Wednesday, 25 April 2012

Ignition Priority has been Removed from the TCG


So, I have to make a post here because of this, because this is pretty major. The Yu-Gi-Oh TCG no longer has ignition priority upon summons.

For those who were not aware, the TCG (basically America and Europe) and the OCG (Asia and Japan) have long had metagames that were slowly growing apart, with the TCG becoming widely regarded as faster and more 'broken' than the OCG. There have been a number of factors in this, but one of the main ones was the existence of a rule in the TCG that did not exist in the OCG; ignition priority, the ability to use an ignition monster effect immediately after a monster was summoned.

Ignition priority has been a major factor in the TCG in what decks made it to the top. Dino-Rabbit, which this format has been fairly dominant as the best deck, was extremely capable of abusing it. The signature card, Rescue Rabbit, avoided a great deal of the most common counter cards to it, most notably Effect Veiler, by banishing itself before they could be used.

With it gone, Rescue Rabbit decks become much easier to counter. Veiler can be dropped on Rescue Rabbit to prevent a turn 1 Laggia play, which is fantastic news in general (though maybe not so much for Rabbit players).

Of the others two decks in the big three this format, Wind-Ups are also nerfed. Hunter and Zenmaighty losing their priority effects is a fairly major hit, though not quite as major. Inzektors though, previously the weakest of the big three, are virtually unaffected by the new ruling, and have the potential to gain power from this.

May seem a bit of a downside, considering how hated Inzektors are anyway, but I’m viewing this as a very good thing on the whole. This will give rogue decks more of a chance against the big decks, and create more variety. I personally am greatly looking forward to the changes coming from this rule.


Have fun guys!

Tuesday, 24 April 2012

Chaos Gallis


Not come up with anything I feel is really notable this week, so I’m going to post a deck I said I would I while back but never got around to. This is kind of old, but I tested it fairly recently and it is still powerful and really fun to play.



2 Tragoedia
1 Gorz the Emissary of Darkness
1 Black Luster Soldier – Envoy of the Beginning
3 Chaos Sorcerer
1 Caius the Shadow Monarch
3 Dimensional Alchemist
3 Gallis the Star Beast
3 Genex Ally Birdman
3 Tour Guide from the Underworld
3 Ryko, Lightsworn Hunter
3 Maxx “C”
3 Effect Veiler
2 Lyla, Lightsworn Sorceress
2 Card Trooper
2 Necro Gardna
1 Witch of the Black Rose
1 Blackwing – Zephyrus the Elite
1 Sangan
1 Tour Bus from the Underworld
1 Plaguespreader Zombie

1 Mist Wurm
1 Locomotion R-Genex
1 Red Dragon Archfiend
1 Scrap Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 T.G. Hyper Librarian
1 Ally of Justice – Catastor
1 Armory Arm
1 Number 39: Utopia
2 Wind-Up Zenmaines
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon

Something I think I’ll mention first off as a running trend of mine is I often make bad choices in terms of the side deck, so I’ll generally leave that out of these lists. If I do include it, it’s because I’m very confident in it. This side deck though is frankly bad though, so I advise you to disregard it.

So this is an all monster chaos deck built around Gallis the Star Beast, a card which I first decided to mess with a while back and absolutely loved. It is a three star monster that can be special summoned by sending the top card of your deck to the grave, then deal damage equal to the sent monster’s level multiplied by 200. Although, it is destroyed if the card you sent is not a monster. As a result I think it is only really a good choice in pure monster builds (although I occasionally see it being run in Windzectors alongside spells for some reason.)

Anyway, Gallis at three and Genex Ally Birdman at three is the foundation. They can be used in combination with each other or various other cards for devastating effect. Adding Gallis back to hand to special summon Birdman allows for easy rank three plays, and potentially some rather hefty burn damage and mills, depending on how your luck is. I get good and bad with it, but the bad rarely bothers me and milling a Tragoedia for 2000 damage is very satisfying when it happens.

There are the standard chaos cards in here in the form of Black Luster Soldier and Chaos Sorcerer. Both have fantastic synergy with Genex Ally Birdman, although especially in the case of Chaos Sorcerer – not only can it allow for double removal very fast, but it can also synchro with it for Locomotion R-Genex. This means Sorcerer and Birdman together can effectively eliminate any three monsters before the battle phase has even come up. Milling is almost never a problem, stuff goes to the graveyard very fast in this deck, so playing these cards is very easy.

