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For Beginners
For Beginners
Extra Deck:
Astrograph Magician
astrograph magician
(The effect of ② is not used in this build, so don't worry about it.)
It can be called a key card for all kinds of pendulum decks. If a card on your field is
destroyed in battle or by an effect , it has the ability to SS itself and search for ``one of
your own or your opponent's monsters that was destroyed during this turn.''
Specifically,
(in the case of bare pulling) it is activated by the trigger of the P effect of Keigan and
Haoumon, and becomes the first action together with the NS Dokuro and Dark
Wurm.
・It is activated after the resolution of Erec's destruction effect (from EX with Erec). )
and connect it to a miracle
There are roles such as
It's a simple but powerful effect that ``special summons itself and searches the deck.''
Naturally, it is also used in the Overlord Magician deck. Since it is the strongest card in
the universe, I would like to use multiple copies, but since it is a restricted card, I only
use one.
Haoumon Zero
Haoumon
Zero
Zero is basically used to replace it with Haoumon's P effect.
While Haoumon has a scale of 1, Zero has a scale of 0, so since the scale values are
close, it is an excellent place to replace Haoumon's P effect.
However, depending on the situation, you may directly activate Zero from your hand
to SS the Haoumon with its own effect .
Also, on very rare occasions, I will P-summon Zero and bring out Overlord Clear, Savage,
and Abso from the EX deck to use as materials for Little Knight.
Depending on the construction, two copies may be used, but it does not contribute to
the initial response when used alone, and even if it is removed by Little Knight or
Kozusai, it will be a fatal blow and it will not be the end of the game , so one copy
is used.
Keen-eyed Magician
keen
-eyed magician
Just like the skull, it is a power ka that has supported magicians for a long time since the
days of EM magicians.
(Monster effects are not used in Conqueror Magician, so you can ignore them.)
In Conqueror Magician, the frequency of use has decreased slightly because it becomes
unusable after the scale is reset to zero , but it is still used in the first move and
draws the Eye of Wisdom. The high sense of stability is still there.
The characteristics of Keigan are that it "cannot shoot Urara" and that it "can
compress the deck and secure resources"
. People who know it may think it's too late, but Urara Hairyu's ability is able to stop the
effects of cards from the deck,
adding them to your hand
, sending them to the graveyard
, or special summoning them
, so you can directly place them in the P zone. Keigan, who activates the magician P
card, does not meet Urara's activation conditions. (I have also explained this to my
opponents several times for official recognition...lol)
Since Keigan goes to the EX Deck after using its effect, in addition to extending the add
when P Summoning, if you have not SSed after destroying Keigan, you can further
compress your deck by searching for Keigan with Astro's effect .
As mentioned above, Eye of Wisdom is a powerful card, and depending on the situation,
it can also play a role in the initial response, so I have 3 stacks of it.
The fact that the number of scale accidents is reduced thanks to the keen eye is a
strength unique to the "Overlord Magician."
Iris Magician
iris
magician
The iris is also a power that has supported magicians for a long time since the days of
EM magicians. It has
a self-destruction effect as a P effect, and the ability to search the pendulum graph
when destroyed as a monster effect.
As I will explain later, Space-Time has such control performance that it is no
exaggeration to call it the main weapon of the Overlord Magician,
and it is also used as a ``Pendulum Dragon'' in the rules, which is not written in the text.
By using this feature, you can send it to the graveyard during Haoumon's SS effect.
Although the disadvantage is that it does not contribute to the initial response,
1. can access time and space
2. Can be used as the cost of Haoumon SS
3. Since it is a 4P dark attribute star, it can be used as a material for conqueror
clearing and starve.
4. 8 scale
5. Effective as a search destination for Astro
Considering many strengths such as, this construction uses 3 cards.
1. scale 8
2. Recovery effect from EX
3. star 4 tuner
4. S summon effect
5. It is a “Supreme King Dragon” monster (can be searched with Light Wings)
6. The text "Supreme Dragon Zark" is written (can be searched at Haoumon)
It has powerful abilities and status.
Personally, I especially like the fact that it is a tuner , and with the introduction of this
card, it is now possible to S-summon it using only the Overlord parts without relying
on Tuning Magician, EM Odd Eyes Synchron, Tuning Magician, etc. ..
I see both pin and 3-piece adoption,
When destroyed by Elec, it can be searched by Astro (so you want to use 2
or more copies)
It is difficult to make an initial response unless you combine it with
Haoumon or Light Wings.
It is possible to search with Haoumon or Light Wing (therefore, 3 stacks is a
bit excessive)
Taking this into consideration, we have adopted two sheets.
Dragon Mausoleum
drag
on mausoleum
The mausoleum is an effect similar to Oroburi, which is limited to dragons. (If you
normally send a monster to the graveyard, you can additionally send it to the graveyard,
but that effect is not used.)
In Overlord Magician, it is basically used to send Dark to the graveyard and use
Dark's SS effect . With just one Mausoleum, you can SS a Pendulum monster on the
field, and then use Dark's search effect .
Also, there are a small number of cases where characters are sent to the graveyard to be
revived by the miraculous free chain effect.
It is a card that contributes to the initial response, and it is especially necessary if you
want to preserve the P effect of Haoumon and aim for a pre-P Elec, so I stack 3 of
it.
stupid burial
stupi
d burial
Yes, everyone knows this is a general-purpose card that delays any monster from the
deck to the graveyard.
Like the mausoleum mentioned earlier, it plays the important role of sending Dark to
the graveyard and SS, then connecting it to Erec before P. It functions like the fourth
mausoleum. That's how big the add you can get by sending Dark to the
graveyard (SS + Deck Search).
By using it in conjunction with Mausoleum, even if Urara is shot by either Mausoleum or
Orobu, if it is stacked, it will penetrate and send Dark to the graveyard.
Also, if you stack and draw and neither of them is hit by a blocker, you can also use it to
send the target you want to revive with a miracle to the graveyard (I think
Haoumon will probably be the first one).
Since it does not have a name Turn 1 and there are no restrictions on the monsters that
can be sent to the graveyard, it can be said that it is a card that is almost superior to
Mausoleum in Supreme Magician, but since it is a restricted card, it has no choice but to
use Ping.
Although it is not always easy to shoot because it destroys the magician card on your
field, it has powerful control performance. Above all, it is powerful because it allows you
to ``select and send it to the graveyard if it cannot be destroyed'', allowing you to
remove cards that would otherwise be destroyed, such as the Island of the Flame
King and the Fountain of the Divine Monument.
Searchable by iris
It has the name turn 1.
Pressure on the magic trap zone
A retaining pin is used.
Urara Hairyu
Urar
a Hairyu
Yes, this is also a powerful thing that needs no explanation.
Along with G, it can be said to be the face of modern Yu-Gi-Oh!
- You can negate effects that include adding cards from the deck to your hand , SS
from the deck , or sending from the deck to the graveyard . It's extremely versatile.
In particular, it is powerful in that it can negate the opponent's G , and it is a card
that should be used at full capacity by overlord-type overlord magicians who have
no other way to stop G than Baguska, and in fact, they do.
However, just like in G, even if you cut it blindly, it will be revived by "Scorching Fire
Spirit User Hita" or buried by "Snake-Eyed Flame Dragon", so it is up to the player
to decide where and how to cut Urara.
Effect Vealer
effec
t vealer
This is the original general-purpose hand trigger.
This ability allows you to negate your opponent's monster effects only during the
opponent's main phase.
This season, the Silent Voice and Snake Eye type monsters are still powerful, and the
add that can be earned from one Snake Eye Excel and one Herald Shrine is
extremely large , so we are using them to stop them.
At this point, some of you may be wondering, "Why use a pin? Why not use 3 pins?"
It's true that Valer is basically a card that can be fired regardless of who you face ,
and it's definitely worth stacking 3 of it. We boast a high adoption rate even in the 24.01
environment.
I will talk about the details later, but in this build, the side deck space is divided into 4
PSY frame type cards and 3 antagonist cards. To achieve this, we have Usagi and Nibiru
as main characters rather than side characters.
As a card that will be rejected due to the main use of Usagi Nibiru,
1. The main gimmick cannot be removed (no matter how stable the initial
move is compared to the EM magician, Haou Magician is a deck with a
relatively high initial move requirement and many hand accidents occur, so
if the main gimmick is removed, the accident rate will increase)
2. General-purpose cards are also almost fixed (it depends on the situation,
but Foam Shadow can be used more powerfully than Valer, so the number
of Foam Shadow cannot be reduced)
Based on this premise, we are reducing the number of Valer's cards because it is the
most appropriate target for reducing the number of cards in it using the process of
elimination.
