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 HEROS in time

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darkness evil
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rjuto

rjuto


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PostSubject: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 3:14 am

What’s up everyone! Rjuto here, ready to write some wall ‘o’ text for you to read and enjoy (I COMMAND YOU TO ENJOY IT). I’ve been play-testing different Hero Beat variants lately (yeah, I’m one of those Hero Beaters that won’t give up on the deck in any time soon) and decided to write some “article” about them.

As you might already know, we’ve been suffering this deck’s strategy for quite a long time already. 1 Year and a couple of months ago (September 2010), all we saw in KCVDS’s competitions were Hero Beatdown/Light Beatdown variants.
You do remember right? The X-Saber era!, good old times...Wait did I just say good? No...bs times is what I meant. This is the part when I get nostalgic, ikr...

September 2010 Banlist hit Infernity pretty hard by limiting Infernity Launcher, and did it’s best to hurt Blackwings by limiting their Black Whirlwind. Substitoad died to that list as well, and X-Sabers? They were performing pretty well after the March 2010 banlist, rivaling Infernity, but they lost Rescue Cat. Gladiators were a powerful force as well, but the loss of Rescue Cat hurt them as well.
Both Gladiator decks and X-Saber decks had to get over the Cat slaughter banlist, and they did it, pretty well in fact.

X-Sabers won the first YCS of the format after beating Blackwings, Gladiators and Machina Gadget. Everyone started bitching about how strong and overpowered they were, and it obviously became the deck to beat.

Everyone in San Jose was prepared to tear this deck apart, and Duelist Revolution helped a lot by providing 3 important cards to do so: Solemn Warning, Effect Veiler and Pot of Duality. I clearly remember how everyone used to say “DREV turned out to be such a shitty set omg” just because Draco-Equiste was crap...yeah sure.
So there was this guy with an inconcistent, slow deck, named Angel Flores, who tried out this 3 beasts, incorporating them into his deck.
After adding some anti-meta specific choices into his main deck as well, he managed to win YCS San Jose, after deffeating not only X-Sabers, but also Blackwings, who proved that Whirlwind at 1 was nothing but a little rock on their shoe.

YCS San Jose, 1st place: Gemini Beatdown (by Angel Flores)

-Monsters: 16-
1 Elemental Hero Stratos
3 Elemental Hero Neos Alius
2 Honest
2 Effect Veiler
1 Gorz the Emissary of Darkness
2 Doomcaliber Knight
2 Thunder King Rai-Oh
2 Cyber Dragon
1 Banisher of the Radiance


-Spells: 15-
1 Mystical Space Typhoon
1 Nobleman of Crossout
1 Dark Hole
2 Book of Moon
1 Nobleman of Extermination
1 Reinforcement of the Army
1 Monster Reborn
1 E – Emergency Call
3 Pot of Duality
3 Gemini Spark


-Traps: 10-
3 Solemn Warning
2 Bottomless Trap Hole
2 Dimensional Prison
2 Hero Blast
1 Torrential Tribute


-Side Deck: 15-
1 Solemn Judgment
1 Royal Oppression
1 Mind Crush
2 Starlight Road
2 Gottoms’ Emergency Call
1 Super Polymerization
2 System Down
1 Nobleman of Crossout
2 Fossil Dyna Pachycephalo
2 Consecrated Light

-Extra Deck: 15-
2 Chimeratech Fortress Dragon
1 Dragon Knight Draco-Equiste
1 Elemental Hero Gaia
1 Elemental Hero Absolute Zero
1 Cyber Twin Dragon
1 Black Rose Dragon
1 Flamvell Uruquizas
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice Catastor
1 Goyo Guardian
1 Magical Android
1 Mist Wurm
2 Stardust Dragon

So what was the big deal about X-Sabers? They had everything in the form of Synchro monsters: Spell/Trap removal, monster removal, protection against destructive effects, etc. Their floaters had no other objetive than clogging the player’s hand with combo pieces, ready to be unleashed after flipping a single Trap Stun, or even worse, after activating Cold Wave. You used to lose all hope after watching a Boggart Knight being normal summoned...and asked god why did he let the opponent draw such a bs card like Gottoms’ Emergency Call. Plusing while using them was also fairly easy, especially by abusing Faultroll, Darksoul and “GEC”. Saber pluses start to happen as soon as you start pushing for game, making explosive plays even more explosive.

