Showing posts with label Sangan. Show all posts
Showing posts with label Sangan. Show all posts

Wednesday, 2 May 2012

BWST: Updates and Techs


It was requested recently that I update my BWST guide. Seeing as I’ve learnt a lot since I did the last one, I figure that it’s worth doing, so here it is.

This is the basic frame that I now use to construct all my variations of the build.



Monsters: 19
1 Black Luster Soldier – Envoy of the Beginning
1 Gorz the Emissary of Darkness
3 Armageddon Knight
3 Tour Guide from the Underworld
3 Maxx “C”
3 Effect Veiler
2 Necro Gardna
1 Blackwing – Zephyrus the Elite
1 Sangan
1 Plaguespreader Zombie

Spells: 10
2 Pot of Duality
2 Mystical Space Typhoon
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Mind Control
1 Reinforcement of the Army
1 Allure of Darkness

Traps: 6
3 Call of the Haunted
3 Limit Reverse

Extra: 13
1 Mist Wurm
1 Scrap Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Magical Android
1 Ally of Justice – Catastor
1 Armory Arm
1 Number 39: Utopia
1 Number 17: Leviathan Dragon
1 Number 20:  Brilliant
1 Number 30: Acid Golem of Destruction
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines

Side: 8
2 D.D. Warrior Lady
2 Spirit Reaper
2 D.D. Crow
1 Honest
1 Mystical Space Typhoon

For my previous explanation of what all the cards in the deck are for, see this post.

This is very similar to the previous frame I was using, but with a few improvements. The first of these is that Magical Android has replaces T.G. Hyper Librarian in the main deck. I initially thought that would be bad, but once I started using Honest engines it just felt so much better; its got the same stats, but is light, which gives the Honest compatibility and sets up BLS. After some testing of running all 3 I realised I never seemed to play Librarian after that.

Second improvement is putting in Acid Golem. I disregarded it previously, but after tests with and without it I found the option to go into it was something I really missed. 3000 beater from Guide is good stuff.

Third is setting more of the Side Deck in stone. I have decided that if not mained, Honest, D.D. Warrior Lady, and Spirit Reaper should be at least sided because of how powerful they all are in the deck. Reaper baits and stalls, Warrior Lady picks off pesky cards while prepping Leviair plays, and Honest is just broken.

 Now, some of my more recent tech variations.



Diva Variant

Main Deck:
3 Deep Sea Diva
2 Lost Blue Breaker
2 Snowman Eater (-1 Necro Gardna, -1 Limit Reverse)

Extra Deck:
1 Sea Dragon Lord Gishilnodon
1 Number 16: Shock Master

This is a fast, aggressive version. It can drop LV5 with incredible ease, not relying on resurrection for it as it has the Diva into Lost Blue Breaker play. If you do have a Call or a Limit Reverse ready, you can just summon Diva, pick off a backrow with Breaker, and then sync the Sangan with the Diva for a LV5 anyway.

Snowman Eater is a wall that picks off pesky monsters, but I run it primarily to stop Lost Blue Breaker being dead in hand. The original version didn’t run it and as a result I had major problems when I drew Breaker. Now I at least have more of a chance to make it live.

Sea Dragon Lord is a card rarely seen these days which I just rather liked because of the ease at which a LV3 can be sent to the grave in this deck. You got Call or Limit Reverse set and the opponent plays MST, they are gonna have a hard time running over a 3000 beater.

Shock Master is something I’m testing out. Most match-ups its going to be useless, but I keep finding the Chain Burn and Final Countdown match-ups to be a pain, so something like Shock Master that can make them weak is going to be worth it.

I suppose I could probably run the T.G. Hyper Librarian I mentioned earlier in this build. Its LV5 and lets me plus off synchros. But the fact is I never miss it, and I rarely seem to synchro with another synchro monster already out. If I’m doing that, Librarian would just be a ‘win more’ card.

One thing I sort of want to test in it is Gachi Gachi Gantetsu, which I could probably run over Shock Master. If you’re running low on Diva targets through bad draws, could be nice to make a temporary wall. I’ll be testing it soon, probably over Shock Master.



Chaos Birdman Variant

Main Deck:
2 D.D. Warrior Lady
2 Genex Ally Birdman
1 Gellenduo
1 Honest (-1 Limit Reverse)

Extra Deck:
1 Black Rose Dragon
1 Genex Ally Triforce

A versatile, but primarily aggressive build. Definitely one of my best so far.

Warrior Lady and Honest again because of the sheer power of the cards which I have emphasised over and over. Genex Ally Birdman is run because of high synergy with the rest of the cards in the deck; it can allow Armageddon Knight to be reused, can bounce back a Veiler’d Tour Guide for next turn, and is a very fast LV3 tuner. It is used primarily to make LV7 synchro monsters, which I will come to in a moment.

