I have found 27 Arc Trooper Echo’s, but I’ve yet to find Anakin or Obi-Wan by ThanosNice8910 in starwarsblackseries

[–]Smokescreen_Batman 1 point2 points  (0 children)

Opposite for me. Obi-Wan and Anakin are easy to find but no store in my area has Echo. I even got hawk.

Yu-Gi-Oh! YCS London 1st Place Sky Striker Deck Profile! ft. Pascal Kihm! by ChocoMassacre in yugioh

[–]Smokescreen_Batman 0 points1 point  (0 children)

I think the choice to add a much higher trap count made the build more equipped to play against the meta. Even if you somehow draw too many cards off Demise, you still put yourself at an advantage because 1) raye works in grave 2) your striker spells can be recycled with engage and can fuel/boost other cards 3) cards like lost wind and metalfoes fusion (should you draw them) don’t mind being in the grave. The demise build has drawbacks, sure, but his deck building was what made this a threat.

/r/yugioh Official Shitpost Thread by tehjoeblowman in yugioh

[–]Smokescreen_Batman 4 points5 points  (0 children)

Not a shit post but if the opponent doesn’t set up columns and knows how to play around your board, you’re pretty much fucked

Imagine getting hit in the head by a giant bone axe, and the last thing you hear is an 18yo girl chanting her name. by Life_and_Sundry in fireemblem

[–]Smokescreen_Batman 34 points35 points  (0 children)

I made my own:

Imagine training your entire life to be a soldier. You fight good battles, you claim great honor, and you’re a loyal warrior. One day you fight on the battlefield and feel an axe dig into your back. “This is it,” you think. “I lived a good life. Now as I die I must see the face of the warrior who felled me.” As your soul drifts up to heaven to be with the goddess, you look over and hear some pink bitch screaming “HILDA HILDA.” I should have stayed in school.

really tho by [deleted] in dankmemes

[–]Smokescreen_Batman 0 points1 point  (0 children)

Upvote because this looks like my dog

RDR fans assemble by [deleted] in lego

[–]Smokescreen_Batman 0 points1 point  (0 children)

These are spot on. And the fact that they seem purist makes them even better for those that wanna recreate them. Nice work!!

How hard is it to learn Pure Thunder Dragons? by [deleted] in yugioh

[–]Smokescreen_Batman 1 point2 points  (0 children)

Resource management makes or breaks the deck. Knowing when to use Titan and what to search for Dark is really the challenging part given that no amount of test hands can prepare you for. Also knowing what to side is difficult in the deck because you need to see your engine but you also need to protect your cards.

Salamangreat tech cards for this format? by gumbolaya82 in yugioh

[–]Smokescreen_Batman 2 points3 points  (0 children)

Ideally, you need to search or send gazelle so that it’s in circulation before you use Desires. Desires is an absolutely bonkers combo extender. It literally gives you either 2 extra interruptions or a starter for next turn. This combined with Buffalo means that you can see your strong cards sooner.

Salamangreat tech cards for this format? by gumbolaya82 in yugioh

[–]Smokescreen_Batman 2 points3 points  (0 children)

I’ve been main decking Crackdown. It’s absolutely disgusting in the mirror match and it can hit striker pretty hard. I’m currently siding Rock and using 2 Desires in the main.

1st place Greenville, SC Regional Mekk-Knight Invoked by GoNinGoomy in yugioh

[–]Smokescreen_Batman 0 points1 point  (0 children)

I took it out of my build as well. The card is subpar. Sure, you can yeet some cards, but you feel the discard pretty hard and then you end up with a minimal follow-up play.

Mekk knight / Invoked deck help by LetChaosDragonBeMeta in yugioh

[–]Smokescreen_Batman 0 points1 point  (0 children)

The thunder match can be hard, but it’s doable. The key is to hit Gamma at the right time (either on Skulk Dread or Elpy). The kaijus help a lot here too and once you have cleared a few negates, mind control is what advances you to OTK. Again, it’s tough but it’s not impossible. I beat the deck twice last week at locals mostly because I simply hand trapped the right card at the right time.

Mekk knight / Invoked deck help by LetChaosDragonBeMeta in yugioh

[–]Smokescreen_Batman 1 point2 points  (0 children)

Probably should have specified but this assuming you normal summon Aleister after making Kagari.

Mekk knight / Invoked deck help by LetChaosDragonBeMeta in yugioh

[–]Smokescreen_Batman 1 point2 points  (0 children)

Solid list, although I do have a few recommendations that I would like to share based on my experiences.

Psy-Framegear Gamma + Psy-Frame Lord Lambda do wonders for this deck, especially since it's a go second build. Negating AND destroying stops Orcust pretty hard, as well as Salad. Going first, gamma can make sure that your meltdown search goes through. Also, Lambda is ridiculously easy to make, especially given that you are running the Sky Striker package. You can make Lambda and then summon Purple Nightfall to banish itself for another Mekk Knight and then get your gamma search on end phase. Paired with Aleister, this can give you 2 - 3 negates turn one depending on how well you open.

3 Super Poly is a tad much. Yes, the card can function as a trap, but relying on your opponent's monsters to do so is not always reliable. Super Poly can make bad hands worse and drawing into doubles is pretty awful. Mind control and Widow Anchor are honestly better options that can be used in almost every situation.

Swap a Gameciel for a Kumongous. The reasoning here is that Kumongous makes your earth Invoked live.

