Analyzing Options: Artifact Lancea and the Artifact Engine

With the limitation of Artifact Moralltach, the Artifact engine isn’t really what it used to be. There was a short period of time where duelists began to play Artifact Scythe as a replacement, but even then it was clear that the role Scythe played was nowhere as powerful as the role Moralltach once did. Moralltach was clean and efficient removal that left you with a monster, but now it seems as though Artifact Sanctum has been doomed to obscurity. …Or … Continue reading

Analyzing Options: De-Fusion And El Shaddoll Fusion

De-Fusion has seen a lot of play this format as a Side Deck option against Shaddoll variants. Defensively, you can use De-Fusion even if you’re not playing a Fusion-based strategy, to immediately remove a Shaddoll Fusion Monster from play much like Compulsory Evacuation Device.  The catch is that De-Fusion’s better in some ways, one of them being that it’s a Quick-Play spell instead of a regular trap card. That makes it faster and more flexible.  When you talk about using … Continue reading

YCS Dallas 1st Place: Billy Brake’s 60-Card Control

Decks exceeding the 40 card minimum have been around for quite a while: 41 and even 42 card decks were quite popular in the older days of the game, and more recently duelists like Long Dao and now Billy Brake have won Championships with massive 53 and 60 card decks respectively. What allows these strategies to be successful even though they go against the basic concepts of consistency? Looking at a deck like Mermail as a starting point, it would … Continue reading

Analyzing Options: Shaddolls

Like most things, I try to approach Yu-Gi-Oh! as logically as possible. If I can draw rational conclusions that make sense logically, than the theory should be correct and that’s how things should work out in practice, right? That’s actually something I’m not quite sure of anymore; not because I don’t still believe that. But recently I’ve felt my logical conclusions have been very different from the real-world results I’ve been seeing in testing. As I’m writing this YCS Toronto, … Continue reading

Building Batterymen!

HAT’s, SAT’s, BAT’s… deck names these days seem to be imitating the uniformity of 1st-grade rhyme books. But with Artifacts, Traptrix and Hands’ incredibly adaptable and easy to splash into other strategies, it’s almost difficult to avoid adopting at least some of those acronyms when you go to build a deck. And it makes sense. Instead of traditional backrow, cards like the Artifacts supplement the role of traditional defensive spell and trap lineups for decks that can benefit heavily from … Continue reading

YCS Top 16 – Mike Albanese’s Traptrix Hand Artifacts

The new Traptrix Hand Artifact deck placed four competitors into the Top 32 of YCS Philadelphia – only Geargia won more seats in the playoffs, as the new Artifact deck surpassed Madolches, Infernities, Bujins, Mermails, and Evilswarm. It’s a robust control deck that’s very good at building card advantage, very good at reacting to the opponent’s moves, and very good at creating simplifying 1-for-1’s that run the opponent out of cards. One of the biggest advantages the strategy offered was … Continue reading