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Jack Atlas
1st October 2015, 10:17 PM
Hello folks, I thought I would post on a deck that I am actually picking up IRL.

Let's get down to business, shall we?


PSY-Frames

http://i.imgur.com/0DHJB75.png

PSY-Frames are a deck type that debuted in the pack “High-Speed Riders”. All PSY-Frame monsters are LIGHT and Psychic-type, with all of the main deck PSY-Frames having zero defense. The main strategy behind the PSY-Frame monsters is to respond to the opponent’s plays via their five PSY-Framegears, then immediately go into their Synchro monsters via their field spell. PSY-Framegears can only trigger their effects if you have no monsters on your side of the field, which is why their Synchros (the PSY-Framelords) come ready with effects that can temporarily banish themselves and other cards to make room for the next Gear. Let's start with what the deck revolves around.



Your Manufacturing & Assembly


http://i.imgur.com/Yw5k0Nd.png
PSY-Frame Driver
Level 6 ******
LIGHT
2500 ATK
0 DEF
“A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an automatic amplifier called “PSY-Frame”

PSY-Frame Driver is the cornerstone to the deck’s plays. Driver is a necessary component to trigger any PSY-Framegear. Given that it can be summoned from anywhere but the banish zone, it is with best intention to keep this guy away from being banished without a contingency.



http://i.imgur.com/lbie8xj.png
PSY-Frame Multi-Threader
Level 6 ******
LIGHT
0 ATK
2500 DEF
"This card's name becomes "PSY-Frame Driver" while it is in the hand or Graveyard. If a "PSY-Frame" card(s) you control would be destroyed by battle or card effect while this card is in your hand, you can discard this card instead. If a "PSY-Frame" Tuner monster(s) is Special Summoned to your field while this card is in your Graveyard: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "PSY-Frame Multi-Threader" once per turn.

With the eventual arrival of the pack Invasion of Venom comes this new PSY-Frame monster. Sure, you are still required to run Driver since you can't guarantee you open this card. The destruction blocking effect is greatly useful for covering up many cards that could normally out Circuit off a bait play, and can even cover your monsters or backrow from battle or effect destruction in general, even if it is your own black rose. The third effect allows the deck to start pushing for proactive plays, allowing the deck to run cards that summon PSY-Frame tuners from various locations.




http://i.imgur.com/ZviBWxm.png
PSY-Framegear Alpha
Level 1 *
LIGHT
500 ATK
0 DEF
Psychic / Tuner / Effect
“Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s) while you control no monsters (except during the Damage Step): You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, add 1 "PSY-Frame" card from your Deck to your hand, except "PSY-Framegear Alpha". Monsters Summoned this way are banished during the End Phase.”

PSY-Framegear Alpha is the most substantial of gears, considering how almost every deck in the game has to summon monsters in order to progress their plays. In addition, being searcher for every card in PSY-Frame bar itself gives you a little more relief to searching out PSY-Frame Circuit, or just continuing to progress your board prescience by adding another Gear to the hand.





http://i.imgur.com/blgqLpm.png
PSY-Framegear Beta
Lv 1 *
LIGHT
700 ATK
0 DEF
Psychic / Tuner / Effect

“Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When an opponent's monster declares an attack while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, destroy the attacking monster, then end the Battle Phase. Monsters Summoned this way are banished during the End Phase.”

Beta is also rather effective as a Gear, given that it can stop an opponent’s attempt to put damage up, or pinpoint a specific threat by destroying it. Ending the battle phase immediately is a powerful way to change the tide of battle. Just watch out for Odd-Eyes Meteorburst Dragon and the like.





http://i.imgur.com/0b3xtdY.png
PSY-Framegear Gamma
Level 2 **
LIGHT
1000 ATK
0 DEF
Psychic / Tuner / Effect

“Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's monster effect is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase.”





http://i.imgur.com/ViMnCe0.png
PSY-Framegear Delta
Level 2 **
LIGHT
1200 ATK
0 DEF
Psychic / Tuner / Effect

Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's spell card is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase.





http://i.imgur.com/eZTa8ty.png
PSY-Framegear Epsilon
Level 2 **
1500 ATK
0 DEF
Psychic / Tuner / Effect

“Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's trap card is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase.”