Hand traps exist in the form of three Effect Veiler, three Maxx “C”, two Tragoedia, and one Gorz. Maxx “C” is starting to prove a little more dead as of late, but I’m still happy with it at three. Veiler is useful against so many things, Tragoedia is extremely versatile, and Gorz will never have problems being dropped because you play no backrow. You need these really, because aside from Necro Gardna, the deck has no way of actually defending from attacks.

Tour Guide at three, Sangan at one, and Tour Bus at one makes for another rank three engine. The engine is backed up by Gallis and Birdman, which provide some rather useful outs in case of Veiler. Gallis can simply special summon and make for a rank 3 anyway, and Birdman can add the Guide back for another go next turn.

Tour Bus is tech really, not strictly needed, but I find it useful because this deck has a habit of milling my other Tour Guide targets, and milling a little random graveyard control is rather nice. Drawing into it is rarely a problem, again you can just use it with the Gallis or any other level three, its pretty easy to have one out.

Dimensional Alchemist is run at three for a couple of reasons. First off its effect will always hit a monster if used, so he will be able to get something back every time. This can make him useful from turn one; summon Alchemist, banish, pass. Even without that though, the chaos monsters among other things mean that you’re banishing like crazy anyway, and that makes Alchemist a very useful recycling card that the opponent isn’t that willing to kill a lot of the time.

The mill engine of three Ryko, Lightsworn Hunter, two Lyla, Lightsworn Sorceress, two Card Trooper, and the Gallis’, is pretty fast, and because every possible target for your milling is a monster, even more so. Ryko at three was something I’d originally declined, but the deck needs it as outs to certain problematic cards, and three mained is best from my testing. Lyla is great bait for certain backrow, something that you’ll want to get rid of before you drop your big boss monsters, and Trooper mills and lets you draw when destroyed, so you don’t lose a thing.

Random benefits from the milling can be found in the form of Necro Gardna, Plaguespreader Zombie, Blackwing – Zephyrus the Elite, and Tour Bus from the Underworld. None of these are really dead in hand either, at worst you can just throw them out when you have nothing better to play. Gardna is fantastic for controlling the tempo of the game, Plaguespreader is great for random synchro shenanigans, and Zephyrus serves a similar role to Birdman in recycling cards back to hand.

The last two cards in the main deck are just my personal tech choices, Caius the Shadow Monarch and Witch of the Black Rose. Witch is a level four dark tuner, and with its effect to self-destruct no longer being a risk, becomes a plus one on summon. Caius is used as additional control, taking out anything that’s being pesky and blocking your plays.

The extra deck consists for the most part of fairly standard stuff. The usual synchros are there, and there’s the rank three xyzs for the deck to make use of. I’ve wanted two Leviair but cannot find the space for it at this time, might take out Hyper Librarian for it but Librarian is actually pretty good in this build, if only as a beater.

Locomotion R-Genex can put things heavily in your favour, and the opponent will struggle quite a bit to recover from it. I usually treat summoning it as a win condition, as, even if the win isn’t instant, it’ll leave the opponent tapped out of resources while you can just keep going.

Bit of a WTF factor in there though is Red Dragon Archfiend run in place of Stardust Dragon. This is something I opted for to help me against Skill Drain decks, which are a very, very difficult match-up. A 3000 beater can help a great deal, and Stardust is something I have never needed here anyway – this deck recycles so much that destruction really doesn’t bother me even when I overextend.

Similarly hated match-up alongside Skill Drain is Macro, or any deck that banishes excessively. Best hope really there is to take out the banishing cards with Ryko and Lyla. Although, fun little ruling, Macro Cosmos will not stop Gallis effect. The mill for its effect is not a cost, and it will just be banished instead, while damage will still be inflicted.

Might add more on this later, but that’s it for now.

Sunday, 15 April 2012

Unnecessary Admin Calls


Two updates in one day 0.0

As of a couple of days ago, the fact that I am a moderator on Dueling Network has become much more obvious than it was before. I have been one for a few months actually, but have been operating up until now on an alternate account known as Entropicat. I wont be using that any more though.

