Monday, 12 December 2011

BWST Again

Revisiting a deck I've covered before today because I've become more familiar with how the builds should work. Back to the Sangan search deck further down the page, although the build shown there is now vastly inferior to my new versions.



Monsters: 17
3 Armageddon Knight
3 Tour Guide from the Underworld
3 Effect Veiler
2 Maxx "C"
2 Necro Gardna
1 Plaguespreader Zombie
1 Blackwing - Zephyrus the Elite
1 Gorz the Emissary of Darkness
1 Black Luster Soldier - Envoy of the Beginning

Spells: 10
3 Upstart Goblin
1 Allure of Darkness
1 Dark Hole
1 Heavy Storm
1 Mind Control
1 Monster Reborn
1 Mystical Space Typhoon
1 Reinforcement of the Army

Traps: 5
3 Limit Reverse
2 Call of the Haunted

Extra: 11
1 Ally of Justice - Catastor
1 T.G. Hyper Librarian
1 Brionac, Dragon of the Ice Barrier
1 Black Rose Dragon
1 Scrap Dragon
1 Trishula, Dragon of the Ice Barrier
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines
1 Number 39: Utopia
1 Steelsworn Roach

This is the frame that makes up the basis of the deck. The remaining space in the deck can be occupied by an engine of the player's choice, provided there is space.

Black Luster Soldier is now in there because of the easy searchability of Effect Veiler. You'll often add it to your hand, and usually get some use out of it, so drawing into BLS can be devastating.

Gorz is now in there over Fader because Fader wasn't proving useful enough. Gorz might not be searchable, but like BLS, it wins games when it's played.

Reinforcement of the Army is a recent addition because it deckthins and searches an Armageddon Knight, which is nearly always a good thing if you have stuff left to send to the graveyard.

Veiler and Maxx "C" are there at 3 and 2 respectively to remove the need for Solemns. It might sound like a poor replacement at first, but they are all searchable, they are hard to predict unless the opponent saw you add them, and they cannot be hit by backrow destruction. This has the pleasant bonus of making every backrow a chainable card and a +1 if the opponent hits it while you have Sangan in the graveyard.

Of the spells, if you absolutely have to take something out, Mystical Space Typhoon is the best choice. Make sure to side as many as you can though, Macro is a painful match-up.

The extra deck is just general staples. Stardust is not a staple in this, and I don't run it most of the time because there are just better options. Level 8 isn't made a whole lot in here in any case.

The remaining seven slots in the main deck are for your techs. I recommend making them all monsters, since 25 monsters and 15 S/T seems pretty stable. You have some pretty varied choices, and at this time I have several variations.

Worm Engine: 2 Chaos Sorcerer, 3 Worm Xex, 2 Worm Yagan.
This is nice because it adds more fuel for BLS, and the Xex-Yagan engine is pretty good. If you run it, I recommend Lavalval Chain in the extra, since the deck makes rank 4 easily and it can recycle those Yagan while setting up more plays.

Tengu Caius: 2 Caius the Shadow Monarch, 3 Reborn Tengu, 2 Genex Ally Birdman
I've used this for a while now. Caius is powerful, Birdman recycles stuff, and Tengu is just great. Optional -1 MST, +1 Pot of Avarice for recycling, since Tengu ditches a lot. I recommend Locomotion R-Genex for the extra as well, since with both Birdman and Caius available, you can make it and just win games.

Twilight: 2 Chaos Sorcerer, 2 Thunder King Rai-Oh, 2 Tragoedia, 1 Caius the Shadow Monarch
Sorc is powerful, Rai-Oh controls the opponent without the need for backrow (which is good because you wont be running any), Trag is big and you'll usually have a decent hand at the start of the game at least, and Caius is just good. Suggest Arcanite in extra here.

