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
Showing posts with label Rage Quit. Show all posts
Showing posts with label Rage Quit. Show all posts

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



Countdown to Rage Quit



OK you want to make someone rage quit in Yu-Gi-Oh??


Besides FTKing them there is nothing better than decks that never attack and still beats you. 


Whats worse is setting a timer telling someone in just how many turns they will lose in. 


I think there are 2 types of rage quit decks the Shock Rage Quit and the Suspense Rage Quit


Alfred Hitchcock the king of suspense said shocking an people is easy; you could show a group of people at a table playing cards and suddenly have an explosion, killing everyone. Much more effective is to show the same group playing cards but also show a time bomb placed under the table, knowing that it might explode any second. that is how you build suspense and a satisfying rage quit.


You can say what you will about FTK decks that never attack and win (believe me I love a good FTK shock rage quit like the next guy) but shutting someone down for 20 turns? Never attacking? and you win? hahahahaha let the countdown to rage quit begin.


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THE CONCEPT


This deck is based on one card "Final Countdown"



Pay 2000 Life Points. After 20 turns have passed (counting the turn you activate this card as the 1st turn), you win the Duel.


Simple right? 

  1. Get Final Coundown to your hand
  2. Play Final Countdown
  3. Stall for 20 turns


Simple? Yes. 
Easy? Yes and no. 


To really play this deck in a competitive environment you need to be able to read your opponent extremely well. This deck wins if you can walk that line between over extending and under extending. An over extender will find themselves quickly handless and no answers to any cards losing before the 20 turns are up. An under extender will quickly have all their life points knocked away way before they see the 20 turns. So honestly you need to have a good understanding of other decks, game mechanics as well as some math so you can make the long haul to 20 turns.

Its one of those decks that you will find yourself playing your opponent but also playing against your own self. Which for me makes it even more fun

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THE BUILD
For me Im all about optimizing consistency and after much trial and error I honed in on using Mystical Piper as the focus. Most of the monster cards are level 1 so for that he is good at plusing. The new cards for me that make this build live is "one day of peace" and Metalion the Timelord.  ODOP is draw power and stall all in one its the perfect card and one of the only answers you will have in the main deck to cards that burn for damage which is one of the decks tougher opponents (chain burn, Nurse Burn etc) and MTT- is an answer to decks that can OTK when they find a chink in your armor, not to mention that his effect sends him back to the deck for reuse and to give you more draw cards when your deck is thinning down because you waited 5 turns to play Final countdown. Ill chat about building your side deck at the bottom but first Ill get into the build as well as some of the challenges it faces. Read the cons in the card description as well to id some of the challenges.


Monsters:
3x Battle Fader
Pros: level 1 to work with piper, has the ability to stick around longer due to Zero Gardna, Threatening Roar, Waboku, and Thunder of Ruler. He is searchable via Sangan.
Cons: Effect can be negated via anything that negates summons. He is susceptible to Debunk and anything that hates on dark monster effects.


1x Metaion, The Timelord   *one seems just right due to his recycling effect
Pros: He is searchable via Sangan. Will feed your deck for further abuse after his effect goes off. Can clear the field from those poised to oak you when the opening presents itself. Gets rid of monsters whose effects can hurt the deck (Thunder King, Krystia, Jinzo etc etc) He is normal summonable through his effect so he works with pot of duality and around cards that impede special summoning. And he is not a dark or a light which a lot of cards are being run against 
Cons: Not a level 1 

3x Mystic Piper
Pros: He is searchable via Sangan. Is chain able with his effect to draw. You have 11 targets for his effect, so 1/4 of the deck lets you plus with this card
Cons: Hes a light monster which has a lot of hate against it right now. 
*There is a rather cool loop you can do with Kinka-byo and this card in the grave that yields tons of draw power however I ruled it out because in 20 turns I want to be very careful on losing cuz I deck out, although you can judiciously use this loop when you need to so test it out and see if it works for you.

