The New Yu-Gi-Oh Thread: Construct Joins Stratos in the Halfway House

My Agent Deck just gets better, thanks Konami, I didn’t rock monster reborn anyway :tup:

There goes my Chaos Deck.

I just started playing again, and the Six Samurai are some cool ass niggas. I always wanted to play the insane spam abilities with the Legendary Six, since the last time I played I used the OG Six.

What the hell were you running that the list screwed you?

I don’t mind the Six Sams that much, it’s just that Gateway was just ridiculously stupid.

Play the deck without it, it’s fine. It just doesn’t derp a random Turn 1 win once every five games anymore.

I never really got to experience that though.

All the staples.

You can live without the staples, trust me. Most of them were crutches.

As for you Co-Jones, it wasn’t pleasant. Just play the Six Sams as they are now. Decent Tier 2-Tier 3. Having Shi-En negate stuff is going to be a bit more important in this upcoming format, along with having your Counter Trap. You just have to get creative and think about your deck building.

Now that people can’t just blow my field away anymore, and Agent Earth is at 3, i think things are looking up for fairies. Don’t need monster reborn because of Agent Jupiter and Athena.
Three earths mean more master hyperions and agent venuses
Archlord Kristya holding down the field while i build up my defenses and hand
Mermails, my worst enemy, is hit.
Edrags, although they weren’t much of a problem for me were hit
Six Samurai were hit

Unless a new deck comes out with new abilities with a bunch of “no’s” in them, I’ll be just fine.

Hmm, I wonder what made them ban E-Hero Stratos? Perhaps recycling his ass was a good reason why, since his effects are really good.

I’m just glad that Samurais still remain relevant after so long. Been playing them since back when Ancient Prophecy was released, love the deck type so much.

I’m gonna miss Gateway though. I mean, I’m kinda glad it’s gone, since with the new Samurais it’s nothing but derp if you draw it. But I miss the days before the Legendary Samurai came out, when Gateway at 3 helped the deck to be a more consistent control deck that was more about clearing your opponent’s field than slapping a bunch of monsters on the field, wiping your opponent’s field, and negating everything with Shi-en so you’re opponent can’t do anything. Legendary Samurai with Gateway at 3 was the definition of derp (heck, even at 1, if you drew it you could still go derp). Now with it gone, the derp factor is mostly gone.

The staples getting hit is quite interesting. Not sure whether it’s a good thing or not, but we’ll have to wait and see at this point. But with the free deck slots with all the limits/bans on staples, I might tech 3 smashing ground again. Samurai’s seem to have problems against beatsticks, especially late game, and with Gateway gone they can’t maintain card advantage as long (a.k.a fuel for hand or Mizuho, and Zanji to a lesser extent) or buff their attack (outside of Temple of the Six, which takes forever to get any significant attack reductions on the opponent, and with 3x MST it wouldn’t be staying long anyway).

well I’ve been out of it, but with scapes I wanted to try remaking an old quickdraw/volcanic shell deck.

Spoiler

Let me know if there are some more current cards that I could be using that would be good, i’m sure i’m missing a few… or more.

Simply put, his ban does what the ban list is essentially supposed to do. His ban lets other cards live. With him banned, A Hero Lives goes to 3, Malicious goes to 3 and Emergency Call goes to 3.

I’ve been out of the game too long. I’m like Yugi in that movie the three protagonists teamed up.

“Synchro-what?”

People out of the game that long will see the White and Black Borders and will leave just as fast as they came back.

It’s XYZ-what now?

I kinda got ticked Konami tried to push Synchros to the side by making all the newer cards basically not work with Tuners…

The new set was supposed to bring back Synchros, but I’m not feeling it. Heck, why aren’t they trying to rebalance FUSION monsters?

Balancing fusions is kinda hard, to be honest. There are so many ways to fuse and fusions aren’t limited to specific deck archetypes, like some extra types of synchro summons are, for example. Fusions can happen almost anytime and anywhere and some fusions are pretty good. Synchro fusions are a bit easier to pin down, but regular ones are difficult to buff up either in terms of the viable monster pool or the ease with which you can summon them just because of how quickly things can get out of hand.

Because the only way Fusions are ever viable is if the way to Fuse is different than normal.

HEROs? Miracle Fusion and Super Poly with very general requirements.

Glad Beasts? Contact Fusion, with again, general requirements.

I mean like, cards that reward you for successfully Fusion Summoning, like TG Hyper Librarian does for Synchros…

Because other than Glad Beasts, cards can’t fuse on their own. Very few decks if any are fusing more than once per turn. It wouldn’t be worth it. If it’s a monster, it will probably leave the field before you take advantage, especially if it’s a Fusion Monster. Continuous Spell, same deal. Trap, worthless. If it’s a Field Spell, it has to somehow be better than Fusion Gate.

The thing with Fusions is that it requires another card outside of the monsters to fuse unless it’s Contact Fusion which only Glad Beasts really do with any success. Which makes things difficult if you don’t draw into said cards.

I like most of what’s going on minus the spell line-up…I’d just go 3 mst instead of the one nightbeam split. I might try running Pot of duality over seven stars, and I’m not too sure on the return/royal decree; some staple traps might be more useful to protecting yourself. I might take out the where arf though for another tuning as well…

What’s your extra deck look like? It’d be pretty easy for you to make star eater in this deck from what I can tell…