Sound4 wrote:Christen57 wrote:Sound4 wrote:It would actually be helpful to you if you watched the replays. Nice out of context screenshot.
I'll watch them, starting with your duel against IHAVEMOUSTACHE. https://www.duelingbook.com/replay?id=38292678
This replay ends with you randomly quitting for some reason after using Triple Tactics Talent. Speaking of that card, I'm not sure if running even 1, let alone 2, copies of it is a good idea. It being hard once per turn makes it especially awful, as you now want to run 3 copies to ensure you see it often, but at the same time don't want to run 3 because one of them becomes a dead card if you open up with 2, and it's not a starter either, so you wouldn't want to run multiple copies of that for that reason either. It may be help you against hand traps, but I'd rather play more extenders that let you play through hand traps (such as Monster Reborn).
https://www.duelingbook.com/replay?id=38270003
In this replay, you lose to ThePendulumGOD because you keep blowing your own field up with Torrential Tribute until you run completely out of cards while they still have cards.
https://www.duelingbook.com/replay?id=38270263
In this replay, you quit before the duel even starts, giving Malakai10 free rating/exp which is probably boosting.
https://www.duelingbook.com/replay?id=38264417
This duel of yours against palameda is why I dislike running hand traps so much unless they actually synergize with the deck in question. I prefer to instead play cards (such as The Winged Dragon of Ra - Sphere Mode) that can actually break boards instead of just monsters with hand effects that may or may not slow down the opponent as they assemble said boards.
https://www.duelingbook.com/replay?id=38269892
Now, I already told Lil Oldman this, but I'll tell you as well. It's not a good idea to play more than 1 copy of a hand trap that's hard once per turn. In this case, since you ended up drawing a total of 2 Ash Blossoms, you could only activate 1 while the other remained a dead card in your hand throughout the opponent's turn. Replace 1 of those Ash Blossoms with another hand trap that either doesn't have a hard once per turn or is one you're not already running. It's better to draw 2 different hand traps that can each be used in the same turn than to draw 2 copies of the same hard-once-per-turn hand trap only able to use 1 of them that turn. If that second Ash Blossom in your hand had been a different hand trap, you may have been able to stop Kongziii from combo-ing off. Similarly, in your previous duel with ThePendulumGOD, if your second Ghost Ogre in that game had been something else, you more likely would've been able to stop that player from combo-ing off as well.
I also don't recommend Crossout Designator, not even as a side deck option. It's too restrictive and bricky in the TCG, and is only good in the OCG because Maxx "C" is at 3 over there and is run in the vast majority of that format's decks due to being so powerful.
https://www.duelingbook.com/replay?id=38029621
In this replay, galzo misplayed and cheated (or at least attempted to) multiple times. He puts up an omni-negate by setting up Wandering Gryphon Rider + the Adventurer Token, but then wastes that token on a Link Spider thus losing his omni-negate and being stuck with a now-useless 2800-DEF vanilla. He adds a monster off of Fateful Adventure but doesn't ditch a card in his hand afterwards, forcing you to remind him to. He then attempts to special summon after already using Predaplant Verte Anaconda's effect to copy Branded Fusion's effect, forcing you to remind him of that as well. In game 2 he actually gets away, this time, with not ditching a card after searching a monster with Fateful Adventure. You, Sound4, misplay as well, wasting a precious Nibiru to get rid of only 1 monster instead of using it on the Predaplant Verte Anaconda and Wandering Gryphon Rider.
Misplays and deck-building choices aside, Renji Asuka's probably right about Unchained being bad. The 2 things this archetype struggles with the most, at least from what I've seen in these replays of yours, are generating card advantage to outgrind opponents (as most of the plays it can make keep making you go +0 or -1 in card advantage), and ending on more than just 1 disruption (as the best boards I saw you assemble were setting a trap and either a monster or another trap, then passing, or, if you were lucky enough, barely managing to get out Unchained Soul of Rage before setting a trap and then passing).
