February 2009 | The Irish Duelist

March 2009 Forbidden/Limited List (OCG) Revealed

No need for an intro, I'll get right to it:









Changes to the Forbidden/Limited List (OCG) for March-September 2009
Forbidden Cards 「禁止カード」:
none

Restriction Cards 「制限カード」:
Chaos Sorcerer 「カオス・ソーサラー」 
Gladial-Beast Bestorourii 「剣闘獣ベストロウリィ」 (Gladiator Beast Bestiari) 
Goyou Guardian 「ゴヨウ・ガーディアン」 (Goyo Guardian)
Zombie Carrier 「ゾンビキャリア」 (Plaguespreader Zombie)
Dark Armed Dragon 「ダーク・アームド・ドラゴン」 
Brionac, Dragon of the Ice Boundary 「氷結界の龍 ブリューナク」 
Mezuki 「馬頭鬼」 
Urgent Teleport 「緊急テレポート」 (Emergency Teleport)
Card of Safe Return 「生還の宝札」 
Reinforcement of the Army 「増援」

Semi-Restriction Cards 「準制限カード」:
Goblin Zombie 「ゴブリンゾンビ」 
D-Hero - Diabolic Guy 「D-HERO ディアボリックガイ」 (Destiny Hero - Malicious)
Raiza the Storm Monarch 「風帝ライザー」 
Green Baboon, Defender of the Forest 「森の番人グリーン・バブーン」 
Destiny Draw 「デステニー・ドロー」
Gold Sarcophagus 「封印の黄金櫃」 
Allure of Darkness 「闇の誘惑」 
Ultimate Offering 「血の代償」 
Mind Crush 「マインドクラッシュ」

No longer restricted 「準制限」:
Manticore of Darkness 「暗黒のマンティコア」 
Twin-Headed Behemoth 「ドル・ドラ」 
Phantom of Chaos 「ファントム・オブ・カオス」 
Book of Moon 「月の書」 
Nobleman of Crossout 「抹殺の使徒」


Sources:
Upper Deck Forums
Manjyomethunder
Shriek OCG


==============================


My initial thoughts, card by card:

==========
Forbidden Cards 「禁止カード」:
==========
none
-
Big surprise here, I believe that this is the first time since cards have been banned that nothing new has been added to the list. I honestly thought that Crush Card Virus would go this time as it is the most powerful card in the game right now and wrecks so many decks. Nothing else warranted banning in my opinion.
==========

==========
Restriction Cards 「制限カード」:
==========
Chaos Sorcerer 「カオス・ソーサラー」 
-
A very interesting move. Players that could not afford Dark Armed Dragon before might be able to use this now. It's also an auto-in in Lightsworn and could give Twilight decks a but more bite. I never played in a format where Sorcerer was legal I started in the format after it got banned) so it will be a new experience for me personally, but right now, I see it as my Dark Armed Dragon replacement, even if I'm not running TeleDaD anymore.

Gladial-Beast Bestorourii 「剣闘獣ベストロウリィ」 (Gladiator Beast Bestiari)
-
If this didn't happen Gladiator Beasts would be without a doubt the best deck for the next 6 months. Some will not bother with the deck at all now, others will play on, hoping the card central to their strategy does not get Bottomlessed or Crowed.

Goyou Guardian 「ゴヨウ・ガーディアン」 (Goyo Guardian)
-
For its level, it's an overpowered card. That 2800 ATK causes so many problems when you consider that the only synchros that are stronger are Colossal Fighter and Red Dragon Archfiend. It's a fair limit in my opinion, and won't affect too many players. Even TeleDaD players were only bringing him out once per game as they went for LV8 synchros more often.

Zombie Carrier 「ゾンビキャリア」 (Plaguespreader Zombie)
-
Best tuner in the game, and given the incredible abusability of its Zombie status, a worthy limitation. Still very playable at one but Zombie synchro decks lost their trump card.

Dark Armed Dragon 「ダーク・アームド・ドラゴン」
-
Had to happen, it's the best (legal) monster in the game in my opinion. Even though it's my favourite card I can't complain with its limitation. I just have to find a way to offload my spare copy now.
 
Brionac, Dragon of the Ice Boundary 「氷結界の龍 ブリューナク」 
-
I don't play OCG, but from what I hear, this card made Zombie decks more powerful than TeleDaD is over here in the TCG. Crazy monster for a LV6 synchro.

