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Mrbiff's Lab 5-2810
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mrbiff
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PostSubject: Mrbiff's Lab   Mrbiff's Lab EmptyTue May 22, 2012 4:47 pm

Biff's log deck date: whatever today is

a little bit ago I did some experimenting with come cards.
Said experiment was to find counter cards for the meta.
Lucky me I succeded.

Chain dissapearence:
Trap
When a monster(s) with 1000 or less ATK is Summoned: Banish that monster(s),
then your opponent banishes all cards with the same name as that card(s) from their hand and Deck.

This little guy can cause you opponent to lose key cards in their deck, Dragonfly, Rat and with priority gone that Wascaly Rabbit.
They can still grab their cards with leviar but not the same turn. Meta decks have to normal in order to get rolling and if you stop them they are dead in the water for a turn.
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PostSubject: The Meta as I see it part one   Mrbiff's Lab EmptyTue May 29, 2012 7:30 pm

First off a deck that is considered 'meta' is a deck that is considered one of the top kind of decks at the time.
Over the next few days I'm going to go over how each of these decks is played, not nessicarily deck lists but what combos they use and how to counter them.
I have played all of these decks as well as against them so I know what I'm talking about.

Lets start things off with the arsenal that bugs me the most; Inzektors (see what I did there?)
Inzektors started off in Order of Chaos with three main cards, Dragonfly, Hornet and Centipede.
Those three cards set off a loop that can really make people mad. Summon dragonfly, equip hornet from hand or grave destroy a card,
Dragonfly effect, summon centipede hornet again, add a dragonfly to your hand, xyz, attack or whatever else you want to do, repeat next turn.
At the time these guys first came out Giga-Mantis was somewhat ignored but evenyually people realized you could use hornet to blow up mantis ang make more plays with that.
Then we get to Galactic Overlord and the Ladybug. Ladybug lets you use dragonfly to get a rank 5 xyz, like Tiras.
Inzektors also have equip cards they can search with centipede. The only one that get much use is Zectcalibur.
Zectcal gives an inzektor a 800 atk boost and grabs an inzektor from the grave when its destroyed.
Gives people Dragonfly when then run out or grabs a mantis to make more plays with.

Thats how they work, now we get to how to counter them.
Macro Cosmos: dimension fissure wont work on equiped inzektors so they can just run it over. They can still run this over with hornet but at the cost of losing the hornet. Hurts you too but its just an idea.
Effect Veiler: stop plays before they happen, also a tuner if you like synchros.
Fienish Chain: does the same thing as veiler but it stops attacks too.
Chain Dissapearence: knocks out all their dragonflies, which hurts, a lot.
Mystical Space Typhoon: can stop ladybug and hornet from killing something you need. They still get dragonfly's effect but hey they kill one less card or can't grab tiras. Besides your going to be running them anyway in this meta.

Those are just some card choices that I've used there are probably a lot more, but these are a bit more common.
If you stop an inzektor players plays, it can and will win you the duel more often than not. Its really a pain to recover from one turn without the loop.
anyhow if you have comments or suggestions or whatever just post,
Thanks,
mrbiff
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PostSubject: The Meta as I see it part 2   Mrbiff's Lab EmptyWed May 30, 2012 7:14 pm

Moving right along...
Toiday we have most annoyingly fluffy deck ever: Dino-Rabbit
Rabbit is simple; summon rescue rabbit, grab two Dinos, xyz for Dollka or Laggia, stop your opponents plays.
Use tourguide to summon Leviar and re-use Rabbit.
Thats about it really.