Tengu Breeze: 2 Tragoedia, 3 Reborn Tengu, 2 Blackwing - Breeze the Zephyr
Modern version of the original build I posted. If you're running this, put at least 1 Blackwing Armed Wing and Blackwing Armor Master in the extra so Breeze can go into stuff. Trag over Birdman because Birdman isn't really needed here, and you'll want to use stuff over Locomotion in the extra. Again there is the option of -1 MST, +1 Avarice.

So yeah. Fairly easy to go for tech, just a small engine to run alongside the main build. I will say now though that I do not recommend Dark Armed Dragon. From my testing, if it hits the field, you'll probably win, but odds are high that it wont hit the field, and will just be a dead draw.

Saturday, 26 November 2011

So yeah..

I'm getting worse at updating LOL.
Oh well.

Since last time I updated I have developed an interest in decks that consist entirely of monster cards. All of my builds so far use an engine of 3 Gallis the Star Beast and 3 Genex Ally Birdman. None of them use the Doom FTK however, because I do not believe it is at all necessary. Just Gallis and Birdman together can win games, and Doom is a dead draw without them.

I started looking at these when a friend of mine said they wanted to use Gallis somehow. I told him to just build an all monster deck, and he said it would suck without the FTK. He tried to build one upon my insistence, and it was kinda bad, so his opinion didn't change. So then I built one with the intent of proving him wrong.

I think I accomplished that. But I had no idea how much fun the decks were going to be.

Milling is extremely powerful when you're sure to mill all monsters, Gallis becomes a LV3 that you can SS at will, and it leaves the opponent with useless backrow destruction cards.

The two I use most at this time are a Chaos build and a Frogarch build. I'm gonna post the frog version here.


1 Obelisk the Tormentor
2 Tragoedia
3 Light and Darkness Dragon
1 Gorz the Emissary of Darkness
3 Caius the Shadow Monarch

3 Raiza the Storm Monarch
3 Gallis the Star Beast
3 Genex Ally Birdman
1 Sangan

3 Swap Frog
2 Maxx "C"
1 Dupe Frog
1 Ronintoadin
1 Plaguespreader Zombie
3 Treeborn Frog
3 Effect Veiler
3 Battle Fader
1 Glow-Up Bulb

Extra:
1 Trishula, Dragon of the Ice Barrier
1 Locomotion R-Genex
1 Scrap Dragon
1 Stardust Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 T.G. Hyper Librarian
1 Ally of Justice - Catastor
1 Armory Arm
1 Formula Synchron
1 Acid Golem of Destruction
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines
1 Gachi Gachi Gantetsu

Side:
3 Jinzo
2 Vanity's Fiend
3 Mei-Kou, Master of Barriers
3 Spirit Reaper
1 Dupe Frog
1 Maxx "C"
2 D.D. Crow

The way the deck works is fairly obvious. Pitch Treeborn, revive repeatedly for tribute fodder. Obelisk is mostly for show, but it does make a nice boss and can be played fairly easily. Gallis is great for burning in this with all the high level stuff, and can be span back to hand with both Birdman and Swap Frog. Also, Gallis is what you'll probably wind up turning to for help if the opponent starts banishing everything with D-Fissure or something, because D-Fissure wont stop Gallis summoning its-self.

Hope you enjoyed this, its a bit short but I might give another update shortly if I get around to it. Until next time.

Monday, 24 October 2011

BWST

Slooooow..
gdi

Anyway, today I'd like to show you what I've been using as my signature deck on DN for a while. I've never been completely sure what to call it though, and have been referring to it as a Sangan abuse deck, which more or less sums up a lot of it. However, it has the name Blackwing ST on my deck editor as a result of its history, so I dunno.