Mezuki 「馬頭鬼」
-
More of an OCG problem and a pre-emptive strike on TCG decks which would have abused this as much as anything else. Worth the limit.
 
Urgent Teleport 「緊急テレポート」 (Emergency Teleport)
-
Was bound to happen. This card MADE TeleDaD the force it is today and almost broke the synchro mechanic. By the end of the format TeleDaD players were only running 1 on average anyways so it didn't hurt them too much.

Card of Safe Return 「生還の宝札」
-
Another Zombie hit, but given Mezuki and Plaguespreader's limitations, I don't think this was also needed.
 
Reinforcement of the Army 「増援」
-
The best searcher in the game (or at least on par with Gold Sarcophagus) and one of the cornerstones of TeleDaD and certain Anti-Meta decks. It was incredibly good at 3, almost as good at 2, now at one it's fair.
==========

==========
Semi-Restriction Cards 「準制限カード」:
==========
Goblin Zombie 「ゴブリンゾンビ」 
-
Zombie decks could run 3 Witch of the Black Forest (pretty much) before this semi-limit came down. It's another OCG-related semi-limit that wont' affect us too much over here in the TCG, and one that was fairly warranted in my opinion.

D-Hero - Diabolic Guy 「D-HERO ディアボリックガイ」 (Destiny Hero - Malicious)
-
Had to be done. With TeleDaD's ease of getting out LV8 synchros, and the potential Monarch abuse in this new format, the best (legal) destiny hero in the game had to get cut down. With no Disk Commander about, it's hard to tell if people will even bother with the Destiny engine anymore now that there's only 2 Malicious. People may begin to run Destiny Hero - Fear Monger in the hopes of getting that 'third Malicious' back but for many, the engine is useless now.

Raiza the Storm Monarch 「風帝ライザー」
-
Interesting move. Raiza is by far the best Monarch in the game and this change is causing all sorts of Monarch hype already, just under 12 hours after the list was revealed. It's hard to tell if Monarchs will be as good as people believe them to be again, but we'll see soon enough.
 
Green Baboon, Defender of the Forest 「森の番人グリーン・バブーン」 
-
I don't know what to make of this. Maybe the card is just not that good anymore, or maybe a whole new decktype can be built around it. The fact that you can cycle 2 Baboons now will get deckbuilders thinking about how to abuse it no doubt.

Destiny Draw 「デステニー・ドロー」
-
I don't see the point of this personally. Destiny Hero - Malicious is already semi-limited (along with other limits above) so TeleDaD players have lost a lot of speed already. Outside of pitching Malicious there is nothing too powerful about Destiny Draw anymore.

Gold Sarcophagus 「封印の黄金櫃」
-
Gold Sarcophagus wasn't that great during the TeleDaD format in my opinion. By the time you got the card you wanted you'd have either lost the game, or the gamestate would be so different that the card would be useless to you now. Now that the format will (seemingly) slow down, this card has gained a lot of power and at 2, is a very potent card indeed. The fact that it's the major selling point of Gold Series 2 may have been the major motivating factor though.
 
Allure of Darkness 「闇の誘惑」 
-
It's been at 2 before in an attempt to slow down that particular format, and it's the same reason here. It's a great card at 3, and is still quite good at 2. The semi-limit helps slow down the format quite a bit in my opinion.

Ultimate Offering 「血の代償」 
-
I've only ever seen this used well in Gigaplant OTK decks and considering nothing of theirs got hit on this list, this gives the deck a boost. I don't think it will be enough to drive the deck to the top tables, but it's a start nonetheless.

Mind Crush 「マインドクラッシュ」
-
I can't say much about this personally. It shouldn't post too many problems, and with Lightsworn's usual tactics of 'dump and return', it does help against them a little.
==========

==========
No longer restricted 「準制限」:
==========
Manticore of Darkness 「暗黒のマンティコア」
-
With Card of Safe Return at one the loop is pretty much dead so this is safe to go back to 3.
 
Twin-Headed Behemoth 「ドル・ドラ」 
-
I've no problem with this at 3, even though it's the most talked about card on this list. I expect a new ruling, or an OCG ruling, to come into place in the TCG to sort out the confusing issues that this card has in multiples.

Phantom of Chaos 「ファントム・オブ・カオス」 
-
Didn't do much at 3 to begin with, did nothing at 2, back to 3 now, it's fine.

Book of Moon 「月の書」 
-
Good move in slowing the format down.

