Friday, October 31, 2014

New Challenger Approaching!! Night Dragolich



Hey all,

A quick update here. As I'm sure many of you know, the New Challengers booster pack is coming out in just over a week and the Sneak Preview weekend begins tomorrow! Now that the full set list has been revealed, I can put out an official notice regarding one of my favorite new anti-meta cards from the set: introducing Night Dragolich!

I just want to tell you all to save your copies of this card. I hope it debuts as a common card, just like in the Japanese set, but you never know. I believe this card could be an incredible anti-meta tool.

NightDragolich-NECH-JP-C
This thing looks way cool.

If you haven't already clicked on its name to read its effect, I'll spell it out for you.

Change all Attack-position monsters that were Special Summoned from the Main Deck or Extra Deck to Defense Position except for Wyrm-Types. Monsters that were Special Summoned from the Main Deck or Extra Deck lose DEF equal to their original DEF, except Wyrm-type monsters.

Essentially, Night Dragolich can run over 90% (an estimate) of extra deck and main deck monsters. It is worth noting that Dragolich's effects are CONTINUOUS. Therefore your opponent cannot activate things that negate and destroy the activation of an effect monster's effect.  Divine Wrath? Nope. SHOOTING QUASAR DRAGON?? NOPE. Your opponent can use Fiendish Chain or Breakthrough Skill of course, but since the effect is continuous, I am pretty sure that the effect occurs as soon as the card hits the field. Thus, once your opponent panics and wastes their precious negation on this bad boy, you can run over their boss monsters with...well, just about anything. The fact that Dragolich shrinks all opponent's monster DEF is just fantastic. It almost always takes the DEF down to 0 (how many Extra Deck monsters do you know that boost their own DEF by 1700 or more?)

So what can stand in the way of this mighty skeleton? Well, certainly monsters with Quick Effects, like Constellar Pleides or Evilswarm Exciton Knight (another card I warned you about). Other monsters cannot be destroyed by battle or can detach to save itself(Blackwing Armor Master, Beelze, Maestroke, Number 64: Ronin Raccoon Sandayu, Wind-Up Zenmaines, Number 101: Silent Honor Ark) and some can negate attacks (Shooting Star Dragon, Number 389: Utopia, Galaxy-Eyes Photon Dragon). But again, Night Dragolich can run over most commonly run Extra Deck monsters.

Night Dragolich is a Dark attribute with 0 DEF so that means it pairs well with Masked Chameleon  and Secret Sect Druid Dru for your own easy Extra Deck access. And it works great by itself in anti-meta decks. What kind of strategy would you put this card in? Night Dragolich has lots of potential, so I hope you make the most of it!





Tuesday, August 26, 2014

New Mat!

Hey everybody, just wanted to share a picture of this brand new mat I bought. As a budget player, I don't often treat myself but when I saw this mat, it really spoke to me and I bought it almost on the spot. It might have been the nostalgia. Or the fact that it's a well-designed sharp digital picture and not an anime girl. What do you think? Like it? What's your favorite mat and why? Comment below!



Tuesday, December 24, 2013

Happy Holidays! What's in your Yugioh stocking?

I just wanted to wish everyone a merry Christmas and a happy new year!

I am curious, what Yu-Gi-Oh products, if any, are you getting for Christmas? 
Booster packs? Mats? Sleeves or supplies? Maybe even a few of you lucky ones are getting a whole booster box! 

GiftCardTAEV-EN-C-UE
You can never go wrong with 3000 extra Life Points.

I myself am splurging on a some Single cards that will come in handy for future deck building [Diamond Dire Wolf, Black Luster Soldier - Envoy, Thunder Sea Horse, all those other great tin promos, and a few Fire King Avatar Yakshas]. Come January, there is going to be a fresh start everywhere for new decks to thrive!

As a budget duelist, I would like to remind you all that there will be some great deals during those after Christmas sales. So if you can restrain yourself, there should be some great bargains out there, ripe for the picking.

That's all. A short message. Enjoy the season with your family or friends wherever you are! And when you're stuffed with good food, bubbly, and cheer, sit back, get lazy, and try out your new cards on Dueling Network or Devpro!

Happy holidays!
-Fossil Dyna 23

Wednesday, December 11, 2013

Underrated and Overlooked: Starlight Road

As formats and decks and trends change, some cards become the new "go-to" choices (Vanity's Emptiness anyone?) while others are left in the dust.