Gamma, Delta, and Epsilon are the negation-power of the deck, giving the user the ability to tackle any type of effect granted the user controls no monsters. Gamma and Delta tend to shine a lot more in the deck, due to the fact quite a few of the more common normal traps in the game will only be triggered when a monster is involved, such as torrential tribute, bottomless trap hole, compulsory evacuation device, mirror force, and others.





http://i.imgur.com/8RImC4S.png
PSY-Frame Circuit
Field Spell

“If a "PSY-Frame" monster(s) is Special Summoned to your side of the field (except during the Damage Step), you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "PSY-Frame" monsters you control. At the start of the Damage Step, if a "PSY-Frame" monster you control battles an opponent's monster: You can discard 1 "PSY-Frame" monster; that monster you control gains ATK equal to the discarded monster's ATK until the end of this turn.”

PSY-Frame Circuit is crucial to the deck’s success of putting monsters on the board, since most of the monsters you summon off of PSY-Framegears will be during the opponent’s turn. It also makes for a Pseudo-honest that dampens the impact of opening PSY-Frame Driver. Seriously, you can boost your Zetas and Omegas to over 5000 ATK by dropping a Driver off that effect, and even over 3000 by dropping any Gear for it.





http://i.imgur.com/uOOp5pN.png
PSY-Frame Overload
Continuous Trap

“Once per turn: You can banish 1 "PSY-Frame" monster from your hand or face-up from your side of the field, then target 1 card on the field; banish it, face-down. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "PSY-Frame" card from your Deck to your hand, except "PSY-Frame Overload".”



PSY-Frame Overload is the big threat-removal card for the deck. Face-down banishment is by far one of the most powerful forms of threat-removal in Yugioh, as it is nearly impossible to retrieve. This card also allows you to benefit from monsters on the opponent’s turn without Circuit, or use any negated or otherwise dead PSY-Frame monsters. Add all that with a banish effect to add any other PSY-Frame card from your deck (and sometimes even during the opponent’s turn) and you got a force to be reckoned with.




http://i.imgur.com/M9C0ool.png
PSY-Framelord Zeta
Level 7 *******
LIGHT
2500 ATK
1800 DEF
Psychic / Synchro / Effect
“1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn: You can target 1 face-up Attack Position Special Summoned monster your opponent controls; banish both it and this card until your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add it to your hand.”

Zeta can remove some huge threats from the opponent’s field and ultimately set up Omega to dump them in the graveyard to prevent the opponent from refunding their own monster. Zeta’s effect makes it rather tricky to get out of the way for good, but even when it hits the grave, you get to refund it back to the Extra Deck and a PSY-Frame card back to your hand. Yes, this can recycle Circuit back to the hand.




http://i.imgur.com/rqagSVM.png
PSY-Framelord Omega
Level 8 ********
LIGHT
2800 ATK
2200 DEF
Psychic / Synchro / Effect
“1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's Main Phase: You can banish both this face-up card on the field and 1 random card in your opponent's hand until your next Standby Phase. During your opponent's Standby Phase: You can target 1 banished card; return it to the Graveyard. If this card is in your Graveyard: You can target 1 other card in any Graveyard; shuffle both that card and this card into the Deck.”

Omega is the most prominent boss monster in this deck, due to his ability to manipulate the banish zone and temporarily remove the opponent’s resources. Omega can often cause opponent’s to misuse their resources, such as baiting a Shaddoll Fusion or an additional summon to set up Alpha. Omega’s effect to put stuff back in the graveyard will often involve putting Overload back in the graveyard for more search attempts and putting banished Drivers back in the grave.


Additional Synchro Options
The Synchro options in this deck are, for the most part, straightforward. You clearly have access to both Level 7 and Level 8 Synchro monsters. Due to your typing, You also have access to LIGHT-specific and Psychic-specific Synchro monsters as well. Due to Psychic Feel Zone (a card mentioned in a later section) bypassing Synchro conditions, you also have access to Psychic-type Level 9 and 10 Synchros. In most cases, it can be narrowed down to the most plausible:


Black Rose Dragon
Black Rose Moonlight Dragon
Yazi, Wickedness of the Yang Zing
Clear Wing Synchro Dragon
Ancient Fairy Dragon
Odd-Eyes Meteorburst Dragon
Michael, the Arch-Lightsworn
Ancient Sacred Wyvern

Stardust Dragon
Stardust Spark Dragon
Scrap Dragon
Thought Ruler Archfiend
Red Dragon Archfiend Scarlight
Hot Red Dragon Archfiend
Angel of Zera

Crystal Wing Synchro Dragon
Goyo King

Overmind Archfiend
Hyper Psychic Blaster

If you really wanted to try some freaky things:
- Vylon Delta, Vylon Sigma, and Vylon Epsilon are all capable of being summoned as well, but that kind of deck is just Greek to me as of now.
- Thanks to Emergency Teleport, it is possible to tech Hot Red Dragon Archfiend Abyss and/or Hot Red Dragon Archfiends Bane and King Calamity.
- Elder Entity Norden and Level 5 / 6 is also doable, but I do not recommend it right now. Remember, these gears can be summoned by card effects.