So the key move was stopping that Boggart Knight after the opponent activated Cold Wave, or having alternatives to avoid being shutted down by Trap Stun, or you could also disrupt your opponent’s search engine to maintain control and slow him down. In other words, each one of those cards u saw in the deck played a huge role in crippling the X-Saber strategy:

-Stratos: advantage generator and deck thinner, searches Neos Alius (centerpiece of this deck), spell/trap hate.

-Neos Alius: quintessential card in this deck. Enables Gemini Spark/ Hero Blast plays. Beats the opponent down with his 1900 ATK points.

-Honest: another great option besides traps, wich were constantly punished by Hyunlei drops, OTK stopper, basically a magic Cylinder on steroids with legs and wings that doesn’t require to be set. Could be a wining condition by itself in late duel.

-Effect Veiler: Stops Boggart from summoning a Saber, the opponent would’ve probably wasted his Trap Stun/Cold Wave already so this represented a 141 play. Now that the trap blocker is gone, your traps (saved from Hyunlei) would’ve been able to stop any other push in the upcoming turns. To sumarize, versatile effect negator.

-Gorz: OTK stopper, nuff said. Watching Gorz sitting in your hand while dueling against Sabers used to make you the happiest man alive.

-Doomcaliber Knight: disrupts Boggart plays, Emmersblade’s floating and Darksoul’s searches. It also dealed with Fulhelmknight’s stall tactics.

-Rai oh: Huge anti saber card. Stops Darksoul searches, and negates anything they could bring out. Backed by some backrow, it’s a huge pain in the ass to any Saber duelist.

-Cydra: Mained because of Machina Gadgets and Sirocco, good card is good.

-Banisher: Another pain in the ass for any X-Saber duelist. Stops Emmersblade AND Darksoul. No sabers in grave: no E-Call plays. Brilliant.

-Nobleman of Crossout: kills Darksoul/Emmersblade.

-Book of Moon: pure disruption...stopped Boggart plays bypassing Trap Stun, stops Synchro Summons, attacks, allows to beat down powerful monsters like Faultroll or Hyunlei, etc.

-Pot of Duality: Increases consistency ofc...lets you get that Spark/Blast/Hero you need depending on what you already have in your hand. Deck thinner.

-Gemini Spark: aaaah...troll card. The fact that it is chainable makes it a pretty good plusing machine. Bypasses Trap Stun. It represents a “mini” draw engine. Can destroy any card on the field, getting rid of that Saber to disrupt your opponent’s big play, or getting rid of Emmersblade without triggering it’s effect. Another centerpiece of the deck.

-Solemn Warning: more disruption, this card can stop any Saber play by itself. Imagine, 3 Solemn Warnings...good old days.

-Hero Blast: yet another advantage generating card. Takes care of those annoying Emmersblades/Fulhelmknights while achieving an insanely easy plus. Stops a Boggart play in it’s tracks.

To sumarize, it was all about pure control, disruption and slowly gaining advantage to overwhelm the opponent in late game. Gemini Spark + Hero Blast used to be a big problem when combined, being able to neutralize any Saber push, even after Trap Stun was in play. Cold Wave plays used to lose to Veiler, Rai-Ohs shutted down Darksoul searching engine, and Hero Beatdown strategy ended up killing the opponent in a few turns. This deck was feared a lot back in those days, so feared that it made Ally Salvo, Super Polymerization and Snowman Eater popular Side Deck cards to neutralize it.

This is the deck we call “Gemini Beatdown”!

It started competing in the TCG in the form of “Light Beatdown”, wich used to incorporate more Gemini support like Crusader of Endymion (LIGHT attribute) to abuse Spark and Honest at 2, and Skill Drain, plus Barbaros and even Dark Bribe in some cases, due to those easy pluses that used to make that ugly card a 141.

How did it end up being “Hero Beatdown”? Simply by adding Miracle Fusion to the mix. Now you get a 3200 beater out of nowhere that will give you a plus when destroyed...Nice huh? Even a plus 2 if you bring back Stratos with Elemental Hero The Shining!
Most common HB variants used to include cards like Snowman Eater (to gain access to Absolute Zero), D.D. Warrior Lady, Neo-Spacian Grand Mole and other techs.

Now we can start thinking about how a Hero Beatdown skeleton would look like:

-Elemental HERO Neos Alius x3
-Elemental HERO Stratos
-Honest

-E-Emergency Call ½
-Pot of Duality x3
-Gemini Spark x3
-Miracle Fusion 0/1/2

-Solemn Warning x2
-Solemn Judgment
-Hero Blast 0/1/2


Cards like Hero Blast have been used or not depending on the current format. Thunder King Rai-Oh was almost a staple in any Hero Beatdown variant, since all of them were somehow focused on being an anti-meta weapon.