1x Sangan
Pros: The decks searcher can grab all your monsters. He's standard in most variant of this deck


3x Swift Scarecrow
Pros: level 1 to work with piper. He is searchable via Sangan. Because he is not summoned he can't be stopped by cards that negate summoning. He is a Earth which has less hate than light and dark monsters 
Cons: By going to the grave he doesn't hang around for attack fodder, Is hurt by cards that don't allow access to the grave.

2x Winged Kuriboh
Pros: level 1 to work with piper, has some stun capabilities. He is searchable via Sangan.
Cons: Im not a huge fan of this card because the effect isn't chain able. I only keep it around because of the level 1 thing but he would be the first card I dump in a rebuild. There are Kuriboh builds out there but IMO he is lack luster in this one. Speaking of luster BLS will have you hating this card so if you are against a chaos deck side him out asap as for any deck that uses piercers.
*Ive actually messed with sliding in 2 messengers of peace to replace kuriboh, its great bait for MSTs but heavy hurst it unlike your other chainables and with Inzektors its just too easy to blow up 

3x Zero Gardna
Pros: His stall effect is chain able. Is a earth and a level 4 giving you access to more synchs if you side into effect veiler and need to go that route. He's searchable via sangan 
Cons: I wish this guy was a level 1 but thats about it

Spells:
3x Final Countdown
I run 3 and after I play it I either grab the others with gold sarc so I don't draw into it and set it for MST bait. The 2000 cost + upstarts lets some variants run frozen soul but I found soul fairly worthless with Metaions burn effect happening but oh well thought Id mention it

3x Gold Sarcophagus
Gets that Final Countdown to your hand that much quicker. I normally grab for a Metaion or a final countdown after I played final countdown so I can clear my draws for more piper plays or cards that I need to draw into for my stall

3x One Day of Peace
Card is bad@ss give you a draw and stall in one shot. Plus saves you from pesky burn effects

Traps:
3x Threatening  Roar
Don't wait to trigger it when they declare an attack since it will let that attack go through (unless this is your plan)

3x Thunder of Ruler
Its like T-Roars weaker brother, it can be a tough call to flip if they have no monsters out since it has to flip in the main phase. BUT they could also swarm and OTK you so reading your opponent and understanding their deck is crucial. 

3x Waboku
Doesn't stop the battle so glads and others that need to attack for the effect to go off can still get around this card b ut it can be chains to an attack and stop that damage unlike T-Roar and T-Ruler.

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WHAT HURTS THIS DECK
You really want to watch out for things that stop your spell and/or traps. Royal decree hurts 25% of your deck and you have no MST or heavy storm in the main. A Dark Bribe or Solemn Judgement on your final countdown can really smart as well.

Other than that burn decks can really get at you fast before you can make the 20 turns, Herald of Perfection builds get mighty tricky, Glads can have the potential to work around some of your cards but Its hilarious to side into GB Hunter who also has the effect of making Metaion stay on the field which will quickly have them pulling their hair out.

But with the new structure deck Dragons Collide coming out you gotta be prepared to see LADD, you will waste tons of resources on getting rid go ladd which in a deck that is always down to the wire this can be a game breaker. Ladd and Herald are why Lava Golem in the side can be so much fun

Speaking of Dragons heres a screenshot, and I kid you not this was his field for like 15 turns Im sure he was just itching to take a swing




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ALTERNATIVES FOR MAXIMUM RAGE QUIT
Ok at the expense of some consistency (but not much) you can really amp up the RQ potential of this deck.

Pull out the Metaion, The Timelord for a Lava Golem. This does one of 2 things, will waste a Solemn that could have been used by your opponent to hit a fader. Get rid of a pesky Herald or other monster that may cause you trouble like ladd or jinzo. but more importantly it really pisses people off. In all reality its not a win condition because after a couple upstarts you will hit 20 turns with final long before lava's 1000 per stand by does them in, but to pull a lava golem summon is like raising your middle finger the 1000 per turn will just grate at them as the clock ticks the turns away.