Support Categories




Proactive Synchro Summons
You must assert yourself to move forward. Some unconventional ones are a bit lower on the list.

Emergency Teleport
Oh yeah, they’re Psychics. If you got Multithreader in the grave, you can drop this and summon up a tuner and a non-tuner. Got Circuit up? Then you can do this during your opponent's turn or during your own battle phase or end phase.


Telekinetic Power Well
This one can give you a few more tuners, but can also put a small pinch on your LP and requires a grave already set up. What can this do that E-Tele can't? Build a small army and allow the deck to combo into Crystal Wing Synchro Dragon + a Zeta add. Those extra tuners can even pile on into more Overload fodder or extra damage.

Psychic Feel Zone
The feels are real when you can put drivers, gears, and even lords back in the graveyard in order to summon out another Synchro monster. Due to the fact that it basically ignore Synchro requirements, you can even utilize Overmind Archfiend to return banished Zetas and Omegas to the grave and trigger more effects.

Soul Charge
Yeah, this one's a little on the far-out side now due to Multithreader. Soul Charge can set up using driver or synchros already in the grave, but will put a limitation on your BP and LP, and it is only a normal spell.

Mathematician & Felis, Lightsworn Archer
Easy one to incorporate, but can leave a bad taste if you draw the felis. Due to Omega, you might be able to afford playing fewer Felis than normally be.

Galaxies
Galaxy Soldier and Galaxy Serpent form a nice duo to pump out a level 7, but need a LIGHT monster to discard. Wait, we are all LIGHT. The discard? Oh, that can go back to the hand once Zeta hits the graveyard. You can even discard Driver to feel like you just got it out for free (even though you didn’t).



Your Turn?
This is one of those decks that generally just does not set up its field during the user’s turn. As such, 2 cards immediately come to mind:

Cardcar D
Seriously, how many other normal summons do you actively play? Drawing into a gear or two after setting up your Circuit is a pretty strong opening.

Pot of Duality
Falls hand in hand with Cardcar, but prevents you from special summoning for the rest of your turn, so be aware of your opponent having anything that could mess you up on your turn, since you will not be able to respond to the opponent’s card or effect with a PSY-Framegear.





Pressuring the Opponent
One of the issues within PSY-Frames is forcing the opponent to progress the game. There are a handful of cards that can put just the needed pressure on the opponent in order to get them to start triggering your PSY-Frames.


Wind-up Rabbit / Evilswarm Thunderbird
Monsters that can banish themselves from the field are a big thing in the deck, considering that you can easily clear your own field for another PSY-Framegear. Currently, Wind-up Rabbit is the most popular pressure option.

Thunder King Rai-oh / Doomcalibur Knight
Oh, another easy method of putting pressure on the field. However, while these guys come with very beneficial effects, they can sometimes be hard to get off the field, and your opponent might take advantage of that. In the OCG, multiple Thunder Kings are considered.
Honest: A lot slower and more vulnerable than some of the others, but can prove very beneficial by its handtrap effect, letting you win any battle you want.

Wave-Motion Cannon / Final Countdown
These are a bit more unorthodox, but they can easily put a timer on the opponent’s plays. Final Countdown cannot even be dealt with if it resolves successfully.

Yosenju / Spirit Monsters
These two deck types can be actively included into the mixture of Psyframes due to their inherent ability to be spirited away off the field during the end phase. Do be aware, the size at which these engines would have to be integrated may lead to inconsistencies with opening hands.





Managing Banished Resources
Running low on Drivers? Need a Synchro up on board, or just need some more ammo for Overload? Here are two cards that can make use of your banish zone quite nicely.

Psychic Path
Path can recycle ammo for both Circuit and Overload, lest also add back some Gears or get Driver out of the banish zone. Path is easier to trigger, but Feel Zone tends to have a better outcome.




Misc.
Wait, what do I do with these again?