3 Armageddon Knight
3 Tour Guide from the Underworld
3 Reborn Tengu
2 Caius the Shadow Monarch
2 Blackwing - Breeze the Zephyr
2 Genex Ally Birdman
2 Necro Gardna
2 Effect Veiler
1 Blackwing - Zephyrus the Elite
1 Battle Fader
1 Plaguespreader Zombie

3 Upstart Goblin
1 Allure of Darkness
1 Dark Hole
1 Heavy Storm
1 Mind Control
1 Monster Reborn
1 Mystical Space Typhoon

3 Limit Reverse
2 Call of the Haunted
2 Solemn Warning
1 Solemn Judgment

1 Trishula, Dragon of the Ice Barrier
1 Locomotion R-Genex
1 Scrap Dragon
1 Scrap Archfiend
1 Blackwing - Armor Master
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 T.G. Hyper Librarian
1 Ally of Justice - Catastor
1 Number 39: Utopia
1 Steelswarm Roach
1 Diagusto Emeral
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon


Now, I've tested this a lot, so got a fair bit to write on it. First thing to note is Sangan's relationship to pretty much everything else in the deck. Sangan is, here, at its absolute best in the graveyard, and a fair number of the cards in here are dedicated to getting it there. Armageddon Knights and Tour Guides all serve this purpose. Sangan is needed there because of all the cards that are dependant on it; Limit Reverse at 3, Call of the Haunted at 2, and Monster Reborn at 1. Sangan is usually the best choice for all 3, because it has so much synergy with absolutely everything in here.

Armageddon Knight plus a Sangan resurrection card makes Trishula by ditching Plague. Caius plus a Sangan resurrection card is a +1. Sangan resurrection plus any tuner is basically a free synchro. And adding Breeze the Zephyr to hand with Sangan means it replaces its-self with a level 3 tuner, so increasing field presence.

This is fair, and a nice plus engine if your moves go through. What I really like about it though is the trap resurrection cards all become +1s if the opponent hits them with any kind of destruction, which they often will they are also recyclable with Zephyrus the Elite, which can make for some fantastic plusses with Armageddon Knight.

Second card that deserves a mention is the Armageddon Knight. Thanks to everything it is able to do, it is probably stronger than Tour Guide in this version. Set up defense with Necro Gardna, ditch Plaguespreader Zombie for either Brio or Trish, or ditch Zephyrus the Elite and recycle a resurrection card for more plusses, and then make a Rank 4 Xyz. I often find myself searching for Armageddon Knight with Sangan so I can make an explosive play next turn.

Third thing to mention is Tour Guide from the Underworld. If it goes through, it is very powerful because it ditches Sangan and gives access to either a 2500 beater or Leviair. However, people are much more likely to try and negate it because they are a lot more aware of the dangers it poses, and its not really much use after that. Nonetheless, the access to Leviair is excellent because a lot of cards in this deck make for good targets. Necro Gardna, Plaguespreader Zombie, Genex Ally Birdman, and anything else that got banished somehow.

Then we come to Blackwing - Breeze the Zephyr. If you draw it, its a tuner that you can use to make one of the Blackwing synchros and not much else. If you add it via a card effect however, its a tuner that comes out for free. I mentioned this with Sangan already, but a lot of players seem unaware of the fact that if you add Breeze with either Upstart Goblin or Allure of Darkness, it can be special summoned then as well. While Armed Wing is a mediocre card and if played I usually just use it to bait stuff out, Armor Master can be a complete pain for a lot of opponents if they don't have much monster destruction available.

Most of the other cards are fairly self-explanitory. Of those that might not be, Battle Fader is to save me after nukes. Simply chaining Limit Reverse or CotH and searching Fader can foil the opponent's plans to take me out, and its searchable, unlike Gorz. Upstart Goblin is to keep the deck's consistancy, although I would recommend using it after you've used something to ditch Sangan if you have access to something like that, or after you've searched with Tengu because using it and drawing another one isn't nice. And the lack of boss monsters like BLS and DAD are because this version lacks space and they can be dead if drawn too early/late.

This may take practice to run. I still mess up sometimes, especially if I'm in a bad mood for whatever reason, and the hands occasionally clog.

I have more than one version of this, but this is the build I've tested most. Hope you enjoyed it.

Sunday, 2 October 2011

Traps Valley and Watts

Right, big post today because turns out I'm not good at updating frequently.