Nobleman of Crossout 「抹殺の使徒」
-
Did nothing for the last year or so, so it's fine at 3, but could be tricky with Book of Moon at 3 also.
==========


==========
One last thing...
==========
This is the OCG list, meaning that any TCG exclusives are not listed here. As of right now, there is only one card that I'm interested in:



If this card stays at 3 in the TCG, Lightsworn will (initially at least) be the strongest deck in the game. If it's at 2 or even 1, it will be on equal terms with the other top decks that will emerge. We'll find out in about a week or so when the TCG list is officially revealed.

Other than that unresolved issue, I'm quite happy with this list. There is no (obvious) top deck anymore and with no Shonen Jump Championships to influence the masses, we're in for a diverse format hopefully.

-PJ

Image Hosted by ImageShack.us

TeleDaD : Some tips and tactics.

I was browsing the forums today when I came across these two threads by Jae Kim. While I disagree and don't understand the reasoning behind a few of these, most of them make sense and are quite handy so I thought I'd post them here for those that don't have DuelistGroundz accounts.



1. Unless you know most of their hand and you just PWWBed something or know they don't have MST, don't ever bluff set Storm. It's your swing back card you use to secure a game-ending turn.

2. If they have two backfield set, even if you have something like Scapegoat/Roar set you're not safe. You better do something to break it up.

3. If they summon Stratos and add Malicious to hand and you summon your own Stratos and cancel, don't set a backfield unless you have two defensive traps (Solemn Judgment is defensive to me). You often see players losing faster by setting Solemn instead of just passing with a clear backfield.


4. Don't ever summon Thoght Ruler unless:
1) You're at like 200 lp
2) you Dustshoot/CCV and see PWWB/Brain with no PSZ/Teleport

5. At times, it pays to go all out for game just to force SJ if you have a Stardust play, even if it takes you down to 1-2 cih versus their 5-6.
Example: You have Stratos Grepher Malicious E-Teleport Oppression. In most scenarios the right play is to play your whole hand. Special Grepher summon Malicious summon Stratos to pop backfield, teleport for Stardust, set Oppression. That's how important your opponent's s/ts are.

6. Always calculate how much damage you can put on the board, you'd be surprised.

7. Dustshoot draw phase so you can see everything. If you have a good hand like Oppression, or if you have an OTK hand like Grepher + DAD, you should CCV draw phase too. In fact, it's usually a good idea just to CCV draw phase because if they set two backfield and a monster you'll probably have to gun it anyways (if you don't have SJ).

8. The first play you should always make is ask for a response (in draw phase) then set a s/t, unless you have Stratos.
If you have Stratos, get him to board asap in case they Dustshoot or CCV. So if you have a hand like Diamond Dude, D-Draw, PWWB, Solemn, Allure, Krebons, I would set PWWB, set Solemn, set D-Draw (if I'm going to play it), set Allure. I would then flip Allure and such.

9. If you have Allure + Diamond Dude + D-Draw + removable Dark, you play Allure first to D-Draw a hopeful Malicious.


10. If you have a safer play than summoning Stratos on turn 1 with no traps, you do that instead. So if you have Rota, Gardna, Teleport, DaD, Solemn, and Breaker, it's a lot better to set Gardna/SJ and pass rather than summon Stratos for blank Malicious. Even if you didn't have DaD, probably.

11. You shouldn't Goyo for their Stratos unless you actually need the D-Draw to survive a game push next turn. Remember you can grab your Stratos from theirs.

12. Don't forget Stratos's s/t destruction. Even if you know it to be an SJ or PWWB, it's often better to force it on them.

13. If you're not taking game shot, don't SJ or PWB to break up their plays (unless you have no answer). Use your shit on their backfield and pop their shit with your monster.

14. Unless you have a hand of CCVable monsters, don't ever set MST if you have something like DaD in hand for game. You want them to set one, not 2.

15. Set up Oppression fast.
Example: You have Plague, Rota, Malicious, Oppression, Solemn, Diamond Dude. You Rota for Grepher, you special him, you sync two monsters, then you set Oppression/Solemn.

16. Grepher wins games. Don't be stupid and Allure him for no reason. Always remember you can special summon him the turn you summon Stratos.

17. Watch your Dark count.

18. Main outs to Colossal Fighter.

19. If you have DaD, Storm and game in hand, it's not a bad play sometimes to sync t1 for Stardust knowing it will get swung over, if you have nothing else to defend against game.