Galaxy Cyclone, Breakthrough Skill, Skill Prisoner
These cards and others like them often arrive in PSY-Frame conversations. Due to the power of Omega's effect, you can basically make massive use of any card that can banish itself from the graveyard to trigger its own effect, which is why Omega is so popular among a few other decks. Galaxy Cyclone is the most commonly considered of the bunch due to its immediate advantage and ability to take out continuous cards that put a damper on PSY-Frame.

Mind Crush
Mind Crush, on top of being an amazing Side Deck option, is actually pretty live of a main deck card if you have used Omega's effect. Omega's effect allows you to effectively look at your opponent's hand one card at a time. Following up with Mid Crush can let you hit the previously banished card, sometimes hitting multiple copies or said card.

Mind Over Matter
More Psychic-type ideas. Mind Over Matter can be pretty handy for saving your PSY-Frame Drivers if you are short a Circuit. In addition, it may actually put people in a false sense of security in progressing their gameplay, as most people would think you would have nothing left to respond to their moves bar Overload. The downside? You don’t really have access to this card without either giving up a Synchro or potential synchro play in the process.

Assault Mode Activate and Stardust Dragon/ Assault Mode
This one can get rather scary. Due to Psyframe's easy ability to pump out level 8 Synchros and their love for monsters that can leave the field and come back later, Stardust Dragon/ Assault mode is easily considerable as a boss monster. Allows you to negate most things, then leave you with an empty board for your PSY-Framegears. What's more is that Assault Mode Activate is rather easy to search from the deck, and you can manipulate the number of cards dedicated towards this tactic through itself, Assault Beast, and even Fire Formation - Tenki.


Kuribandit[/SIZE]
With the rise of Multithreader, Kuribandit may lead into some interesting deck-delving and digging for your crucial pieces. Dump overload and Multi-threader into the graveyard, pick out any synchro-summoning spell card or a circuit. You even dump gears into the graveyard for Telekinetic Power Well.






Threats to PSY-Frames

Prepping for counters to PSY-Frames is becoming ever-more important now that people are beginning to get a grip on how to play against it and what to side against it. Here are some of the more important situations to be aware of to fixing up a PSY-Frame side deck. This section is meant for people to understand some of the better card pools to counter PSY-Frame and how PSY-Frame duelists can prepare for such tactics. Bolded is what I have found most important.


Counter Traps
This is by far one of the easier features to pick out, and with the announcement of Solemn Notice coming out in Breakers of Shadow, is eventually going to turn into one of the greatest needs in a PSY-Frame side deck. Counter Traps are the only full category of a card that PSY-Frames cannot respond to at this point in time. As such, they are virtually guaranteed to be negated without siding or even maining our own counter traps.

Watch out for:
Archetypal Counter Traps
Solemn Notice
Solemn Warning
Solemn Scolding
Debunk


Options to counter include:
Wiretap
Solemn Scolding
S/T removal
Constellar Belt (LOL)



Lockdown
Commonly known as “floodgates,” these are cards that generally shut off a type of play that we can do. Due to the deck’s responsive nature, it is not that hard to set up a lock against us. Try to have some cards ready for any type of situation that opponent may throw at you to slow you down.

Watch out for:
Majesty’s Fiend
Vanity’s Fiend
Fossil Dyna Pachycephalo
Vanity’s Emptiness
Imperial Iron Wall
Mind Drain


Options to counter include (One card does not fit all counters)
Solemn Warning
Solemn Scolding
Dark Hole
Raigeki
Torrential Tribute
PSY-Framegear Epsilon
S/T Removal


Monsters Summoned to our Side

A common tactic to oppose PSY-Frame is to put weaker or useless monsters on our side of the field, preventing the activation of any PSY-Framegear effects and allowing the opponent to set up right under our noses. Not the hardest tactic to deal with, though.

Watch out for:
Ojama Trio
Kaiju Monsters
Lava Golem
Volcanic Queen
Silent Wobby
Flying “C”?

Options to counter include:
Dark Hole
Torrential Tribute
PSY-Frame Overload
Emergency Teleport
Tribute Summon Monsters



Additional Threat List

(Feel Free to contribute to any of these lists btw. I probably missed some stuff):

Darkfall (Sends all copies of Driver and 1 Gear to the graveyard. Against Alpha and Beta only.)
Mind Crush (Can knock any PSY-Framegear out of our Hand, including upon activation of said gears.)






Skeleton
What, so you didn't want to read my wall of text? Ok, fine, but I am not formatting it for you lazy bums.



