User Tag List

Page 1 of 2 12 LastLast
Results 1 to 10 of 12

Thread: PSY-Frame Discussion: Some Assembly Required

  1. #1
    Registered User Jack Atlas's Avatar
    Join Date
    Sep 2015
    Posts
    26
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    PSY-Frame Discussion: Some Assembly Required

    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



    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

    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.


    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.



    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.




    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.




    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.”



    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.



    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.




    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.




    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.



    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.



    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
    Last edited by Jack Atlas; 30th May 2016 at 03:06 AM. Reason: Uploading Pics

  2. #2
    Registered User
    Join Date
    Sep 2015
    Posts
    3
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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.

  3. #3
    Registered User Jack Atlas's Avatar
    Join Date
    Sep 2015
    Posts
    26
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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?

  4. #4
    Registered User Jack Atlas's Avatar
    Join Date
    Sep 2015
    Posts
    26
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    http://duelistgroundz.com/index.php?...=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.

  5. #5
    Registered User
    Join Date
    Oct 2015
    Posts
    1
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Jack Atlas View Post
    http://duelistgroundz.com/index.php?...=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?

  6. #6
    Registered User citrus's Avatar
    Join Date
    Oct 2015
    Posts
    37
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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.

  7. #7
    Registered User Archsorcerer's Avatar
    Join Date
    Dec 2015
    Posts
    1,227
    Mentioned
    7 Post(s)
    Tagged
    0 Thread(s)
    Are cards like Pero Pero, Electromagnetic Turtle, and Galaxy Cyclone considered in the deck? Omega can recycle them.

  8. #8
    Registered User Hope in the Interstice's Avatar
    Join Date
    Aug 2015
    Posts
    1,994
    Mentioned
    10 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Archsorcerer View Post
    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.

  9. #9
    Registered User citrus's Avatar
    Join Date
    Oct 2015
    Posts
    37
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Hope in the Interstice View Post
    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.

  10. #10
    Registered User Jack Atlas's Avatar
    Join Date
    Sep 2015
    Posts
    26
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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).

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •