Thursday, January 30, 2014

Two Cards in Two Days


Two days left before YCS Atlanta … and I’m two cards short!

I’m sure I’m not the only one who has agonized over the last few slots in their deck.  I suspect two cards may not make as much difference as we think.  Let’s face it; there are a lot of top decks with some questionable card choices.  Nevertheless, our anxiety about a big tournament probably gets focused on these final decisions.  

So here is my deck … thus far:

The Geargia Core: Armor (3), Accelerator (3), Arsenal (3), MKII (3), Geargiano (1), Saizan (2), Strategist (1), Birdman (1). 

Mo Monsters: Gearframe (1), Fortress (1), Thunder King (1), Redox (1)

Spells:  MST (2), Iron Call (1), Lance (2)

Traps: CED (1), Bottomless (1), Torrential (1), Divine Wrath (2), Trap Stun (2), Geargiagear (3), COTH (2)

EXTRA: Burei (2), Bureido (1), Colossal (1), Scrap (1), Stardust (1), Crimson Blader (1), Ancient Fairy (1), Gear Gigant (2), Silent Honor Ark (1), Emeral (1), Abyss Dweller (1), Dracossack (1), Big Eye (1)

SIDE DECK: Goldfish* (1), Scarecrow (1), Core Destroyer (1), Maxx C (2), Mind Control (1), Creature Swap (2), MST (1), Overworked (3), Debunk (3)

For those of you who want a visual, here's the same deck



What I like
·         Mini Machinas:  Fortress has a way of getting players out of trouble.  Crash into a 2500 ATK monster and destroy a second one for free.  It gets over Skill Drain and Kaiser Coliseum.   As a level 7, it sets you up for Dracossack and Big Eye plays.  Finally, it slides by Deck Devi. 
·         Thunder King:  Sure, it conflicts with many of the Geargia plays but it is also a Black Horn on legs.  Mirror matches are always a bit degenerate … I say let it be degenerate in my favor.
·         Lance:  Lance was not a good choice in the era of battle traps, but these are less common.  Given the number of 1 for 1 traps in this game, Lance seems like a reasonable card. Besides, it works in the damage step and causes problems for Fire Fists.
·         Fewer Traps: One of the problems I have with a lot of Geargia builds is the high trap number.  12 is still a big number, but one that offers a bit more balance. 

What I dislike 
 Draw Engine: Upstarts are common to Geargia decks.  I personally don’t care for handing your opponent 1,000 points.  Besides, it’s a 1 for 1 that doesn’t add a great deal to the consistency of the deck.  I was using Card Car Ds because their earthy machines.  Still, I wonder if they are needed at all.
·         Monster Effect Hate: Divine Wrath works because pitching to the grave is not a problem.  Iron Call, COTH, Redox, MKII, and Geargiano all bring cards back.  I’m not running Fiendish Chain or Effect Veiler – it may cost me.
·         MST: There has always been a love-hate relationship with this card.  It’s dead on many occasions. 
   
·         What I thought about
 Mo Monsters: Effect Veilers, another Fortress
 Mo Spells: Dark Hole, Creature Swap, BOM, Shards
 Mo Traps:  another COTH, Fiendish Chains
 
  Please comment with suggestions.  Thanks

 * Credit for the idea of siding 1 Tin Goldfish goes to Iron Core - I thought this was a great way to boost Abyss Dweller.  Check out their channel.