Monday, December 31, 2012

Prophecy Destroyer

This card is so cool.  Just look at it.  You pissed yourself the first time you looked at it, didn't you?

For the Spellbook archetype, this card is pretty good. Don't get me wrong, it's not great; but it can be pretty helpful, especially with his special summoning ability from the graveyard.

Since the you go through Spellbooks like no other with the Spellbook deck, Prophecy Destroyer can easily get himself out from the graveyard a few times.  However, summoning him is kind of tough.

First, you don't want to draw this card.  What you want to do is either mill it into the graveyard, or use Temperance of Prophecy to Special Summon it from the deck.  This way, you end up with a Spellbook card in the grave, Temperance is no longer on the field, and your deck is thinned out.

However, if you are going to use Temperance of Prophecy's effect, you might as well go for High Priestess (if you own her).

Sunday, December 30, 2012

Inzektor, DinoRabbit, and T.G. Agent Deck Stats

This is a little expriment where I took three popular decks and rated them based on Draws/Searches, Summons, and Destructions.   In this experiment, T.G. Agents, Inzektors, and Dino Rabbit builds were tested for 3 duels, with 4 rounds each.  A round was considered to be from the start of the turn of the player with the deck being tested, to the end of the turn of the opponent (so two turns).

Draws/Searches are any draws or cards added to the hand.  This includes the draw during the draw phase, draws from Maxx "C", Pot of Duality, Pot of Avarice, etc.

Summons include Normal and Special summons, but not Sets.  The Rescue Rabbit summon and effect counts as three summons for the turn.  And XYZ or Synchro Summon of course counts as an additional Special Summon.

Destruction effects include things like Master Hyperions, Inzektor Hornet, MST, etc.  Battles do not count towards Destructions.

The results (in average Draws/Summons/Destructions per round) are displayed as follows:



As you can see, Dino Rabbit has a high draw and summon power, but lacks in destruction ability.  However, Dino Rabbit usually relies on stalling and negations.  The draw power is most likely due to the Pot of Dualities, Pot of Avarice, and Gold Sarcophaguses.  And while the Dino Rabbits have huge Summoning power, they have very little field presence and destructive power.

The T.G Fairy Agent deck on the other hand is very little destructive power, even though Master Hyperion has a destruction effect.

Lastly, the Inzektor deck is pretty even all around.  They have a great draw strength due to Inzektor Centipede, Pot of Duality, and Zektkaliber.  The summoning strength is fairly high due to Inzektor Dragonfly, Dark Armed Dragon, and Call of the Haunted.  And of course, the Hornet can obliterate a whole field if done right.

It appears that Inzektor decks do so well due to their well rounded abilities.  They have great draw, summoning, and destructive strength; allowing them to set up and adapt to any situation.

Dino Rabbits are up there as well due to their summoning power and the searching power. However, they lack in destructive ability, which may be made up with stalling ability.


The next analysis I do, I'd like to include field presence, since a deck can special summon a ton during one turn, but only end up with one boss monster on the field.  This is similar to how the Dino Rabbit deck works since it takes quite a few summons to get Laggia on the field.

Another dimension I'd like to test is negations, since the T.G. Fairy Agent deck is packed full of negation abilities, while the Inzektor deck has very little and the Dino Rabbit lies in the middle with Laggia and Dolka.

Saturday, December 29, 2012

Card of the Day: Messenger of Peace




As everyone at my local card shop likes to say: "This card is just too good." Messenger of Peace stops many plays in the current meta. Unless your opponent has Heavy Storm or MST, their pretty much stuck since Messenger of Peace doesn't allow monsters with 1500 or more attack to attack.  Also, paying the cost is optional, so when you finally are able to go for the OTK, you can destroy the card and go off.

I usually protect the Messenger of Peace by setting Starlight Road or The Huge Revolution is Over with it as well as playing another more detrimental card with it (such as Vanity's Emptiness or Shadow Imprisoning Mirror).

At locals, this card single handedly saved my from a Six Samurai deck as I was able to stall for five turns before finally not paying the cost, blowing up the whole field and attacking for game.  The card is great against anti-meta decks which usually focus on monsters with 1800+ ATK.  Things like Thunder King, Doomcaliber, and those damn Malefics simply cannot attack.  Hero decks have such a hard time with Messenger of Peace, it's almost unfair.  The typical meta Hero Deck only runs monsters with 1800+ ATK (save for Bubbleman); but be wary of Gemini Spark.

You can use this card with Injection Fairy Lily since it gets around Messenger of Peace since it gains attack during the Damage Step.  Another great combo is to use Lava Golem or Creature Swap Acid Golemn and play this card, forcing your opponent to pay life points without being able to attack.