Considering that it can be excluded from erasure, I decided to use a pin because I
thought it could not be made into main 0.
However, it is more versatile than Usagi or Nibiru, so there is a good chance that three
will be used in the future. (As I will explain later, in fact, at the end of the 24.01
environment, 3 were accumulated.)
Ghost Rabbit
ghos
t rabbit
Usagi was a card whose adoption rate increased after the middle of the 24.01
environment.
Activation (triggering) effect of Silence's "Silent Barrier" and "Silent
Blessing"
Activation effect of Tenka Ryu's "Sakakuriru Sangensou"
I think the main use is to shoot against.
Normally, this is a card that would be used on the side, but as I mentioned earlier in the
Valer section,
PSY frame gear system, leaving a frame on the side for antagonism
Dots,
Usagi is impressed by Sukusei, and Tenbakuryu has the top market share.
In face-to-face encounters other than the Flame King, even though it is a
triggered effect, it is effective as a hindrance to some extent because it
allows you to destroy the opponent's board during the opponent's turn (the
Flame King's effect is triggered by destruction, and the "Island of the Flame
King" is If there is a ``Flame King's Sanctuary'', the destruction will be taken
over by the rabbit, so the rabbit will not be attacked at all.)
It can be excluded from erasure (Haoumon and Keigan's P effects, and if
Usagi is eaten by Erec or Kiseki, it's honestly tough) (Usagi is adopted from
the main deck in decks with many free slots such as Shusei and Tenryu.
(possibly)
We took this into consideration and chose it as our main choice this time. (If I remember
correctly, I never used the effect in the sun CS on 24.3.17...)
If Susei gets dominated by the first move, it's almost impossible to return, and
Tenbakuryu is honestly at a disadvantage, so if there are slots, I'd like to use 2 or 3
copies, but as I explained with Valer, I need to allocate more slots to general-purpose
cards. Since there is no such thing, a pin is used. (To be honest, I think a deck with a lot
of free slots at a level where you can use multiple copies of Usagi from the main deck is
amazing...)
Extra Deck
Odd-Eyes Absolute Dragon
Odd-
Eyes Absolute Dragon
Although it is powerful, it is dangerous because if you take control of it with the talent
of the third battle, your opponent will use the null effect and you will be hit with
4000 points
. It is up to the player to decide where to cut Savage's permission ability.
I want to think carefully before shooting.
In this construction, only the pendulum graph is used in space and time, so the iris only
needs to be destroyed once (in other words, there is no need to use electric
copying by the starve, which was often played before), so the starve is not used as
much as before. I no longer use it, but
Copy crystal → invalidate monster effects + increase RBI to increase chances
of securing lethal or life add
You can copy Rebo → All copies and repartition.
We have adopted it this time because it has a strong point.
By the way, in OCG, it is an unlimited card, so depending on the construction, more than
one card may be used, but in this construction, it is a pin.
The reason is that this is a story of the actual construction ,
The number of searches for pendulum graphs has decreased → there is no
need to use starve in the first place
There is this.
If I were to say that Titanic Galaxy would be the top board I would aim for after doing
multiple Starv SSs. (Since it is long, it will be referred to as "Thai Gala" from now on)
Accesscode Talker
acces
s code talker
Yes, access is a power that everyone recognizes.
1. Relaxation of material conditions
2. Ability to increase RBI
3. Destructive ability
4. Can't chain
and has many strengths.
In this construction, even if you go to the access in the shortest time, Erec + Miracle will
fall into the graveyard, so if you can use the destruction effect twice and use Miracle as
material, the points will increase by 3000.
The RBI of 5300 at this time is sufficiently powerful considering its ability to secure add-
ons through battle (it can defeat average monsters head-on) and its lethal performance.
In this construction that utilizes link monsters, there are many opportunities to use
destructive effects, and it is also effective when aiming for lethal with G-tsuppa, so I am
using it this time.
In the same L2, I usually prioritize Elec (thinking about Nibiru Care and expansion), but
because of its general-purpose removal ability, I often give it a trajectory on the
draw .
Please note that it is not "up to" two cards destroyed, but "two cards" destroyed, so be
sure to remove two cards.
Also, after using the search effect,
Monster effects cannot be activated (so you can't play G with Urara)
P effects are disabled (P effects of Haoumon and Keigan must be used in
advance)
Please pay attention to this point.
Strong against comebacks
Even from a relatively bad hand, it is possible to deploy with the same scale.
We have adopted this method with particular emphasis on these points.
I:P Mascarena
I:P
Mascarena
Side Deck
PSY frame system
PSY
frame gear γ
frame gear δ
PSY
frame driver
It would be too time-consuming to explain them individually, so I will explain them all
together as the " PSY frame system
." The PSY frame system is a hand trigger that had a strong presence in the 24.01
environment.
Although it has the backfire of pulling out the driver, it has the great advantage
of being able to shoot regardless of who you are facing . (I'm probably thinking
about whether or not to use γ to face the sacred monument.)
If the Overlord Magician's first attack deployment goes through, there is a high
probability that the opponent will immediately surrender. Therefore, in that case,
you will have to change sides without knowing the deck you are facing.
Even in such situations, we decided to use the PSY frame system because it can be used
with confidence.
I would like to use 2 or more copies of γ because it can play G when starting a
mausoleum, but since it is a restricted card, I use Ping, and δ has weak hand overlap due
to the frame (unlike Valer, it cannot be fired repeatedly), so I decided to use 2 copies. is.
In Taiyo CS, I was able to shoot δ on the mast counter in the 60 Madolche match, which
led to my victory.
Other than that, δ can also be used against powerful first-move cards like Kaiser
Colosseum and Dimensional Rift , so I think it's good enough to use it this time.
Cosmic Cyclone
Kozusai is a side card that has been showing a certain presence since the early days of
the 24.01 environment. Although it has the disadvantage of
becoming weaker during ET/ED because it requires a life cost ,
1. Free chain
2. Exclude target
There is a strength.
First of all, since it is a fast-acting spell , it can be used in chains against Magic
Binding, which is the natural enemy of the Overlord Magician (and by extension, all P
decks) .
Also, since it has a banishing effect, it can be used strongly against cards that can
add destruction resistance, such as Divine Monument Fountain + Hugin and Flame
King's Island + Sanctuary .
The match against the sacred monument is not a disadvantageous match as long as
space and time can be defended, but if you turn the other side and cannot access
space and time, or if space and time is excluded, it will almost be a dead end (if
that happens and the match is not confirmed, it will be a surrender case) is) .
Snake Eye Flame King is the undisputed strongest deck in the 24.01 environment, and
since the required initial value is low, after sideboarding, you will likely use Shikotama
free frames and cards in your back hand.
When you take the initiative after sideboarding, Kozusai, which can remove Solitary
Islands with something other than the main gimmick, functions powerfully as a first
attack card when facing Serpentine Flame King. (Originally, since there is space-time, the
solitary island itself can be removed, but if the solitary island can be removed with
Kozusai, space-time can destroy another target .)
Snake Eye Flame King can certainly be deployed on the side of the snake eye, but the
basics often accesses solitary islands to extend their expansion, so even if you go first,
solitary islands will be a must counter.
I thought that Kozusai was worth using as a first attack card because it could increase
the possibility of stopping that must counter.
In addition to preventing blockages due to magic binding, I am stacking 3 stacks this
time in order to have a good view of the sacred monument facing and the Flame King
facing. (It is difficult to know how much consideration should be given to the post-side
metacards of the facing deck.)
Big Storm
big
storm
I believe that Grand was a strong first move card in the 24.01 environment.
24.01 environment The top decks included decks that make full use of the graveyard,
such as Flame Lord and Snake Eye, and the graveyard meta, including Dimensional Rift,
Macro Cosmos, and Dimensional Attractor, had a strong presence.
Unlike these cards, the Grand
Normal trap (and free chain)
It has a great strength. (The attractor is also a free chain, but the conditions are strict.)
In the first place, the Overlord Magician deck can SS Darkwurm via the mausoleum, and
while accumulating P card resources in the EX deck (in order to do so, It is a deck that
surprisingly relies on the graveyard , such as releasing it at the end (requires the P
card to be sent from the field to the graveyard) .
Therefore, from the concept of the deck, Attractor is completely anti-synergistic ,
so we will exclude Attractor from the list of candidates at this point.
Next, regarding rifts and macros, in this construction, 4 magic trap zones are already
used with space-time + Savage's equipment card + 2 P cards, and if it is permanent, the
magic trap zone will be sealed off from you. It's not easy to use.
