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April 2023

Top 4:

Walrus

What made you choose your deck? What are some plays your deck can make?

I was excited to try Overlay Network in Noble Knights since it gave a reason to finally play Vanilla Artorigus. I'd also been finding in testing that Mikanko were an even stronger deck than I'd realized after that first YTC run from a few months ago.


What were some tech choices you made? Would you make any changes to the list moving forward?

Not a lot of people were playing Feast of the Jirai Gumo--that's a new auto-staple trap in my opinion. I also sided in Ultimate Slayer and Brain Control a lot. Looking at the side decks, these cards are underplayed. They're very impactful going second.

I wouldn't make any changes. This list was really clean and worked as intended.


How did your deck handle the other pilots? Any notable moments?

This YTC had some of the most memorable moments I've ever had in Trinity. The ability to steal games by burning for 6000+ damage with Mikanko leads to a lot of dramatic finishes or games clutched from near defeat. I played two matches against Kd's Gate Guardian deck, and ramming Mikankos for 3750 damage was pretty nuts.


What kind of deck or strategies do you prefer to build/play?

I like the decks that can grind and snowball over time. Usually the decks that can do this best have resources which recur from the GY: Infernoble Knight, Zombie, Drytron, Witchcrafter, for example.

A lot of what I like most just comes down to decks with cool art that I think are creative or interesting. Trinity has a lot of funky hybrids that are exclusive to our format--Shiranui Vendread, Mikanko Noble Knight, Branded Cyberdark, etc.


Why did you choose your username?

It's silly!

Walrus

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Folo

Folo

Swing, pendulum of souls! Draw an arc of light across the ether! Pendulum Summon!

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Kd

Kd

What made you choose your deck? What are some plays your deck can make?

I chose Gate Guardian because it just came out in MAZE and looked like it had a ton of potential for Trinity, in which it did. The goal of the deck is to find the Field Spell, which acts similar to Union Carrier for the deck, setting up your Gate Guardians for next turn... If not for the fact its a soft once per turn, meaning that if you are able to turbo it out as much as possible it allows you to have a Gate Guardian Fusion on turn 1 which is highly devastating. The main one you would go for is Wind Water which is honestly somewhat unfair by Trinities standards, but its made up for the fact it is the worst possible S/T negation they could have made.


What were some tech choices you made? Would you make any changes to the list moving forward?

Techs are hard to say for this deck due to being so new, but a large sum of the deck was a considerable Zombie package due to the fact Glow-Up Bloom can search Shadow Ghoul of the Labyrinth to then add the Field Spell, though it does Zombie lock me for the turn. The deck also runs Girsu and FB Goods for Crescendo to add Labyrinth Heavy Tank which also locks me but in my theory I figured its more important to actually find the Field than get a Guardian out turn 1. As for changes I was quite satisfied with the main deck, felt like it had enough consistency and the generic options worked as intended, but I didnt spend enough time on the ED and it bit me more than a couple times to not have a few Rank 4s in it.


How did your deck handle the other pilots? Any notable moments?

My run went quite well, a good amount of back and forth and the deck pulled through, but I misplayed heavily against Walrus when I could have done it, though I had a disgusting pop off against 41 during the last round of swiss, its somewhat nice to know how far you can go if you open broken. As for top cut I was up against Walrus again and lost to a factor I couldnt predict in Rookie Warrior Lady, which is upsetting but its just how it goes (please ban every Mikanko). Deck did well and its definitely up to snuff for Trinity as I predicted even without Riryoku Guardian cheesing out wins.


What kind of deck or strategies do you prefer to build/play?

In the context of Yugioh I view deckbuilding and decks in general in a very different way. Every deck is a combo deck in a very simplistic sense since the game is all about strong micro-synergies to push ahead in advantage. This is easier to see in combo decks where you can clearly see the difference between Starter and Extender, Garnets to extend your plays further and such, but Trap heavy Control decks work the same with their Traps, every Trap card drawn is an engine piece to further your strategy much like an extender is for a Combo deck, with your main engine such as Labrynth as your Starters. If I would say what I prefer, that comes down heavily to what the deck/strategy does individually, and some of my favorites over the years are Paleo, Beetrooper, Tearlament and Fur Hire.


Why did you choose your username?

A little backstory and Im exposing myself here, but my original username on most social platforms was... XLightning69420. Im not proud of my dark past but I was like 7 and very autistic so I thought it was really cool. Eventually I simplified it to X69420 because it was easier to say and I Still Thought It Was A Good Username. As time went on it started mixing together with my nickname Kd which I prefer to be called irl, from KdX69420, to Kd69420, then eventually dropping the numbers for KdX, then it just became Kd, I had grown out of that username but it still holds a lot of memories.

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Stephen

Stephen

What made you choose your deck? What are some plays your deck can make?

I chose to play Tri-Harpie Ladies because I thought this would be a good YTC to play Harpies in. I've always liked the playstyle of the deck in the context of Trinity, and the recent Tri-Brigade and Borrelend Dragon unban make the deck a lot more viable.

If you open Tenki/Fraktall, you can send Fraktall/Kitt/Nervall and get a Kerass, which can cheat out a Simorgh, Bird of Sovereignty. Then, you can use Simorgh to summon a Harpie Perfumer from the deck in the End Phase, giving you access to the Harpie portion of the deck.

Perfumer is also a 1-card Cyber Slash Harpie Lady, which, when paired with backrow that disrupts the opponent or revives Perfumer, can win games by itself. Cyber Slash is also great for breaking boards.


What were some tech choices you made? Would you make any changes to the list moving forward?

I decided to add a Labrynth engine because Arianna is a Level 4 that can be accessed easily and pairs well with the backrow I already play. The furniture discards are also not that big of a deal, since there are a lot of bricks in this deck, and them being extra bodies makes Borrelend easier. I did not notice Welcome Labrynth has a fiend lock, but I never drew it anyway.

I would cut Welcome Labrynth if I had to make any changes, but it felt solid.


How did your deck handle the other pilots? Any notable moments?

The rounds went pretty much how I expected. If I set up Cyber Slash/Simorgh with some backrow going 1st it was pretty much GG. Simorgh's targeting protection was insane the entire tournament.

I only made Borrelend twice, which was sad. I lost top 4 to Pendulum, which I did not expect since Harpie's Hunting Ground is so good against that deck.


What kind of deck or strategies do you prefer to build/play?

I like the decks that have cool deckbuilding but are simple to play. I usually play decks that have 1 or 2 main combo lines with a few backup plans if they don't work. Pile decks are fun, but I can't pilot them optimally because my brain is too small.


My DB username I came up with the day I got home after being chased by a goose at track practice.

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