So what happened with this deck in the end? The Gravekeeper era made it suffer a lot, mainly because the opponent was able to drop a 2000 ATK monster every turn, killing the Alius/Rai-Oh beatdown with ease.
Both decks were slow by nature, but Gravekeeper’s had Gravekeeper’s Spy at their dispossal, and Gravekeeper’s Descendant to get rid of that annoying backrow. Necrovalley killed Miracle Fusion and Hero Blast, and in the end, you had to choose between wasting your Gemini Spark in Necrovalley, or in a 2000 DEF wall that won’t let your monsters break through. Anyways, Necrovalley was going to be right back in your opponent’s next turn, so why even bothering?. I’m not going to start talking about Royal Tribute...Hero Beatdown runs a lot of searching cards so it doesn’t hurt a lot, only if you’re unlucky enough to draw a nice monster mash. Add to this the heavy backrow packed in GK’s decks...

Samurai format was another story. HB decks started to main cards like D.D. Warrior Lady, Snowman Eater, or even Fossil Dyna Pachycephalo to get rid of Shi-En as soon as possible. Thunder King Rai-Oh was a powerful ally as usual, shutting down Synchro Summons, Smoke Signals, Gateway of the Six...
The deck performed pretty well during this time, and it also won another YCS, plagged with Samurais and Gravekeeper’s. Angel Flores did it again, this time with a whole different set of techs, like Fossil Dyna Pachycephalo, Genex Ally Duradark and D.D. Warrior Lady, Nobleman of Crossout, all anti Samurai/Gravekeeper’s weapons.

After the release of Extreme Victory, Tengu Synchro and T.G. Drain decks became popular, and Hero Beatdown couldn’t keep up the pace. Tengu Synchro showed amazing speed and concistency, while being able to generate insane advantage due to T.G. Hyper Librarian and unlimited Formula Synchron, a play that was usually followed by 1 of three Pots of Avarice...Hero’s resources turned out to be extremelly limitated in the end, and a single bad play ended up in your defeat.
T.G. Stun has it’s tricks, most dangerous of them being Horn of the Phantom Beast. This card by itself crippled Hero Beatdown, due to the fact that it’s oftenly played during the damage step of the battle phase. This way, the Hero duelist ended up losing his Alius without even having the oportunity to use Gemini Spark (remember the main strenght of this card was being chainable).
Also, Rush Rhino by itself was able to take down every monster this deck ran, mainly Stratos, Alius and Thunder King Rai-Oh.
Losing your boss Miracle monsters to TG1-EM1 was also a tremendous FAIL.
T.G. Stun was, without a doubt, the reason why Forbidden Lance should’ve been in every Side deck at the time, 2 copies at least.

After Extreme Victory came Generation Force and Xyz monsters, and the Tengu Tour Guide/Chaos Agent era started, making a huge impact in the metagame.
There’re no words to describe how slow HB is in comparison to Tengu TG Plants, how limited your resources are when facing a deck that can give an answer to any situation. Tengu’s flexibility and Tour Guide’s versatility ended up creating an almost tier 0 deck with no equals.

Same thing happened when facing Agents. They don’t take more than 2 turns to create annoying 2000 DEF walls such as Gachi Gachi Gantetsu or Wind-Up Zenmaines, being able to avoid destruction 2 times. Another issue is the huge number of Boss monsters at this deck’s dispossal. Again, 1 misscalculation could mean an instant loss, and the first ones to lose against Agents while using control decks are the ones who doesn’t know how to actually administrate their resources.

Photon Shockwave brought us a new toy, called “Rescue Rabbit”. Yes, there’s finally a deck capable of rivaling Tengu Tour Guide. Rabbit Evolzar is a control-orientated deck, capable of calling powerful negation beaters just by normal summoning a single monster. Evolzar Laggia and Evolzar Dolkka remain on TCG’s top tier these days after winning YCS Brighton in Europe.

Now with Order of Chaos arrives another powerful deck to beat, the Inzektor. I’m not even getting into details because you should know this deck pretty well by now. 3 Insects (Dragonfly, Centipede, Hornet) combined to gain massive pluses, forming a consistent destruction engine that will keep functioning turn after turn, along with some OTK potential given by Giga-Mantis. This deck has proven to be devastating in the OCG, winning 1 tournament after another during the current format.

