Secrets of Teching Part I - Skill Drain
Hey there.
This week, I want to talk about one very enigmatic card. Its uses are nearly infinite and can cripple many decks in today’s meta. This one card is Skill Drain.
Now if you’ve read my blog on Stardust Dragon, you’ll see some mention of Skill Drain in the beginning. Just for all of those who haven’t, I’m going to basically retell them now. First take a look at the card itself.
Skill Drain
Continuous Trap Card
Pay 1000 Life Points. The effects of all face-up Effect Monsters are negated.
First, I need to talk about two types of uses of this card. Offensive and Defensive. Let's go over Defensive first.
Defensive uses of Skill Drain generally involve both A. Negating the effects of your opponent's cards and B. Using cards that aren't affected by Skill Drain or are affected in a positive way.
What are the top-tier decks nowadays? Lightsworns and Gladiator Beasts, as usual. Their key cards? Judgment Dragon and Lumina on the Lightsworn's part, and Gyzarus and Laquari/Bestiari on the GB's part. Skill Drain prevents JD from bombing, Lumina from summoning, and any Gladiator Beast from using its effect once tagged in (although please note that Gladiator Beasts are able to tag out and in if Skill Drain is up).
Lightsworns can't mill, GBs can't abuse tag-in effects, Blackwings can't abuse Sirroco, Gale, or Armor Master, DivaDAD and MonkDAD can't abuse their key cards, or DAD for that matter. Just about every top deck is hit hard by Drain.
Defensive decks will use this to their advantage. The fact that some cards are hindered by Drain and some aren't can be easily exploitable. One such example are cards whose effects activate in the graveyard. Cards like D.D. Crow, Necro Gardna, Mezuki, and Plaguespreader Zombie aren't hindered in any way by Drain. But there's another type of card like this; cards that use an effect on the field but activate in the graveyard.
Sounds preposterous? Here's an example: Exiled Force.
Exiled Force
EARTH/Warrior/Level 4/ATK 1000/DEF 1000
You can Tribute this card to destroy 1 monster on the field.
It's effect has two parts; a cost and an activation. The cost is tributing itself, its activation activates after it tributes itself. Skill Drain only negates effects that activate on the field, therefore cards like Exiled Force, Thunder King Rai-Oh, and most importantly, Stardust Dragon, are unaffected by Skill Drain.
So a defensive deck will load a deck up with strong cards that are in the most part unaffected by Skill Drain, like Thunder King Rai-Oh, Doomcalibur Knight, Lonefire Blossom, or Exiled Force. However, a defensive deck has other options too. One is using certain amazing defensive cards to wall up against the enemy. An enemy deck, when confronted with Skill Drain, will often resort to attacking repeatedly with high-ATK monsters to try to overpower you quickly. Thus, monsters with high defense can last a surprisingly long while. Examples are cards like Big Shield Gardna and Destiny Hero - Defender. Clocking in at 2600 and 2700 defense points each, they both have effects that aren't the best to have in any deck, but become nullified when Drain is up, turning them into high-DEF meatshields. They both can stop any Gladiator Beast bar Heraklinos, any Lightsworn but Judgment Dragon, and most TeleDAD variant monsters except Dark Armed Dragon itself.
The other type of cards that are abused in both Offensive and Defensive Skill Drain are cards that are not affected in any way by Skill Drain. In addition to cards that activate effects in the Grave, there are cards that activate effects in other places and do not have an effect once they hit the field. Cyber Dragon, for example, can be Special Summoned from the hand and becomes a mere beatstick after being played. Gorz the Emissary of Darkness will lose its ability to play a token, but you still get a great 2700 ATK point wall. Many X-Sabers and Blackwings also summon directly from the hand, making them good combos for a Skill Drain deck.
Now while Defensive Drain decks rely more on STUNning your opponent, leaving them unable to do anything while you take out their life points slowly, Offensive Drain decks are fast-paced decks that take advantage of the lack of speed that other decks have under Drain. The most famous example of this is Beast King Barbaros.
Beast King Barbaros
EARTH/Beast-Warrior/Level 8/ATK 3000/DEF 1200
You can Normal Summon or Set this card without Tributing. If you do, its original ATK becomes 1900. You can Tribute 3 monsters to Tribute Summon this card. When you do, destroy all cards your opponent controls.
Without Skill Drain up, he's a 1900 ATK point vanilla monster (which isn't too bad in its own sense) but WITH Drain up, you get a no-Tribute normal-summonable 3000 ATK beatstick with no downsides whatsoever. And if Skill Drain isn't up and you have the necessary Tribute fodder (easy with cards like D.D. Survivor and Treeborn Frog who fit well into Drain decks) he becomes an amazing card that can completely clear your opponent's field.
He also has a less-famous albeit older counterpart, Fusilier, the Dual-Mode Beast. He's a machine with 2800 ATK that can also be Normal Summoned at the cost of losing half his ATK; a cost that is completely negated with Skill Drain out. One more thing: Say you have Skill Drain set and Fusilier is Summoned onto your side of the field; a useless 1400 ATK monster. Your opponent decides to take him out with his 1800 ATK Laquari. That's when you spring Skill Drain; which will restore Fusilier's ATK back to 2800, watching as Laquari rams into him and dies. And get this: If Drain is destroyed later, Fusilier's ATK remains at 2800 (and Barbaros's at 3000!).
Ever seen those level 4 cards like Giant Orc, who have great ATK but suckish defense, and get shifted to defense position for 2 turns after they attack? Guess what? With Skill Drain up, there's no downside. Cards like Jirai Gumo, Giant Orc, Naturia Spiderfang, and Goblin Elite Attack Force all become mere 4 star 2100+ ATK beatsticks. Cards like Giant Orc and Axe Dragunote also become great food for Deck Destruction Virus with no downside.
An Offensive Drain deck will use these cards to their advantage and swarm, literally swarm the field with 3000 and 2800 ATK point beatsticks in a matter of seconds. The opponent can't destroy them by means of monster effects like DAD, Gyzarus, or JD, and can't withstand the high ATK of these monsters either, and are overwhelmed. I now present to you a modified version of KingDrain, by OGRE, an example of Offensive Drain.
