ycgpodcast-ayl-thedrawphase

Advanced Yugioh Logic – The Draw Phase

[
I’m going to take a few articles to go over the kinds of terminology, actions, and interactions players can have throughout their turn.

 

With the Problem Solving Card Text, doing what your cards tell you is fairly easy. But layering card effects against your opponent’s effects, and trying to adhere to the rules of the 6 phases can sometimes be confusing.
]

 

ycgpodcast-ayl-thedrawphase

the DRAWPHASE
You actually do something in it, unlike the Standby Phase.

The Draw Phase is triggered, or begins, after one of two Events.

The first Event is at the beginning of the duel when you declare that you are starting your Draw Phase. You draw your card and then things begin.

For the rest of the duel, the Draw Phase is triggered immediately after the end of your Opponent’s turn, after they have completed their End Phase.

A “Draw” is considered picking up the top card of your deck and adding it to your hand. Drawing and adding a card to your hand is the first Event (the ‘Draw Event’) that occurs in the Draw Phase, and those two things happen simultaneously. In most cases, players cannot activate any effects before the Draw, but there are a few exceptions that I’ll address later.

After you draw, you retain the ability to activate Spell Speed 2 effects first. This is known as Turn-Player Priority.

For example:
Your Opponent declares an end to their turn, snapping the Game State to your Draw Phase. You draw a Mystical Space Typhoon and add it to your hand. At this time, your opponent cannot activate any card effects.

As the turn player, you retain the right to activate the first Spell Speed 2 effect during each Phase of your turn. You decide to hang on to your MST, and ask if your opponent would like to play any cards after the Draw Event, this passes priority to them. They say no, passing priority back to you, leaving the game in an Open Game State, allowing you to declare an end to the Draw Phase (or activate a Spell Speed 2 effect).

A Trickier Example:
You draw, it’s an MST again, but this time you know your opponent is playing Drastic Drop Off. DDO is a Counter Trap that can be activated when cards are Drawn or Added to the hand. It discards the draw, or a single card if multiple cards are drawn or added.

You know your opponent is playing Drastic Drop Off, and it’s a Counter Trap, so can it rip that MST right out of your hand?

As the turn player, you retain the right to activate the first Spell Speed 2 effect after an Event or at the start of each Phase of your turn.

You decide to play your MST this time, but you don’t hit a Drastic Drop Off. It’s fine though, since MST is out of your hand, DDO now has nothing to discard.

The Draw Phase – Step By Step

  1. Draw Phase Maintenance: The “Game” checks if there are any effects which change the rules of the Draw Phase, or affect the Draw.
  2. The Draw Event.
  3. This step gives you Priority to activate Spell Speed 2 effects.
  4. Whether you play a card or not, this step passes Priority to your Opponent, allowing them to activate a Spell Speed 2 effect, or respond to yours. Assuming they don’t play anything….
  5. This step returns Priority to you, allowing the next step to be one of two things.
  6. You may activate a Spell Speed 2 card effect, or declare an end to the Draw Phase.
  7. Your opponent can respond to this Event, or pass control of the Draw Phase to the “Game.”
  8. The “Game” triggers the next phase, the Standby Phase.

The Draw Phase vs Eradicator Epidemic Virus
The Draw Phase vs Deck Devastation Virus
The Draw Phase vs Crush Card Virus

Unlike Drastic Drop Off, which says that you discard a card after you draw it, the Virus’ “observe” a card as it is being drawn, essentially Revealing it to both players.

The Viruses are effects that resolve over the course of a specific number of turns, and must be carried out. So forgetting to reveal your draw is a way to get yourself a game loss during a tournament.

The Draw Phase vs Heart of the Underdog

Cards like Heart of the Underdog, that give you additional draws, use your Turn-Player priority to be the first thing that happens after the Draw Event.

Example:
You draw Elemental Hero Sparkman, a Normal Monster, while you control an active Heart of the Underdog. You reveal it, choosing to activate the effect of Heart of the Underdog.

This particular effect, since it happens after your Draw, becomes the first response to the Draw Event. It uses your Turn Player Priority to get that first spot and immediately passes priority to your opponent.

Effects that Happen Before the Draw

There are a few effects that occur before the Draw, but still during the Draw Phase. They access something I call the Draw Phase Maintenance area.

Hino-Kagu-Tsuchi is a monster card that discards your hand during the Draw Phase, before you draw.

HKTs will trigger the effects of cards that activate when they are discarded (Darkworld, Fabled), even though card effects aren’t supposed to activate before the Draw (which is Broken: A card that does not work as intended). Your opponent can also respond to those effects. It’s a situation that will likely never happen, but it’s unfortunate that it exists because it breaks the rules of the game.

I would prefer it if HKTs effect would activate when a player declares that they are drawing, resolve, and then the turn player would draw immediately after that, forcing the game-state to continue where it should – after the draw. Turn-Priority would continue as normal, where Fabled effects would work like Heart of the Underdog and be the first effect after the Draw. It would ruin anything that misses the timing, but that’s better to me than having illogical game-play.

Pikeru’s Second Sight is another interesting card. It states that the opponent must show you any card(s) they draw before adding it to the hand. As stated, picking up a card from the top of your deck and adding it to your hand is considered a Draw.

Granted, Pikeru’s Second Sight is an old card from the Lost Millenium set, but they add a step to drawing that doesn’t exist, instead of using the very easy word “reveal.”

Diablos, King of the Abyss, and Maharaghi allow you to look at the top card of the deck and either put it back on top, or place it on the bottom of the deck. Card effects like this are perfectly OK, as they are directly attached to the Draw Event, and do not have the potential to set off a chain reaction of effects like Hino-Kagu-Tsuchi. They’re in the same class as the Deck Viruses, where their effects are specifically related to the Draw.

There’s also cards that either change the draw or replace it altogether. 

Cards that change the draw, like Freed the Matchless General, tend to allow you to add a specific card from your deck to your hand, instead of drawing a random card from your deck.

Then there are cards that replace the Draw, like Flame Tiger. Instead of drawing, or gaining a new card from your deck, you Special Summon Flame Tiger from your graveyard.

 
===>Feedback?
I did my best to make sure this report was accurate, but if you find anything inconsistent with what you know, or feel that something is missing from here, please don’t hesitate to share it, along with any questions you have!

The next article will be Advanced Yugioh Logic: The Standby Phase and The “Game”.

Bswm-ycgpodcast

Blue-Eyes Synchro with Maiden

After my recent regionals trip, I immediately tried to start thinking outside of the box, which for me is getting back to a deck that plays as many cards as possible per turn and tries to look cool doing it.

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There are a lot of new cards I haven’t gotten to fiddle with yet, like the baby chaos dragons Black Dragon Collapserpent and White Dragon Wyverburster. I’ve just been too busy with work and studying to pay attention to much else.

These two babies work great as synchro material, if one is sent from the field to the graveyard, it adds the other one from your deck to your hand. Its very “Reborn Tengu” meets “banish x-attribute Spirit card”. They fuel themselves.

Now normally, I’d be heading for my Lightsworns since they fill the Graveyard fast. But I wanted to do something a little different this time, break tradition, and I thought Maiden and Blue Eyes might help.

thedeck

Deck-List Available: Here

The Blue-Eyes Engine: Standard Fanfare
(3) Maiden with Eyes of Blue: Needs to be on the field turn one for the most optimal follow-ups. It’s also a fairly usable top-deck and doubles as a Level 1 Tuner for synchro plays.
(2) Blue-Eyes White Dragon: 3 commits too much deck space. In an ideal world, you would only run two anyways.
(2) Level-Eater: Gets in the graveyard quick, one can be used as chaos food if necessary. Integral in Synchro and extended Xyz plays.
(1) One for One: Gets out Maiden quicker, dumps Graveyard-based monsters, fuels Chaos.
(1) Trade-In: Dumps Blue-Eyes in hand.
(1) Cards of Consonance: Dumps White Stone in hand, searches Blue-Eyes.
(2) White Stone of Legend: For searching and it’s a usable Level 1 Tuner.
(2) Wonder Wand: Targets Maiden for her effect, but I rarely use the Draw effect. I leave her on the field to confuse the opponent into making bad plays (attacking/targeting) and to fish out MSTs.

The Key Beetle Engine: Extra Support
(2) Armageddon Knight: Sends Level Eater to the Graveyard for synchro combos, or Zepyros for bounce plays.
(2) Kagetokage: Makes second turn Key Beetle (after first turn Maiden) possible.
(1) Reinforcement of the Army: Gets Knight.
(1) Allure of Darkness: Gets rid of dead dark monsters.

Chaos Synergy: Pushes for Game
(1) Black Luster Soldier
(1) Chaos Sorcerer
(2) Black Dragon Collapserpent &
(2) White Dragon Wyverburster: Both powerful cards, any more than 2 and they start taking space from the plays that put their fuel in the graveyard. They provide easy access to Queen Dragon Djinn, and don’t lose advantage when used as Synchro material. The way they restock your hand is very reassuring.

Utility Monsters: Extra Support
(1) BW Zephyros the Elite: Here to reuse cards like Call of the Haunted, BLS, and Safe Zone.(1) Eclypse Wyvern: It and Wyburster make a good Starliege Palidynamo, or an otherwise solid first turn Set. Could be switched out for Thunder King Rai-Oh, though I like the potential payoff of Wyvern + Trade-In.(1) Gorz: Establishes great ‘Synchro fodder’ first turn, allowing lots of control over field presence and the Graveyard.

Spells and Traps: Noteworthy
(1) Castle of Dragon Souls: This is an interesting test-card. Ideally, it can punish MST by returning banished Blue-Eyes, giving me a little freedom in how I use my spare (since I run 2 BEWD).
(2) Vanity’s Emptiness: Another test-card that 1/4th of the cards in my deck can ‘turn off’. The intent is to use Blue-Eyes as a wall while Special Summoning is turned off.

Extra Deck: Combos
(1) Number 66 – Master Key Beetle: Targeting Maiden with its effect will summon a Blue-Eyes. From their, you have the option to do nothing, or Synchro (preferably if Level Eater is in the Graveyard).
(1) Scrap Dragon: Assuming Key Beetle + Maiden remains on the field, pulling out a Scrap Dragon is a little interesting. It requires a Blue-Eyes, a Level 1 Tuner (Maiden or Stone), and a Level Eater to make Scrap Dragon, with Key Beetle using its effect on Scrap Dragon to prevent it from destroying itself when you use its effect.
(1) Ally of Justice – Catastor: Catastor can become a Level 4 Monster (with Level Eater), meaning it has the potential to Xyz into any Rank 4 with another Level 4 monster.

Building a Blue-Eyes Deck?
>> Save a little money on the starter deck by picking it up on Amazon.
>>

eswarm

Evilswarm Training ft. Laggia

Hey guys and gals, Matt returns for another shot at deck experimentation as a result of the HA7 release.

When I sat down and decided to play Evilswarms, I anticipated a deck of wonders that most men (and woman) dare not dream of. Instead, what I got was a fairly unexciting deck that boasted very little complexity beyond “Summon Ophion… …wait to win?”

I needed more, something that gave me the opportunity to put down monsters whose inherent purpose was not XYZ fodder. I decided that Ninjas, Dinosaurs and Rabbits would form the base of the deck, with support that could be dropped or reinforced, depending on how the deck performed. Here’s a link for your reference: [Link].

Rabbit provides both Ophion and Laggia. The goal is to ensure Rabbit is always live with the crazy amount of Normals in the deck. It’s not a new concept (VerzLaggia), but it fit my direction perfectly.

The high Normal Monster count is intended to be a positive aspect of the deck. The Heliotropes can be recycled back into the deck with Infestation Infection when they’re drawn, summoned alongside Evilswarm Castor, or used as a 1950 body to get over pesky defensive monsters and Thunder King. There’s also the added bonus of Daigusto Emeral being able to bring these Normal Monsters back for additional plays.

The Sabersauri work in tandem with Rabbit and Hanzo to be brought out of the deck quickly. For any that are drawn, Evilswarm Salamandra, (as well as Hanzo) can be summoned alongside it to make Laggia, since Salamandra is a Dinosaur. Of course, 1 stray Sabersaurus is a great tool to test an opponent’s defenses, allowing Ophion and Laggia to troll in the shadows.

From his inclusion in articles and many podcasts, Hanzo returns to add a notable amount of control and redundancy to the deck. Similar to his function in Ninja Dragons, Hanzo provides information as to what an opponent can or cannot answer, and continues to offer himself as a trojan horse.

Hanzo can summon both Sabersaurus and Evilswarm Salamandra, and acts as food for Salamandra’s atk boosting effect. The benefit to Hanzo is that, whether or not Super-Transformation is successful in taking their monster, you still get to summon yours – they can lance or protect their monster all they want. Like Ophion, he also delivers monster-level hate. Where Ophion is more preventative, Hanzo can be very reactionary and a decent top deck.


Bahamut invoked a personal incentive to make this deck. The fact that it mutates Evilswarm (or Steelswarm) monsters into a permanent version of Change of Heart is entirely too enthralling.

It’s not the most reliable monster (like Number 11: Big Eye), but it also doesn’t punish you for trying to have fun and win after its summoned. Konami seemed to think ahead when they allowed Bahamut to detach an Xyz material as the cost for its effect, while they left the discarding of the monster and taking control of the opponent’s monster to happen at resolution of the effect.

Many Fingers in Many Pies
Other than Rescue Rabbit, there’s no convenient way to summon Ophion without running a mixed bag of crappy Evilswarm monsters. That’s not to say the monsters won’t do their job, but as mentioned earlier, their sole purpose is that job. So, in order to keep things lean and provide room for expansion, tweaking, etc, this deck has access to the monsters that are driving the deck’s main goal forward. The combination of Fossil Dig and Infestation Infection act like a pseudo ROTA, ending with a Castor in hand.

Sad Faces
Evilswarm Mandragora is an interesting monster that’s both splashable and great for the archetype as a whole. So why isn’t it here? Mandrago is a double edged sword in that it allows too many opportunities to invest in the field. In a more standard Evilswarm, or even SwarmLaggia deck, it would function like Castor, increasing the consistency of turns that end in Ophion or Rank 4s. But, that’s more of the same-old-same-old kind of playstyle that this deck avoids, providing a natural buffer between big plays.

However, Monk and Upstart Golden Ninja aren’t as play-and-win. Evilswarms, and this deck in particular, do have a lot of spells and traps that could be discarded for their effects. In a deck where normal monsters are the focus, these guys feel like too much of a tangent.

Smoke and Mirrors
Considering you could just buy some HA7 packs, this deck isn’t very expensive. It manipulates a lot of cards, can thin the deck quickly, and organizes the graveyard for Dark Armed with relative ease. The most important factor, though, is that it’s not boring.

Evilswarm Kerykeion
It’s not here because I wasn’t 100 percent confident that it would release in the upcoming Lord Tachyon pack, but it has since been confirmed. Kerykeion (what a terrible name) will add a lot of really easy Rank 4s, since you can banish dead “ilswarm” Xyz mosnters (in addition to your regular ilswarms), and add their material back to your hand. It would completely change my outlook on the deck and encourage me to run Tour Guide and definitely Monk.

FFistArticle

A Week with Fire Fists

Matt here with a Fire Fist deck I’ve been running for the past week. Here’s the build for your reference: [Link].

I tried to go for an aggressive Fire Fist deck, and tested out some new cards from Lord of the Tachyon Galaxy.

Till running Fire Fists, I had underestimated the power of Bear. The deck I took to regionals, Ninja Dragons, isn’t afraid of 1600 ATK monsters that act like a better Exiled Force. But once I understood the card, I admit that I see why there’s so much hype around it.

Bear is unique in that it is a self-contained, deck-thinning destruction engine. It makes every card you can activate in the damage step lethal, on top of being a plus-1 in almost every instance. Adding it to your hand with Tenki is a plus-1, summoning Bear and destroying a monster maintains that plus-1, and then doing battle damage to search is another plus-1. Even if Bear is destroyed when it attacks, you maintain your advantage and also bait out an opponent’s backrow.

It’s so easy to keep on the field too. Forbidden Lance and Forbidden Dress do too good of a job covering you when your opponent has no monsters, or if your opponent attacks into your Bear.

I’ve run Dragon in another beast-warrior deck before and only found it somewhat useful. That continues in this more pure Fire Fist deck.

