Sound4 wrote:Christen57 wrote:Sound4 wrote: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?
If you play only one of a hand trap which is once per turn then it is not worth putting in.
Not true. Some hand traps are better off being ran at 2, and others may be better off being ran at 1. The only hard-once-per-turn hand trap that has always been worth running at 3 whenever possible was Maxx "C" due to how powerful that card was.
Ash is a generic card that that stops things like fusion destiny, branded fusion and red eyes fusion important cards that you need ash for.
Dark Ruler No More, Kaijus, and
Santa Claws can stop those cards too. Not just Ash Blossom. Ash Blossom being hard once per turn really hurts since, if the opponent brings out Verte Anaconda, you can Ash that, but then they just activate Fusion Destiny from the hand anyway, so now, instead of your next card being an Ash, it's better off being something that can actually deal with the Destroyer Phoenix Enforcer, or Red-Eyes Dark Dragoon, they bring out.
Another major advantage to playing Dark Ruler No More, Kaijus, Forbidden Droplet, or Santa Claws, over Ash Blossom is that, if you rely on Ash Blossom to stop the opponent from resolving the fusion spell, you need to have the Ash Blossom in your hand at the time the fusion spell's activated, but with a Kaiju, even if you don't have it in your hand at that moment, as long as you at least end up drawing it next turn, you can out the fusion monster, whereas if you don't have Ash the moment the fusion spell's activated but instead just draw it in your next turn, it's too late at that point as the fusion has already come out.
On top of that, what if they have both Branded Fusion and Fusion Destiny, or a way to make Verte but also have Fusion Destiny in hand as a backup? If you Ash 1 of those cards they'll just fall back on the other one, which did happen in quite a few of those replays of yours. Lava Golem or Dark Ruler No More would be more suitable in those kinds of situations.
If you want to insist on playing 3 Ash Blossom without considering any of these other cards I listed, go ahead. It's your deck at the end of the day. I'm just telling you that the card has it's pros and cons and that I strongly believe it's cons outweigh the pros, at least in most decks.
The Deck can play floodgates but it depends on which cards you are playing as you can play different combinations.
So figure out which combinations are the best for your deck.
What Unchained does is to end on a link 2 rage with some backrow and handraps. This us really good as decks with the Adventure Token Engine and they actually Rite of aramesir you can use rage to link off with the token making the adventure token engine useless at that point.
This would be a good strategy if it wasn't hindered by Rage's restrictions, but the card requires at least 1 of it's link materials to be specifically an Unchained Soul monster instead of just any Unchained monster so it can't easily be made with any of the Unchained Twins, and it's effect to link with the opponent's monster only works in the opponent's turn instead of also your own turn, further hurting the card's utility.
Then you still have other interruption. The Deck may not seem to be good but it causes trouble for a lot of people as they don't know the ins and outside which is why I can beat top decks.
If the only way for you to be able to beat top decks with Unchained is for people to "
not know the ins and outs" of it, that makes Unchained bad.
Plus Greg503 hasn't answered any of my points
You didn't answer my point about how Unchained struggles mostly with getting out Rage and how too many of Unchained's cards are +0 or -1 in card advantage while too little of their cards are actually +1 in card advantage.
and by his replies he hasn't watched the replays either.
Why do you need specifically him to also watch your replays when I already watched them so he wouldn't have to?