...Continues


Last edited by rjuto on Thu Jan 26, 2012 3:35 am; edited 1 time in total
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rjuto

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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 3:34 am

Now, we could expose next format’s Top Tier like this:
1- Rabbit Evolzar
2- Inzektor + variants
3- Tengu Tour Guide Plants
4- Agent, Dark World, Chaos...


Why Rabbit staying on top even after the release of Inzektors? Simply because there’s this thing called Evolzar Dolkka. Rabbit decks did nothing in OCG, maybe topping some tourneys sure, but they lack 2 important pieces to be an even more consistent, stronger and faster deck: Tour Guide from the Underworld and Evolzar Dolkka.
I’m not sure about how will Tengu Synchro perform after ORCS release, the deck is still huge in my opinion, so I believe it will stay at the top tier list for a while.

Finally the time has come to discuss how on earth Hero Beat could be sooo good against those current top decks (mainly Rabbit and Inzektor). Just to make things easier I’ll start by posting this decklist:

Hero Xyz Beat – September 2011

-Monsters (7)-

Elemental HERO Stratos
Elemental HERO Neos Alius x3
Elemental HERO Bubbleman x3


-Spells (22)-

Pot of Duality x3
E- Emergency Call x3
Reinforcement of the Army
Dark Hole
Gemini Spark x3
Heavy Storm
Miracle Fusion x3
The Warrior Returning Alive
Super Polymerization x2
Monster Reborn
Mystical Space Typhoon x2
Book of Moon


-Traps (11)-

Bottomless Trap Hole x2
Compulsory Evacuation Device x2
Solemn Judgment
Solemn Warning x2
Torrential Tribute
Hero Blast x2
Phoenix Wing Wind Blast


-Extra (15)-

Chimeratech Fortress Dragon
Elemental HERO Absolute Zero x2
Elemental HERO Escuridao
Elemental HERO Gaia
Elemental HERO Great Tornado
Elemental HERO Nova Master x2
Elemental HERO The Shining x2
Blade Armor Ninja x2
Number 39: Utopia
Gemknight Pearl
Daigusto Emeral

So…what’s new here?.

Spoiler:

See Bubbleman in threes there? You might think I’m crazy, but no, not at all. Ever since Xyz monsters came out, nobody thought about a good way of using them in Hero Beat variants. Why not? Simply because you barely summon 2 level 4 monsters in a same turn while playing this deck. You could normal summon 2 Alius and going into a random Utopia yeah, but what a waste, isn’t it?

Bubbleman and ORCS gave this deck another beatdown component, and a hell of a good one. Have you ever seen OTK potential in Hero Beat? Well, I introduce to you:
Blade Armor Ninja

Spoiler:

This card is GOOD. Now there’s a decent reason to overlay 2 HEROS into a Xyz monster. What Blade Armor Ninja has to offer is nothing different from this deck’s main objective, hiting your opponent constantly. A 2200 beater that will be summoned with 1 purpose: speeding up your beatdown strategy. Hero Beat decks, like any other control deck, have limited weapons to fight with, so a big late game play could leave this deck vulnerable to lose without much to do about it. Here’s when Blade Armor Ninja comes to accelerate your run towards victory.

Bubbleman can be special summoned if it’s the only card in your hand. Not only that, he has another awesome effect that makes hardcore sackers love him. Think about it, summon your Stratos, search for Bubbleman, set your 2 spells/traps, and special summon it. You just got a Xyz monster without losing any advantage. Now do the exact same thing, summoning Blade Armor Ninja with both stratos and Bubbleman, and detaching Stratos for BAN’s effect, and after that activate Monster Reborn. Re-Summon Stratos, repeat the process, and attack with both ninjas for 8800 damage. 2 card OTK in Hero Beat? Yeah…now add Miracle Fusion to the mix, and increase your OTK chances. 1 direct attack leaves your opponent vulnerable to be KOed in any time for the rest of the duel. Having Blade Armor in your Graveyard allows you to Miracle Fusion into Great Tornado as well, wich is another nice option.

Emergency Call, Reinforcement of the Army and The Warrior Returning Alive are also useful to bring out several Bubblemans in a single turn, wich makes Disigma and Shock Ruler playable here. TWRA equals a rank 4 xyz if Stratos is in your graveyard. You can also go for multiple rank 4 Xyzs with these cards.

Other nice Xyz choices are obviously Utopia, Roach, or my second favourite, Daigusto Emeral. Recycle your Bubblemans/Fusions/Armor Ninjas and draw 1 card (+1 if you brought out Emeral with Stratos + Bubbleman), or summon Neos Alius from your Graveyard to turn that dead Spark into a useful card.

Since when Stratos by himself was able to get rid of such an annoying card like Stardust Dragon is? Summon him, grab Bubbleman, special summon it, Xyz into Gemknight Pearl, profit…

Lots of other combos can be pulled off if you organize your mind and think about your plays before executing them!
Now let’s say the duel lasted long and both players are in late game. You have 0 field/hand, your opponent controls 2 cards. You just have to draw 1 card among 8 to make him rage. That’s right, you just have to draw into an Emergency Call (x3), an Elemental HERO Bubbleman (x3), Reinforcement of the Army, or the Warrior Returning Alive (if 1 Bubbleman is already in your Graveyard). This effect is most probably unused in most duels, but you never know when you could need it and pull it off right? You’ll be called a fucking skill-less sacker and all but, WHO CARES *insert trollface icon*?!?!?!, I DREW IT, AND I DREW MIRACLE FUSION WITH IT…IN YOUR FACE, SO DON’T TELL ME YOU DIDN’T LOVE IT.

Enough with Bubbleman, let’s talk about this deck’s most powerful weapon.

Spoiler:

Super Polymerization was always a good card, and now that we have Nova Master at our disposal, it’s even better than it used to be.

I personally believe Gladiator Beast War Chariot and this card are the only 2 cards capable of getting rid of an already summoned Evolzar Laggia/Dolkka (DOESN’T MATTER WICH ONE) with ease, without losing significant advantage. I know it could be far easier to get rid of an Evolzar Laggia with a D.D. Warrior Lady, of course, but what about Evolzar Dolkka? War Chariot gives you a minus after negating Laggia/Dolkka, but in the end, it won’t even matter, since you’ll plus Chariot with Equeste in no time, probably in the same turn or your next one. This way you can just kill a first turn Evolzar without losing advantage, taking care of this deck’s most powerful and unstoppable play.

Now let’s get to Super Polymerization. This card CANNOT be negated by anything, simply because it won’t allow any card to be chained to it (yeah, let’s say it the noob way, spell speed 4). What does this mean? Laggia won’t stand a chance against this. Once Super Polymerization is activated or flipped, the annoying Dragon gets instantly raped and you get a 2600 beater that is able to make you draw a card each time it destroys an opponent’s monster by battle. OMGZ U SUMMONED LAGGIA AND DOLKKA!!! Super Poly into Nova, kill Dolkka, draw…nice try. Oh and btw, this actually happened to me. If I feel like it, I just set my HERO (biting Dolkka), set SP, and end my turn while the opponent controls a Laggia. Next turn I’ll make him/her waste resources to re-summon the Rabbit, go for Dolkka, then SP kicks in, making him rage.

Once the Rabbit play has been executed, one of two set of vanillas is wasted. By pulling off this play, I didn’t only kill both Evolzars by making a nule play (speaking of advantage), but I also made the opponent waste an insane amount of resources for nothing.

Zenmaines is being annoying? Super Polymerization takes care of it, no prob. Inzektor plays usually end up summoning Wind-Up Zenmaines to maintain field control after plusing like crazy, getting ready to repeat next turn without having to worry about a possible 1 turn comeback. Every deck that runs Tour Guide loves Zenmaines, that’s a fact. Same with Gachi Gachi Gantetsu, turn it into Elemental HERO Gaia and be done with it. Hero Beatdown decks have plenty of ways to make easy individual pluses so there won’t be a problem with Super Polymerization’s discard cost. If you manage to chain Super Polymerization to any other of your opponent’s cards that targets your HERO or Super Polymerization being face-down, much better, you turned your play into 141, no advantage gain for any side, but you’re the one controlling a beater, so field presence will be yours.

Only in case of emergency, you could also stop an Inzektor play by using Super Polymerization, but there’re better ways to do so.

Spoiler:

Another key card this format, speaking of Hero Beat, will be Hero Blast.

It’s tremendously versatile and disruptive, specially against decks like Inzektor or Rabbit Evolzar.
There’re thousands of ways to get advantage out of this card. Hero Blast + Gemini Spark plays are one of the strongest. You get rid of 2 cards while plusing, but most important thing is, you can interrupt so many plays by destroying the right cards in the exact moment…

Most important plays this card can interrupt are Rabbit Xyz, or the feared Inzektor combo, while gaining advantage. Having this card in your Hero Beat deck when you play vs Inzektor is practically the same as carrying 4/5 Solemn Warnings. Add Gemini Spark disruption, and some OTK potential provided by Bubbleman, Blade Armor Ninja and Miracle Fusion, and you’ll most probably beat the opponent in a few turns after answering to every play (and by play I mean Normal Summoning an Inzektor) he attempted to execute.