First off, I'm operating on a new account now. New username is "!            Cheshire", because I felt like showing off and having a name up at the top gets you attention. My win record on it has been pretty good, especially considering the sorts of things I've been running.

Which brings me to the first deck I'll be showing off today. This is a build I'd originally made last format. It was ok, but not fantastic, and with Heavy Storm back I couldn't be bothered with remaking it for a long time because I thought it would die easily.


Monsters: 9
2 A Cat of Ill Omen
3 Gravekeeper's Spy
2 Gravekeeper's Descendant
2 Gravekeeper's Commandant

Spells: 12 
3 Pot of Duality
3 Magic Planter 
3 Necrovalley
2 Royal Tribute 
1 Dark Hole


Traps: 19
3 Imperial Custom
3 Embodiment of Apophis
3 Zoma the Spirit
3 Tiki Curse
3 Starlight Road
2 Solemn Warning
1 Solemn Judgment
1 Metal Reflect Slime

Extra Deck: 15
1 Chimeratech Fortress Dragon 
2 Stardust Dragon


This deck has a very defensive play style. Grab Necrovalley and you'll usually be good to go. The Gravekeepers are used as either beaters, guards, or Xyz fuel. They can also use Descendant to get rid of cards that this deck finds especially problematic. A Cat of Ill Omen is what ties Gravekeepers in with the trap heavy side of this build. I'd originally planned on running three of them but the deck was tight on space and three clogged on occasion.

The spells are mostly used to keep the deck steady. Again, there's not a lot of space and with the way the deck works, pretty much every staple aside from Dark Hole and Pot of Duality (if you consider it a staple) had to be removed. Monster Reborn isn't really needed with Necrovalley being here anyway. The spells that I have put in exist either to speed the deck up (Magic Planter, Pot of Duality) or to control and suppress the opponent (Necrovalley, Royal Tribute, Dark Hole)

Now we get onto the main part of the deck; the traps. Three Imperial Custom and three Tiki Curse are your main tools here. With Imperial Custom in play, all your trap monsters are basically indestructible, and Tiki Curse turns every other trap monster into an unstoppable killer. Zoma the Spirit and Embodiment of Apophis were selected because they have good stats for trap monsters. The same applies for Metal Reflect Slime, but because its just a wall its only needed at 1.

With this many traps in the deck, Starlight Road at 3 is absolutely essential. The deck commits heavily to the field, so Starlight lets you feel much, much safer when you play. Heavy Storm, Black Rose Dragon, Dark Hole, etc etc. The Solemn brigade is in there to counter what Starlight cant, cards like Trishula and Chaos Sorcerer if the opponent gets it out somehow.

The Extra deck is barely noteworthy. Only thing worth noting in my opinion is double Stardust despite triple Starlight Road. This is something that I've come to decide is the best layout, as I have never needed to use 3 Starlight Road in one duel. At least one is either destroyed before it can be activated, never drawn, or never triggered, so 2 Stardust is all that's needed.

This deck has recieved the least testing so far out of the two. Worth a try, I've had success with it in rated against some fairly high tier decks, and playing something unusual is always fun. But the really good deck I've been using lately is the next one.


 Monsters: 16
3 Wattking Cobra
3 Wattgiraffe
3 Wattdragonfly
3 Watthopper
2 Effect Veiler
1 Wattfox
1 Honest

Spells: 10
3 Pot of Duality
3 Magic Planter
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
1 One For One

Traps: 14
3 Starlight Road 
3 Red Screen
3 Fiendish Chain
2 Call of the Haunted
2 Solemn Warning
1 Solemn Judgment

Extra: 15
1 Trishula, Dragon of the Ice Barrier 
2 Stardust Dragon
1 Scrap Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 Wattchimera
1 T.G. Hyper Librarian
1 Ally of Justice - Catastor
1 Magical Android
1 Armory Arm
1 Number 39: Utopia
1 Gem-Knight Pearl
1 Steelsworn Roach

The monsters here are fairly standard. Simply, they are the best of the Watt monsters available, with Honest and Effect Veiler put in for protection. The Watthopper lock (get 2 Watthoppers out on the field) stops the opponent being able to target Watts with anything at all, and with that in effect you can often just sit back and beat the opponent directly with Wattgiraffe and Wattking Cobra. Wattdragonfly is used to set up the combo and recruit other Watt monsters. The Cobra does this as well, but its too the hand so it becomes less instantaneous.

