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Sun Tzu

War Chieftain
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Sun Tzu last won the day on April 27 2017

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About Sun Tzu


  • User Group: War Chieftain


  • Member ID: 1192


  • Title: Deck Doctor for DU | Record Keeper for BA


  • Post Count: 31


  • Post Ratio: 0.04


  • Total Rep: 4


  • Member Of The Days Won: 2


  • Joined: 04/27/2017


  • Been With Us For: 755 Days


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  1. Hey, I saw you tried to put this under Official TCG Tournaments, but unless this deck previously topped at an official TCG Tournament it would be better to put this just as "TCG". Thanks! Best Regards, Sun Tzu
  2. Cali wins 2-0 against CrystalMadness Score is now 10-1 TKD leads.
  3. Cali wins 2-0 against CrystalMadness Score is now 10-2 TKD leads.
  4. Sun Tzu wins 2-0 against CrystalMadness Score is now 10-3 TKD leads
  5. Cali auto-wins against CrystalMadness who left the match. Score is now 10-4 TKD leads
  6. Ray auto-win due to CrystalMadness changing decks mid-match. Sun Tzu wins against daemiandaemian66 2-0 Score now should be 10-5
  7. True KingDom {TKD} vs Fairy Tail Clan {FTC} WarBook Link: [Hidden Content] Format: Hearts Deadline: 15 days Client: Percy, DuelingBook Max Subs: 2 TKD 10 Ray Cali Natalia Cookie Sun Tzu FTC 1 CrystalMadness daemiandaemian66 djspaceinvader SacredCosmicSun AncientDemocracy Subs: Subbed out Omegatame for AncientDemocracy (FTC) Subbed out Artemis for Natalia {TKD} Subbed out Lalassu Xul for Ray {TKD} (Free subs all used) Progress: Artemis vs CrystalMadness (2-0 Artemis) Artemis vs CrystalMadness (2-0 Artemis) Ray vs CrystalMadness (1-0 auto-win for Ray) Ray vs CrystalMadness (2-0 Ray) Sun Tzu vs daemiandaemian66 (2-0 Sun Tzu) Cali vs CrystalMadness (auto-win for Cali due to CrystalMadness leaving the match) Sun Tzu vs CrystalMadness (2-0 Sun Tzu) Cali vs CrystalMadness (2-0 Cali) Cali vs CrystalMadness (2-0 Cali)
  8. YDK: OCG The 6th Hatch CS (B block) 1st place.ydk Yet again another True Draco deck tops an OCG tournament. However, this one may seem completely unusual to TCG players as they may notice the Extra Deck is completely unplayable. The strategy behind this is to trick the opponent with regard to what kind of deck is being played. In my opinion, a good tech that this deck would've perhaps appreciated is Domain of the Monarchs. With respect to the TCG, Domain True Draco has shown itself to be extremely potent as it gives you the lock that you appreciate against the current meta and really against links in the OCG which slow down the extra deck game enough to make Domain potentially a meta-level tech to put into True Draco. Locking out the extra can be absolutely fatal to much of the current OCG metagame and fomat with links, especially at their infant state. At the same time, this is a healthy tech to insert as there are plenty of S/T removal in the OCG that the TCG don't have access to. I'd recommend running 2 Domains if you want to maximize your chances of seeing it being played while keeping a respectable deck size for consistency (I have a firm belief that for a non-60 card deck, you should keep the upper limit as 43). However, running it at 1 is fine as well. What are your thoughts on the deck? Comment about it in the thread!
  9. YDK: OCG The 6th Hatch CS (B block) 1st place.ydk Yet again another True Draco deck tops an OCG tournament. However, this one may seem completely unusual to TCG players as they may notice the Extra Deck is completely unplayable. The strategy behind this is to trick the opponent with regard to what kind of deck is being played. In my opinion, a good tech that this deck would've perhaps appreciated is Domain of the Monarchs. With respect to the TCG, Domain True Draco has shown itself to be extremely potent as it gives you the lock that you appreciate against the current meta and really against links in the OCG which slow down the extra deck game enough to make Domain potentially a meta-level tech to put into True Draco. Locking out the extra can be absolutely fatal to much of the current OCG metagame and fomat with links, especially at their infant state. At the same time, this is a healthy tech to insert as there are plenty of S/T removal in the OCG that the TCG don't have access to. I'd recommend running 2 Domains if you want to maximize your chances of seeing it being played while keeping a respectable deck size for consistency (I have a firm belief that for a non-60 card deck, you should keep the upper limit as 43). However, running it at 1 is fine as well. What are your thoughts on the deck? Comment about it in the thread! View full deck