Main Deck: 40
Monsters: 16
3 Beast King Barbaros
3 Fusilier Dragon, the Dual-Mode Beast
1 Cyber Dragon
3 Thunder King Rai-Oh
3 D.D. Survivor
3 Doomcaliber Knight
Spells: 14
3 Dimensional Fissure
3 Burden of the Mighty
3 Book of Moon
2 Forbidden Chalice
1 Lightning Vortex
1 Mystical Space Typhoon
1 Reinforcement of the Army
Traps: 10
3 Skill Drain
3 Dark Bribe
1 Solemn Judgment
1 Mirror Force
1 Trap Dustshoot
1 Torrential Tribute
Side Deck: 15
1 Gorz the Emissary of Darkness
2 Light-Imprisoning Mirror
2 Shadow-Imprisoning Mirror
2 Mirror of Oaths
3 Royal Oppression
1 Blackwing - Sirocco the Dawn
2 Legendary Jujitsu Master
2 Dust Tornado
Extra Deck: 15
1 Mist Wurm
2 Stardust Dragon
2 Colossal Fighter
2 Thought Ruler Archfiend
1 Red Dragon Archfiend
1 Black Rose Dragon
1 Blackwing Armor Master
1 Goyo Guardian
1 Gaia Knight, the Force of Earth
1 Brionac, Dragon of the Ice Barrier
2 Ally of Justice Catastor
This is a perfect example of using both Offensive and Defensive cards in a Drain deck. Barbaros and Fusilier are used to rush in the deck. Survivor is another great card in this deck, as it's not hampered at all. It's tribute bait for Barbaros if Drain isn't up, is a nice 1800 ATK points, and a good source of wall.
Dimensional Fissure is another card that works well in this deck; it further slows down most enemy decks that use the grave (Zombies, X-Sabers, Lightsworns). Burden of the Mighty enables Fusilier and Barbaros to deal with the likes of Red Dragon Archfiend, Judgment Dragon, and Gladiator Beast Heraklinos. Solemn and Bribe both work wonders in protecting your cards and Drain from deadly Spell or Trap cards. Most of the other cards are staples, but you see how potent an offensive Drain deck can be.
That’s the end of my blog for this week; next week, I’ll be going over another card; Mind Crush. Again, please comment and rate!
This week, I want to talk about one very enigmatic card. Its uses are nearly infinite and can cripple many decks in today’s meta. This one card is Skill Drain.
Now if you’ve read my blog on Stardust Dragon, you’ll see some mention of Skill Drain in the beginning. Just for all of those who haven’t, I’m going to basically retell them now. First take a look at the card itself.
Skill Drain
Continuous Trap Card
Pay 1000 Life Points. The effects of all face-up Effect Monsters are negated.
First, I need to talk about two types of uses of this card. Offensive and Defensive. Let's go over Defensive first.
Defensive uses of Skill Drain generally involve both A. Negating the effects of your opponent's cards and B. Using cards that aren't affected by Skill Drain or are affected in a positive way.
What are the top-tier decks nowadays? Lightsworns and Gladiator Beasts, as usual. Their key cards? Judgment Dragon and Lumina on the Lightsworn's part, and Gyzarus and Laquari/Bestiari on the GB's part. Skill Drain prevents JD from bombing, Lumina from summoning, and any Gladiator Beast from using its effect once tagged in (although please note that Gladiator Beasts are able to tag out and in if Skill Drain is up).
Lightsworns can't mill, GBs can't abuse tag-in effects, Blackwings can't abuse Sirroco, Gale, or Armor Master, DivaDAD and MonkDAD can't abuse their key cards, or DAD for that matter. Just about every top deck is hit hard by Drain.
Defensive decks will use this to their advantage. The fact that some cards are hindered by Drain and some aren't can be easily exploitable. One such example are cards whose effects activate in the graveyard. Cards like D.D. Crow, Necro Gardna, Mezuki, and Plaguespreader Zombie aren't hindered in any way by Drain. But there's another type of card like this; cards that use an effect on the field but activate in the graveyard.
Sounds preposterous? Here's an example: Exiled Force.
Exiled Force
EARTH/Warrior/Level 4/ATK 1000/DEF 1000
You can Tribute this card to destroy 1 monster on the field.
It's effect has two parts; a cost and an activation. The cost is tributing itself, its activation activates after it tributes itself. Skill Drain only negates effects that activate on the field, therefore cards like Exiled Force, Thunder King Rai-Oh, and most importantly, Stardust Dragon, are unaffected by Skill Drain.
So a defensive deck will load a deck up with strong cards that are in the most part unaffected by Skill Drain, like Thunder King Rai-Oh, Doomcalibur Knight, Lonefire Blossom, or Exiled Force. However, a defensive deck has other options too. One is using certain amazing defensive cards to wall up against the enemy. An enemy deck, when confronted with Skill Drain, will often resort to attacking repeatedly with high-ATK monsters to try to overpower you quickly. Thus, monsters with high defense can last a surprisingly long while. Examples are cards like Big Shield Gardna and Destiny Hero - Defender. Clocking in at 2600 and 2700 defense points each, they both have effects that aren't the best to have in any deck, but become nullified when Drain is up, turning them into high-DEF meatshields. They both can stop any Gladiator Beast bar Heraklinos, any Lightsworn but Judgment Dragon, and most TeleDAD variant monsters except Dark Armed Dragon itself.
The other type of cards that are abused in both Offensive and Defensive Skill Drain are cards that are not affected in any way by Skill Drain. In addition to cards that activate effects in the Grave, there are cards that activate effects in other places and do not have an effect once they hit the field. Cyber Dragon, for example, can be Special Summoned from the hand and becomes a mere beatstick after being played. Gorz the Emissary of Darkness will lose its ability to play a token, but you still get a great 2700 ATK point wall. Many X-Sabers and Blackwings also summon directly from the hand, making them good combos for a Skill Drain deck.
Now while Defensive Drain decks rely more on STUNning your opponent, leaving them unable to do anything while you take out their life points slowly, Offensive Drain decks are fast-paced decks that take advantage of the lack of speed that other decks have under Drain. The most famous example of this is Beast King Barbaros.
Beast King Barbaros
EARTH/Beast-Warrior/Level 8/ATK 3000/DEF 1200
You can Normal Summon or Set this card without Tributing. If you do, its original ATK becomes 1900. You can Tribute 3 monsters to Tribute Summon this card. When you do, destroy all cards your opponent controls.
