destroyer gives me massive advantage against the metagame. Lightsworns can no longer use Necro Gardna, and removing stuff from play stops their huge Beckoning power plays. Vayu decks lose the entire core of their deck, and Gladiators can't use Retiari to remove from play my Necro Gardnas.

Speaking of Necro Gardna, I'm running a pair of them in here. It provides an extra DARK for Chaos Sorcerer, and helps solidify my control of the game once Artemis is on the field. It doesn't have the versatility that Kycoo does, but it's a very useful card that can stop big plays and protect important monsters.

The last important DARK monster in the deck is the set of Dekoichis that it's packing. As I said with Artemis, this deck runs out of cards in its hand fast, and this card helps replenish the advantage lost. Not really a whole lot of complexity to this card, it's DARK, it helps draw cards, and it's a slow paced card. It fits perfectly in this deck.

The Spell lineup in this deck is rather simple. Two Allure of Darkness help me keep my hand advantage and dig through my deck for cards I need, and the two Foolish Burials work with Necro Gardna, as well as set up Beckoning plays.

Since a big part of my deck are the three Bountiful Artemis, I play a lot of Counter Traps to support it, as well as help me further control my opponent past what my Heralds can do. Two Bottomless Trap Hole stop big monsters from hitting the field, Bribe stops any problematic Spells or Traps, and also allows me to set many cards on the field without fear of Heavy Storm. Two Divine Wrath help Herald of Orange Light cover monster effects, and also fuels the graveyard. Three Magic Drain forces my opponent into tough decisions that could easily cause misplays, as well as make Charge of the Light Brigades a little more costly to a Lightsworn player. Two Royal Oppression and a Solemn Judgment wrap up my defensive Trap lineup. Seven Tools of the Bandit are sided for the Gladiator matchup.

Beckoning Light is the one non-defensive Trap card I run. It allows me to grab back Heralds for more negation, or grab some LIGHT monsters such as Harvest or Artemis. Another card that ties the deck together.

Overall, this is an interesting deck, if a little inconsistent. I think with some extensive testing, it could be made into a great deck, but I havn't had much time to test recently due to school.

Well, let me know what you think. Any changes are welcome.


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