  10. I'm happy that you're noticing how your deck is changing, and that it's changing in the right direction. I'd advise against going for Caliga or the third Mechaba. Think about it, do you think you'll really ever find yourself summoning all three Mechaba? For Caliga, consider that in the Main Deck you only have the Aleisters as valid materials for summoning it so I'd highly recommend against it as it really also doesn't anything productive in the deck. If you want to add something to the Extra, then take those two out and Prime Photon Dragon to put in 1 Divine Dragon Knight Felgrand, 1 True King of All Calamities (in case you have 2 Mechaba on the field and you don't have any good discard fodder) and 1 Cipher Blade. I'll be answering your questions in order of how you wrote them. D-Barrier has to be at 3 since, being a Trap, it's too slow. It definitely is powerful, but it's not as overpowered as you may think it is. To add onto that logic, consider Solemn Strike. Both cards are at three due to how slow they are. You want to see both at the beginning of the duel, but you run the risk of them being useless used turn 1 if your opponent opens with Twin Twisters or any other S/T removal. The reason people say that D-Barrier outclasses Solemn Strike is since at least when Twin Twisters goes off you can activate it and make a random guess at your opponent's main summoning mechanic and since it lasts till the end of the turn. Therefore, you must run it at 3 to maximize your chances of seeing it early game. That said, you may ask why I recommended the two 2 Solemn Strikes to replace D-Barrier. The reason was since Solemn Warning is essentially the same thing as Solemn Strike, only it has more general coverage. So in reality, running 2 Strikes and 1 Warning pretty much equivalent to 3 of the same traps being run (kind of). Best case scenario really is if you decide to pitch the Bottomless and go for 3 D-Barrier and 1 Solemn Warning. If you feel giving Merkabah additional coverage is important then that's fine. However, be aware that given the number of traps you have and the chances of your opponent having backrow of negations to stop you (assuming you're going 2nd which is most likely in a BEWD deck), the chances that Merkabah will cover for traps is rather slim so it may be better to just go for the Maxx "C". If you still feel a bit iffy about running the Maxx "C", then a good recovery card to go for is Soul Charge. I hope this helps! Best regards, Sun Tzu 孙子
  11. In an Invoked deck, Aleister must always be run at 3. To better understand why Aleister is so important that it should only be run at 3, check out the Guide to Invoked that I wrote. Your deck looks a LOT better than it did in the beginning. However, there are still things in the Main (and in the Extra but again that's up to you to experiment with unless you want me to give you advice) that I am bothered by and so here is my advice. I think that if you do run D-Barrier then it must be at 3 so I'd take the 2 out if you are so unsure and go with 2 Solemn Strikes #solemnBrigade. Bottomless is a good card, but in the current meta I think that running Maxx "C" may be a better 1-off than Bottomless in this deck. You mentioned how you are worried about the lack of consistency with dropping the stones into the grave. Well Maxx "C" can a very effective hand-trap against the current meta which involves a lot of decks that special summon so many times in a single turn. Therefore, through Maxx "C" you can either stop your opponent from extending their plays too much or if they decide to continue extending plays you will be able to draw that many cards which can get you the resources needed to dump the stone from your hand to the grave. If you still want to run Dragon Shrine, then I'd suggest dropping the Goliath and Arkbrave. They aren't completely essential for the deck to work though they are, admittedly, very useful in locking out your opponent and slowing them down heavily. Plus, you don't have a very reliable way of dumping Arkbrave early enough to make the lock very useful, so it may actually brick you more often rather than be a productive card. If you wish to run Dragon Shrine with Goliath and Arkbrave to make it easier to dump the Arkbrave or the stones, then I'd suggest taking out 1 Dragon Spirit of White and 1 Return of the Dragon Lords OR the Bottomless/Maxx "C" that I mentioned in the first piece of advice. I hope this helps! Best regards, Sun Tzu 孙子
  12. I'm glad I could be of some help to you. Based off of the current version of your deck, here's some advice. I'll only cover the Main Deck as I think you can fix your Extra as necessary, but if you want some advice on it then post on the thread or message me on discord. You really should be running 3 Aleisters. As I mentioned before, getting out Mechaba early game (as in Turn 1-2) is really important in the current meta. Thus, I'd highly suggest taking out 1 Dragon Spirit of White or the Silver's Cry (which frankly speaking is far overshadowed by Return of the Dragon Lords) to add in the third Aleister. I think a lot of people agree on the notion that if you run Dimensional Barrier, then you need to run 3. I also think that having a second Terraforming would be more productive than having a single Dragon Shrine and will really help you get out Aleister out for Mechaba early game as you would have 3 Aleisters, 3 Magical Meltdown which search for it, and 2 Terraforming which search for Meltdown meaning a total of 8 cards to get you to Mechaba which means you have a 1/5 = 20% chance compared to your current 3/20 = 15% chance to start with it. Thus I'd suggest you take out both Dragon Shrines for the third Dimensional Barrier and the second Terraforming. I hope this helps! Best regards, Sun Tzu 孙子