Without Skill Drain up, he's a 1900 ATK point vanilla monster (which isn't too bad in its own sense) but WITH Drain up, you get a no-Tribute normal-summonable 3000 ATK beatstick with no downsides whatsoever. And if Skill Drain isn't up and you have the necessary Tribute fodder (easy with cards like D.D. Survivor and Treeborn Frog who fit well into Drain decks) he becomes an amazing card that can completely clear your opponent's field.
He also has a less-famous albeit older counterpart, Fusilier, the Dual-Mode Beast. He's a machine with 2800 ATK that can also be Normal Summoned at the cost of losing half his ATK; a cost that is completely negated with Skill Drain out. One more thing: Say you have Skill Drain set and Fusilier is Summoned onto your side of the field; a useless 1400 ATK monster. Your opponent decides to take him out with his 1800 ATK Laquari. That's when you spring Skill Drain; which will restore Fusilier's ATK back to 2800, watching as Laquari rams into him and dies. And get this: If Drain is destroyed later, Fusilier's ATK remains at 2800 (and Barbaros's at 3000!).
Ever seen those level 4 cards like Giant Orc, who have great ATK but suckish defense, and get shifted to defense position for 2 turns after they attack? Guess what? With Skill Drain up, there's no downside. Cards like Jirai Gumo, Giant Orc, Naturia Spiderfang, and Goblin Elite Attack Force all become mere 4 star 2100+ ATK beatsticks. Cards like Giant Orc and Axe Dragunote also become great food for Deck Destruction Virus with no downside.
An Offensive Drain deck will use these cards to their advantage and swarm, literally swarm the field with 3000 and 2800 ATK point beatsticks in a matter of seconds. The opponent can't destroy them by means of monster effects like DAD, Gyzarus, or JD, and can't withstand the high ATK of these monsters either, and are overwhelmed. I now present to you a modified version of KingDrain, by OGRE, an example of Offensive Drain.
Main Deck: 40
Monsters: 16
3 Beast King Barbaros
3 Fusilier Dragon, the Dual-Mode Beast
1 Cyber Dragon
3 Thunder King Rai-Oh
3 D.D. Survivor
3 Doomcaliber Knight
Spells: 14
3 Dimensional Fissure
3 Burden of the Mighty
3 Book of Moon
2 Forbidden Chalice
1 Lightning Vortex
1 Mystical Space Typhoon
1 Reinforcement of the Army
Traps: 10
3 Skill Drain
3 Dark Bribe
1 Solemn Judgment
1 Mirror Force
1 Trap Dustshoot
1 Torrential Tribute
Side Deck: 15
1 Gorz the Emissary of Darkness
2 Light-Imprisoning Mirror
2 Shadow-Imprisoning Mirror
2 Mirror of Oaths
3 Royal Oppression
1 Blackwing - Sirocco the Dawn
2 Legendary Jujitsu Master
2 Dust Tornado
Extra Deck: 15
1 Mist Wurm
2 Stardust Dragon
2 Colossal Fighter
2 Thought Ruler Archfiend
1 Red Dragon Archfiend
1 Black Rose Dragon
1 Blackwing Armor Master
1 Goyo Guardian
1 Gaia Knight, the Force of Earth
1 Brionac, Dragon of the Ice Barrier
2 Ally of Justice Catastor
This is a perfect example of using both Offensive and Defensive cards in a Drain deck. Barbaros and Fusilier are used to rush in the deck. Survivor is another great card in this deck, as it's not hampered at all. It's tribute bait for Barbaros if Drain isn't up, is a nice 1800 ATK points, and a good source of wall.
Dimensional Fissure is another card that works well in this deck; it further slows down most enemy decks that use the grave (Zombies, X-Sabers, Lightsworns). Burden of the Mighty enables Fusilier and Barbaros to deal with the likes of Red Dragon Archfiend, Judgment Dragon, and Gladiator Beast Heraklinos. Solemn and Bribe both work wonders in protecting your cards and Drain from deadly Spell or Trap cards. Most of the other cards are staples, but you see how potent an offensive Drain deck can be.
That’s the end of my blog for this week; next week, I’ll be going over another card; Mind Crush. Again, please comment and rate!
Tags: anti-meta, barbaros, skill drain
Total Comments 84
Comments
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Posted 10-14-2009 at 09:08 AM by chokolet88
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im not a fan of, what I consider to be, a low monster count and high trap count. for another thing, this deck only has 1 search card, and no draw cards. how do u intend to actually get to ur skill drain? I also dont see the point in your dd survivor + dimensional fissure combo, as thats more for macro decks, and u have no other cards to compliment that tribute engine. i mean, u'll need a tribute engine for if u dont have drain, but searching for drain should be more important, as thats the main point of the deck. use treeborn frog and gravekeeper's spy's for the tribute engine. spy gets negated by drain, but he's good for before u get the drain, and after it gets destroyed. mask of darkness can get u a drain back, and essentially increase ur copies of drain. also, sangan wont get hit by drain, and he could search for the spy's, frog, or masks. a few more darks and you could run allures. also, u can use beast machine king barbaros ur. his "deal no combat dmg effect gets negated with drain up, tho idk what u'd use for machines and beasts (other than fusilier and beast king barbaros, but u wouldnt want to do that anyway). also, both barbaros cards are lv 8, which means you can benefit from trade-in, to add even more speed.Posted 10-14-2009 at 10:57 AM by CottonSmitty
Updated 10-14-2009 at 10:59 AM by CottonSmitty -
TKRo si still a big beater.
Anyways, I loved this article. Very well done. However, Burden is not as useful right now. :\ It's also a little dead sometimes. ~.~ Double D.D R also seems like a another possible cut I'd make. I would still side deck BTH's, as they are simply amazing this format. Lastly, triple Bribe is a little overkill IMO.
But otherwise, I really liked this. Keep up the great articles.
Posted 10-14-2009 at 02:34 PM by Shadow Master
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Not bad and nice build.Posted 10-14-2009 at 03:49 PM by Mr. Suicide -
First, I'd like to say good job on the article. Second, I'd like to note I appreciate the credit my KingDrain deck got. Next, I'd like to offer some opinions.
On the list itself, I feel with the lack of card draw in the deck, while having D.D.R. is nice, the discard cost is not one you'll find yourself willing to pay a lot of the time. Furthermore, with only the Dimensional Fissures in the deck providing you the ability to remove your Monsters from play and having no card draw to find said Fissures, I feel D.D.R. may be dead a fair bit of the time. The deck concept, due to it's lack of card draw, has to maximize on it's overall internal synergies and put less focus on more narrow focus, low-utility and relatively unfrequently playable cards like D.D.R. in here.
On to my opinions on comments. While I would normally leave that sort of response up to the author of the article, I just felt I had a bit too much to say to keep quiet at this particular time.
To CottonSmitty - You seem to not really see the overall point of the KingDrain concept and variants thereof. It's very much an Anti-Meta deck and plays with a similar idea to STUN, that of limiting it's opponent's options and controlling the game as much as possible. The deck needs to limit the opponent's options as much as it can, and to impose the level of limitation required takes up a lot of space in the deck, meaning there is no room for luxuries like card draw.
You question how the deck will get to it's Skill Drains, and the answer (or at least the answer for KingDrain, and I assume the answer will be similar as the lists are mostly the same) is that it doesn't need to. While having a Skill Drain on the board is preferred and the deck runs optimally when it has a Drain active, Skill Drain is not an absolutely necessity to win. It is just one of the many ways the deck has to hinder it's opponents. All the Anti-Meta tech of the deck is designed to function well together, but also function well independantly. If the deck draws any of it's Anti-Meta options, of which it has many, it will have a good shot against most, if not all, the top decks.
So, the deck doesn't need to draw Drains, it would just prefer it. As the concept is very focused and the Anti-Meta tech is balanced, cutting important cards for card draw may result in the deck getting 'faster', but also more inconsistent. This deck is by no means fast. It is not designed to be fast, it is designed to bring the opponent's game down to it's pace, a pace it is much better suited to play at. Cutting cards from the deck to try and make is 'faster' would just make it worse.
Furthermore, you seem to not really see the bigger picture when it comes to D. D. Survivor and Dimensional Fissure. They are not there as a Tribute engine. Dimensional Fissure is there because it is a very powerful and dehibilitating Anti-Meta card that wrecks Lightsworn and damages tricks like Honest and Kalut and anything Prisma related. D. D. Survivor is there because he compliments Dimensional Fissure, he has solid stats independantly, and he loses nothing to Skill Drain. He functions just fine without any of the Anti-Meta tech, being able to trade into Shura, Stratos and Laquari and run over anything smaller, and he functions better and better the more of the Anti-Meta techs you have active.
The presence of D. D. Survivor is an example of synergy. He is a fine card by himself and he has no conflictions with any of the other cards in the deck. He is at worst a solid 1800 ATK Monster and at best a very solid source of near-constant field presence. His use as a Tribute engine in Macro decks is one of his worse uses, in my opinion.
Your suggestion to add a Tribute engine over Survivor is kind of negated by the point I just made, as he isn't filling the role of a Tribute engine and this deck doesn't require one. Gravekeeper's Spy and Treeborn Frog would just be quite bad cards in the deck, as they don't add pressure to the opponent due to their low ATK stats and have direct conflicts with important cards in the deck.
Also, while Mask of Darkness can get you Skill Drains back, it's still not worth it in this deck. The deck is not looking to play Monsters it cannot put pressure on the opponent with. It looks to set up an advantageous position for itself by limiting it's opponent's options with it's Anti-Meta tech, and then follow it up with constant pressure from it's suite of high ATK Monsters. Exiled Force was included in the deck because it was searchable removal that had no conflicts with the deck (I've since tried a couple of other things and am still undecided as to what is best in this slot, but that's just me).
You really do seem to be trying to take out key cards in the deck and add in cards that fit into a totally different style. Also, the Beast Machine King version of Barbaros is just not good, really. I could imagine a fun variant of KingDrain playing it and an altered Monster base to further support it, but it does not seem worth the effort. The Monsters in this deck are all easy to Summon and are almost all good cards by themselves (Fusilier Dragon being the only exception), and the Beast Machine King has neither of those qualities, so I just think it'd be a bad card in here.
So in all honesty, I think you got the wrong idea about the deck and your suggestions are based on somewhat incorrect assumptions and the inclusion of the cards you suggested would just result in the deck getting worse, as you seem to be trying to turn it into a different kind of animal.
To the unregistered - You will not have both Dimensional Fissure and Skill Drain out at the same time every game, or even massively often. The times you only have one of them active, Thunder King Rai-Oh is a 1900 ATK Monster with an amazing effect. The times you have neither out, he's a 1900 ATK monster with two amazing effects. The times you have both out, you're likely to be in a winning position anyway, so the fact that he'll be just a regular old 1900 ATK Level 4 Monster isn't exactly a bad thing.
To Shadow Master - Burden is actually still as useful as it was last format and every format this concept has been around in. Burden is a deceptively powerful card that will save you from having to run a lot of one-for-one removal the deck doesn't really have room for. What Burden does is stop opposing Monsters be threats. It makes their swarms smaller and less likely to kill you, it makes your Monsters bigger than theirs, it makes Synchro Monsters a lot less worrying be shrinking them down to manageable sizes, and it gives you a level of dominance over the Battle Phase.
Burden pretty much guarantees that your guys are bigger than their guys, especially when a Drain is active. At the time a Drain is active, Monsters for the most part just become ATK stats, and their numbers really start to matter. Burden has a dramatic effect on your opponent's numbers, and gives you a huge edge.
Furthermore, Burden may not be completely game-breaking in every match-up, but it's at the very least a solid play in all the match-ups that matter.
Against Lightsworn, making all their guys smaller will force Honests a lot easier, and it will mean that if a Skill Drain is up, they'll have nothing bigger than Barbaros or Fusilier.
Against Glad Beasts, it makes tagging out through Battle very difficult (they'll have to throw Book of Moons to get a tag out that way most of the time, and that means they have less Books to play around Skill Drain with).
Against Blackwing and Vayu variants, pretty much all their guys become smaller than anyone in the deck bar Exiled Force, and that makes them not much of a threat. The Blackwing Synchro Monsters, Summoned either by Vayu or the old fashioned way, become really quite unimpressive (Armor Master at 1800 and Armed Wing at 1700). Black Whirlwind also becomes less effective (not by much, as most of the Blackwing Monsters can still get Gale and Shura and Sirocco can still fetch Kalut), which is always good.