Inzektors are starting to side Royal Decree to shut down every possible side against them, cards like Shadow-Imprisoning Mirror, or Chain Disappearance. Hero Beat won’t give a damn about it, having 3 Gemini Spark, and 2 Typhoons to get rid of it.

This deck has a decent match-up against Tengu Tour Guide Plants as well. In this case, most important thing will be thinking before executing or stopping any play. We all know this deck is fast and capable of putting a lot of pressure on us by dropping 1 threat after another (similar to Agents), so we have to stay calm and keep our best cards on the table as much as possible, ready to be used in the right time.

How to fight against Dark World and Winzektor variants? Side deck, as simple as that. You can easily side into classic Hero Beat with Veilers or Maxx “C” for Winzektor, or Dimensional Fissure/Macro Cosmos/Shadow Imprisoning Mirror for Dark World. Why not including those Veilers and Maxx in our main deck? It will conflict A LOT with Bubbleman plays, that’s why I wouldn’t recommend using more than 9 monsters.

So you know now, HEROs are back to kick some Rabbit/Inzektor ass. Try them out and see how it goes! If you're curious about how to side using Hero Beat feel free to ask, I didn't include side decking choices because of lazyness (yeah, I wrote this in 1 hour and half xD).


Last edited by rjuto on Thu Jan 26, 2012 3:52 am; edited 2 times in total
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SirFunchalot

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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 3:35 am

Do you really think 3 bubbleman is better than 2 bubbleman/1 ocean? Ocean can be used to set up for the bubbleman play the following turn and does have slightly more attack, and it's not like you really need 3 copies of it since it's really easy to search out.
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rjuto

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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 3:48 am

SirFunchalot wrote:
Do you really think 3 bubbleman is better than 2 bubbleman/1 ocean? Ocean can be used to set up for the bubbleman play the following turn and does have slightly more attack, and it's not like you really need 3 copies of it since it's really easy to search out.

Ocean is too slow...Hero Beat is already slow compared to other decks of the format so I wouldn't run it. It never worked competitively, so I don't see how it could work now.

Bubbleman on the other hand gives you swarming, instant Xyz summoning and OTK potential with BAN. It can be searched but once you used him there're little chances of re-using him, except recycling with Shining, that's why I always preffer to run 3. Ocean would help a bit but again, it's too slow.
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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 3:59 am

I must say this is rather interesting. I always love seeing different variants of heros and this is a very different variant. I was looking into bubbleman with the announcement of Masked hero acid becoming legal, but i never thought about his + effect. Nice article +1
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SirFunchalot

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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 5:07 am

With all of the defensive traps you're running I'd hardly say Ocean's effect is even close to impossible to pull off. Personally I think a 2/1 ratio would be a little better since having options wins games in yugioh, but if you genuinely feel 3 is a necessity, then I guess I can't persuade you. =/
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rjuto

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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 5:17 am

It's possible to pull off, and it would give you a rank 4 without losing any advantage so it's not bad, but I would rather waste defensive traps on big threats and not just to protect Ocean from a random monster. Bubbleman gives rank 4s without losing any advantage as well and it's faster.

Try it out and let me know how it worked.

I would use 1 Ocean on masked HERO variants though. Using Mask Change with Bubbleman sucks xD
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Harper7000
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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 5:42 am

You get a +1 for this article. Not only did it make me feel all nostalgic, but it clearly walked through why it was good when it was good, and bad when it was bad, and how to look at the meta to determine how to play it now. I've seen ocg builds with Bubbleman and I just thought WTF? But now it makes sense. Gj Very Happy. I will test this out myself now. There's only a few things I'm worried about. 7 monsters seems a little iffy even with the 7 searching cards...I mean, I didn't even like when I had to make 14 monsters builds in the gk era. Also your techs, while good, also rely on actually having a monster to accomplish it, like the 3 Spark, 3 Miracle, and 2 Super Poly. I dunno, I just forsee "Fuuuuuuuuuuuuuuuuuuuuu" hands with that sometimes. Only other thing really is PWWB...dont really see how it's any better than CED which you already main. I would for sure run Mirror instead, or, hell, a Starlight or 2 since you're setting all the time. Ocean COULD work but I ran I'd have to try it out first to say for sure...
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darkness evil