Too many of Unchained's cards are -1s in card advantage, or are bricky and require other specific cards in hand/field to work, and have hardly anything to compensate for these 2 downsides. Abominable Uncahined Soul requires you to lose a card to special summon from the hand then lose another card on top of that just to destroy 1 opponent's card. That's a -1 in card advantage. Unchained Soul of Disaster has no reliable way of getting itself out so it's in most cases gonna be a dead card when you draw it. Unchained Twins - Aruha, and Unchained Twins - Rakea, are also each -1s in card advantage, as you have to first lose a card to special summon either of those monsters, then have whichever you summon be destroyed itself just so you can special summon an Unchained monster from the deck. The only main deck Unchained card that's actually a +1 in card advantage would be the continuous spell, but that requires you to link summon first and does nothing on it's own.
The Unchained archetype's spells/traps want to be face-up and face-down at the same time, further hindering the archetype. It's continuous spell, for example, wants to be face-up so it can activate it's destroying effect, but at the same time wants to remain face-down so it can be destroyed to trigger it's special summoning effect.
I won't go through every replay since what you wrote is too long.
Why were you telling us to watch your replays then if you aren't willing to go through them with us?
The first replay I was getting bored and wanted a competitive match I could have easily won but I wanted a fun and competitive match which wasn't what I found.
In that case, you may be better off going to Advanced Unrated then, and putting in your duel note "
competitive decks only" or something.
This post proves that you don't know much about this format.
I know enough.
People are playing a lot of handraps to stop things like Artifact scythe or stopping the opponent on making 4+ negation board.
That's fine. You just don't need to (and shouldn't) run multiple copies of the same hard-once-per-turn hand trap. Ash Blossom, Ghost Ogre,
Ghost Mourner, Nibiru, Artifact Lancea, and Ghost Belle should each be at no more than 1 copy. The hand traps you should be running 3 copies of, if you want to run 3 copies of specific hand traps, are Effect Veiler,
D.D. Crow,
Skull Meister,
Typhoon,
Infinite Impermanence, and so on.
Also, hand traps aren't the only way to "
stop the opponent from making 4+ negation boards". In some decks, it may be better to run cards that can actually take apart such boards, such as
Lava Golem and
The Winged Dragon of Ra - Sphere Mode. In other decks, it may be better to run
Dark Ruler No More or
Forbidden Droplet for dealing with such boards.
Have you considered any of these other options aside from just "
hand traps"?
Plus I play TTT at 3 since it us an an amazing card for this format since people are playing a lot of handraps.
The card is still too restrictive most of the time to be worth running at even 2, let alone 3. Cards like Monster Reborn help you play through hand traps, but are also good even if the opponent isn't playing any hand traps as you can also just activate it to extend your own plays regardless.
Called by the Grave helps shield you against hand traps that put themselves in the grave to activate but is also good even against monsters with grave effects in general, as you can also set it and use it in the opponent's turn to stop, for example, Destroyer Phoenix Enforcer, which is also a card many people are running. These 2 spells help you against hand traps but are also good outside of situations involving hand traps. Triple Tactics Talent is too specific, it's hard once per turn restriction is too much, and it doesn't do enough to justify such a restriction, or at least doesn't seem to synergize well enough with Unchained.
Unchained is a control deck not a combo deck and the continuous spell you don't use at all since it isn't good and situational.
If your deck is a control deck then
1) You should be playing powerful control floodgates that work alongside your archetype. Eldlich plays
Skill Drain, Altergeist plays
Secret Village of the Spellcasters, Shaddoll plays
El Shaddoll Winda, Sky Striker plays
Mystic Mine, Floowandereeze plays both
Floowandereeze & Empen and
Barrier Statue of the Stormwinds, Krawler plays both
Rivalry of Warlords and
Gozen Match, and so on. Since Unchained is, in this case, a Fiend-focused deck, it may help to play (or at least side deck) Rivalry of Warlords and
Anti-Spell Fragrance.
2) Hand traps shouldn't hurt your deck much if it's meant to be a control deck. Hand traps are meant to hurt, the most, combo decks.
Watch the replays and watch what happened since you clearly have not.
What else is Greg503 missing from those replays I commented on that I didn't already comment on?