20. Don't Solemn if they summon DaD with one backfield down. Even if it was a bluff, you were boned. The exception is if they have game on the board and they need SJ to push it through and destroy your Krebons or something.

21. Don't summon Krebons unless you have more normal summons later down the road. You're doing it to save your normal summons, not to "block because har har its Krebons."

22. Before you talk shit about a skill less format, I guarantee a top Teledad player like me(Jae Kim), Ryan Spicer or Dale/Lazaro Bellido will beat a 'scrub' up 90% of the time without cheating. The skill gap is HUGE.

23. I think Oppression DaD is a lot better than regular DaD.

24. Once you're really, really good at Teledad, every hand plays itself and it gets boring as hell.

25. If your hand is useless without your Stratos summon and you have something like SJ + PWWB vs their set two backfield and two Destiny Draws, it might be smart to just set your two backfield and pass, hoping to SJ their SJ.

26. Doom Lord is bad.

27. Don't forget you can spin D-Draw/Allure to the top to get out Plague and D Dude. Yes, I know it's basic, but sometimes it's better to hold D Draw in case of that.

28. When you shuffle your opponent's deck, either do 1-2, 1-2 and make two piles (don't merge them, just put one on top of the other). Or do 1-2-3, 1-2-3 and don't merge them.

29. If you have multiple Solemns, don't do what that scrubs do and make sure you set all of them. If you have PWWB + SJ, you set both because it adds an extra card to the combo they need to kill you (Storm). It's very hard to do 4k damage against a set PWWB unless you draw flawless Grepher + Dark Discard + DaD + Malicious.

30. Colossal Control just means it's undestroyable by battle so you protect it.

31. Don't attack a face-down monster unless your hand is Crushable or unless you're pushing through damage and you have defenses. If you keep attacking Sangans with no follow-up, it can mean the difference between D Draw + searched Mali + two Teleports for death or a win.

32. If your hand is CCVable, Oppress the Malicious. If they draw to 6 in hand, D-Draw Malicious, and remove it you should probably Oppress it. It's highly unlikely your Oppression will last through to their next turn.

33. If you have any possible way of CCVing on your turn before they set up backfield, you have to do it or it WILL be dead later. The exception is if you have strong infrastructure like Stratos + Malicious + Gardna + PWB + Heavy Storm and you know you can set it up later.

34. If you ever end up in a situation where it's Colossal vs Colossal and all your DaD's are dead and theirs are not, you are dead in the water most times.

35. I am fairly quite certain Breaker is a staple.

36. Unless you are doing it for mind game reasons, Rotaing for Grepher on t1 is very stupid. You should also be using your second Rota on Grepher usually to set up game shot. It's a key card of the format (and nearly everyone misuses it).

37. If you play Roars or Scapegoats, a good play often is to PWWB their set on your draw phase in case it's Solemn. Then if they PWWB you you can chain, and you're guaranteed safe for that turn.

38. When you have 2 Colossal vs their Colossal, you swing your Colossal into them. Then you pick your own, and react as if you made a huge misplay. They'll pick yours (thinking you misplayed). Then you crash both Colossals, special summon both and attack for over 5,800.





TeleDaD vs Non-TeleDaD

1. If you're playing Teledad, you should wreck standard Lightsworn every game all day. The goal is to summon Colossal and prevent them from summoning twice in a turn (which gives them Celestia). Use their mill information against them. When you side, they have no chance unless they draw godly and you draw crap.

2. The HUGE advantage you have playing Tele-dad is they can't OTK you and you can OTK them. So against LS and against Gladiator Beast, nobody says you have to set s/ts and monsters versus them. If you feel a Celestia or some monstrous G Beast play coming, for gods sake don't set anything. If they open Laquari + 3 s/t and you have no play, it wouldn't be very wise to set two SJ and pass. Just take 1800 like a man.

3. Against Black Garden, don't ever summon a monster. The point is to not give them tokens. Then Tytannial negates itself and you screw the deck up. You should win 90% against this deck. It really sucks.

4. If you're *using* anti-meta, the two best cards obviously are Rai-Oh and Oppression. Main 3 Oppression against TeleDaD.

5. Cards like Breaker that break up backfield are staples versus Tele-dad if you're using Anti-meta or some non-Teledad deck. Outside of god hands, backfield is the key to winning always.



Some of these are quite useful, some of these are a little edgy, but it made for good reading (in my opinion) anwyays.

-PJ

Image Hosted by ImageShack.us