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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 6:02 am

we have almost the same Build but, different Trap lineup
id Side the BTH, and Main Fiendish chains, ur not playing Veieler so there needed this format, and wouldnt play the PWWB.

other than that, ive otked like crazy with this deck, its a hero beat thats been sped up
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Dukemon

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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 7:41 am

darkness evil wrote:
we have almost the same Build but, different Trap lineup
id Side the BTH, and Main Fiendish chains, ur not playing Veieler so there needed this format, and wouldnt play the PWWB.

other than that, ive otked like crazy with this deck, its a hero beat thats been sped up

I confirm the OTK & this build & article. Good job man.
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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 8:56 am

Harper7000 wrote:
7 monsters seems a little iffy even with the 7 searching cards...I mean, I didn't even like when I had to make 14 monsters builds in the gk era. Also your techs, while good, also rely on actually having a monster to accomplish it, like the 3 Spark, 3 Miracle, and 2 Super Poly. I dunno, I just forsee "Fuuuuuuuuuuuuuuuuuuuuu" hands with that sometimes. Only other thing really is PWWB...dont really see how it's any better than CED which you already main. I would for sure run Mirror instead, or, hell, a Starlight or 2 since you're setting all the time. Ocean COULD work but I ran I'd have to try it out first to say for sure...

If you get your hand clogged with monsters you're dead, mainly cuz you won't even be able to make Bubbleman plays. You have 3 Miracle Fusions for Shining, Hero Blasts, MR, TWRA, E calls, RotA, Duality, there're a lot of ways of recycling and searching out HEROs in the deck/Graveyard so, generally, there wont be any problem with drawing an awful hand at all, it rarely happens. Remember it's always better to draw into search cards instead of monsters.

Phoenix Wing Wind Blast is a personal choice since it's a huge control card and gets some monsters out of my hand if I'm clogged. It happened a lot already...having to summon Stratos, and say no to the plus, just to summon Bubbleman and make a cool play. This way you can afford to play a great card, turned into 141, that also helps you by getting rid of your monsters in your hand. Card has been working good so It stayed. It also helps the deck to slow down the opponent's wich is always good.

And btw, I took out Starlight for PWWB. Your reasoning is exactly the same as mine, that's why I used to run Starlight here, but I just wanted to try the deck out without it, and worked fine. I usually go for HERO control first and start dropping instant Xyzs in late game by setting no more than 2 cards.
Mirror Force is not as good as it used to be. It probably won't be doing anything against Rabbit, and certainly anything against Inzektors.
Needless to say, if u control 3 cards, top a card with Blast, discard yours, then summon Bubbleman and draw 2. Card is good...

darkness evil wrote:
we have almost the same Build but, different Trap lineup
id Side the BTH, and Main Fiendish chains, ur not playing Veieler so there needed this format, and wouldnt play the PWWB.

Bottomless vs Fiendish is interesting. One Kills Rabbit, the other Kills Inzektor. I might try it out and see how it works.


Last edited by rjuto on Thu Jan 26, 2012 11:53 am; edited 4 times in total
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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 9:19 am

I think 1-2 Summoner Monk would also greatly help out this deck, it can ditch a dead Gemini Spark for a stratos to set up a bubbleman play and provides DARK monsters if you wanted to tech a BLS who could be easily searched out with Lavalval Chain.
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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 11:48 am

SirFunchalot wrote:
I think 1-2 Summoner Monk would also greatly help out this deck, it can ditch a dead Gemini Spark for a stratos to set up a bubbleman play and provides DARK monsters if you wanted to tech a BLS who could be easily searched out with Lavalval Chain.

Summoner Monk sounds good for instant Disigma/Shock Ruler since the deck runs lots of spells...monk, stratos, bubbleman. I'll try it out.
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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 12:55 pm

Which reminds me, this needs Disigma. I've been trying it out today and there were a few times where there were Synchros with 2700 atk or more that made me sad. But I'm not having problem with the low monster count. Somehow I draw 2 opening hand most duels lol. Trying chains over BTH, I think I like it better bc compulse takes care of most thngs BTH does except rabbit
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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 3:19 pm