Moreover, since it remains in play, it will hinder your development when you go for
Lethal on turn 3.
Therefore, Grand, which clears these issues and has the strength of ``binding only the
opponent's turn,'' is a very powerful first move card in the 24.01 environment.
Moreover, it is a card that can be used even if you are unable to deploy it due to a
hand accident or your opponent's interference . Depending on the opponent, there
is a good chance that you can skip a turn in the ground and aim for a redeployment +
reversal the next turn.
However, in a silent encounter, in addition to being able to collect it from the
exclusion zone with a prayer, there is also a low normal option, so it will not be a
fatal blow.
In addition, Tenka is strong in the graveyard meta at the level where the main attractor
is used in the first place, and even under the attractor, Phaedra + Open Gate can
generate 27100 damage, so it will not be a fatal blow.
(You already guessed the sacred monument.)
Therefore, there are many face-offs where it is not a fatal blow, so you should carefully
consider which face-off you will use as the first move.
Competitive Match
comp
etitive match
It goes without saying that this is the strongest class of comeback tag.
It is a normal trap that can be activated from your hand at the end of the battle phase if
there are no cards in your field.
It doesn't stick very well against the Flame King or Snake Eye type (in fact, if the P zone
is blocked, they won't even let you shoot it in the first place ), but it's a strong card
against R-ace, sacred monuments, and silent voices . It is a powerful card, especially
since the Divine Monument has no answer to the antagonism other than the bribe from
the Demon Palace.
In addition, Kaiser Colosseum, which is a powerful first attack plan for Tenka and
Centurion, can be overcome with just this card, so we decided that it was worth using
Antagonist.
In addition to the fact that it doesn't have a name turn 1 and can be used repeatedly
even if it is covered in cards in your hand , we use 3 cards because it is easy to aim
for a 1:n exchange .
Summary of construction (beginner level)
I interpret this construction as a "conquest type" conquest magician
(I'm just calling it that. Experts may see it differently). As I mentioned before, specifically,
by removing magician gimmicks other than Wisdom Eye, Iris, Overlord Gate, and Skull,
and increasing the number of Light Wings, Light, and Revo in their place, we will
improve the continuous combat ability slightly. It can be said that this is a deck
that gains initial stability and free slots (in short, trigger slots) in exchange for the
sacrifices made
. As a result of this, although he is a magician who was previously rated as a "mid-
range player who can expand ," he now has the impression that he has become a
bit more like an "all-in combo" because it is now difficult to have resources left in his
hand .
Overlord gimmicks such as Mausoleum, Overlord Gate, Dark, Light, Light Wing, and
Rebo boast the highest class stability as a two-card starting move in a P deck . (In
the Haou Gensou/Genso Haou plan described below, I finally reached the first move of
one card .)
While making the most of the stability of the initial move, it is compatible with free slots
and triggered slots.
The top decks in the 24.01 environment, including Snake Eye King and Silence, are
basically very powerful in going first, and as mentioned earlier, if the opponent fully
deploys them, it will be almost impossible to recover from the main gimmick of
Supreme King Magician. . Therefore, it becomes a game of how to throw triggers and
stop them .
By allocating a large number of trigger slots to this build, we have made it
possible to fight even in the draw of the main game.
However, when I calmly look back on my construction at the time of the 24.04
environment,
1. What should you do first when facing Susei and Tenka?
2. What should you do after facing the Flame King and Snake Eye?
3. How conscious are you of sacred monuments?
It makes me want to tsukkomi. The reason why I was able to win in Taiyo CS may have
been because I didn't get hit by Flame King, Snake Eye, or Tenka.
That said, I thought it was safe to say that it was a deck that had the potential to
win, so that's why I wrote it this time.
At the end of this article, I will also talk about how the construction changed in the final
stage of the 24.01 environment.
Other compatible cards and derived plans (beginner to advanced)
This item lists plans that are not adopted in this construction but are valid options.
"Magician" peripheral card
(Magician type plan)
tunin
g magician
Chrono, Tuning, Hydra, Shitoku, Black Fang, Tenku, Star Clock, Star Frost , etc...
This is probably what you imagine when you hear the word "magician". This is a plan
that is an extension of the conventional EM magician.
Strengths:
I think this is a deck that is strong in resource games . It is truly a ``midrange that can
be expanded.''
Once the expansion is successful,
1. Removal of 2 cards by purple poison + space-time combo or star clock
effect
2. Securing add by tuning
3. Subsequent search by Hoshimo
4. Resurrection by Black Fang
5. Search and deck compression by repeating the P effect of the Eye of Eye
(You can also perform feats such as destroying Zero that has been replaced
from the Haoumon with Elec and resetting the Eye of Eye...)
6. Search and expansion by stacking Starve 2 + Elec Copy + Astro repeatedly
You can do the above action just by thinking of it quickly, and you will not run out of
resources. If you want to strongly use the midrange elements unique to magicians, the
magician type is best.
Weaknesses:
Unfortunately, as mentioned earlier, there are few free frames and the initial stability
is somewhat lacking .
Similar to traditional EM magicians, the inclusion of non-P cards tends to cause noise,
so the number of triggers is small and the number of cards in the deck tends to be
large .
In addition, because the number of Light Wings used is limited, it is difficult to search
for the Haoumon that can be SSed on your own, making it somewhat difficult to go to
the pre-P Erec.
Again, I
1. Lots of free slots (triggered slots in the hand after the main battle, slots for
the first move like the designated player)
2. Initial stability
Since I am prioritizing this, I decided not to use the magician type.
As a side note, it is very difficult to play because the deployment goes through the
EX deck and graveyard, and there are many options such as purple poison and black
fang's P effects (actually, I was frustrated with MD's EM magician) Did).
I think it takes patience to be able to handle the magician type strongly.
"Overlord" peripheral card (Zark recruitment
plan)
Supr
eme Dragon Zark
Supr
eme King Tenryu's Soul
The Zarc adoption type is a plan that employs Haou's new ``Soul of Haou Tenryu''
(hereinafter referred to as Tenryu) and ``Supreme Dragon Zaark'' (hereinafter referred to
as Zaark), as well as P, Fusion, S, and X dragons.
Strengths:
There are many stopping points to G (worst Haoumon SS + Tenryu Search)
Little Knight can interfere with the opponent's board outside of space and
time.
weakness:
Due to the cost required, it is difficult to control Zarc landing (need to
maintain 25 wizards on the board)
Nibiru care is difficult
Compress the frame (EX is 3 frames with fusion SX, main is 2 frames with
Tenryu and P)
It has the following characteristics.
Needless to say, the complete destruction of Zarc is a powerful effect, but personally
1. EX will be pressured, making it difficult to employ GS such as Haou Clear
and Savage.
2. Searching for Haoumon is valuable (searching for Light or Light Wings is the
best way)
Considering these two points, we decided not to hire Zarc.
However, it just doesn't fit my construction philosophy or preferences, and I think that
Zarc itself is a very powerful type.
Magic village, dragon swordsman Majesty P,
explosive dragon swordsman Ignistar P (village
plan)
Magic
village
Drag
on Swordsman Majesty P
Baku
ryu Swordsman Ignister P
The Sato plan is a plan that requires only minor changes compared to the two plans
mentioned above.
Specifically, the plan is to use Sato/Majesty as the first move, Ignister as the first and
second hand, and set up Sato lock as the first move.
Strengths: Village lock is very powerful, especially for decks that repeatedly hit magic
like Sacred Monument (and whose main gimmick doesn't have an answer to Village) . In
addition, Ignister's ability to "deck bounce without targeting" will help you come back
from behind .
Weaknesses:
Although this plan may seem strong at first glance, and I have actually used it before,
this plan has some drawbacks.
The right to go first in 8S is given to Ignister → it becomes difficult for
Savage to play.
It cannot be used unless the expansion is completely successful (as
mentioned earlier, if it is ground, it can be used even if it cannot be
expanded)
That's the point.
As a result of choosing the go-first plan in favor of the easy-to-use ground with a low
required value, the Sato plan was abandoned.
"Genso" card (Haou Genso/Genso Haou Plan)
Illusi
onary Diva Couple
Illusi
onary Diva Refran ostinato
Yes, probably what everyone reading this article is most interested in is the Haou
Genso/Genso Haou Plan. (Since it is long, it will be unified as "Gensou Plan" from now
on)
Even in the 24.04 environment, it has achieved results in Taiyo CS and NextPlay Cup.
Several documents have already been provided regarding the Gensou Plan, but in this
article we will discuss it from the perspective of a Haou Magician user.
The illusion plan is a construction that does not use all magician parts such as the
eyes, iris, skull, and space-time . (It may be hard to believe that these were rejected
from a magician's perspective)
The only remaining "magician" names are Haoumon and Kiseki. Therefore, it is a
construction that almost completely deviates from "Overlord Magician".
I will explain the features of this plan.
Strengths
There is one initial action (the strongest. It is truly a new era pendulum.)
There are even more free slots than the Haou-type Haou Magician (even if
you stack Urara, G, Awakage, and Valerful, it will still fit in 40 constructions)
Nibiru care has become easier (Bach has a graveyard effect, so if you keep it
on the Bach board, you can naturally care for Nibiru)
weakness
Depending on the development, it may be difficult to stop the G opponent
(in the case of Ostinato's first move, Bach + Refran + Refran + Baguska will
result in at least 4 draws)
Haoumon SS effect cannot be reused (because iris is not used) →
Continuous combat power may be slightly reduced
Unable to use time and space (important) → It becomes impossible to reuse
Astro, collect Light, and remove springs and isolated islands. In other words,
in addition to decreasing the ability to secure resources, it became difficult
to interfere with the opponent's board with the main gimmick.
Due to lack of sharp eyes, it is difficult to access the upper scale and there is
a risk of scale accidents.
In a nutshell, the Gensou Plan can be said to be a construction that ``sacrifices
continuous combat, secures resources, and interferes with the opponent's board,
and further increases the stability of the initial attack compared to the Haou-type
Haou Magician.''
Since it is difficult for the magician parts to contribute to the initial movement, we fully
utilize Refran + Ostinato, which can be replaced with one piece to become the initial
movement.
It's obvious to anyone who sees it, but creating a one-card opening in a P deck is
truly revolutionary. (Due to the nature of the need to align the scale, P decks were
basically two-card initial moves.)
Having one initial move means that all four cards other than the one in the initial
move can be considered to be upswings , so it is difficult to counter interference.
Penetration power and final board surface robustness are dramatically improved.
With the addition of the illusion gimmick initial move, it is now possible to secure the
initial move even if the overlord gimmick is thinned out, making it possible to create a
free frame and compress the number of cards in the deck at the same time
. As a result, even in a 40 build, Urara, G, Awakage, and Valer can now be fully used
(without cutting out the main parts), which is no joke, it's a revolution .
It is very powerful to be able to stabilize the initial movement while increasing the
probability of using Urara/Nominee to play G, and Astro with high penetration power.
What's more, Nibiru Care, which was previously impossible to do without preserving
Haoumon's P effect, can now be done simply by keeping the Bach that was released
in Ostinato on the board . (It is strong even if you just use Masquerade for Lefranc or
Couple + token material produced by Bach graveyard effect)
At first glance, the Gensou plan seems to be the most impeccable plan...but ...
On the other hand, there are some points where the Overlord-type Overlord Magician is
superior.
In particular, the existence of space and time is important.
In Gensou Plan, the loss of time and space limited the means to interfere with the
opponent's board, so it became necessary to insert cards that interfere with the
opponent's board in the side deck , but Haou Magician is better in terms of side
frame. It seems to be an advantage.
In addition, if you are a supreme magician, you have the option of stopping the
expansion by destroying the iris and searching for space and time, so you have the
advantage of relatively good G reception
. Furthermore, while Gensou Plan requires two slots for Bach, Haou Magician can
treat those slots as free frames , allowing you to flexibly pick Abyss, Haou Clear,
Starve, Ignister, Baroness, etc. according to the environment. Being able to fight is also a
big advantage.
I think that the strength of the Overlord Magician is that he can use Wisdom → he
can activate Astro, and it is difficult for scale accidents to occur.
Therefore, although the Gensou plan is certainly more stable,
Overlord Magician can be mutually compatible with Illusion Plan depending
on the environment and encounter
I think so. In particular, I think that the Overlord Magician has an advantage when facing
the Flame King, a divine monument that can use space and time strongly.
*I had a really hard time writing this section, so I would like to thank Kagemusha-san,
Maruf-san, and Beslim-san for their advice.
Haou Genso is also a very powerful deck, and in the 24.01 environment it was hard to
compare Haou Magician with Haou Magician, but this time I used Haou type Haou
Magician out of pure skill and preference (to be honest, (To be honest, I didn't think
about Haoh Gensou that deeply on the day of Taiyo CS), but depending on the future
changes in the environment, there is a possibility that I will try using Haou Gensou.
24.01 Environment top deck How to think about each encounter and side
change (beginner to advanced)
From here, I will specifically explain how to think about each face-to-face meeting and
change sides.
Common (if face-to-face is unknown)
I would like to talk about side changes on the last move when the face-to-face is
unknown.
Side back (if facing unknown):
out: annihilation 1, light wing 2, mausoleum 1, light 1, iris 1, grave 2
in: γ1, δ2, driver 1, cosmic 2, evenly2
Basically, rather than trying to make a comeback with the strength of the
main gimmick, the policy is to hit the power after the side to make a comeback (or
stop the development).
Elimination is out because mirrors do not work on the back.
Light wing is effective in searching in Haoumon, so it can be used even with 1.
Mausoleum, which prioritizes recovery,
is the strongest initial move (unless you get hit by the graveyard meta), so you'll want to
keep 2.
The light is out because it can be turned even with 1.
The iris is also 1 out because its role other than space-time search is weak. However, 2 is
left as it is effective as a destruction target for Erec and can also be used as a material
for starve.
Graves will not be accepted if the face-to-face is unknown. There is a high possibility
that you will not be able to play a role if you are late. (Prioritizes the PSY frame system,
which can interfere with the opponent's board during the opponent's turn and is
difficult to rot in any face-to-face situation.)
Antagonist is basically used because you can shoot regardless of the opponent, and
Kozusai can also stop the lead card after side.
Cases in which the opponent is unknown on the first move after sideboarding are rare
(probably Tenka's opponent will immediately sell them), so I will omit them.
Snake Eye King
Holy
Flame Lord Gardonix
This is the top deck of the 24.01 environment that everyone recognizes.
A powerhouse with a sense of stability in the initial attack, a number of interruptions in
the first attack, and penetrating power in the second attack.
Main match starter:
I think they are a winnable opponent if things go well.
In particular, if you have Space-Time, you can definitely remove the isolated island with
Space-Time, so it is unlikely that you will be able to reach Gardonix by anything other
than pulling.
If possible, I'd like to stop cards like Bonfire, which can earn explosive add with just one
card, around Savage.
There is a possibility that the main three battles are used in the free frame, and Volte
has a hard time sticking to the Fire Lord lineage, so I think it is better to save Volte as
much as possible.
Also, if there is a possibility, it would be Kirin's free chain SS.
It is especially troublesome if you destroy Kirin with Kirin and use Kirin's graveyard effect
→ Ganesha lands, or if Kirin's destruction during SS is triggered and Ponics or Galdo
lands.
Unfortunately, there is no way to stop the Kirin SS with this main gimmick, so whether it
can penetrate and deploy will depend on the mesh.
However, if you chain to Kirin SS and shoot G, you can get at least 1 draw by Kirin
landing, and depending on the opponent's development, you can get 3 draws as Garud
SS and Kirin graveyard effect are also added.
If you use the Kirin SS effect on your first move, you might be able to cut G.
Main post-war move:
Snake Eye type, so don't cut hand triggers too easily.
Even if you shoot, it's best to shoot around the bubble shadow on Excel.
It is OK to cut Urara and G after using Enryu's filling effect. Timing is important.
Depending on the situation, consider saving G until your turn. (Flame King will be
deployed this turn as well, so I think preserving G is a good option.)
Also, if you are lucky enough to draw Nibiru, you can chain it to Solitary Island and
shoot it, if you don't have Flame in your hand. This is effective because it will stop Garud
from landing.
Side move:
out: Infinite 2, G2
in: DDG 3, Kozusai 1.
Valer, Usagi, and Nibiru are all pins because they are effective as exclusion targets for
eradication. It's also strong as a simple hindrance to keep in your hand.
Don't reduce the initial attack, just reduce the trigger.
Foam Shadow puts pressure on the magic trap zone, so I think it's okay to leave a pin
behind for eradication.
G also draws during the opponent's turn and doesn't have many strong cards, so it even
drops to the pin.
Grand is a card that can critically hit the face of Snake Eye King even considering the risk
of incurring it to your hand, so I use 3.
Kozusai has the risk of overpowering the magic trap zone by colliding with ground, but
it is strong when hit by the isolated island of the mast counter, so I use pin.
It is one of the strongest class decks in the 24.01 environment, along with Snake Eye
King.
Unlike the Flame King, he doesn't have a clear weakness like a solitary island, and he
uses Oak and Wight Birch, making it easy to reach the Flame Dragon, so he is honestly
at a disadvantage.
Main battle starter:
Like the Flame King, I think this is a relatively winnable opponent if things go well.
Be sure to block cards that earn a large amount of add with just one card, such as Excel
and Bonfire.
For time and space, let's cut to Original Sin set in Diavel or the Snake Eye Temple.
Needless to say, Original Sin's strength as an initial attack is strong, and Snake Eye
Shrine is also a card that can be extended now that Great Flame Demon has appeared,
and since it would be very troublesome if left, it is removed before the effect resolves
when activated. is the best (volte or spacetime).
Like Fire Lord, there is a high possibility that he will mainly use three battles in the free
frame, so it would be ideal to be able to make careful moves if possible.
Main post-battle:
Just like the Flame Lord, try to move around so that you can't fill up the trigger .
In the Flame King encounter, it was somewhat effective to shoot Urara for Excel's
transformation, but in the Pure Snake Eye encounter, there are Orcs and Wight Birches,
so they can be transformed using common abilities, so I thought it would be better to
save Urara for Excel's transformation. think.
Basically, Excel and bubble shadows are the best. (It is better to wait for Valer)
If you are lucky enough to draw Nibiru, try to weaken the deployment by shooting
Nibiru before the Flame Dragon appears. It's tough after the Fire Dragon comes out
because you don't have any resources left.
Also, it is best to shoot Usagi at the Great Flame Demon, or if you have Selene, you can
get a 1:3 exchange by shooting at Selene, so it is a good idea to shoot at Selene.
The same countermeasures as for side play first
out: Infinite 2, G2
in: DDG 3, Kozusai 1
Flame King are effective.
Anyway, they use the graveyard a lot, so if you open the ground, they should be quiet
first.
However, even if it is under ground, Snake Eye, which is treated as a permanent magic,
can be sent to the graveyard at the cost of Diavel, so you need to be careful.
Also, Kozusai is effective when used against the temple or Original Sin in the case of
Diavel Start.
In particular, Pure Snake Eye tends to have a large number of Diavel Stars, so the
probability that it will come from the Original Sin set is relatively high. Let's definitely
hunt down original sin.
Nibiru, Usagi, and Valer count as strong cards if you have them for erasure.
Side/backward
out: Crossout 1, Light Wing 1, Mausoleum 1, Light 1, Iris 1
in: γ1, δ2, Driver 1, Heavy 1
The idea is roughly the same as facing the Flame King, but as mentioned earlier, Snake
Eye is a solitary island. It doesn't have any obvious weak points. Therefore, Kozusai is not
accepted.
As mentioned earlier, I use Daarashi because it can remove the blockage caused by
Flame Dragon and also remove meta cards after sideboarding. I often see Summon
Limiter being used for the Snake Eye.
Antagonists are not used in face-to-face situations because, in the case of pure Snake
Eyes, resources tend to remain in the graveyard and on the board, making it impossible
to hit cleanly.
sacred monument
sacre
d monument fountain
Divine Monument is a figurine lock type control deck that aims for LO (library out, deck
out).
Although he is an outlier in modern Yu-Gi-Oh, the Divine Monument User is able to cut
into the environment with his accurate reading of the meta and exquisite card picks.
Personally, I have the impression that there are many people who are very good at
using divine monuments . (Control decks can only be used if you understand the
environment.)
Rune face-offs tend to take longer, so if you think you've reached a deadlock, it's a
good idea to give up early and surrender.
Go first in the main game:
Due to its construction, Divine Monument is a deck that tends to become noisy when it
has triggers, so I think it is unlikely that triggers will come during the go-first
deployment.
However, even if the expansion goes well, lethality will be far away due to the opening
of powerful permanent systems such as sensor versatility, group hero division, and skill
drain.
As mentioned above, if you feel that lethal is impossible, end the match early. I'd better
move on to the next one.
Also, as I have repeatedly said when facing a sacred monument, time and space are
our lifelines .
We will use time and space to remove figurines such as the fountain of sacred
monuments that continue to receive ads.
Main post-war attack:
Honestly, no matter how much time and space there is, it is difficult to win against a
divine monument opponent in the main game .
While the main deck of the Conqueror Magician is centered around wizards and
dragons, the races in the EX deck are almost all different, so if you are exposed to things
like group heroism, sensor variety, and even skill drain, you will not be able to properly
develop your deck.
Not being able to expand means that you can't access space-time except by using
space-time pull or iris special attacks . This is tough. (And there is a high possibility
that they won't even let you use special attacks in the synchro zone)
In the future, if Jinhii and R-ace are at the top of the environmental rankings, I'm
considering using feathers as my main weapon, but I'm not thinking that far at the
moment.
Honestly, I feel like if I were to take a backseat in the main battle against the shrine, I'd
be honest.
Side rear
Out: Nibiru 1, Valer 1, G2
In: Cosmic 3, Feather 1
Nibiru, Valer, G are useless when facing the divine monument, so go out. (It's too
inefficient to put it only for erasure)
However, even considering that, the game won't start unless G is played for erasure, so I
leave it as a pin. Even if it is a divine monument, there is a good chance that G will be
used after sideboarding.
I left all the bubble shadows because they can be used to neutralize the border.
We fully utilize Kozusai to wipe out the fountain, and as mentioned earlier, we use
Feather to wipe out the permanent on the 3rd turn even if we go first.
If you have 3 Kozusai and 1 Feather, I don't think you will lose even if you are facing a
sacred monument.
Side second attack
Out: Grave 2, Crossout 1, Nibiru 1, Valer 1, G3, Light 1, Mausoleum 1, Light Wing 1
In: δ2, Driver 1, Kozusai 3, Great Storm 1, Feather 1, Evenly 3
Facing the monument This is very different from the normal second move Saichen.
First of all, G and Valer, which are effective in most other face-to-face situations, will all
pass through.
On the draw when facing a divine monument, it's more of a problem to get stuck with a
permanent card than to get triggered by the opponent and skip the turn, so I discard
the designated player and use the flip card with all my might.
δ and Driver, which can stop fountain and sacred monument magic, are fully employed.
Kozusai also requires 3 stacks because the game won't start unless you shoot the
fountain.
Feather Storm also needs no explanation (although it may be protected by Hugin).
As mentioned earlier, the antagonism is valid because the sacred monument has no
answer to the antagonism other than bribery.
By the way, Iris is a card that can access time and space, so it is necessary to stack 3
even after sideboarding.
This construction is a side that is strongly focused on facing the divine monument, so
even if you are on the draw, there is a high possibility of winning if you are after the
side.
quiet voice
Silen
t Guardian Low Guardian
Shusei is also a deck that had a very strong presence in the 24.01 environment.
I have the impression that the number of users has increased since I made it to the top
16 at YCSJ Nagoya in 2013.
The board that goes first is hard, and Low Guardian's ability to negate activation and
Sauravis' ability to negate SS, as well as the destructive ability of Prestige, are powerful.
Main game first move
Suse is a deck that lacks the ability to make a comeback in the main game compared to
Enou and Jagen, so if you can go first in the main game, it will be easier to win.
However, depending on the construction, there is a possibility that Nibiru is loaded in
the main, so it would be nice if Nibiru care can be done even if the contact is unknown.
For Time and Space, chain to the activation effect of the barrier and shoot at the barrier.
This means that even if your hand is covered by a barrier, you won't be able to use the
effect.
Besides, if you send out Usa, there is a possibility that Anima will come out, so I think
hitting Anima is a good choice. However, if you shoot space-time at a monster, there is
a possibility that it will be protected by Sauravis, so it is difficult.
I would like to avoid interference with cards such as Saphira, Preparation, and Divine
Priestess that can earn an add with just one card. In particular, I think it is okay to turn
off the voltage if it is a low initial movement or a divine shaman initial movement.
Once you land on a Low Guardian, even if you remove the Low Guardian, a successor
will be sent out due to Prayer's graveyard effect, so the standard practice is to play
without letting the Low Guardian appear in the first place.
Main post-war hand
Honestly, it's pretty tough.
It is true that if you hit Urara with a barrier, Saphira, preparation, or the nadir depending
on the construction, the deployment will be weakened, and if you are lucky it will stop
the deployment, but the voice has a high penetrating power against the trigger, so I
can't expect much. In particular, if you shoot Urara at Saphira, it is true that you cannot
search for ritual monsters, but Saphira will go to the graveyard, so you will be ready to
ritual summon at any time.