Main
3 PF Alpha
3 PF Beta
3 PF Gamma
2-3 PF Delta
0-1 Epsilon
2-3 PF Driver

2-3 Cardcar D

Spells
3 PF Circuit

2-3 Terraforming
1 or more Psychic Feel Zone

Traps
2-3 PF Overload



Extra
2-3 PF Zeta
2-3 PF Omega
1 Thought Ruler Archfiend


Side
0-2 PF Epsilon
2+ Wiretap



Conclusion

If you guys have anything you want me to add to the OP or fix in the OP, just go right ahead and say so. I hope you all gained a little bit of an understanding of the fundamentals behind the deck, whether playing with it or against it, and I hope to expand this article in the near future.

To Come:
- Completion of the Multithreader Chapters
- What to keep in mind when playing against PSY-Frame
- Common tactics in PSY-Frames

Corbeau
20th October 2015, 04:47 PM
I topped a regional this weekend with this build : http://i.imgur.com/0fVKBXi.jpg?1

It's not the best, but it did the job. Mind Over Matter wasn't needed because most of the players didn't knew how to play against the deck, but as soon as they start to learn how to play against Psy-Frame, this card is gonna be big.

Jack Atlas
20th October 2015, 09:32 PM
First off, props for the top.

I am very interested to hear about how well mained Dimension Fissure did, as well as the two copies of E-Tele. E-Tele, from what I have seen, has very niche uses and can often be a dead draw, but does combo pretty well with Circuit. What did you think of both it and D-Fissure when you were playing at the regional?

Jack Atlas
3rd November 2015, 05:06 PM
http://duelistgroundz.com/index.php?showtopic=166710&page=1

Sweet. Redeemed, if you are out there, thank you very much for the credit.

Anyways, I wanted to see if there was any brainstorming on the Majespecter matchup since Tempest, Tornado, and Cyclone make that matchup a nightmare. Gammas can only get so far against their searching, and I am already siding Mistaken Arrest because of the matchup.

Got everything I need IRL short of 2 Omegas.

RedeemedOne
6th November 2015, 07:45 PM
http://duelistgroundz.com/index.php?showtopic=166710&page=1

Sweet. Redeemed, if you are out there, thank you very much for the credit.

Anyways, I wanted to see if there was any brainstorming on the Majespecter matchup since Tempest, Tornado, and Cyclone make that matchup a nightmare. Gammas can only get so far against their searching, and I am already siding Mistaken Arrest because of the matchup.

Got everything I need IRL short of 2 Omegas.

Jack, you're welcome, bro. Couldn't very well jack your shit and not give you credit, dude. Lol Anyway, what are your thoughts regarding the deck post DOCS and beyond?

citrus
17th December 2015, 05:57 PM
Gonna bump this because I like this deck a lot.

Especially since this format is running very little effect negation right now, I think this deck has a decent shot of taking some big wins. Majespecters aren't really worth worrying about anymore, so all of Betas and Gammas are live all the time. The Pendulum decks can make huge pushes, but Beta will do good work to stop their BPs. Likewise, Delta will stop Pendulum scales and put them in the graveyard. Overload is better than ever, even though it still can't touch Kozmos.

What do you guys thing? I played with a pretty basic build before, but I'm leaning towards a flood-gate Planter build that replaces Duality for this format. Unlocking Special Summons on your own turn lets you be more aggressive with Feel Zone and Soul Charge, and Planter will still get you your draws. Sending Overload with it for a search on your opponent's turn is amazing. I never liked Teleport in here before, but I think it may well have a spot now, helping you push through more damage with a Zeta-into-Omega while Circuit is up.

Archsorcerer
18th December 2015, 05:36 PM
Are cards like Pero Pero, Electromagnetic Turtle, and Galaxy Cyclone considered in the deck? Omega can recycle them.

Hope in the Interstice
18th December 2015, 11:58 PM
Are cards like Pero Pero, Electromagnetic Turtle, and Galaxy Cyclone considered in the deck? Omega can recycle them.
Galaxy Cyclone, yes. Pero Pero and Electromagnetic, no because it's hard to get them into the Graveyard and you REALLY don't want to put anything in your Monster Zone if you can't get rid of it, like Destructotron and Cardcar D.

citrus
20th December 2015, 05:58 PM
Galaxy Cyclone, yes. Pero Pero and Electromagnetic, no because it's hard to get them into the Graveyard and you REALLY don't want to put anything in your Monster Zone if you can't get rid of it, like Destructotron and Cardcar D.