GJ RJ +1

Buble man is pro recently, I really like him more than that damn ocean.
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PostSubject: Re: HEROS in time   HEROS in time EmptyThu Jan 26, 2012 3:28 pm

i too was confused when i saw the japanese builds like this. then after testing it it turned out to be pretty fun lol. very nice article. it helped me to see the moves that i didn't know yet and helped me understand the deck more. thank you for this article! =D
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PostSubject: Re: HEROS in time   HEROS in time EmptyMon Jan 30, 2012 1:35 pm

Suck it Inzektor Wind_Ups ^^

https://imgur.com/RQedY
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PostSubject: Re: HEROS in time   HEROS in time EmptyFri Feb 03, 2012 5:09 am

Hey rj, do you think you can post some side deck advice too? I'm thinking of making this irl Cool
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PostSubject: Re: HEROS in time   HEROS in time EmptyFri Feb 03, 2012 6:05 am

Siding is usually easy. Gets difficult when you have to add monsters, Veiler and Maxx being the most important ones. A hand clogged with monsters is never good for Bubbleman plays.

In the end, it all depends on how popular Wind-Up/Inzektor Wind-Up becomes. You have two options: siding into classic Hero Beat with Veilers and Maxxs, or playing classic Hero Beat and siding into Bubbleman, adding extra Miracles, Bubbleman, searching and Super Polys.

If we get to see discard loops everywhere (wich is totally possible considering how cheap it is) I would build Hero Beat with Veiler and Maxx, and side into Bubbleman to speed up the win in r2. You can also side into classic with Maxx and Veiler but that would cost you r1 if they get to loop you in turn 1.

My side:

Dimensional Fissure x2
Shadow-Imprisoning Mirror x3
Cyber Dragon x2
D.D. Warrior Lady x2
Snowman Eater
Super Polymerization
Maxx"C" x2
Effect Veiler x2

Now again, if those decks become popular, I might drop the Fissures for Chain Disappearances or other stuff.
Triple Shadow Imprisoning wrecks Inzektors and the wind-ups discarding loop, and that extra Super Poly is there to counter Rabbit.
All the rest is classic Hero Beat material.

You can try using Veilers in main, so that you can Synchro with Bubbleman if it remains dead.

Anyways, let's wait until the first YCS of the format is over...If Wind-Ups reach the top (I mean, they draw a stupid Shark in turn 1 and they loop you...) this deck could become less playable, at least until konami does something to stop the stupid loop.

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PostSubject: Re: HEROS in time   HEROS in time EmptyFri Feb 03, 2012 6:09 am

I imagine that they will hit the loop at least a little, like Zenmaighty to 1. Thanks for the help too Smile. But there's no way in hell i can get Maxx's when i'm not currently working and in college, so i'll use Chain Disa instead
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PostSubject: Re: HEROS in time   HEROS in time EmptyFri Feb 03, 2012 7:58 am

Nice, i must try those... But i want to know about those cards:

1-Photon Thrasher. It can do what Cyber Dragon did before, also special summoning from hand and being a LIGHT 2100 beater, but now being a LV4 Warrior. Easy way to summon Blade Armor. Cherry pie, anyone?

2-Mask Change. Acid and Vapor are pro, so i would tech at least one. Also, it has that "clear field" combo. Not to mention that Vapor is a big U MAD for Inzektors, and if they go for Leviathan/Acid Golem, just poly with it for another Zero.

3-Starlight Road. U MAD ROSE, HYUNLEI?

4-Chain Disappearance. I am wondering about main deck one. What about?
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PostSubject: Re: HEROS in time   HEROS in time EmptyFri Feb 03, 2012 8:07 am

I'm working on Photon Thrasher right now. It has been testing great. I reduced Bubbleman to 2, added 1 Thrasher (similar effect plus it doesn't matter if you have a monster in hand), and 2 Maxx and 1 Veiler. I like the card and it's working so I don't see a problem on running it.

Mask Change is not worth it imo, I would rather use it with Ocean.

We already discussed about Starlight. Card is good since you oftenly set 2/3 spells to summon Bubbleman, being like "EI MAN HEAVY ME PLZ", but I put more useful cards instead.

As I told Harper, Chain Disappearance will be sided depending on this next format. If Inzektors and Wind-Ups start topping, then Chain Disappearance will be in side deck, maybe replacing Dimensional Fissure.
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PostSubject: Re: HEROS in time   HEROS in time EmptyFri Feb 03, 2012 11:28 am

The Masked Heroes are a great threat in their own right, and I've found a build to fit them into hero beat...but not this hero beat. It just has no real synergy with bubbleman if you think about it. You only summon him when you're going toxyz
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