So, Burden is still very useful in this style of deck. The advantages it gives are quite subtle, until you're staring it down and suddenly all your previously impressive Monsters are a lot smaller than the Monsters on the other side of the field. As long as the Battle Phase is important (so basically for as long as YuGiOh is around), Burden is going to be a strong choice for the deck, because it gives it another edge over the top decks.
On the matter of triple Dark Bribe being overkill, I must say in the politest way possible that you are just flat out wrong. Triple Bribe and a single Solemn still doesn't feel like enough protection to me, if I'm honest. If a Heavy Storm or a Giant Trunade or sometimes even a well placed Mystical Space Typhoon actually resolves, it can wreck the deck. The deck needs to make sure that things like that never happen, and I even felt that triple Solemn and triple Dark Bribe might not have been enough back in the day. The deck has no card draw, and decks with Heavy Storm and Giant Trunade generally do have card draw, so it needs more answers than they have Heavy Storm or chances of finding it by a fair margin to make sure it can stay safe. The decks is totally reliant on it's back row, and it has to make sure it can protect it at all costs, or it'll just be scooping up it's cards in the face of S/T removal.
Aaaaand that covers the opinions I had. Sorry if I rambled on a bit, I just had a fair bit to say. Also, apologies again for covering what I would normally leave to the writer, I hope you don't mind.Posted 10-14-2009 at 04:32 PM by OGRE
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I personally dislike running triple Bribes in testing. Giving the opponent free draws really isn't the best thing... especially in this kinda deck of all sorts. I see your point on the threat of Heavy Storm, and such.
Do you think there can be anything else that can be used? I have tested 3, and I would sometimes give my opponent a card they could use to win...Posted 10-14-2009 at 05:09 PM by Shadow Master
Updated 10-14-2009 at 07:39 PM by Shadow Master -
@ OGRE: no matter how much u say that drain doesnt need to be drawn in order for the deck to work properly, i wont believe it. without drain, fusilier and barbaros become relatively low atk monsters, with no effects. the atk isnt bad if ur comparing them to other lv 4's, but lets be realistic. the opp is obviously gonna toss out something lv 5 or higher eventually. when that happens, there goes ur monster. you cant apply any pressure this way. you wont have a "suite of high atk monsters" without ur drain. you say the deck wants to limit the opponents options as much as possible, and u need drain to help do that. also, cutting cards for a draw engine would not make the deck inconsistent. in fact, it would make it MORE consistent, by getting to the most important cards faster and with more regularity. every deck only has 40 slots to mess with, and lots of valuable cards they need, but they also make room for a draw engines. the best decks, DAD variants, and LS, use a draw engine, and its a big reason they win. granted, glads didnt have a "draw" engine, but almost every monster in the deck could search for almost any other, so it was able to get what it needed, when it needed it. also, just because a card isnt hindered by the rest of ur deck, doesnt mean its a good choice. survivor's worst case scenario u mentioned is actually pretty terrible, and its best case scenario, is really just the exact same as the best, cept it stays on the field. that means that if ur opp has something with atk between 1900 and ur fusiliers 2800, he'll just keep atking ur survivor. also the dimensional fissure should only be sided for use against lightsworn. i really dont think its necessary against any other deck. I actually think there are better choices against LS, and when u factor in cards for use against other decks, theres no room for dimensional fissure. it'll depend on ur local tournaments, and if they're LS heavy, then by all means use the fissure. if ur in an undefined meta, a side deck has better choices. you say mask of darkness cant apply pressure, but ur only half right. it cant do it directly, but it can do it indirectly, by getting a drain, allowing you to play fusilier and barbaros. without drain, and a fusilier or barbaros, theres no "pressure" to be put on the opponent. I could understand what you were saying if this was a complete STUN deck, with drains, chalice, fusilier, and barbaros as techs, but thats not what this list looks like. also, each card being "good on its own" is one thing, but they also need to work together. a machine doesnt work just cuz "all the parts are new", or whatever. it works when u put the parts together. a deck is the same. the changes i mentioned have synergy together, that can help the deck strengthen its weak areas, while some of the current cards in the deck dont have the best synergy.Posted 10-14-2009 at 05:46 PM by CottonSmitty
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what are the bribes for? keeping your continuous traps and magics out of harms way... no breaker, mst, solemn... but to be honest, in such a deck that relies on keeping its continuous cards out, curse of royal may be a better choice. i understand that bribe is much more versatile, that it can negate things not directed towards your continuous cards, but that easy draw for the opponent isnt ever a good thing to give up...Posted 10-14-2009 at 06:07 PM by insertname
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Unregistered: TKR-O locks down search decks while Drain isn't up and answers threats of DAD, JD, and Gyzarus while Drain is up. It's also a great beatstick.
OGRE: Thanks a lot for the deck, your blogs really provide me with a lot of inspiration. Your response was almost a blog in itself!
There's no problem at all with the response, keep doing your thing. 
Smitty: Even without drain, you have Rai-Oh that locks draw engines, Stratos, and RotA. Survivor is a wall that doesn't run out easily. Barbaros becomes a tyrant that can bomb the field easily, what with Survivor as tribute bait. And what with three copies each of Drain and Fissure, you're very liable to have at least two of the three key cards (Burden, Fissure, and Drain) out on the field at all times. The cards actually do have synergy; while your opponent is struggling to make a plan with your crippling cards on the field, you're attacking regularly with 2800+ ATK beatsticks.
Insertname: Triple Bribe is pretty much necessary. What with Drain preventing most effects from destroying your cards, Bribe shuts down the rest with no cost except card advantage to your opponent (which won't even happen with Rai-Oh on the field and Drain not up). Curse of Royal is too specific, and is unable to negate Torrentials and Vortexes that threaten your beatsticks.
In general: D.D.R should probably be taken out. Thoughts on BTH? It's hard to find a decent replacement for Solemn; it was just that good.Posted 10-14-2009 at 06:36 PM by Jebus McAzn
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BTH would conflict with the Burdens in the deck. I would assume that they are sided.
CottonSmitthy: D. Fissure is not only good against LS..... You realize it puts a halt to lots of other decks too, right?
It stop Prisma plays, Rescue Cat, Samnite doesn't get his effect, Dartuis isn't as dangerous, and Equeste has less and less cards for him to return.
Against BW's, Blizzard won't have a BW to return. Dark Armed won't have Darks in the grave to work, and it messes up the synergy of the deck as well.
Against Vayu, they get no grave to dump Vayu and a Blackwing monster.
So D. Fissure is simply amazing in my eyes.
A 1900, or even 1800 attacker is pretty good this format. How is the opponent going to simply run them over with constant pressure from Burdens, protective cards and 19 beaters?
I have first hand tested the deck, and it crushes LS, and the likes.Posted 10-14-2009 at 07:38 PM by Shadow Master
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Posted 10-14-2009 at 08:44 PM by Jebus McAzn
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Posted 10-14-2009 at 11:43 PM by xchopsticks
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if ur gonna run 3 burdens why not run at least 1 tiger king?
nice deck...Posted 10-15-2009 at 02:02 AM by Unregistered -
Posted 10-15-2009 at 04:31 AM by poopooman
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To Shadow Master - On the matter of Dark Bribe, it's true that the card they draw could be a card that wins them the game, but then you look at what Dark Bribe is negating to draw them that card. The cards you are going to Bribe are cards like Heavy Storm and Giant Trunade, cards that will definitely win them the game if they resolve.
The reason Bribe is the choice for the deck is a matter of flexibility. While it's technically a +1 for them, it negates both Spell and Trap cards under any circumstance, a feature that other cards you could play over it do not have. The number of viable Counter Traps that can protect your back row is actually quite limited, and most of them are very narrow focus. Bribe is one of the most flexible Counter Traps available, and it does the job of protecting your back row, a job you need to get done, very well.
So basically, while Dark Bribe may have what looks like a steep cost to it, the cost is worth paying. The cost on Solemn Judgment didn't stop it being the best Counter Trap ever printed, and the cost on Dark Bribe doesn't stop it being the second best Counter Trap ever printed. Giving the opponent a card is better than flat out losing the game, which is what happens if they resolve any of the cards you'd be willing to Bribe.
The PsyKnz - Beast Machine King? It's great in this deck? Really? You think it's actually playable? It's awkward to Summon and reliant on Skill Drain to be worth Summoning. It's a bad card, and saying this version of the deck is weaker because it doesn't include a bad card like Beast Machine King seems like a flawed and inaccurate statement, if I'm honest.
Gold Sarc is something that may warrant a bit of testing, but Spells and Traps in the deck all either impact the game and have an immediate effect or they protect an aspect of the deck's control over the game. Gold Sarc has no immediate impact, and cutting cards that do have said immediate impact for slower cards that will have an impact at least one turn too late seem like something I'd rather not do.
To CottonSmitty - Where to even begin with this? Alright, let's start at the top and work my way down.
While Fusilier is somewhat reliant on an effect negation card of somesort to have an actual ATK stat, Barbaros is by no means relatively low. It's relatively low when compared to what? Monsters that are higher Level and harder to Summon, and therefore an unfair comparison? Shocking, really. If you think the deck is reliant on Skill Drain, you really don't see the bigger picture here or how the deck really works.
Look further into the deck before you make opinions. Forbidden Chalice provides more ways of getting Barbaros and Fusilier to the size you want them to be. Book of Moon can also be used if need be. If you don't have a Drain, you've probably got one of those, or a Burden to bring their Level 5 or higher Monster down to a size smaller than Barbaros.
Thunder King and Barbaros sit at 1900 ATK, higher than any Level 4 Monster than can easily be Summoned and is actually played at a competitive level. D. D. Survivor sits at 1800, the average ATK for a Level 4 Monster these days. The deck has more high ATK Monsters that are easy to Summon that pretty much any deck, so I can't really understand how you think the deck doesn't have a suite of high ATK Monsters without a Drain.
Drain really is not a necessity, it's just something the deck would prefer to have. The rest of the Anti-Meta tech the deck plays does plenty of damage to the top decks of the last two formats, with or without a Drain up. Skill Drain does limit a lot of their options, but so does the rest of the deck. You WANT a Skill Drain, not NEED. Need is a totally different word, and any Anti-Meta deck that NEEDS to hit a specific card is an Anti-Meta deck that isn't going to work.
Furthermore, the arguement that card draw adds consistency to Anti-Meta shows you probably haven't played any Anti-Meta deck, ever. All the draw cards that are playable today have costs that you would have to support, and when you start playing cards just to support draw cards, you start taking away from the internal synergy of the deck and make the decks worse.
You see, draw cards are good, this is true. But trying to force draw engines into decks that run just fine without them is bad. The reason TeleDAD ran draw Destiny Draw and Allure of Darkness was because they fit into the deck perfectly and were synergistic. The reason Lightsworn plays Solar Recharge is because it's an in-theme, perfect draw card designed specifically for them. If there an Anti-Meta specific draw card that just worked for these kinds of decks that did not need to fit cards in to support it, then obviously it would be played.
Your opinion that adding draw cards would result in an increase in consistency is just wrong, and I'll continue to point out why by looking at the viable draw cards in today's format:
Allure of Darkness would require a higher Dark count to make it a viable card, meaning you'd have to either increase the Monster count or change it. Increasing the Monster count would take away from the Anti-Meta tech, as would including Allure, which would make the deck less effective at the things it's trying to do. Furthermore, even if you edited the Monster base to accomodate Allure, this deck has a low Monster count, meaning that every Monster it draws is important. Important cards are the kind of cards you want to keep ahold of, not throw away to draw cards. Having a Monster to play is more important than drawing two cards that might not include a Monster to play in a deck like this.
Destiny Draw requires Destiny Heroes, and they do not fit in here. They fit into TeleDAD descendants because there are Destiny Heroes that are good in the deck. They have viable fodder for Destiny Draw in Destiny Hero - Malicious, and Stratos has been pretty much the lynch-pin of the deck since day one, allowing them to hit the Malicious when they need it. You see, in this case, TeleDAD has a viable draw card with viable fodder that it is happy to play, and it is not forcing itself to play bad cards just to support a draw card.
Trade-In requires Level 8 Monsters, and this deck is only ever going to play one Level 8, Beast King Barbaros. The Beast Machine King is a bad, bad card, regardless of it's cute interaction with Skill Drain. Cutting cards from the deck so you could play a bad card just so you can discard it (or one of your most important Monsters in Barbaros, because that's a great idea) is just a terrible thing to be doing, and not something this deck should try and make room for.