While the others have a near perfect synergy with each other, Wattfox is the odd one in here. At a glance it doesn't serve much of a purpose, and it is a fairly mediocre card. However, I include it because it is very easy to search for things in this deck, and it is a Watt tuner monster. I can therefore make Wattchimera with it, and create even more pressure for the opponent by shutting off their draws. Since I only run 1, it doesn't lead to bad draws.

The spells here are again mostly about speed. 3 Duality and 3 Magic Planter means you'll usually get what you need fairly fast, and One for One and Monster Reborn are very nice when it comes to arranging your field, One for One helping to get the Watthopper long into effect. Dark Hole and Heavy Storm are just in there as staples.

Again, the traps shine here. This deck /has/ to commit to the field, the Watthopper lock only works effectively if you do. Therefore, 3 Starlight Road is absolutely fantastic here, because the opponent will be trying their hardest to nuke the field, as it is pretty much the only standard way around the Watthoppers.

Fiendish Chain and Red Screen are generally defensive cards. Red Screen serves as stall until you can get the Watthopper Lock, or as a back-up if the opponent manages to get rid of it somehow, while Fiendish Chain deals with problematic monster effects such as Trishula which can get around the Watthopper lock due to the fact that it technically doesn't target (although a lot of players seem unaware of this). Call of the Haunted is to help set your field up fast, for use with Wattdragonfly in suicide attacks primarily, although it works with all the others as well. And since all three are continuous trap cards that can wind up on the field being useless, or maybe a hinderance in the case of Red Screen after the Hopper lock is out, they are all food for Magic Planter to advance your position further. The Solemns are just more protection.

The extra deck is basically a toolbox of cards that I thought might come in handy. Only cards in it that come out frequently are Wattchimera and Stardust Dragon, the others are just stuff that I'd bring out as needed. I've been considering replacing Gem-Knight Pearl with Formula Synchron, as I occasionally have seen opportunities to plus with it, but undecided so far. Magical Android is in purely because its light, and can work with Honest.

One thing to note is that this deck can pay life points fast. Red Screen and the Solemns, plus life points lost from Dragonfly suicides all add up, and its rare that I finish with more than 4000 life points. Fortunately, life points don't really matter that much until they're at 0, and I'm sure it can be immensely frustrating to opponents that they cant finish me off when I'm down to less than 1000. 

Another thing to be aware of is the opponent actually getting a nuke through can be fatal. You can stop most of them by all means, or last through them if you have Dragonfly out, but this deck does not top-deck well if it gets its field wiped. This makes Starlight Road even more valuable, it protects you from going into near hopeless situations.

And I have yet to play a Skill Drain deck. However, I'm sure if the opponent could get Skill Drain out, it would absolutely wreck this deck. Hopper lock no longer effective, Giraffe and Cobra cant attack directly anymore, and the only out I could fit into the main deck is Heavy Storm. The side-deck for if I built this IRL would need to include 3 MST.

Now, despite that, I actually think Watts are going to have a massive impact on the format if enough people notice them. This particular build has a win record of something like 25 wins to 3 losses (I wasn't really keeping track of my wins, but I know the minimum I've played with it is 20.) A lot of the really good things around right now target, which makes them useless against this, and it can leave many opponents helpless. I've actually had several ragequits and been ASS'd about twice, so good for trolling as well if you're into that.

Thanks for reading, hope this large post made up for my slowness at updating.