A fair number of people were aware of this anyway, it was hardly a secret. It just wasn't particularly obvious.

But anyhow, I would like to put this out there because a short while after I started moderating it became obvious rather quickly that a great many calls could have been resolved before they got started.

So here are a few quick tips prevent unnecessary admin calls and save time for us all.

1) Stay calm
It can sometimes be annoying when people are behaving in a frustrating manner towards you, maybe you’ve had a frustrating day and your opponent keeps getting lucky while you are drawing dead. But getting angry is not going to make things any better, and may even result in you saying something you regret when an admin shows up.

2) Communicate
Proper communication with the opponent helps so, so much. If you think your opponent is doing something wrong, ask them why they are doing it and listen to their answer. If they are incorrect, tell them why they are incorrect. If they are correct, then hey, you just learned something.

A lot of calls come up where literally the only problem is one player hasn’t properly communicated what they are doing. If it’s a language issue, then that’s somewhat okay, but cases where one user has simply refused to speak to the opponent are kind of silly.

3) Be civil
At no point should you seriously try to belittle them with insults like 'noob', 'idiot' etc when they disagree with you. That is not going to convince your opponent that you are right, that is going to convince them that you're a mean spirited person and make them fight against you harder.

On the flip side though, if your opponent says something like 'noob' once, or cusses a couple of times, that is not harassment. There are so many bogus harassment calls just because someone has used a throwaway curse word its ridiculous. If it keeps happening, by all means call an admin in, but it is not necessary for little things like that.

4) Look it up
A simple Google search to check up on the rulings. Obviously if someone is being stubborn or the ruling is complex an admin will be needed, but in general Google will answer a lot of the queries, and I can testify to this because I frequently use it to check up on rulings while I’m both on and off duty.

Might add more when they come to me but this is all that most users need to be honest. I can confidently say that the majority of DN doing these things would cut the number of calls in half at least.

Peace guys.

Sacred Crane Part 2

Welcome to part two of my Crane builds, I’m aware this will show up in the wrong order but if you care that much about chronology you'll scroll down and read the other post first. If not, just read on, I’ll get to it in a moment.

So this deck is, as it turns out, similar to BWST in terms of how to construct the main. I have narrowed it down to a specific base for the deck in terms of what is and is not needed for this particular build.



1 Black Luster Soldier – Envoy of the Beginning
1 Gorz the Emissary of Darkness
3 Ninja Grandmaster Hanzo
3 Sacred Crane
3 Tour Guide from the Underworld
2 Karakuri Ninja mdl 339 "Sazank"
2 Effect Veiler
2 Maxx “C”
1 Blackwing – Zephyrus the Elite
1 Sangan

2 Pot of Duality
2 Mystical Space Typhoon
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Mind Control
1 Allure of Darkness
1 Reinforcement of the Army
1 Pot of Avarice

3 Call of the Haunted
2 Ninjitsu Art of Transformation

1 Mist Wurm
1 Scrap Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice – Catastor
1 Number C39: Utopia Ray
1 Number 39: Utopia
1 Steelswarm Roach
1 Lavalval Chain
1 Diagusto Emeral
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines

This is the base I have been using for my variants. I have gone over most of it in my previous post, but a change I think I need to mention is I dropped Effect Veiler to two as standard because testing has shown me that I really don’t need three. Draw power in the deck is fantastic and Veiler will usually wind up in my hand anyway.

I am also not strictly sure about Gorz the Emissary of Darkness and Blackwing – Zephyrus the Elite. They both pull their own weight and I don’t plan to remove them, but I would not regard them as massive staples in the deck. Gorz gets clogged by my Ninjitsu cards on occasion, and Zephyrus is less useful with the Armageddon Knight engine removed (although still pretty good with Lavalval Chain)

The Extra deck is pretty tight on space, only really room for one tech card – the others are all good enough in this deck to be considered staples. I suppose if you really wanted you could remove Roach, but it puts in a lot of work and I think the deck is better with it.

The Armageddon Engine I have put aside, it was the tech of the previous version but where it was new tech can now go. The deck is pretty versatile and potentially lots of cards can go there. I’m still not done with finding new ones, plenty more to test.

Here is my current favourite.