I’m not fond of Dragon, since it’s effect needs you to play Fire Formation cards out of your hand that could (should) be saved for later. While its effect does go off if you activate Fire Formation trap cards, there are not many situations where that should happen. Tensen, the ATK boosting trap card, should only be activated during the damage step so that it can avoid as much interruption as possible. There’s such a slim window for Tenken, the effect negating/protection card, to be activated while Dragon is on the field that it’s not worth mentioning.

However, all that pales in comparison to Dragons ability to Special Summon a Fire Fist monster by sending 2 Fire Formations to the grave. Fire Fists do generate backrow very quickly, but under the right conditions. I think Dragon and Bear’s effects come at a crossroads. While you want to blow things up with Bear and attack directly, you also want to use those resources for Dragon. Bear is clearly the more effective card, so how and when do you have time for Dragon? That question has lead me to view Dragon as a usable win-more card that competes with Enthusiastic King Wolfberk for space.

In contrast to Dragon, Snake seems designed as a monster that helps maintain the status quo. Every time you use Bear and Gorilla, or Special Summon with Dragon, Snake is working to eliminate all costs.

The most beneficial attribute to Snake is that it sets you up for the next two turns. Because you can set the ATK boost Tensen trap, or the protective Tenken trap, you tell get to tell your opponent that your monsters are off limits during the Battle Phase or the Main Phase. If they fail, you can use the trap that Snake provided during your turn for Bear or Gorilla.

Snake’s effect can be used during your opponents turn, so if they Heavy Storm or MST, you have a reason to chain your trap. Also interestingly enough, Snake’s effect will go off when a Fire Formation is sent from either the hand, deck, or field to the graveyard.


I wanted to try out Scrap Iron because I usually see Fire Fist monsters supported by completely obvious backrow. Instead of Fiendish Chain, I wanted a card that could be re-used. A lot of Fire Fist defense is one and done, and Scrap Iron increases pressure on the opponent immensely. Bear can survive, and combo into a Snake or Dragon, another Bear or a Gorrila. Scrap Iron saves the use of Fire Formation traps, Lance and Dress so that Bear’s effect can remove the useless Tenkis and Tensus that pile up and save those nasty surprises for later.

Scrap Iron also creates a nice buffer. Organizing the Battle Phase so that both players know exactly what’s going to happen is important for mind games. It moves things out of the damage step, that last line of defense for Fire Fists, and reinforces the importance of Bear.

Coming from Lord of the Tachyon Galaxy, Bull is another card that plays well with Snake. It’s the monster you can throw around since you can always Xyz with it. It’s not a very productive Normal Summon, but it’s great alongside a Reborn Tengu, another of the deck’s disposable monsters.

I’ve played with this deck a little over a dozen times now, and have only summoned it once. I value the monsters on the field, much more than I value Cardinal at this point. The effect to shuffle Fire Formations back into the deck is nice, but it doesn’t provide a way to get them back. So it ends fun.

Bear does its job well enough, where Cardinal just seems unnecessary. I may take out every other Xyz monster in order to focus my attention on it specifically, but that seems like too much of a chore for a deck I built for fun!

Please, Don’t Stop the Music
Konami really designed an archeytpe after a cool theme. Fire Formations (Flame Dance cards in japanese) really turn up the heat on your opponent. The quicker you can get dancing, the more secure your victory.

Jack Rabbit
Since I wasn’t building my deck around Rescue Rabbit, my view of Fire Fist cards like Bear and Dragon, are slated accordingly.

Ninja Chaos Dragons pic

Deck Profile – Chaos Dragon Ninjas

A Youtube Deck Profile of my current deck and build. It’s really fun and has gotten pretty refined over the months I’ve used it. I’d love to hear you guys’ comments though.

 

Monsters (29)

3 Lightpulsar
2 Darkflare
1 White-Horned Dragon
1 Eclipse Wyvern
3 Hanzo
1 Ninja Grandmaster Sasuke
3 Lyla
2 Lumina
1 Ryko
1 Gragonith
2 Tour Guide
2 Tour Bus
1 BLS
1 Chaos Sorc
1 REDMD
1 DAD
1 Honest
2 Effect Veiler

Spells (5)
1 Charge of the Light Brigade
1 Solar Recharge
1 Rota
1 MST
1 Magic Planter

Traps (8)
3 Call of the Haunted
2 Mirror Force
1 Torrential
2 Super Transformation

Extra and Side
In the video if you’re curious.