Gellenduo is a light LV4 wall that can fend off attacks for a fair while in tests. 1700 ATK and Honest compatibility can make it a small beater if it comes to it, and it can allow for Rank 4 plays. The only issue I have with it is it’ll destroy itself if I use Zephyrus effect to return any card other than Gellenduo, but I can work around this easily enough.

For the Extra Deck, a second Black Rose Dragon is run because nuking with this build is fairly easy and having a second seems to be worth it so far, though strictly speaking it’s not really needed.
There is also a favourite card of mine, Genex Ally Triforce. A LV7, 2500 beater that is easy to summon with Birdman and can recycle any light monsters you have in the grave, this is something that if you have it out, the opponent will have to deal with it fast. True it’s not too useful the first turn it comes out because the Light monster must be face down, but +1 every turn is not bad by any means and bringing Honest, Gellenduo, or Warrior Lady (if it gets hit by Warning or something) back can be brutal.

Some things I might want for the Side Deck are Ryko, Lightsworn Hunter, and Lyla, Lightsworn Sorceress, but I’ve put them aside for now because I don’t really like the milling as it disrupts the flow of the deck. Will probably make another variant incorporating them and Birdman though, because Triforce with Ryko would be fantastic.



Necrofear Variant

Main Deck:
2 Dark Necrofear
2 Newdoria
1 Night Assailant

Extra Deck:
1 Maestroke the Symphony Djinn
1 Melomelody the Brass Djinn

More of a fun variation than the other two, but still pretty capable of winning in my tests so far. It has a defensive style early on, which it trades up later in the game for a more aggressive style.

Dark Necrofear is run as the signature card of this variant. In order to play it you will usually be banishing two Tour Guides and one other Fiend. Almost never will that fiend be Sangan unless you are sure that you can get a Leviair play in straight afterwards. Necrofear is unexpected, and its effect makes the opponent nervous about destroying it.

Newdoria serves a similar purpose to D.D. Warrior Lady. It’s a dark Fiend that helps prepare for Dark Necrofear and pick off certain unwelcome monsters. Its okay, but I do have to admit that it doesn’t do the job as well as I’d initially hoped. Still a cool card though.

Night Assailant is just a nice card. It can pick off pesky monsters, and is a LV3 Fiend, thus making it a Tour Guide target and potentially allowing for more uses of the Guide. It has weak stats, but those tend not to matter as you’ll never be attacking with it.

The Djinn cards in the extra are, strictly speaking, run because they are Fiends and help set up Necrofear. With Melomelody, a single Tour Guide can make Dark Necrofear ready very quickly. I picked it because I think it’s the best of the Rank 3 Djinn; its Light, can attack twice, and doesn’t rely on the opponent having monsters to be useful. It’s also got some rather nice synergy with Honest if I side that in.

Maestroke is just a great card in general. It has an effect that can guard itself, and that can make opposing monsters vulnerable to attacks. I’m really liking it against Hero decks, which are rather a hard match-up for this most of the time.

Anyway, that’s all from me today. Peace out guys, hope you enjoyed this.

Sunday, 25 March 2012

BWST Under the new Banlist

UPDATE O.O

This was written over several days and has not been proof-read. Might have spelling errors or something.

Yah so I am frequently asked about this deck at the moment. Its the thing I am seen using on DN the vast majoriity of the time. It is versatile, fast, and I have already mentioned it before on this blog twice, but with the new banlist and my knowledge increasing I guess another couldn't hurt.

So here is the basic structure of BWST.



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

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

3 Call of the Haunted
3 Limit Reverse

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 Mist Wurm
1 Number 17: Leviathan Dragon
1 Number 20: Brilliant
1 Leviair the Sea Dragon
1 Wind-Up Zemnaines
1 Number 39: Utopia


This deck will always, always, have most of those cards in. A few are optional, but it tends to work best with them all there. This is a very powerful, very versatile engine.

The deck revolves around Sangan. Yes Sangan is limited, but its simply so easy to search that this doesn't matter. 3 Armageddon Knight, 3 Tour Guide, 1 Reinforcement of the Army are used primarily to place Sangan in the grave as early as possible, where it can be repeatedly manipulated with Call of the Haunted and Limit Reverse.

Now obviously using Tour Guide to send Sangan to the grave is the more benificial play, but because the deck runs 2 Pot of Duality now its not always possible to do that. Go with Guide if you draw it, otherwise just use Armageddon, both do the job well enough.

After Sangan is in the grave, Tour Guide and Armageddon Knight become the fuel that powers the deck. Armageddon Knight is able to send to the grave Necro Gardna, Plaguespreader Zombie, and Blackwing - Zephyrus the Elite. Gardna is promarily for defense, but the first two of these can give you some explosive plays. Armageddon ditching Plague with either Call or Limit Reverse ready can give you either Mist Wurm and a Sangan search, Catastor/Librarian and a Sangan search, or Brionac. Usually it will be one of the first two, because Brionac is a minus.

Zephyrus is usually the play that follows the Plaguespreader play. Summon Armageddon Knight, send Zephyrus, add back the Call/Limit Reverse you used to get Sangan to SS Zephyrus, and make Utopia. So not only do you get Utopioa, but another use out of your resurrection trap.

Tour Guide's plays are well known of course. Leviathan for a 2500 beater, Leviair for toolboxing banished cards, Zenmaines for either stall or attacking to rid them of a pesky monster. But outside of Wind-Ups and Inzektors, Brilliant is usually ignored, and here it is surprisingly effective. It can make your opponent think twice about using their Rai-Oh on it, can set up for or bluff BLS-EotB, and 2100 beater is not bad at all. Its as viable an option as Leviathan Dragon is turn 1, more so in certain cases. And yes, turn 1 you are going to want to make either Leviathan or Brilliant, in order to set up your Calls/Limit Reverses quickly.

Effect Veiler and Maxx "C" are pro as ever and should always be run at 3. With the only backrow in the deck being resurrection cards, both are invaluable. Both are also searchable; one of this deck's greatest assets is that with Sangan in the grave, all backrow becomes very chainable, and a Heavy Storm or MST can let you add a Veiler or Maxx C to screw with the opponent's plays. It can also add Armageddon Knight and Tour Guide, for aggressive plays next turn.

Black Luster Soldier is run because despite only 3 Lights in the main deck, said lights are very easy to add and send to graveyard, Utopia and Brilliant are easy to play, and it just wins games.

The spells are mostly staples. Allure of Darkness is staple in a deck with this many darks, Reinforcement of the Army adds your Armageddon Knight. Only card that isn't really a staple is Pot of Duality at 2, and that's just because it adds a little consistency early game. I originally ran 3 Upstart instead, and still do in a couple of versions, but certain cards are just not good if they are drawn. See Necro Gardna and Zephyrus.

Gorz is a big beater. It can be fantastic, or it can be dead because you have a dead Limit Reverse on the field. I've deliberated removing it now Call is at 3, but it has proven to be a great card time and time again and can just win games on its own like BLS, so right now its needed.

Extra deck, Utopia is the only rank 4 you need. It is a 2500 beater, light, easy to play, and great for both beating and stalling. The Rank 3s are all Tour Guide toolboxes.

The synchros are fairly standard. Only thing worth mentioning is a lack of Stardust Dragon, because its hard to make LV8 with this deck and when its possible its not worth it if all you're getting is a Stardust.

Now, onto the tech.

This is what defines each and every version of the deck. There are a great many options for what to put in here, and it will basically be what the Sangan engine tries to fall back on. It can be aggressive or defensive, control or beatdown style. The only important thing is that it actually helps the rest of the deck. The tech in your main will be what defines the remaining slots in your extra deck.

If you want to run more than 5 tech cards, I recommend removing 1 Necro Gardna and/or 1 Limit Reverse. Which you do depends on what play style you have in mind.

A few of my favourite techs right now.

3 Wattdragonfly
2 Wattmeter Dragon
1 Honest (-1 Limit Reverse)
1 Magical Android

2 DD Warrior Lady
2 Spirit Reaper
1 Honest
1 Magical Android

3 Caius the Shadow Monarch
2 Battle Fader

3 Chaos End Master
2 Sphere of Chaos
1 Byser Shock (-1 Limit Reverse)
1 Honest (-1 Necro Gardna)
1 Magical Android

I have lots of others but these are my favourites right now. Caius and Fader is great for match-ups where the opponent plays explosively; Holy Marks for example. Fader's searchability prevents OTKs, which is awesome. The Watt engine is just a massive surprise; no one expects anything big from Wattdragonfly. As a bonus, Wattmeter Dragon is a normal monster, and thus has immunity to Fiendish Chain. Warrior Lady and Reaper can make for some awesome disruption plays, being useful both aggressively and defensively. Chaos End Master makes for instant Stardust or Scrap plays, is RotA searchable, and can be used with Honest to amazing effect.

Honest is awesome, although you need to run at least two more light monsters to make it worth it. It most definitely is worth it when you do though. Honest is the most powerful hand trap in the game, and is Sangan searchable. This can make for some explosive plays, especially when you drew BLS-EotB and are prepping an OTK. Magical Android must always go in the Extra Deck if you use Honest.

Because these deck defining cards only take up about five deck slots, it is possible to completely change your deck when it comes to Side-Decking. I almost always have the Caius engine sided, along with whatever other engines I feel would be useful. Being able to swap to a different deck at siding time can really throw an opponent off I find.

Staples in side deck are 2 D.D. Crow (for Inzektors and Wind-Up), 1 Mystical Space Typhoon (backrow heavy decks) and 2 Spirit Reaper (Dino-Rabbit). This leaves space for two engines, so you have the potential to switch between three different decks.

Any questions about this deck, feel free to message me on DN, but this I feel should cover the basics.

Peace.

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.