Tech:
2 Tragoedia
2 Thunder King Rai-Oh
1 Chaos Sorcerer
1 Number 39: Utopia (Extra)

I mentioned wanting to test Tragoedia last time, and I have done since, and let me say it is a complete tank here. Your hand will usually be pretty big, so he’ll have a very respectable attack. He can be dropped on short notice, is often highly unexpected. I have won games through him because the opponent simply cannot get an out to him.

If your hand is small, he’s still useful. Either as a quick block to save your life until next turn, or as a highly versatile Xyz fuel on account of his level changing ability; if your hand is small you will likely have a bunch of choices in the graveyard to go through. Plus the deck runs quite a lot of LV4 monsters that are just beaters once they hit the hand, so you can steal stuff from the opponent if the chance comes up.

Rai-Oh is a 1900 beater that stops searches, and is still very useful in the current meta. Deals with problem cards like Sangan, generally the opponent will have to get rid of it either by baiting it out with a synchro or an xyz, or by using some of their monster destruction. Only thing I don’t really like about it in here is it stops Hanzo searches, but so far that hasn’t proven to be a major problem.

Chaos Sorcerer is a smaller BLS and is just generally useful for picking off things I don’t like while manipulating my grave. I often drop this and go into a Guide play for awesome plusses. Winding up with Sorcerer, Leviair, and either Hanzo, Rai-Oh, or Crane on the field can be sooo broken.

Hope you enjoy, peace guys.

Tuesday, 10 April 2012

Sacred Crane Part 1

This will be an ongoing project. I'm not done with this deck by any means, but people keep asking me to post it so here you go guys.


1 Black Luster Soldier - Envoy of the Beginning
1 Chaos Sorcerer
3 Sacred Crane
3 Ninja Grandmaster Hanzo
3 Tour Guide from the Underworld
3 Effect Veiler
3 Maxx "C"
2 Summoner Monk
2 Genex Ally Birdman
1 Goblindbergh
1 Sangan
1 Blackwing - Zephyrus the Elite

2 Black Garden
2 Mystical Space Typhoon
1 Allure of Darkness
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Mind Control
1 Pot of Duality
1 Reinforcement of the Army

3 Call of the Haunted
2 Ninjitsu Art of Transformation

1 Mist Wurm
1 Scrap Dragon
1 Genex Ally Triforce
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice - Catastor
1 Number 39: Utopia
1 Lavalval Chain
1 Diagusto Emeral
1 Number 50: Black Corn
1 Steelsworn Roach
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines

So here is the first version I made. To give credit, this was partially based off of a design by ! ! ! ! ! ! ! !CED, but with my own twist in using the Hanzo engine to search out Sacred Crane.

The deck itself obviously (judging by the name) revolves around Sacred Crane, a card that allows you to draw 1 whenever it is special summoned. It is searchable in here by Summoner Monk and by Ninjitsu Art of Transformation, both of which would result in a Light and a Dark in grave ready for Sorc or BLS, the boss monsters of the deck.

There is of course the Tour Guide engine to capitalise on these. Strong on its own of course, standard toolbox is always powerful, but it gets better with the capabilities to special summon a banished Sacred Crane with Leviair for more plusses.

Goblindbergh is basically a level 4 Marauding Captain. Ran at 1 for tech because its searchable with RotA and allows for special summoning Sacred Crane, making a rank 4 Xyz and a draw. Genex Ally Birdman is a great recycler, adding back to hand Tour Guide, Hanzo, Summoner Monk, BLS/Sorc, or Goblindbergh. This is kinda a win more card I've found, but it has its uses if you're behind too, especially in dealing with Effect Veiler, which this deck absolutely hates.

2 Black Garden is a control element that can also double as quick Crane ressurection. I loved it at first, but testing it I found it kinda tricky to get right; it was at its best when I had Tour Guide or something, but with all the backrow hatred the control aspect of it never really came into play.

I only ever ran two Ninjitsu Art of Transformation, never tested three. With only three Ninjas in the deck, three is simply not worth it, I got a fair number of dead draws even with just two.

Extra Deck is pretty cramped, but I got the space to for in Genex Ally Triforce, a favourite tech card of mine. Not too abusable, but its the kind of monster the opponent needs to get rid of quickly so to draw them into attack.

This was the prototype for me. Though probably considerably inferior to CED's build, I consider it a decent start. I'm not done though, and I'm liking my next version better.