Solar Recharge requires Lightsworn Monsters, which this deck has none, and it never intends on having any, so it's just totally out of the question.
So, none of the decent draw cards out there in the game today fit into the deck. You really think that cutting cards that are good in this deck, followed by important Spell and Trap cards (don't try and argue that you just wouldn't cut important Spell and Trap cards, because they're all important) so you can fit in bad cards and draw cards that need you to draw said bad cards to be playable will actually make the deck more consistant? Really? I can't say I see it, myself.
On the matter of D. D. Survivor, how is trading with pretty much every starting Monster out there and running over any easy to Summon Lightsworn Monster short of Garoth and any Blackwing below Shura (therefore forcing cards like Honest, Necro Gardna and Kalut if they want to keep their Monsters) a terrible thing? You think Beast King is a good idea and D. D. Survivor is a bad idea. I think you're a little bit confused, buddy.
The best case scenario for D. D. Survivor is constant field presence, and the very suggestion that constant field presence could be a bad thing is just flawed. Also, in your example, if your opponent has a 1900 ATK Monster and you have a D. D. Survivor and an active Fusilier Dragon with it's 2800 ATK, yes, they will attack the Survivor and you will take your 100, and then get the Survivor back. Then you attack over their 1900 with your Fusilier Dragon for 900, then attack with Survivor for a further 1800 (an 1800 no other 1800 in the game could provide after being destroyed in battle by a 1900 because no other 1800 comes back like Survivor), bringing the total damage to 2700. So I'm to believe that them hitting you for 100 and leaving a Monster of theirs vulnerable, followed by you them hitting them for 2700 (which is a little bit bigger than 100), them losing a Monster and you keeping the exact same presence on the field as you had before they attack, is a bad thing? I just don't get it, I really don't.
Saying that there is no room for Dimensional Fissure really does illustrate that you don't grasp the power level of the card. The examples Shadow Master gave, on top of the ones I did, show that it's good against more than just Lightsworn. It's better against Lightsworn than it is against other decks, but it's still good against every major deck in the format. It is one of the best answers to Lightsworn available, and unlike other answers like Light-Imprisoning Mirror, it is effective against all the other top decks too, for reasons already listed. Dimensional Fissure is main deck material, regardless of the Meta in your area (provided the Meta is tournament level and also not full of Anti-Meta decks like this, of course).
Next, we have Mask of Darkness. The deck plays a low Monster count to make room for it's Anti-Meta tech, so every single Monster in the deck has to count. Mask of Darkness does not count as a Monster. It counts as a way of getting Skill Drain back, and it takes up a Monster slot (which is a very valuable slot in this deck) to do so.Posted 10-15-2009 at 04:42 AM by OGRE
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Mask of Darkness does recur Skill Drain, but that is all it does. That would be it's one and only real function. It is a very narrow focus card and you cannot afford to play narrow focus cards. You don't plan on your Skill Drains hitting the Graveyard anyway, and there are games where you will not see a Skill Drain and if you draw Mask of Darkness when that happens then it's a dead card. If it were any other Monster in the current list, it would have more of an impact that Mask of Darkness would. You do not want to fill Anti-Meta decks with narrow focus cards that only have one singular role, and that need you to find other cards or be put in certain situations for them to be good. Situational cards are generally not good, especially not in a deck with no card draw to help set up any of the situations. Playing Mask of Darkness would result in you effectively playing even less Monsters than the deck already does for very little benefit, and is not something you should do.
Now we get to the machine analogy. Yes, it's true that a machine does not work because all it's parts are new (or I assume you meant my comment that all the cards work independantly, which doesn't mean new, but I'll run with the word new here). The machine does work when all the parts are put together, you're right. That is EXACTLY what this deck does. Now, like a machine and like any deck, this deck works when all the parts come together. But like any GOOD machine and any GOOD deck, the machine still functions when all the parts aren't there. If a single part of the machine doesn't work and suddenly the whole thing falls apart, that's a design flaw right there. The cards in this deck are not reliant on eachother. They work together exceptionally well, but they do not need eachother to work.
The fact that you made the analogy of a machine working when all the parts come together and acted like this deck isn't actually just complete prove of that proves that you really don't understand how this deck works.
The changes you suggested were suggested with flawed opinions on the deck. Taking out cards to fit in a Tribute engine is a terrible idea when the deck doesn't need one, and taking out cards to fit in draw cards and support for draw cards when no draw card is a fit for the deck (or any Anti-Meta deck for that matter, really) is another terrible idea. They do not strengthen the deck in it's weak areas and they would only serve to make the deck worse, and making decks worse just isn't the kind of thing I like doing. If you like making decks worse though, and you like suggesting the removal of good cards for bad ones, then you go right ahead.
Also, I don't mean to sound aggressive or anything there, I'm just rather sure of my opinions and sure that yours are, in this case, wrong.
And now I'll move on to the unregistered, xchopsticks and poopooman, who all made a comment about Burden: Burden is, like Dimensional Fissure, deceptively powerful as a stand alone card. Yes, it is a better card when supported by King Tiger Wanghu, but King Tiger conflicts with Skill Drain and doesn't have a high enough ATK stat to make him playable in spite of that confliction (like Thunder King Rai-Oh). Look at every Monster played in a competitive deck. Now look at every Synchro Monster played in their Extra Deck. Now imagine how small they are when a Burden is on the field. Now look at the size of the Monsters in this deck. Now do you see why Burden is good in this deck without King Tiger?
It gives you a level of dominance over the Battle Phase and removes the need to use your Monster control cards to protect your Monsters from Monsters that are bigger than them. A lot of Anti-Meta decks play things like Dimensional Prison and Bottomless Trap Hole to take care of threatening Monsters one by one. Burden just makes those threatening Monsters a whole lot less threatening, and it does it to all opposing Monsters at once, continuously. Burden is a very main-deckable card in Anti-Meta decks, with or without King Tiger, and it's part of this deck's core, so it should definitely remain in main.