If you go first and you know your opponent is using rabbit, bring out something with at least 2500 atk or a Maestroke.
Maestroke forces them to go Dolkka which is a ton easier to beat than Laggia.
The biggest thing you'll have trouble with is Laggia. Its solemn judgment as a monster really. The best way to take care of that is to force them to use its effect.
How do you force them? Cards like Book of Moon and Fiendish Chain help a lot. Torrential Tribute works too.
However, even without Laggia Rabbit users usually have a big backrow, if you attack chances are they will use Forbidden Lance on you and you lose a monster.
In this meta running 3 Mystical Space Typhoons is almost a must. At least 2 is required to do well, unless of course you use dark bribe as part of your backrow. I wouldn't recomend it as it's slower than MST.
Now on to stopping Rescue Rabbit.
Effect Veiler can stop it now, yay!!! Smile
DNA Surgery: make all monster divine beasts or something fun and they can't bring out the Evols. So much fun.
Chain Dissapearence: knocks out rabbit and tourguide. One of my favorite cards, can you tell?

Thats all for now,
Until tomorrow,
mrbiff
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PostSubject: Re: Mrbiff's Lab   Mrbiff's Lab EmptySun Jun 03, 2012 9:54 pm

I defeat Dino Wabbits easily with Chaos Dragons
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PostSubject: The Meta as I see it Part 3   Mrbiff's Lab EmptyWed Jun 06, 2012 7:32 pm

Everyone in the meta has their toys.
If you haven't figured it out yet I'm talking about wind-ups

Wind-ups are all about the loop.
Heres a sample turn one play for them:
1.Summon magician
2. Special summon shark
3.Shark effect make it level 3
4. Magician effect summon Hunter
5. Hunter Effect make your opponent discard a card tributing magician
6. Xyz for Zenmaighty
7. Maighty effect summon rat from deck using hunter as a material
8. Rat effect summon hunter
9. Huneter effect tributing zenmaighty
10. xyz for zenmaighty again
11. repeat steps 7 to 10 until you run out of zenmaightys
12. xyz for leviathan or zenmaines

That right there made your opponents starting hand 2 cards instead of 6.
That wins games.
Literally the only way to stop a first turn loop is to use Effect Veiler. This is why almost everyone runs three of them.
Maxx C can help to minimize the damage since every time they discard one of your cards you get to draw 3.
So really if you put down a Maxx C then they're going to think twice about giving you 9+ cards in your starting hand and should just go into leviathan.
Other than that if you go first chances are you have something in your backrow to stop the loop, like one of my favorite cards: Chain Dissapearence

Even though the main threat from Wind-Ups is the loop you may have to deal with monsters like Tiras, Keeper of Genisis and other staple xyz monsters.
However these guys are easier to take care of if you have a hand so making sure you stop the loop should be priority,
Mrbiff out.
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PostSubject: The Meta as I see it Part 4   Mrbiff's Lab EmptyWed Jun 06, 2012 7:51 pm

ActionLord5450 wrote:
I defeat Dino Wabbits easily with Chaos Dragons

Ah ActionLord5450, since you were so eager to mention the 4th meta deck, I think I' ll cover them now.
Chaos Dragon, also known as Disaster Dragon (I have no idea how that started. I don't make up these names.)
These guys focus on getting out Lightpulsar Dragon out on the field and having a Red-Eyes Darkness Metal Dragon in the grave.

Lightpulsar can be summoned like any other chaos monster, removing from play a light or a dark.
Or it can be summoned by sending a light and dark in your hand to the grave while it's in the graveyard.
Most of the time its the second one. Or using REDMD to summon it, that's common too.

Chaos Dragon players use a variety of ways to get pulsar in the grave.
Lightsworns and random mill cards like magical merchant (merchant can win games if you get lucky, or build your deck around it.)
Future Fusion, using Five-headed Dragon (most recomended and most effective.)
Dragon Ravine (it can help, or it can backfire. Usually help)
Heck you can even use a pulsar. (not common but hey it happens)

The thing with pulsar is that when its sent to the graveyard you can summon a level 5 or higher dark dragon, namely REDMD.

