Post by Shadwen on Mar 1, 2014 12:34:07 GMT -6
Hi, Im looking for any insight on what I should take to the regionals. Im a tier 3 control player. I do have a few ideas. I will need help narrowing it down to:
1. The best options
2. The decks that have the most potential
I will then need help with side/extra.
Most of the following builds do not include a side or extra due to that being undecided as of yet.
Ill upload builds as I complete them but here is the breakdown!
the OP will be updated as decisions are made
Psi-Blocker Control:
#This is a deck based on removing options based on mitigating outs. With prohibition and psiblocker as the main components. The deck has a reuse engine to reset prohibition and reuse other cards as shown below
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Banishman:
#This is a macro heavy version of pacman. Allowing me to control the board while shutting out the graveyard. It is currently having issues with fire fists. I will need help on that. I do think this is one of my best options as last time I took a version of it to regionals in the mermail/fire fists meta it went 7-1.
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Chain Burn:
#I know this deck is hated because of its cheesyness. But in all honesty a win is a win. I feel as though I could pilot this deck very well. It has a great matchup vs alot of the meta. It has a semi bad matchup against spellbooks in my opinion.
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Gadgeto:
#This is old fifth gadget. I feel with the new rank ups, and additions to the gadget deck such as tin goldfish and kagetoge this deck might have the speed to keep up. With its 45 cards of pure advantage/hate, I feel it can stand up to anything. The amount of tech space this deck offers might make it viable. The issue is the limits on the powerful backrow that it used to run.
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Jar Control:
#This deck focuses on using morphing jar and morphing jar #2 to create a thinning engine to remove resources from the opponent. It has a bad matchup vs mermails however. the other issue is the high monster count, and running a subpar engine to gain advantage. However when the deck starts it doesnt lose very often. With some proper tweaking it can do very well.
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Visionman:
#this deck has a viable lock that allows it to gain advantage while widdling down the opponents resources. Its a slow game, but has very few losses. It requires a 2 card setup but seems very viable this format. I feel like it might be subpar against mermails or spellbooks..mainly the latter.
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Chain Beat:
#Its fun and can gain advantage really easily. Has a problem with big monsters.
1. The best options
2. The decks that have the most potential
I will then need help with side/extra.
Most of the following builds do not include a side or extra due to that being undecided as of yet.
Ill upload builds as I complete them but here is the breakdown!
the OP will be updated as decisions are made
Psi-Blocker Control:
#This is a deck based on removing options based on mitigating outs. With prohibition and psiblocker as the main components. The deck has a reuse engine to reset prohibition and reuse other cards as shown below
---------------------------------------------------------------------------------------------------------------------
Banishman:
#This is a macro heavy version of pacman. Allowing me to control the board while shutting out the graveyard. It is currently having issues with fire fists. I will need help on that. I do think this is one of my best options as last time I took a version of it to regionals in the mermail/fire fists meta it went 7-1.
-------------------------------------------------------------------------------------------------------------------
Chain Burn:
#I know this deck is hated because of its cheesyness. But in all honesty a win is a win. I feel as though I could pilot this deck very well. It has a great matchup vs alot of the meta. It has a semi bad matchup against spellbooks in my opinion.
-------------------------------------------------------------------------------------------------------------------
Gadgeto:
#This is old fifth gadget. I feel with the new rank ups, and additions to the gadget deck such as tin goldfish and kagetoge this deck might have the speed to keep up. With its 45 cards of pure advantage/hate, I feel it can stand up to anything. The amount of tech space this deck offers might make it viable. The issue is the limits on the powerful backrow that it used to run.
-------------------------------------------------------------------------------------------------------------------
Jar Control:
#This deck focuses on using morphing jar and morphing jar #2 to create a thinning engine to remove resources from the opponent. It has a bad matchup vs mermails however. the other issue is the high monster count, and running a subpar engine to gain advantage. However when the deck starts it doesnt lose very often. With some proper tweaking it can do very well.
-------------------------------------------------------------------------------------------------------------------
Visionman:
#this deck has a viable lock that allows it to gain advantage while widdling down the opponents resources. Its a slow game, but has very few losses. It requires a 2 card setup but seems very viable this format. I feel like it might be subpar against mermails or spellbooks..mainly the latter.
------------------------------------------------------------------------------------------------------------------
Chain Beat:
#Its fun and can gain advantage really easily. Has a problem with big monsters.