Aaaand that's me done rambling. Apologies if I went on for a bit, I haven't really had much of a chance to write recently, and I'm just letting myself get back into the swing of things before I possibly start writing for TCGPlayer again.Posted 10-15-2009 at 04:43 AM by OGRE
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@ OGRE: without drain, ur huge monsters are still vanilla, and ur opps arent. effect mons win over normal mons, regardless of atk, in almost every situation. a 3000 atk barbaros will still get hit by a caius if drain isnt up (and 2400 atk is a bit less than 3000, yet it still wins cuz of effect).
without dimensional fissure, survivor is also a normal mon. without drain, ur essentially playing with a bunch of normal mons, against an opp with all effect mons. 1800 atk for survivor sucks (and same for barbaros, if he's limited to 1900), because who freakin cares if 1800-1900 can run over or trade with every other "starter" mon thats played. the opp isnt limited to lv 4's. they'll eventually play cards lv 5 and higher, and they really arent that hard to summon, otherwise they wouldnt be played. also, even tho fissure may be good against other top decks, its not the best choice imo. also, u say that the the discard cost of draw cards would hurt the deck, so y is lightning vortex and DDR in here? hmm? i dont care that DDR can get back something lost by dimensional fissure, since fissure shouldnt be in the main to begin with. also, since i've already stated that drain pretty much IS a necessity, that makes the mask all the more important. so what if its "only purpose " is to get back a drain (which it isnt, as it can get back ANY trap). if that purpose serves to maintain the very foundation of the deck, then its a must.
@ PsyKnz: actually, if drain is up, gorz CAN be summoned, because the effect activates in hand, and is ALREADY resolved when gorz hits the field. gorz's summoning effect doesnt resolve on the field, so its not negated. the only part negated is the 2nd effect.Posted 10-15-2009 at 06:57 AM by CottonSmitty
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Wow, CottonSmitty, you really are proving you have no idea what you're talking about when it comes to this deck. Let's just go through your comment bit by bit again, because that was pretty fun last time.
First up we have the comments about the Monster base. Yes, the deck is essentially playing a bunch of 'normal' Monsters if you look at it in a very close-minded way, like you seem to be. These 'normal' Monsters happen to all have this thing we call synergy with the deck. They function as stand alone cards (aside from Fusilier, but I've already mentioned him), and they all function better with the Anti-Meta tech. They have no conflictions, like the cards you're suggesting do, so they are just better cards.
Moving on to the Caius example you gave, how exactly did they get the Tribute fodder for this Caius? Look at the Monster base and see all the above average ATK stats and the various bits of Monster control. Now, really, is the deck just going to be sitting there doing nothing while they find a way to drop a Caius? I don't really think so. And even if they DO drop a Caius, the deck is playing plenty of answers to it and other such Monsters of it's size. Have you actually looked at the deck list before formulating these wrong opinions?
Next up we have the comment about trading Monsters. Who cares about being able to trade with or run over opposing starting Monsters? Anybody that is good at this card game is the answer to that one, bucko. The opponent losing Monsters is a good thing in YuGiOh, I hear.
It's true that the opponent isn't limited to it's starter Monsters and they can play Monsters that are Level 5 or higher. This deck is not limited to Skill Drain as it's answer to such events. Look at the Burdens, look at the Book of Moons, look at the Chalices, look at the actual deck list before trying to seem like you have any idea what you're talking about when it comes to this deck, O.K?
Their Monsters may have effects, but the Monsters in this deck are generally bigger and designed to operate under any of the situations the deck can put up. Opposing decks aren't designed to deal with all the Anti-Meta tech this deck puts out, so their Monsters will be less effective in a lot of situations the deck will put them in. None of the Monsters in this deck suffer from it's own cards. These 'normal' Monsters have no conflictions, no problems, no reliance on other cards (bar Fusilier again, who lets the team down a bit, but is a house enough of the time to earn his place). This is what we call good deck design, buddy.
Now let's move on to the comment about Dimensional Fissure. It is a very, very good card against the best and most popular deck of the format Lightsworn, and it's good against every other major Meta deck. I fail to see how a card that's good in every match up you're likely to run into shouldn't be in the main of an Anti-Meta deck like this. I'd really like to see you come up with a better fit for this deck than Dimensional Fissure (if Beast Machine King and Treeborn Frog are any indicators of the standard of your suggestions, I highly doubt you'll manage this). Fissure SHOULD be in the main, you just can't seem to understand why, which makes me wonder why you're commenting on this deck.
Next on the agenda is the comment about D.D.R. It looks like the deck list isn't the only thing you haven't really read. In one of my previous comments, I argued against D.D.R. being in the deck due to the discard cost. I fail to see how arguing against a card I've already argued against in your statement to me trying to defend your incorrect opinions is going to help your defense of said opinions. You're not exactly doing a great job of this, I must say.
Let's move on to the Skill Drain IS a necessity thing. No, just no, you're just wrong. The deck WANTS Skill Drain, it doesn't NEED it. The deck is designed to function under the effects of Skill Drain (which most decks are not) whilst still being able to function without it, by having large Monsters that lose nothing to Skill Drain and infact only benefit from it in most cases (Thunder King loses out a bit, but he's still incredible). Again, this is good deck design, as it doesn't make the deck reliant on any one card (which would be bad deck design, something you seem to know a thing or two about).
FInally, we have Mask of Darkness. Did you actually read what I said about it? Do you actually know how Anti-Meta decks function? Do you know how tight the deck is on Monster spaces and how important those spaces become, and do you therefore see how bad an idea it is to play an incredibly small Monster that can put no pressure on the opponent? Do you see how limited in scope it is, as you don't plan on having Drain the Graveyard? Or how bad it is when you don't plan to slow your game down by playing slow Monsters with an effect you won't really get to use all that often? You won't have a Skill Drain all the time, you don't need to recur your Trap cards enough to justify Mask of Darkness and it's tiny body due to the lack of Monster spaces, and it is most certainly not a must. Rather, it's a must not, because it's a bad idea.
I'm not trying to seem offensive here, I'm just trying to get it through to you that you are infact very wrong, and that you should stop trying to seem like you're right, because you're not. I'm just trying to help.
Also, as a nitpick at your nitpick of what PsyKnz said, he was actually commenting on how Gorz was unplayable for the Skill Drain player. He knows it can be Summoned while a Skill Drain is active, just not for the player with the Skill Drain, as having Skill Drain on the field prevents you from Summoning Gorz as you don't meet his Summoning requirement of having no field. Just thought I'd point that out, as your attempt to nitpick at somebody's nitpick didn't really work. Advice - read what people actually say before you comment. It'll save you a lot of trouble, I promise.
Have fun.Posted 10-15-2009 at 07:37 AM by OGRE
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