Welcome to "Don't Rage Quit" a blog dedicated to inciting rage quits in the game of Yu-Gi-Oh. Im not really a mean guy the blog is a bit comical in theme, rather than just blogging about decks that are good or thoughts on yugioh or (yawn) tournament reports and pack openings (I mean really who the eff cares about what you pulled).

This blog is all about fun decks. Decks that may at times have more fun in the frustration you cause in your opponent than being a top tier deck. It embraces game dynamics and how cards interact with each other sometimes because they can rather than because they should.

I also will go into combos that do the same thing. So expect a lot of locks, stalls, OTKs, FTKs and anti-meta stuff. They are all fun, and at times overly complicated but ultimately have people calling your deck gay or broken so enjoy.

-LD

Thursday, January 26, 2012

Blasting The Rage Quit


Although not technically a FTK this is one that OTKs them on their very first standby phase, if you go first which is dam near close.

The deck pulls it off 90% of the time which is pretty decent. But it has some serious weak spots because it relies on 3 trap cards to pull of. And these cards can't be chained so with 3 MSTs running around you can be $#!t our of luck if your opponent knows whats up and has an MST but theres a little side deck trick you can pull going into game 2 to make their MSTs laughable.

The fun part of this deck is that as soon as you start running it ppl stay booing "Man, your plain that exodia deck" so you get to watch em scratch their heads when you set 3 and pass. FYI these type of decks are all about math and probability. while Exodia does give you a FTK and is less stoppable than this one. This deck has it over Exodia in consistency. You only need to draw into 3 cards for this one to work as opposed to Exodia's 5, plus because you can set you game winning cards you can have access to more draw power like "Into The Void"(although with "One Day of Peace" this may not be true anymore but lets leave that to talking about the side deck shall we?)

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First the 3 win condition cards:


Wall of Revealing Light
When you activate this card, pay any multiple of 1000 Life Points. None of your opponent's monsters with an ATK equal to or less than the Life Points you paid can attack.


Life Equalizer
Activate this card when the difference between both players' Life Points is 8000 or more. Both players' Life Points become 3000.


Blasting The Ruins
You can only activate this card if there are 30 or more cards in your Graveyard. Inflict 3000 points of damage to your opponent's Life Points.

See now where Im going with this....
1. Get 30 cards into your grave so you can activate Blasting the Ruins in a couple steps
2. Wall of Reveling light to know your LP down  so the difference in LP between you and your opponent is 8000, this is rather easy since you run 3 upstart goblins. 
3. Life Equalizer to make both of your LP 3000
4. Blasting the Ruins to deal 3000 damage to your opponents LP

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The Build:

3x Blue Eyes White Dragon- Draw power with "Trade-In" can be gotten into grave via "Future Fusion" can be brought to hand via "Dark Factory of Mass Production. And in the worst case scenario can be revived with "Monster Reborn" to attack for game if "Blasting of the Ruins" is nixed

3x Flamvell Guard- Draw power with "Card of Consonance" can be gotten into grave via "Future Fusion" can be brought to hand via "Dark Factory of Mass Production.

3x Blue Eyes Toon Dragon- Draw power with "Trade-In" and is searchable via "Toon Table of Contents"

2x Royal Magical Library-  With 25 spell cards you will have tons of draw power if you can get him out early. Abusable with "Toon Table of Contents" since you can play and search for another one till you end up with 3 counters and a Toon Dragon in your hand. Often times I may reborn him or reborn a second one to the field if I normaled the first. If you have 2 in play and don't pull of the play then just give up yugioh right now.

3x The White Stone of Legend- Draw power with "Card of Consonance" can tudor Blue-Eyes to your hand.

1x Card Destruction- With Dark Factory having Blue-Eyes or Guard in the grave is no biggy, gives you that reset button if you know your hand isn't working. lets me send Library to the grave to be reborn.

3x Cards of Consonance-  has 6 targets with guard and White Stone

3x Dark Factory of Mass Production-  Has 6 targets with guard and Blue-Eyes so you can keep making Trade-in or CoC plays. Can also work good with card destruction if you want to load up your hand to draw more

3x Hand Destruction-  Helps you get out of hands if your stuck, while getting cards like Blue-Eyes or Guard into the grave to be brought back via Dark Factory, helping place counters on Library 

3x Into The Void-  Not only free draw power but enables you to get those last cards you may need into the grave to meet the 30 card requirement you will need for Blasting of the Ruin

2x Magical Mallet- Helps you get out of hands if your stuck. can get "Toon Table of Contents" or Toon Dragon back in your deck to enable the toon plays.

1x Monster Reborn-  Revives a Library for more draw power, revives a Blue-Eyes if you know you can't pull of the combo till next turn. 

3x Toon Table of Contents-  Thins the deck, fills the grave for your 30 cards and places counters on library. Play one, search for a second, play second search for a third, play third search for Toon Dragon, Draw with the 3 counters it put on library. Gets a toon dragon to hand to use with "Trade-In"

3x Upstart Goblin- Draw power, Library fodder, BUT.... is essential in getting that 8000 lp difference you need for "Life Equalizer" 

HUH...  Why no Pot of Duality??? Well in playing the deck quite a bit, charting all the success and fails I determined that its better to have Monster Reborn than the extra draw power of 1 POD. It may be player preference but statistically my chances were higher with the Special Summoned Library than the POD
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Alternatives:
 You can pop out the second "Magical Mallet" for a "Future Fusion" Its a great deck thinner and grave filler while giving you something to work with if you don't pull the combo off Im mean hey FHD is still FHD. I go both ways on this card so test em both. (Pot of Avarice is also another good choice to sub in for the 2nd Magical Mallet)

The second alternative I use my side deck for. If your opponent has any smarts they will now know where to hit you where it hurts for game 2... They will go after your traps primarily (Solemn Judgement, Dark Bribe, MST etc) or the graveyard that need 30 cards to activate "Blasting the Ruins"(Dimensional Fissure, Macro Cosmos, Soul release, maybe a DD Crow) or Life Points needed to trigger "Life Equalizer" (Solemn Warning, Upstart Goblin). So here is my entire solution in game 2 side into Exodia. Pull out 3 traps, 3 Into the Voids, 1 Card Destruction,  3 Hand Destruction and side in 5 pieces of exodia, 1 Pot of Duality, 1 Future Fusion, and 3 One Day of Peace. Now when they smile as they set all their back rows you can smile right back. Dimensional Fissure and Macro Cosmos is still a really big deal but its a roll of the dice you could side into some MSTs of your own but if your playing the law of averages then MSTs will only hurt you



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