G is also not that strong as it can be stopped with 2 SS of Low Guardian + Low.
In the silent encounter, the invalid trigger that was all the rage in the 24.01 environment
can only be fired during Low Guardian SS depending on the deployment, so it won't be
a clean hit.
Usagi also uses pins, so if you can draw it, you will shoot at the barrier without
hesitation, but the probability of drawing it is not very high.
Even in a match between the main gimmicks, you're at a disadvantage, and since Low
Guardian's effects are nullified and destroyed, it's pretty tough if you can stop
Haoumon's P effect and Skull's NS effect, and above all, if Sauravis's SS nullity is hit
against P summons, it's almost dead. ..
In this build, if you are faced with a silent face-off after the main battle, especially if the
opponent's development does not stop, I think it is a good idea to give up and
immediately sell.
(As a side note, in Taiyo CS, I hit an acquaintance, so my deck was known, so I held out
without selling immediately. However, as expected, I lost. As expected, the board that
goes first with Shusei is tough.)
Side move:
Out: Infinite 2, G2, Nibiru 1
In: DDG 2, Cosmic 3
It's obvious that Nibiru doesn't work in face-to-face situations. Therefore, it was not
adopted.
Silence is a deck that can overstep the ground, but it does some damage because
Saphira's graveyard effect cannot be used and Low is also removed. Therefore, 2 is
adopted.
Kozusai is necessary to reliably remove the barrier, so 3 is used. If you can hit the barrier
with Kozusai, you will be able to preserve space and time, so it is strong.
It might be okay to remove G, but there are no other cards that are good enough to use
it, and it is a card that can at least draw 2, and it would be a problem if G cannot be
played with erasure, so I am using it.
After sideboarding, there is a possibility that your opponent is using an antagonist, so it
is safe to have at least one of Volte or Savage standing.
Side draw
Out: Iris 1, Light 1, Nibiru 1, Mausoleum 1, Light Wings 2, Grave 2, Crossout 1
In: Storm 1, Feather 1, Evenly 2, γ1, δ2, Driver 1
Cards you want to remove from the draw from the grave There is no grave, so the grave
is out.
In addition to the interference from Low Guardian and Sauravis, the back of Shusei is
very hard.
Ritual summoning by blessing (and comes with battle resistance)
Target resistance due to barrier
General removal by prestige
Both of them are extremely troublesome, so it is a must to use feathers and tempests
that can remove them.
Antagonism is adopted because there is no answer to Silence except for declaration
after sideboarding and permission from Law Guardian.
It will be easier to pass by stacking it with the second and subsequent antagonists and
Hane Dairan, but we prioritize the use of a full set of PSY frame systems and stack two.
In the first place, when there is a barrier, only the ritual body can attack, making it
difficult to overcome the situation through battle, so I don't really care about the
disadvantages of antagonism.
By the way, since antagonism is an effect that affects the opponent player and is not
treated as "left the field by the opponent," Prayer's graveyard effect will not activate.
I think that a face-to-face antagonism has surprisingly high value.
If the confrontation goes through, then we can deploy as long as Sauravis is not present
or can be neutralized.
Blessing's combat resistance is strong, and Sauravis is often held in hand with the
assumption that it will be played as Blessing, so it is quite possible that Sauravis is not
present in the first place.
If this side develops and closes the gap, there is a good chance of winning even if you
are on the draw.
Unlike the Snake Eye type, Shusei does not put you at a unilateral disadvantage even if
you fire a trigger. Therefore, the PSY frame system is adopted as a full set.
γ is very effective in the first moves of divine shamans and low moves, and δ can stop
powerful attacks such as barriers and preparations during the opponent's turn.
The PSY frame family is a strong option in that it doesn't allow your opponent to spread
out their resources.
R-ACE
R-
ACE Turbulence
In addition, there are many powerful cards at the time of the main gimmick, such as
resource recovery ability, addition of summoning power, and increase in points with
Headquarters, deployment and resource securing with Fire Engine and Fire Attacker, and
overall high points, giving you an advantage in battle. It's easy to stand up. Furthermore,
in addition to this, it also includes the bonfire and sin treasure gimmicks, making it a
stable and powerful deck. There are many free frames, and there are also cases where
super fusion is used as the main option.
Main battle first move:
As with the previous encounters (other than divine monuments), I think you can almost
win if you go first, but one thing to be concerned about is that R-ACE is a deck that is
easy to move even on the opponent's turn, unlike Snake Eye and Divine Monument.
That is to say.
Specifically, Fire Engine/Fire Attacker will land and deploy due to the triggering effects
of Air Whister and Impulse, and Preventer will land and interfere with your deployment.
Very difficult to do.
Due to this relationship, even if you attack first, there is a possibility that you will use a
trajectory-based destruction plan.
Unlike the Flame Lord, R-ACE does not have a trigger effect upon destruction, so it is an
effective matchup where you can use your trajectory to bounce back. If your opponent
deploys before the first L summon, you may want to consider destroying it with
trajectory. If there are any resources left on the opponent's board, there is a high
possibility that they will play Saros or Little Knight on the return turn, so it is important
not to leave any resources on the board. The backfire would be if Nibiru is adopted as
the main character, but since it is unlikely that Nibiru will be adopted as the main
character of R-ACE, I don't think there is any need to be too cautious.
Also, if you use the trigger effects of Impulse or Air Whister, it is also effective to chain
and shoot G.
If you SS Air Hoister from Impulse via Fire Engine, you can get at least 2 draws, and even
if you don't, you can get at least 1 draw.
G, which you use on your turn, is very powerful because you can immediately use the
cards you draw with G. I think you should consider it as an option.
Main post-war:
Unlike the Snake Eye type, it is a relief that there is no risk of being buried even if the
trigger is turned off. (Sometimes I also see R-ACE that uses Snake Eyes)
Just be sure to avoid landing on turbulence or getting knocked down by turbulence
when moving around.
Specifically, I think you can immediately turn off Urara, Foam Shadow, and Valer when
Air Hoister or Hydrant first hits, without waiting for interference until Turbulence lands.
In the 24.01 environment, EMERGENCY is a restriction, and the possibility of escaping
with a discounted EMERGENCY has decreased significantly, so it is a relief that invalid
systems are now easier to pass.
Once you are hit by Turbulence, you will try to keep Turbulence on the board by any
means possible, such as reviving with Torehime or RESCUE, or coming back from
exclusion with Preventer. Moreover, in many cases, by setting up Little Knight and
Turbulence at the same time,
Invalid when landing → connect to Tohime
Effect has no chain effect → escape with Little Knight
In this way, the invalid system is taken care of.
From this point of view, I can definitely say that Turbulence should never have landed in
the first place.
However, if you land on the ground, it doesn't necessarily mean you're stuck.
For example, on a board where the opponent has already used EMERGENCY and there
is no Little Knight standing, the invalid system will pass by chaining to Turbulence.
(However, I doubt if there are any invalid cards left in hand until this point...)
Ideally, you should be able to fully understand the opponent's care routes and
remaining resources before interrupting them.
Side first move:
Out: G2, Infinite 2
In: Feather 1, DDG 3
I don't think there's any need to explain that G and Foam Shadow are each 2 Outs for
everyone who has read this far. Since the value decreases when attacking first, there is
no need to fully employ it, and since it cannot be reduced to 0 as a target to be
eliminated by erasure, we leave it as a pin.
Anyway, the strong point in R-ACE is gun prone, so I also use the feather that can
completely remove gun prone when I go first, just like when I face the sacred
monument.
In addition, in addition to the possibility that Togahi + Raging Phoenix + Zealantis will
do a one-kill on the draw, Turbulence and Preventer will require the cost of SS, and
Togahi and RESCUE will revive the Flame King. Although it's not as strong as ``Golden
Dragon'' or ``Japanese'', since it's a deck that utilizes the graveyard, Grand has some
effect. Therefore, 3 is adopted.
In addition to Nibiru being used as an exclusion for eradication, R-ACE is a deck that can
step on Nibiru depending on its development, so we use it even after sideboarding.
Ideally, the rabbit would be bumped by Little Night or Headquarters.
However, to be honest, I feel that the first move against R-ACE is somewhat insufficient
in this construction. In addition to the main gimmicks such as EMERGENCY, there are
bonfire and sin treasure gimmicks, so the Sato plan will probably be stronger against R-
ACE, but for the reasons mentioned above, I abandoned the Sato plan and went with a
Grand 3 stack. .