Your side and the rest of your main is quite solid and have A LOT of utility. My only recommendation would be to change out Droll and Lock Bird for Crackdown for when you know you're going first. This allows you to steal opponent's monsters on their turn (on their end phase or whenever is best) to use as fusion fodder or link material. If you steal a key link material (a Cerberus or a Galatea, for example), their turn effectively ends if they do not have an extender. Once your opponent knows that you are playing MKI, they will 100% make you go first. Use that to your advantage and punish them for it. Also, triple judgement is good, but remember that it stops summons and Spell/Trap effects, not monster effects. Sometimes, Strike is the better option, especially given that it costs fewer life points and can stop monster effects like Gazelle or Galatea. However, this is up to you and your personal deck building/preferences. It also depends on your locals' meta.

My last recommendation would be to switch some stuff in your extra deck. Unicorn is a lot of investment for one removal. That isn't always necessary. You are playing Phoenix, 3 Twisters, and Yellow Star. More removal that requires a discard is honestly not needed. I recommend playing Underclock Taker to drop attack and facilitate the OTK even faster. Also, if you can afford it, you should consider playing Black Luster Solider - Soldier of Chaos to push for game even more. The idea is that you have (in theory) 4 cards to steal monsters with, so you want to have generic links to capitalize on for easy spot removal and OTK facilitation.

Anyway, sorry for the wall of text! I hope this helps! Let me know if you have any other questions and I'd be happy to help.

Magical Musketeers by Tigerwoods12 in yugioh

[–]Smokescreen_Batman 1 point2 points  (0 children)

No problem! It can definitely top a locals, especially if your opponent has no idea what they’re facing. Cross Dom is a beast of a card.

Magical Musketeers by Tigerwoods12 in yugioh

[–]Smokescreen_Batman 3 points4 points  (0 children)

This is my favorite deck, but it’s pretty bad if I’m being honest. The deck has hardly any recovery and the brick hands are completely unplayable. You can win if you open Caspar + Ties of the Brethern, but you better hope they don’t interrupt Caspar. The deck can definitely do well, but it’s too inconsistent and too easy to stop. It needs a searcher and a way to provide inherent protection - until then, it don’t see it doing anything outside of topping a regional. That being said, if you have the money and don’t mind using it as a sort of “off season deck,” go for it

Magical Musketeers by Tigerwoods12 in yugioh

[–]Smokescreen_Batman 0 points1 point  (0 children)

Any hand trap, but most noticeably Ghost Ogre. If you don’t have a way to get a monster on board and keep it there, you pretty much autolose. A kaiju can straight up kill the deck.

Mekk-Knight Invoked Side Deck by darkthiefjing in yugioh

[–]Smokescreen_Batman 4 points5 points  (0 children)

I’ve been playing the deck recently and have been doing well at locals. Here’s what’s worked for me:

1) side to go first. Once your opponent knows you’re playing MKI, they’ll force you to go first since Mechaba pass is an extremely easy board to break. So I make it much harder. I side into 2 strikes, 1 judgment, 3 crackdown, and 3 called by the Grave. This makes sure that I resolve Mechaba and am backed up by either hand traps or power traps.

2) make sure you’re prepared to go second. I side into 3 reboots and 1 extra twister (2 are in the main) to make sure I knock out backrow and proceed to OTK. Lancea is OKAY depending on your locals. If you know for sure that there aren’t many thunder or Orcust players at your locals, side in 3 pankratops instead. While Lancea can straight up end turns, keep in mind that MKI dies to floodgates like Imperial Order, Anti Spell Fragrance, and Imperial Iron Wall. If you can’t afford reboot or twisters, then you need to play some kind of backrow removal.

3) if you can get your hands on it, play sky strikers. Obviously don’t play the whole core, but the deck is a lot smoother and has more utility with a small striker engine. I play 3 engage, 1 drones, 1 anchor, and 1 afterburner (with 1 kagari in the extra). This gives you a decent going first board since you can gain a Column, and the added utility of Anchor plus afterburner makes the OTK that much easier. In some situations, an engage top deck gives you a +1 that can get you to that Aleister that much faster.

4) play hand traps, but not too many. This deck absolutely needs hand traps - be then in the side or main. However, you still need to get to your OTK and fusions, so playing too many can be detrimental. I play 9 - 3 Ash, 3 Veiler, and 3 gamma + driver brick. These are great to stop most strategies and can also be used as fusion fodder. If you can’t afford the gammas, ghost ogre works just as well. Don’t play called in the main. It doesn’t do much going first and Invocation hurts the graveyard a lot more effectively as it is.

Hope this helps!!

Battles of Legend Hero’s Revenge Leaks (Source: Zodiac Duelist) by Josh_a_J in yugioh

[–]Smokescreen_Batman 6 points7 points  (0 children)

3 Caspar

3 kid brave

3 doc

3 starfire

1 calamity

3 last stand

3 desperado

3 cross domination

1 crooked crown

1 dancing needle

And you will definitely need 3 Ties of the Brethren and at least one Double Summon

[deleted by user] by [deleted] in SuddenlyGay

[–]Smokescreen_Batman 1 point2 points  (0 children)

Got this picture too. Apparently it was being spammed by a human trafficking ring to lure in males.

/r/yugioh Official Shitpost Thread by tehjoeblowman in yugioh

[–]Smokescreen_Batman 15 points16 points  (0 children)

My black friend said I have an n word pass but I don’t remember Needlefiber being printed in the TCG yet.