Version Two:


1 Black Luster Soldier - Envoy of the Beginning
1 Gorz the Emissary of Darkness
3 Ninja Grandmaster Hanzo
3 Sacred Crane
3 Tour Guide from the Underworld
3 Effect Veiler
2 Armageddon Knight
2 Karakuri Ninja mdl 339 "Sazank"
2 Maxx "C"
1 Blackwing - Zephyrus the Elite
1 Sangan
1 Necro Gardna
1 Plaguespreader Zombie

2 Pot of Duality
2 Mystical Space Typhoon
1 Allure of Darkness
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Mind Control
1 Reinforcement of the Army
1 Pot of Avarice

3 Call of the Haunted
2 Ninjitsu Art of Transformation

1 Mist Wurm
1 Scrap Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice - Catastor
1 Armory Arm
1 Number 39: Utopia
1 Number C39: Utopia Ray
1 Lavalval Chain
1 Steelsworn Roach
1 Diagusto Emeral
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines

Now this version was built from scratch in a manner closer to my normal style. For this version I've left out a lot of the important cards from the original, like Summoner Monk, Genex Ally Birdman, Black Garden. Monk was very good when I got it off, but a Veiler to it was simply disasterous and with Veiler being so common these days I just cannot keep it. Birdman is less useful with Monk out, and in any case I found I never actually needed it except to make Triforce or to OTK every now and then. Black Garden with Monk gone just wouldn't be worth the deck space.

So I have 3 Hanzo, 3 Crane, 2 Sazank, and 2 Transformation as a base engine. I included the Sazanks because the last deck struggled a little with monster destruction, and I special summoned Hanzo more than I had expected I'd need to so I thought I'd include a way to gain advantage off of it. Considered 3 Transformation to run with more Ninjas in the deck, but since Sazank is likely to die when its attacked its not really worth it imo.

Armageddon Knight engine is always a favourite of mine, and though I don't have the space for three, with so much draw power two is worth it. They can ditch Zephyrus, Plague, and Gardna, setting up whatever I need them to, and they are level 4 for easy Xyzing.

This version includes Gorz over Chaos Sorcerer. The deck needed the ability to stall in case it drew slow, and Gorz provides that kind of protection much better than Chaos Sorcerer, which is aggressive. Because of all the draw power I have also considered Tragoedia for doing the same job, which I will be testing at some point I imagine but is again out for now because of space issues.

BLS I'm sure everyone knows, it just wins games on its own. Amazing in both versions, I think it should be run in all Crane builds. 3 Tour Guide and Sangan I think go with this, they are just so versatile and have the ability to toolbox a banished Crane. Plus Sangan of course is another CotH target.

3 Veiler and 2 Maxx "C" was something I wasn't really happy with. Including Gorz I still have six hand traps mained, but I like to run Maxx and Veiler in threes. Still, I draw them both enough so far, so I'm okay with it for the moment.

Spells, I included one Duality in the first but I had to put it to two in the second. Special summoning every turn is less essential in version two, so getting the consistancy boost is very nice and has helped mitigate a few issues with slow starting hands. The rest are pretty much staples aside from Pot of Avarice, which I normally don't like, but I have found this deck just likes to recycle lots with Guides and with the extra deck. A +1 is always nice too.

For the extra deck, I included one Synchro of each level from 4 to 9. Nice and toolboxish, the only one that I think may be questioned is Armory Arm and I find it worth it often enough in decks that run both Sangan and Effect Veiler.

The Xyzs, Lavalval Chain sets up so many plays with the ability to dump anything in the grave, Emeral serves as a mini Avarice, Utopia is just controlling and Roach I've found so useful in the past. Stops a lot of big drops, like BLS and synchroing. C39 Utopia Ray I'm using as tech because its cool and pretty useful, and the rank threes are all for Guide toolboxing.

Will be making additional posts on this as I said, so keep an eye out for that.

Peace.

Tuesday, 3 April 2012

Rabbit Archfiends

I have, for a long long time, wanted to do something with the card Falling Down. Falling Down is an extremely powerful equip spell, similar to Snatch Steal but reliant on having an Archfiend out on the field. Problem is, Archfiends in general are a weak archetype, and would need heavy support.