However, if you can take the first move even after being sidelined, I think you can push
through unless you are hit with a pinpoint Preventer and your development is
weakened.
Side back/back:
out: Crossout 1, Light Wing 2, Mausoleum 1, Light 1, Iris 1, Grave 2
in: Evenly 2, Feather 1, Storm 1, γ1, δ2, Driver 1
R-ACE makes use of graveyards to some extent in games like RESCUE and Togahime,
but I don't think it's enough to use graveyards that don't function during the
opponent's turn. Therefore, the grave is not accepted.
As mentioned earlier, R-ACE has no answer to antagonism other than Rodan-type
Baroness or declaration after sideboarding, so antagonism can be used strongly. As with
Susei, there are 2 stacks with priority given to the PSY frame system.
However, even if you end the conflict, there will still be resources in your hand and
graveyard, and if Little Knight is on the final stage, Little Knight+1 will return in the end
phase. To be honest, I cannot guarantee whether you will win if you fight against each
other. (If you use Reboot, I think it would be strong if you could stack it with Reboot...)
Unlike Divine Monument, it won't be replaced by Hugin, so Feather and Storm are also
easy to hit cleanly. (However, it can shoot against R-ACE magic traps other than
CONTAIN and EXTINGUISH.)
Above all, unlike the Snake Eye type, it fully uses the PSY frame type because it can fire
triggers. The purpose is to hit Air Hoister, Hydrant, EMERGENCY, Bonfire, and Original
Sin.
Since the meta for Shintoki and Shusei can be used, I think we have enough
countermeasures against R-ACE at the construction stage.
Tenryu Dragon
Trans
ent Dragion
This is a category that appeared in the new version of 24.01. It is a deck that specializes
in the draw, which is rare in modern Yu-Gi-Oh! It is characterized by deploying during
the battle phase and aiming for lethal.
What is noteworthy is the overwhelming number of free slots and the resistance
granted by Sangensou .
Since the main gimmick is only around 14 pieces, the other 26 pieces can all be used
as free slots.
Even if you fully employ Urara, G, Awakage, and Veeler's Teppan, there are still about 14
slots left, so you can stack triggers such as Usagi, Warashi, Zumei, Attractor, Magnamut,
and Nibiru, or use super fusion. , Kaiser Coliseum, One drop, and pot-type dross are
often used.
Also, due to the presence of Sangensou, it is difficult to become completely resistant
to Tenryu, even though it is limited to the main phase . The invalid system that had a
strong presence in the 24.01 environment no longer sticks.
To be honest, the Overlord Magician has a very difficult time facing Tenka.
In any case, there are too many obstacles, so the expansion itself often doesn't work.
Even if it does pass, Ichigo is often used as the main target, so your interference will be
nullified.
It is safe to say that this is a disadvantageous situation. (I think the only deck that
doesn't have a hard time facing Tenryu is Shintoki.)
Main match first mover:
I'd like to say that you can win as long as it goes well.
As mentioned earlier, it doesn't go as planned, and there's a high possibility that it will
come back in one drop, so it's unlikely that you'll win easily. There are times when you
can lose even if you go first.
In particular, since there are many cases where Usagi is used as the main character, it
will be very difficult if Usagi is attacked by Haoumon's P effect or Erec. It cannot be
expanded properly.
You might think that it would be better to devise a deployment method, but unlike an
EM magician, the Haou Magician's deployment is basically a straight path, so there is
not much room for improvement in the deployment method. At most, I think the only
thing you can do is give up on pre-P Elek and compromise with a miracle + something
(a stance to clear the opponent's overlord on the opponent's turn, or a mask). (If a
rabbit is shot by Erec or by a scale Haoumon, there is a high probability that you will not
be able to do that.)If there was anything else, it would be to go and collect the scales
lost by rabbits, but this... If you do this, you won't be able to use Nibiru Care, so it's
dangerous to choose this move easily when facing Tenka, who uses Nibiru as the main
move. Indeed, Tenka's large number of free frames is a monster.
In the main battle, you will have no choice but to deploy honestly, praying that you will
not be hit with a trigger, and if your deployment goes through, you will have no choice
but to block Sangensou and Kaimon while praying that you will not be hit with a single
drop.
In a match against Tensaka, unless Awakage or Urara are facing the opening hand, you
are almost certain to lose as soon as the development doesn't go well.
If that happens, give up and move on.
After the main battle:
It is almost impossible for Tenka to be forced to take the back seat in the main
battle, so I will omit it.
There is a high possibility that he will take the Dragon Link plan, so countermeasures
against Dragon Link are effective. (I have never met Dragon Link face-to-face, so I
cannot help you with countermeasures against Dragon Link. Sorry.)
Side move first
Out: Nibiru 1, G2, Awakage 2
In: Cosmic 3, DDG 2
What you want to keep in mind when facing Tenka is that if you have the choice, it's
better to choose the second move .
Tensaka is
"Deploy during the battle phase"
"You can pile up triggers and flip cards."
Due to the nature of this deck, it is overwhelmingly stronger to play late.
Of course, ``Will Tenka take the second move against the Haou Magician, who has
an overwhelmingly strong first attack board?'' is a difficult question, and there is a
risk of misinterpreting it, but the Haou Magician has many meta cards and triggers are
also difficult. Since it is not strong, you can think of Tenka as the last mover.
Therefore, it is dangerous for us to choose the first move as per the theory. In other
words, I think we can take the initiative if the other side has the right to choose.
No matter how much erasure there is, Nibiru doesn't sting at all because it unfolds
during the battle phase. Therefore, it was not adopted.
I don't think G needs any explanation, but while keeping Valer, it has 1 out of Foam
Shadow instead of 2 out of Foam Shadow.
Although if there is a Sangenso, the invalid system during the main phase will not
function at all, but if there is no Sangenso and Phaedra starts, the invalid system that
will prevent you from opening the gate or reaching the Sangenso is worth adopting.
Also, no matter how you try, there are patterns where the expansion stops with just one
Valer, so you can't reduce Valer to 0. Therefore, we are hiring.
Also, if Sangensou is applied, Valer will be unable to shoot, but on the other hand, with
Foam Shadow, you can stop the recruitment effect and S summon effect by shooting at
Chundra during the start step during the battle phase or when declaring an attack. You
can Therefore, pins are used even after the side.
Also, in Tenka, Sangensou is extremely powerful, and the story cannot begin unless it is
removed.
By chaining to the activation effect of Sangenso and shooting Kozusai, you will not be
able to use the activation effect even if you have the second or later Sangenso.
Even if your opponent doesn't use Sangensou's effect because you're wary of Kozusai
and Usagi, you can chain to Phaedra and Chundra's effect to cut off Savage and Volte,
then chain again and shoot Kozusai at Sangensou to attack Savage. The effect of volte
will pass. Therefore, the value of Kozusai facing the Tensaka cup is high. However, the
drawback of Kozusai is that it can be eaten by feathers and tempests. Therefore, even
though the activation timing is limited, it is better to prioritize rabbits that will not be
eaten by them. Depending on future construction, there is a good chance that the
number of rabbits adopted will increase.
Tenka can get lethal even under the attractor, so the ground will not be a fatal blow, but
it will cause some damage as Toga Hime Raging will not be an option and Fadora and
Bident will not be able to be revived. Therefore, we are hiring.
Side back/back
Out: Iris 1, Light 1, Mausoleum 1, Light Wings 2, Grave 2, Eliminate 1
In: Evenly 3, Storm 1, Feather 1, δ2, Driver 1
As mentioned earlier, if you have the right to choose, it is better to take a late move
when facing Tenka.
Let me explain a little more about the reason.
The most likely Tenka's go-to plan is Nirvana + Sato + Kaikoro plan.
However, the Village Plan has almost no effect on the Overlord Magician, who has Iris,
Eye Eyes, and Skull.
Furthermore, this construction has 3 antagonists. I think we have a very strong
advantage in the construction stage when we are on the draw of Tenka, where the main
gimmick does not have an answer to the rivalry.
Therefore, I think we should proactively take a late approach in this construction.
If you've read this far, I think you'll be pretty much convinced of the cards that should
be Out.
Tenka doesn't use the graveyard as much as Enou and Jagan (and even more so if Tenka
goes first), so the graveyard on the draw is not good. Therefore, it is not accepted.
Even if you set up Nirvana + Sato + Kaikoro, you can ruin your plan with just one
antagonist (Kaikoro's effect will not be applied unless there is a monster on the
controller's field, and Sato also has to control a wizard) effect is not applied). Therefore,
3 antagonists are adopted.