And even then, I'm not sure there's any particular threat to the deck right now that warrants maining/siding Galaxy Cyclone. I can't really think of any floodgates that this deck loses to (maybe Mistake?), and it's not that efficient that popping scales, because you can realistically only use pop one at a time, and only on your turn, too.

Jack Atlas
21st December 2015, 02:41 PM
Wow, didn't see that this topic was bumped.

In terms of Cyclone, Pero Pero, and Electromagnetic Turtle;
Cyclone is rather easy to get into the grave, has an additional use in the hand, and is really easy to loop.
Pero Pero would be much more beneficial if PSY-Frame could mill it. It often conflicts with the gears if you are trying to get it destroyed on the field. Very good to loop, just a pain to get it there.
Looping Electromagnetic Turtle is pointless since its effect is once per duel.

Now, I have been working on finishing the deck for the end of January after Winter Break. http://i.imgur.com/Y2m7cN9.png
I have all of that IRL now except 1 Omega. I am trying to work on this using cards I have, so holding off on Maxx "C" for now.
I think Full House might be a solid card to have in the upcoming format, especially with people like Lithium2300 hyping up the Ariadne builds of BOSH pendulums. You can even use it to pop face-down Overloads and try to search from there.

Wiretap is still essential to dealing with Solemn Notices.

Citrus, I know you guys on DGZ were having a talk about Rivalry and Gozen. How's that going?


Has anyone else found Wind-Up Rabbit to turn into a huge liability and crutch for the opening hand? I have been really debating on cutting him.
I guess a follow-up question for that would be, has anyone recently run into any players that will stop playing altogether when they see you are playing PSY-Frame? THe only time I have seen that for myself recently is when it is the mirror (and we both stop. Even Rabbit hitting the field is risky).

citrus
21st December 2015, 06:58 PM
I am trying to work on this using cards I have, so holding off on Maxx "C" for now.
From what I can gather right now, Maxx "C" isn't too amazing, because dropping Maxx "C" typically means you've already given your opponent the go-ahead to push. You can hope that draw into Beta, but it's not a sure thing, and it won't make a difference if Meteorburst is staring you down.


I think Full House might be a solid card to have in the upcoming format, especially with people like Lithium2300 hyping up the Ariadne builds of BOSH pendulums. You can even use it to pop face-down Overloads and try to search from there.
The interactions are cute, but Full House is too easily played around. Your opponent can simply set fewer traps so that you'll either have to minus to activate it, or can't activate it at all. It's one of those cards that shows up at one event, everyone learns about it, and it becomes useless.


Citrus, I know you guys on DGZ were having a talk about Rivalry and Gozen. How's that going?
Gozen Match is generally better because it hurts a wider spectrum of decks. You wouldn't actually play either against Kozmos, because your opponent can just banish a LIGHT/Psychic for a DARK/Machine anyway, and there's no way for you to verify that he isn't cheating. (See this thread for the explanation: http://duelistgroundz.com/index.php?showtopic=167045)


Has anyone else found Wind-Up Rabbit to turn into a huge liability and crutch for the opening hand? I have been really debating on cutting him.
Absolutely. The fact that Wind-Up Rabbit also has pretty small ATK doesn't help it exert any real pressure. If anything, Yosenju Kama 2 is better for its bigger ATK and its ability to attack directly. Rabbit's effect to dodge at any time isn't a real advantage when there aren't any battle traps being played beyond Storming Mirror Force (which doesn't really hurt Kama 2 at all). Rippling Mirror Force may be a concern, but we're six months away from that.


I guess a follow-up question for that would be, has anyone recently run into any players that will stop playing altogether when they see you are playing PSY-Frame? THe only time I have seen that for myself recently is when it is the mirror (and we both stop. Even Rabbit hitting the field is risky).
There has been discussions about burn/alternate win mechanisms to "force" the opponent to play, but they all negatively affect the consistency of the deck as a whole, so they're not really worth pursuing. Insofar as the mirror match is concerned, there's really no way to advance the game without maining or siding in an attacker. In that case, whoever establishes first would win.

Jack Atlas
30th May 2016, 12:05 AM
Between 3 more-recent regionals tops AND the announcement of the new PSY-Frame Multithreader (Which I have already started testing to death and love it), I will be giving the OP to this some revamp. Expect updates over the next few days.