Going on to how to counter these guys...
All of them have over 1000 atk so Chain Dissapearence is useless. Run bottomless Trap Hole instead
They will be running effect veiler so count on that.
They will not usually have a backrow but run MST anyway so you can hit future fuse and ravine before they can send. it hurts the deck, a lot.
If you have an effect like Ryko, Lightsworn Hunter you force lightpulsar to miss the timing on its summon effect because you have to mill after the destruction effect.
All of the cards they have are going to be high attack beatsticks, but they usually don't have much spell control so magical cylinder can hurt them.
They have next to no destruction effects so cards like spirit reaper can stop them in their tracks, or if your an inzektor player messenger of peace.

Thats all for now,
Mrbiff
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PostSubject: Re: Chaos Dragons   Mrbiff's Lab EmptyThu Jun 07, 2012 1:54 pm

I personally think they are being so overused now it's disgusting. If someone tests for this academy with it I'll give them a 0 for originality. -__- Anyway, mrbiff you forgot to mention that dimensional fissure, macro cosmos and even imperial iron wall stops the dragons quite a bit, although I would count more on dimensional fissure since some of them run royal decree.
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PostSubject: Re: Chaos Dragons   Mrbiff's Lab EmptyThu Jun 07, 2012 1:58 pm

And I really like messenger of peace, that's a great idea since I love running inzektors.
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PostSubject: Re: Mrbiff's Lab   Mrbiff's Lab EmptyThu Jun 07, 2012 4:55 pm

chaosmagician17 wrote:
I personally think they are being so overused now it's disgusting. If someone tests for this academy with it I'll give them a 0 for originality. -__- Anyway, mrbiff you forgot to mention that dimensional fissure, macro cosmos and even imperial iron wall stops the dragons quite a bit, although I would count more on dimensional fissure since some of them run royal decree.
Yeah I totally forgot about graveyard control, my bad.
Since were on the subject of grave control you could use Tour Bus of the Underworld, its not that recomended but it could help out and gives another target for tour guide.
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PostSubject: Re: Chaos Dragons   Mrbiff's Lab EmptyThu Jun 07, 2012 5:03 pm

yupp
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PostSubject: Meta As I See it Part 5: In conclusion   Mrbiff's Lab EmptyThu Jun 07, 2012 5:38 pm

In the last week or so I've done an overveiw of what I see as the top 4 decks out there right now.
Some of you may dissagree and say Dark Worlds or something else is better than, say, Disaster Dragon but you can counter both of them basically the same way.
Depending on the variation of each deck of course. Skill Drain Dark Worlds are a pain to deal with for any deck. If they work.

Anyhow, how do you prepare for the meta?
I'm not talking about anti-meta decks here, I'm talking about how to prepare your deck to go up against:
Inzektors
Wind-Ups
Dino-Rabbit
Chaos Dragon...
Having counters for all of these decks basically give you counters for dueling nearly every deck in the game.
So far anyway.

Lets review what kind of staples you woould want:
Mystical Space Typhoon: spell/trap control extrodinare. Most people run 3.
Effect Veiler: stops any effect monster in the game in its tracks. Most people run 3.
Book of Moon: In my opinion one of the most versitle card in the game. Saves monsters from Mirror Force, stops xyz, synch, stops effects, re-use flips, stops attacks, etc... RUN IT!
Bottomless Trap Hole: with priority gone this guy knocks out basically eveything Chain Dissapearence can't
Chain Dissapearence: this card can win games, not right away but it utterly destroys strategies, essentially ensuring your victory.
Maxx C: people special summon a lot, this makes it so you can summon even more next turn.
Dimension Fissure: Stops most grave centric decks, fun card.
Heavy Storm: When MST isn't good enough
Forbidden Lance: Helps low atk monsters
Maestroke the Symphony Djinn: messes up plays and can keep you safe. Everyone should have one. Seriously if you have any lvl 4's put it in.
Utopia: stalls
Fiendish Chain: replaces Veiler or gives you extra protection
Torrential Tribute: when you see the end is nigh, why not take the other guy with you?
Dark Hole: nough said
Monster Reborn: unless you have no decent cards to grab from the grave you should run this anyway.
Gorz, Emissary of Dakness: With most of the meta your not going to have a field when they attack you and Tragodia isnt as good with wind-up so... Yeah.