Since the story cannot begin unless the silkworms are removed, we also use Feather and
Storm, which destroy magic traps.
Some people may be wondering if it's not a small rhinoceros, but if you get hit with a
magic seal while the village is set up, you won't be able to use magic either way, so you
can chain and shoot, which is unique to small rhinos. It's hard to live with that strength.
Therefore, we believe that Feather and Taarashi, which can be used for 1:n exchange, are
more suitable for adoption.
δ is a card that can interfere with the opponent's board while interfering with it during
the opponent's turn, so we use it fully. With this, you can stop Sangenso and the
opening of the gate, or destroy Kaikoro, the village, etc. If there is Sangensou, γ cannot
be shot at all, so γ is not adopted.
Aside: 24.01 Construction of the end of the environment (beginner to
advanced)
For reference, I will tell you how the construction changed at the end of the 24.01
environment.
The following construction is the one used at YACS Tokyo on 24.03.23.
24
.03.23Construction used at YACS Tokyo
Although my record was 2-1-1 including byes, I feel that the construction itself was very
good. This is a construction that was completed after consulting with root master, BTB
Solution-kun.
24.03.17 I will describe the changes from the construction of Taiyo CS.
Main deck changes:
Draw probability calculator | WingTSK's ProjectYou can calculate the probability of drawing a specific
card or combination in a card game. It also supports cases where there are multiple
conditions.wingtsk.github.io
Probability of stacking triggers with 42 construction: 41.6%
Also, take a look at the results of this calculation. (ScreenShot on Win10 no longer
works, so please excuse me for just posting the URL. Rounded to the first decimal place.)
Probability of drawing a card that plays G with 40 construction: 57.7%
Draw probability calculator | WingTSK's ProjectYou can calculate the probability of drawing a specific
card or combination in a card game. It also supports cases where there are multiple
conditions.wingtsk.github.io
As a result of calculating the probability of drawing at least one card that plays Urara,
Gravehole, and Obliterated G, we found that 40 construction is easier to draw by a
difference of 2%.
Again, I don't think it's just 2%.
As mentioned earlier, Supreme Magician is not a deck that can stand out against G
opponents, so being able to draw cards that play G is a very important point.
I came up with the idea that even if it's a 2% difference, I should go with a 40
construction, which has a higher chance of playing G.
Therefore, even if I cut out the Eye of Wisdom and Wings of Light, I still have a 40 build.
By the way, why did I remove the eyes and wings of light?
Wisdom:
After changing to zero, the value drops.
Due to its light attribute, it cannot be used as a material for starve or
overlord clearing.
The overlord gimmick is so thick that scale accidents are unlikely to occur
even if you sharpen your eyes.
Light wings:
Can be searched at Haoumon
If it overlaps your hand, it becomes weaker (However, even considering
that, Mausoleum is the strongest initial move, so it's worth stacking 3)
From that perspective.
To be honest, I was disappointed because I wanted to stack 3 cards like Wisdom and
Wings of Light if I had the space, but I prioritized making it a 40 build and cut it down.
EX deck changes:
no change
Honestly, I think this EX deck is almost in its final form.
If I were to ask, I'd say it's okay to swap Haou Clear and Abyss depending on the
environment, but for now I don't feel the need to do so, so this is the build.
Side deck changes:
Out: 4 PSY frames, 3 Evenly, 3 DDG
In: Usagi 2, Nibiru 2, Belle 2, Strike 3, Reboot 1
has been significantly changed.
The PSY frame was certainly powerful because it could shoot regardless of who it faced,
but it would put pressure on the side frames and make it difficult for Usagi and Nibiru
to use it, so we decided not to use it. It's built with emphasis on how it sticks, rather
than versatility.
Antagonism wasn't bad, but it wasn't used against the top decks of the environment,
such as Flame King and Snake Eye, because it didn't have a clean hit. The point of
abandoning the battle phase was also a negative point. The Haou Magician has a high
Haoumon hit point, so he can take advantage of that and come up with a plan to beat
him, so we decided not to use an antagonist who voluntarily abandons that.
Grand was not adopted because it did not make a clean hit with Susei and Tenka.
Instead, we use a large number of triggers (commonly known as the "trigger shuriken
plan"). I rather like triggers than rollback cards. Since the interference ends during the
opponent's turn, by not allowing the opponent to do whatever he wants, we increase
the possibility of a comeback on the defensive.
Of course, I honestly think this is just my preference.
I think it is also effective to use counterattack cards such as barrier waves, release, and
antagonism to increase the possibility of a comeback from the draw, and considering
the risk of being buried by Enryu, it is also quite reasonable. I think you can choose
whatever you like. (Even considering the risk of Enryuu, I choose the triggered shuriken
plan because it suits me better to cut off interference during the opponent's turn.)
This time, we are using Usagi to stop Sangensou and the barrier, Nibiru to weaken R-
ACE and Snake Eye's deployment, and Warashi who can shoot at many targets such as
Saphira, Ostinato, Toga Hime, and Enryu. In fact, in YACS, we were able to win against
Shusei from the rear thanks to the fact that we had piled up straw. Personally, I don't
think there is anything wrong with this plan.
Notice is used in place of Grand as the first mover.
Notification can be used in almost all face-to-face situations except for divine
monuments, and best of all, it negates the activation of effects, so you can force your
opponent to use their effects and then destroy them without fail. It's strong if you can
stop Excel, Kamishi, and Raw. The concern is that you won't be able to shoot with ET/ED
because it requires a life cost, but even with that in mind, we have adopted a
notification that will be widely received.
Reboot is a card that can be accepted or rejected depending on the person.
Trap decks like Labyrinth and Eldritch aren't at the top of the format, so I can
understand the argument that they shouldn't be included.
However, Reboot is strong against decks with strong persistence such as Divine
Monument, and considering that even if you change sides when the opponent is
unknown, you can stop magic binding and notification after sideboarding, it is enough
to be used. I thought it was a card, so I decided to use it this time.
It's a 40 build, so it's easy to draw pin stack cards, which is a plus.
Side change when facing unknown
First move:
Out: G2, Valer 2, Infinite 2
In: Nibiru 1, Strike 3, Belle 1, Usagi 1
Nibiru, Warashi, Usagi as exclusion targets for erasure, and simply because they are
strong to have in your hand. are all adopted pin by pin.
Even if you don't know who you're facing, you can fire strongly at anything other than
the sacred monument, so you can stack 3 notifications.
Well, as I mentioned earlier, I don't think it's very likely that you'll go first after
sideboarding because you don't know who you're facing, unless you're immediately
killed by Tenka.
Second attack:
Out: Iris 1, Light 1, Mausoleum 1, Light Wing 1, Grave 2, Eliminate 1
In: Storm 1, Feather 1, Cosmic 2, Belle 1, Usagi 1, Reboot 1
Main Urara, G, Foam Shadow・Since Valer is fully utilized, I think that most encounters
other than divine monuments can be dealt with with these.
Considering the possibility of using Notification, Declaration, Dimensional Barrier, and
Magic Binding after sideboarding, I think that Storm, Feather, Reboot, and Cozusai are
cards that are sufficient to be used. In particular, if the dimensional barrier is shot, you
are almost certain to lose, so I would like to stop it with a reboot.
Rabbits and straw are like talismans. I don't think there are many people who don't get
hit by Usagi and Straw, and even if it's unclear who they are, they use pin by pin.
in conclusion
In this article, we have organized the concept of the provisional construction of the
Conqueror-type Conqueror Magician, as well as the concepts and basics of play for each
face-to-face top deck in the 24.01 environment.
What did you think. I would appreciate it if there was even a small part of it that could
be helpful.
When I started writing it, I ended up writing 45,000 characters. I'm surprised myself.
By the way, we have decided to make this article available to the public free of charge.
There are several reasons,
I've only been lucky enough to win once in CS, so honestly I don't think I'm that
good.
More than anything, I want to contribute to tomorrow's Overlord Magician User.
That's a big thing.
I mentioned earlier that Haou Magician is mutually compatible with Haou Gensou, but I
honestly feel that Haou Genso is better in terms of net output without considering the
interaction with the environment.
In addition, the Snake Eye type was rampant in the 24.01 environment, so I think the
Overlord Magician was forced into an extremely difficult environment. Personally, I had
a terrible record other than the official victory in February and the CS victory in March. If
you've seen my X, you'll understand.
But still.
As a supreme king magic user,
Overlord Magician is a winning deck.
Overlord Magician is a fun and interesting deck.
That's what I wanted to convey to you, so I decided to write this article.
I hope that this article will contribute even a little to the Haou Magician users of today
and tomorrow.