Friday, 16 September 2011

Gem-Knights and Rescue Rabbit

Made something new, and thought I'd share it. I'm pretty sure that at this moment the deck only exists on DN, because some of the cards in it aren't out in either the OCG or the TCG. This makes it more of a fun build, but that doesn't diminish from it too much if you're casual.


3 Gem-Knight Gardnet
3 Gem-Knight Tourmaline
3 Gene-Warped Warwolf
3 Gem-Knight Obsidian
3 Rescue Rabbit
3 Tour Guide of the Underworld
1 Sangan

3 Gem-Knight Fusion
2 Mystical Space Typhoon
2 Pot of Duality
2 Gold Sarcophagus
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Mind Control

2 Mind Crush
2 Gem Enhancement
2 Solemn Warning
1 Solemn Judgment
1 Trap Dustshoot

2 Gem-Knight Topaz
2 Gem-Knight Ruby
1 Gem-Knight Citrine
1 Gem-Knight Prism Aura
2 Number 39: Utopia
1 Gem-Knight Pearl
1 Kachi Kochi Dragon
1 Steelsworn Roach
2 Leviair the Sea Dragon
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon


So, here we have a Gem-Knight deck based around the Rescue Rabbit and Tour Guide of the Underworld. Principle is fairly easy to understand and pretty effective, play Rescue Rabbit, banish to search 2 Gem-Knights or 2 Warwolves and recycle the Rabbit later on with Tour Guide into Leviail the Sea Dragon.

The deck is built to play very fast. Games with it rarely last longer than 5-10 minutes if you're playing it fast enough. Every card is good to draw early game with the exception of possibly Gem Enhancement (which is likely to be replaced with Call of the Haunted. It survives for now because it can recycle big attacking Gem-knights for OTKs).

This deck doesn't necessarily have a lot of good options when it comes to top-decking. It has some decent beaters, but it cant top-deck easily into a boss unless you got a poor start because the Rabbit will have sent all your targets to the graveyard early on.

What this deck does do though is put damage on the table and do it /fast/. The minimum a Rescue Rabbit on its own puts on the table as long as it has targets is 3200, with the max being 4000. When recycling with Leviail, putting 8000 out in one turn is actually pretty easy.

Gem-Knight Obsidian is used at 3 primarily for use with Gem-Knight Fusion. The combo can lead to easy big monsters (usually Rubys or Topaz) almost for free, and Gem-Knights removed with GK Fusion can be recycled with Leviail if you want.

2 Pot of Duality is used here because it is useful on the first turn and can ensure a good set-up. Issue with it is though, you never want to draw more than 1, so running 3 is overkill.

Gold Sarcophagus is used for a very fast combination with Tour Guide on turn 1. Tour Guide into Leviail, banish Rescue Rabbit with Gold Sarcophagus, and special summon Rabbit with Leviail. This can lead to a defensive set-up with either Utopia or Roach (I personally prefer Utopia), while preparing to recycle Rabbit the next turn for a total of over 8000 damage (less if you used Roach).

The Trap Dustshoot and Mind Crush engine is used here to give early control and advantage. Both can be absolutely fantastic, as they let you read the opponent's hand and check for threats. Plus there's not too much of a downside if you make a blind call with Mind Crush and discard either GK Fusion or GKObsidian.

This deck might not have the /best/ win ratio around, but its not inconsistent at all and since I started using it my rating on DN has shot up because of the speed that it wins. Give it a try, make some adjustments to it yourself if you want. It's well worth it.

Tuesday, 6 September 2011

Introduction

So, I'm going to try my hand at blogging again. I've tried before, but only once, and it went nowhere really. Just ended up being a sort of online diary that never got read, and which I wound up deleting. Sucked, was boring, now gone forever and good riddance.

This time though, I plan to base it around something, which should give me stuff to write about that isn't personal troubles that no-one cares about. And that something is card games, specifically Yu-Gi-Oh.