Well now I have that sorted out!



3 Archfiend Soldier
3 Sabersaurus
3 Rescue Rabbit
3 Tour Guide from the Underworld
2 Desrook Archfiend
2 Maxx "C"
1 Black Luster Soldier - Envoy of the Beginning
1 Gorz the Emissary of Darkness

3 Falling Down
2 Mystical Space Typhoon
2 Forbidden Lance
1 Monster Reborn
1 Dark Hole
1 Heavy Storm
1 Mind Control
1 Book of Moon
1 Pot of Avarice
1 Pot of Duality

2 Torrential Tribute
2 Fiendish Chain
2 Solemn Warning
1 Solemn Judgment
1 Mirror Force

Extra Deck:
1 Ally of Justice - Catastor
1 Brionac, Dragon of the Ice Barrier
1 Scrap Dragon
1 Mist Wurm
1 Verz Ouroboros
1 Number 16: Shock Master

2 Number 39: Utopia
1 Number C39: Utopia Ray
1 Evolzar Laggia
1 Evolzar Dolkka
1 Steelsworn Roach
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines

Side Deck:
2 Effect Veiler
2 Shadowknight Archfiend
2 Spirit Reaper
1 Neo-Spacian Grand Mole
1 Kinetic Soldier
1 Mystical Space Typhoon
3 Macro Cosmos
2 Bottomless Trap Hole
1 Fairy Wind

The deck is structured in a similar manner to Dino-Rabbit, in fact it even uses Sabersaurus because of the lack of a level four Normal Archfiend aside from Archfiend Soldier. I've considered a Verz engine instead, maybe allow me to incorporate Allure of Darkness, but really the Sabers are superior here.

The way the deck works is simple, but it has a great many tricks and can be pretty explosive. Rescue Rabbit searching into Archfiend Soldier is the big play, with 3800 damage placed on the table and access to Falling Down now granted, dealing massive damage is pretty easy. After this Xyzing is the usual approach if the opponent survives, either the Soldiers with the new monster (the reason for Shock Master and Verz Ouroboros in the Extra Deck), or just putting them together for Utopia and giving control back (kind of weak, only really used where an OTK failed for whatever reason).

A similar play can also be made with Tour Guide into Desrook Archfiend. This places 2100 damage on the table and preps Falling Down, although unless you have a nice Level 3 to steal or can take the opponent out with it you usually wont use that. What I like about it is it keeps more Tour Guide in the deck, and Desrook Archfiend is a Light that seems to slip under the radar for a lot of people, setting up for BLS - EotB. A lot of people don't expect BLS either, or use up all their defense stopping my Archfiend OTKs, so BLS is usually going to devastate people if I draw it.

Falling Down is magnificent. It can be absolutely devastating even if I'm not trying to OTK. Summon Archfiend Soldier, snatch their Level 4 for a Rank 4. Summon Desrook Archfiend, snatch their Level 3 for Rank 3. Summon either, snatch Utopia (which it pretty much the go-to Xyz this format), overlay into Utopia Ray so even if the Archfiend is destroyed they don't get their monster back. Or just snatch that BLS they summoned and whack them for game. Stealing stuff this format is sooooo good.

Archfiend Soldier works good as just a beater as well. 1900 attack and Fiendish Chain immunity is nice, and is shared by Sabersaurus. It with Falling Down often forces the opponent on the defensive, as they don't want me stealing the big monsters they summon but anything smaller gets run over.

41 cards is something I'm not sure I like in most decks, but it doesn't seem to be a problem for this deck. If I had to take something out, it would likely be the Pot of Duality, but since looking at the YCS Piper deck I've taken rather a liking to running a lone copy of it to dig for cards I need.

Side Deck, largely untested but its stuff that I know works. Fairy Wind is for Malefics and Dark Worlds, two decks with the potential to be problematic. Macro just wrecks Dark World and Inzektors, Bottomless and Shadowknight Archfiends are to deal with Stunnish builds. Spirit Reaper is for Dino-Rabbit and Legendary Six Samurai. Kinetic Soldier is Legendary Six Samurai again and Hero Stun, which has been growing in popularity. Third MST and Grand Mole are just generally useful sides.

Will probably use this for a while longer, its a lot of fun and has raised my rating considerably.

Peace guys.