Of course there are more cards to help out but this is just a big chunk of them. Its what I use and they do their job.
Some of you may be saying how am I going to fit this in my deck?
To that I say: don't. Build your deck with a few slots where you can interchange cards beetween duels without affecting your deck's main strategy.
Or you can be really cruel and completely change your deck strategy so they have no idea what your doing.
(Happend to me once, a guy made inzektors turn into chaos draagons and threw me off completely)

All right, as always post if you have tips, suggestions or ideas, and if you run into a meta deck, pull your non-meta deck out of your pocket and beat the daylights out of them with it.
Seriously the meta gets kind of annoying after a while,
All for now,
Mrbiff

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PostSubject: Re: Mrbiff's Lab   Mrbiff's Lab EmptyThu Jun 07, 2012 7:21 pm

Since there is now a lab section should this thread be moved?
I suggest Deck Lab if it's going to be.
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PostSubject: Re: Meta   Mrbiff's Lab EmptyThu Jun 07, 2012 8:48 pm

Well, Imperial Iron Wall once again. Awesome for rabbits and chaos drags. Also, Gemini Imps for Dark World. Shadow-Imprisoning Mirror, Light-Imprisoning Mirror, Royal Decree, D.D. Crow, Cyber Dragon for Machinas/Ancient Gear/Zenmaines, Gozen Match for a lot of decks...And depending on the deck, Compulsory Evacuation Device can do some serious trolling Wink
Don't forget about Vanity's Emptiness and Necrovalley which can troll some decks as well. Royal Prison negates SS from grave so that helps against some decks too.
Hope I helped Very Happy
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PostSubject: Re: Mrbiff's Lab   Mrbiff's Lab EmptyMon Jun 25, 2012 9:27 pm

I just discovered this, after joining recently. I only skimmed them, but nice articles! D Lord Academy needs more members like you.
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PostSubject: More on the Meta   Mrbiff's Lab EmptyTue Jun 26, 2012 1:47 pm

I've seen a lot of dark worlds and Six Sams Lately so I'm gonna go ahead and do stuff on them.

Let's lead in with Dark Worlds

First off Dark Worlds were good even when they started out way waaaay back when.
All about discarding to get their effects and some have extra suff when your opponent discards them.
They are all Dark fiends.
Recently they got a structure deck and became powerful again with Gates, Grapha and Snoww.
Grapha never seems to stay dead so the main point of dark world is to get one in the grave and bring him out.
Snoww searches what you need.
Gates discards cars and lets you draw. Comboes nice with Tourguide first turn. Leviathan then detach and you can use gates first turn.

I've seen some skill drain varieties which destroy strategies but in this meta where everyone runs 3 mst I don't know how well it would work out

Pros:
Grapha never stays dead
Decent Searching
Lots of beaters

Cons:
No single card is good on its own you need comboes to get out your cards
Slightly inconsistent, but then nothing ever is.

How to counter:
MST gates when they remove stopping the discard
Dimension Fissure and Macro cosmos stop all of their effects and takes care of grapha
Shadow imprisoning Mirror works to stop those too.





RULINGS ON DW's READ THIS!!!
[i][u]When Dark World are discarded for a cost they do not get their effects. So a card like raigeki break does not let you summon Goldd after you destroy a card.
Keeep that in mind when your building a deck. Fableds are ok though.
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PostSubject: Re: Mrbiff's Lab   Mrbiff's Lab EmptyTue Jun 26, 2012 1:54 pm

lol...
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PostSubject: Re: Mrbiff's Lab   Mrbiff's Lab EmptyTue Jun 26, 2012 2:40 pm

C.C. wrote:
lol...
This is no laughing matter C.C.!
The meta is very serious buisness when your not laughing at how much money those poor fools are spending on cards...
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PostSubject: Re: Mrbiff's Lab   Mrbiff's Lab EmptyTue Jun 26, 2012 2:41 pm

hence lol...
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