I plan on basing a lot of these posts off of debates among the duelling group I generally associate with. However, I've not got much to write about with regards to that right now, so I'll start with an introductory post about a deck I've been messing with recently. I do not claim that its the best of its kind, but it is my look at it. Disregard the side-deck, I'm limited to Dueling Network at the moment so I just use the side-deck to store cards I want quick access too.


This is my take on Legendary Six Samurai this format.

As you can see, the deck uses the Ascentism engine, 3 Elder of TSS and 3 Ascentism of TSS with the standard Kageki and a single Kizan because I lack space for more. Its also very backrow heavy and does not have a Starlight Road. What it does have is Fiendish Chain, a card not run much at the moment due to its extreme fragility when it comes to backrow hatred.

Fortunately, due to the way this build runs, this is not much of an issue. The idea of this deck is to drop Naturia Beast as quickly as possible, and have it protect your backrow and deprive the opponent of spells in general, while your traps pick off their creatures. If Beast cannot be played, go into Shi En, its the next best thing, but its possible for the opponent to play around it more easily so Beast is usually the safer choice.

Now, this is a very strong way to open. Depriving the opponent of spells is very powerful this format. Games are very fast a lot of the time, and spells are used far more than traps with all the backrow hate about. Players cant afford to draw trap heavy, so they run spells instead, and cutting off said spells can be crippling. One thing to note is that this deck is no exception to that rule, and a first turn Beast played against it can spell doom with a poor start, but it usually has outs if necessary.

The current trap line-up consists of the following.

2 Solemn Warning
1 Solemn Judgment

These are pretty standard for LSS.

2 Bottomless Trap Hole
2 Fiendish Chain
1 Compulsory Evacuation Device
1 Mirror Force

Not unusual exactly, but all of these except maybe Compulsory really need Beast to keep them safe from the backrow hate. They're not worth running otherwise. I originally has 3 Dimensional Prisons instead of the Chains and CED, but this deck needed answers to field nukes like Black Rose Dragon. I didn't want to max out on Fiendish Chain, and don't like running only 1 D-Prison, and therefore put in Compulsary.

3 Double Edged Sword Technique

Yeah, its just easy to play a LV5 synchro with this. Thought about cutting it down to 2, but 1 card Beast/Shi En/Catastor is just really good here.

Getting late for me here, so I'll list a few advantages and disadvantages of this build.

Advantages:
-1) As I said earlier, spell negation is powerful this format, and first turn Beast is easy to play. If you cant play it, you'll usually just go into Shi En instead, which does a similar job, just not as good.
-2) Players aren't likely to be prepared to fight massive backrow. Its unusual this format, and the backrow cards themselves are very different from what people will be expecting.
-3) Dropping Beast or Shi En straight away if you go second is much easier with the lack of backrow cards around. Beware of Veiler, but since the Ascentism engine is immune to that, it'll probably be fine there.
-4) It is very fast. It wont win at the speed of light, but it gets set up very easily, and obtains easy plusses.
-5) It is immune to Trap Dustshoot unless the opponent goes first and opens with it. Dustshoot will be played a lot this format, so this is important.

Disadvantages:
-1) If the opponent breaks your set-up, you are probably going to lose. Like most LSS builds, the deck does not top-deck well at all, although 3 DEST helps to an extent.
-2) Its not got anything big and crushing compared to a lot of today's decks. Nothing like BLS. The deck can deal with monsters like that, but cant summon any on its own.
-3) It needs a monster at the start. This can be an issue sometimes, and if you don't get the ability to drop Beast or Shi En opening hand, things can get really tricky.
-4) In mirror match, it is likely that the game will become a case of who won the dice roll. The deck just runs so many spells, opponent opening Beast can cause it to shut down. I don't know for certain, but I think it likely at least.
-5) The deck has some issues handling Gorz the Emissary of Darkness. The card is just a massive wall that causes problems for this deck, and it really needs more outs to it.

Feel free to take this deck, test it, improve on my design. As I said, its likely not the best of its kind.
Thank-you for reading, I hope you found it interesting.