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Morning, people
Today's friday, so here it is, game of the week
This time I'll upload 2
Game 1 was played about a month ago
And game 2 wasplayed last week
The first deck you'll see is based on summoning Chaos Numbers
Not just Giant hand red, but also C104
But I'll speak about their uses, and summoning ways
in a video, next week
What you're seeing here is how Giant Hand Red works
Giant hand Red reads that When a card on the field is activated
It detaches a material(not the hand) and negates all face up cards on the field
When Mirror force is activated: Negated
WHen Necrovalley is activated: Negated(Effect until end phase)
Hand triggers once per turn, so I can activate effects after that, and that won't be negated
But when something activates, CL2 mandatory will be Hand
You'll see here that I won't want to summon a gadget just now
But after I attack a Spy
And spy is negated
I'm free to use as many effects as wanted.
I could have also activated Feral Imp, but I believe I was out of targets
Here I had to make a tough choice
I had to choose between summoning Trasher
or just leaving it in hand
With no assailant in grave, the chances of him drawing one, where pretty big.
Opponent draws tribute...
I make a -5
and a game I had controlled
Scentially becomes *** up
I litterally had it won. Summon trasher, hit x 2
Game
Even so, tribute turns it arround.
I had field control, 5 in hand
2600 beatstick, 2300 imp
Both trully hard to kill by gk, without traps
Yet, didn't matter, opponent had the TT
Next turn I had to think if it was worth leaving maxx c in hand as a dead card, or set as death fodder
That was a bad call too, opponent drew spy.
Not even topdeck'd Dark Hole could turn it arround.
All because of a ****** tribute
Thing is, for a moment there, I forgot GK si a solid tier 3.
But a tier 3, is so, and not tier 5, tier 6, cause it has that one card that wins games
One of those is Tribute
One of the reasons people keep playing Gk is that
in the best scenario, yet a real scenario
you can completely shut down dragons turn 1
GK has a good match-up against a lot of solid decks, namely Spellbook
It's a deck made to annoy, and it fulfills it's mission
But well, I had control of hand and field
And it didn't matter.
Now, let's go to game 2.
Game against Spellbooks
I'm playing Bujin or Wargods
An Archtype I really like, that I'll be analyzing next week
Opponent is doing obvious combos, Judgement + triple toon table. Activates Swords of revealing light.
End Phase, opponent searches for 3 star halls
And passes, nothing weird about that. Swords just tells me this is not a really competitive vertion.
Spellbook's new strategy revolves arround counters and star hall, which gives field presence
I'm thinking "Opponent is playing bad Spellbook, with no extra, I play slow, eat resources, and hit for game"
Seemingly, opponent won't be able to counter this
Slowly pressing through my opponent's cards, doing a little damage
And bassically, slowly killing him.
Opponent activates one star hall, then an other, then an other
Opponent uses Secrets, searches for a field
And then...
and i thought it could fit in.
All the Exodia pieces are Spellcaster...
One star hall had 3 counters, one had 2, one had 1.
I thought Star Hall would miss timing, but, apparently not...
Bye.