  13. Hey @Domasis, this is a very interesting idea and it's great to see people being really creative with deck ideas! I am no master when it comes to Sacred Beasts, but here are some possible ideas for an "Armityle Turbo" as you desire. To make it easier to have all three "Sacred Beast" on the field, it may be useful to try and use Elemental HERO Prisma which can either be Pendulum Summoned or Normal Summoned. It's effect can also be copied by Phantom of Chaos if it is in the grave. This is easily searchable or Special Summoned by cards such as A Hero Lives, E-Emergency Call, Reinforcement of the Army, and Summoner Monk just to name a few (and these are probably the best options unless you want to add Elemental HERO Shadow Mist as well). Pendulum summoning 3 Prismas is an instant Armityle as you can use all three of their effects to dump the 3 "Sacred Beast" monsters. This may be a little weird and perhaps I can be called stupid or crazy for this idea, but using Brilliant Fusion to Fusion Summon Gem-Knight Seraphinite is a way to dump Hamon to the grave which grants you an extra Normal Summon along with a target for Phantom of Chaos. The extra Normal Summon can be used for Dark Summoning Beast or Elemental HERO Prisma. Prisma can be dumped as well by using Brilliant Fusion if you would prefer that instead. I would like to note that Hamon is preferred over Prisma for dumping. A combo you can perhaps use is activate Brilliant Fusion, dump Hamon and Fusion Summon Seraphinite. Special Summon Elemental HERO Prisma by using A Hero Lives or by Pendulum Summoning it after searching for it to make its name either Uria or Raviel. From here you have a few options on what you can do from here. Option 1: First use Foolish Burial to get your last "Sacred Beast" in the grave. Normal Summon (or Pendulum Summon if you didn't do so for Prisma) two Phantom of Chaos and use their effects on Hamon and the remaining "Sacred Beast" and you have the materials you need to summon Armityle. Option 2: Normal Summon (or Pendulum Summon if you didn't do so already) one Phantom of Chaos and use its effect to copy Hamon in the grave. Then, Normal Summon (or if you haven't used the Pendulum Summon then do that) Dark Summoning Beast from your hand by tributing the Gem-Knight Seraphinite. Use its effect to tribute itself to summon Raviel. You can also just Pendulum Summon both the Phantom of Chaos and the Dark Summoning Beast and use their effects. Option 3: This option is only viable if you have already set-up a Call of the Haunted in the previous turn OR if you have Temple of the Kings on field or in your hand along with Call of the Haunted in hand. You also need 1 Dark Summoning Beast in hand as well. Tribute Summon Dark Summoning Beast by using Gem-Knight Seraphinite as your tribute fodder, use its effect to summon Uria or Raviel then use Call of the Haunted to revive the Dark Summoning Beast to trigger its effect to get out the remaining "Sacred Beast" that you need. You can also start by again using Brilliant Fusion or Foolish Burial to dump Hamon (if you use Foolish Burial then you can use either Uria and Raviel) then Pendulum Summon 2 Prisma and 1 Phantom of Chaos, 1 Phantom of Chaos and 2 Dark Summoning Beast, OR 1 Prisma, 1 Phantom of Chaos, and 1 Dark Summoning Beast. Sangan can be used to search for Dark Summoning Beast, though it's a bit slow so it's up to you whether you want to use it or not. However, do note that it can trigger its effect when it is used to summon Starving Venom Fusion Dragon (though as of my knowledge, that isn't quite possible in your deck as you don't have Polymerization or any other Fusion Spell). Mystic Tomato can be used to Special Summon a Dark Summoning Beast when it is destroyed by battle, but this is again slow and you run the risk of the Dark Summoning Beast being destroyed by battle before you get to use it so it requires that you set up something like Call of the Haunted or anything that stops your opponent from destroying it by battle such as any of the "Mirror Force" cards (though this doesn't stop them from destroying it by effect if they manage to survive). Sorry for making this so long, but these are some ideas that just came to mind at the moment. I'm sure there are other ways as well that may be better. Best regards, Sun Tzu 孙子
  14. @KING_ATLAS I saw you approved, but I could not find the post you made for approval, can you make your approval post here again? Sorry for the inconvenience!
  15. @StankyDank Can we get approval? Thank you!

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