The other day while on DevPro, I stopped a Judgment Dragon from ruining a perfectly good game with Starlight Road and promptly took control. My opponent began complaining, asking me why on earth would I play Starlight Road? Nobody plays it anymore and that is unrealistic to have it in the deck since Heavy Storm was banned.

Cool, but not as cool as Rainbow Road.


His comments made me wonder: how brainless is he? But also, is Starlight Road that unpopular right now? I remember that in the past, it was more common than not to have Starlight Road in the Main Deck. But I have to admit that Starlight Road has fallen by the wayside as the games has accelerated in finding newer ways to remove people's cards on the field. Between Mecha Phantom Beast Dracossack, Spellbooks, Mermails, and Firefists only destroying 1 card at a time, Big Eye stealing things, Constellar Pleiades bouncing cards, and Gishkis and Madolces spinning cards away, I can see why Starlight Road has lost its appeal for defense. And current meta decks are so aggressive and good at gaining card advantage that they need not bother with a slow, possibly useless Road.

However, Starlight Road still has potential for the less than meta decks. There are still plenty of staple mass removal cards even with Heavy Storm gone. Here are some to constantly watch out for:
Dark Hole
Mirror Force
Torrential Tribute
Black Rose Dragon
You might also see some Tech Card mass removal such as Malevolent Catastrophe, Chain Whirlwind, Treacherous Trap Hole, or Needle Ceiling.

And of course, many themes (that are not currently the meta) have some access to mass removal:
Icarus Attack (Blackwings and Harpies)
Gladiator Beast Bestiari (this thing will ruin your day)
Mobius the Frost Monarch
Lightsworns (Judgment Dragon, Celestia Lightsworn Angel, or Lyla + Raiden = Black Rose)
Hieratic Sun Dragon Overlord of Heliopolis
X-Sabers, Batterymen, etc...The list goes on and on.

For decks that are a little slower and do not generate as much card advantage as some meta decks, Starlight Road is a great insurance policy. Because when you do go on the offensive, it's nice to know that a single mass removal card will not ruin your day. Starlight Road allows you to play more aggressively and try to take control of the game. In addition, with the rise of the popular decks mentioned above, Spell Speed 2 monster effects that can negate traps like Six Samurai - Shi En, Evolzar Laggia, or Naturia Barkion are seeing decreased play, making it far more likely for your Starlight Road to actually resolve. Still, watch out for Trap Stun and Forbidden Lance! As a bonus, it always delights me to Set Starlight as a bluff and watch my opponent waste Mystical Space Typhoon on it.

If you are running a more defensive deck, Starlight Road may still have a place in it. Try it out!

An Ending Note and Prophecy

In the next Yugioh Booster Set Legacy of the Valiant, there is one particular monster I am concerned about: Evilswarm Exciton Knight (Warning: name subject to change from those terrible translations).
EvilswarmExcitonKnight-LVAL-EN-ScR-1E
Damn, is he ugly!
This looks essentially like an Xyz version of Black Rose Dragon. It has the powerful ability to destroy the whole field (except himself, which is sort of a bonus). And it is extremely easy to make since all you need are 2 level 4 monsters. I'd say it's easier than Black Rose because when your opponent has a level 4 monster and a level 3 tuner out (and you have lots of cards on the field), you know what going to happen next. With 2 level 4 monsters, you'll never know if your opponent is going for Exciton Knight or another Xyz until it's too late! I am afraid that this card might become an Rank 4 Extra Deck staple upon its American release. Forewarned is forearmed. Starlight Road may again become a popular method of protecting your valuable resources in the face of this new threat. Of course, only time will tell!


What do you think guys? Is Starlight Road still good? Will it see increased play in the coming format? Let me know in a comment!













Saturday, December 7, 2013

Change For the Better: Thoughts on the YCS Top 16 Structure Change

Who would have thought?

Konami has finally decided to change the structure of the YCS (Yu-Gi-Oh Championship Series) by making the Top 16 onward a Booster Draft format. For the whole article, follow this link.

This announcement has brought some division to the Yugioh community with some people believing it is a good idea and most of the players (at least, the complainers seem to be far more visible) believe it is a terrible idea.

Can you guess what I think? From the style of my blog I would certainly hope so.
This Top 16 change is one of the best ideas Konami has had in a long time.

I am not afraid to draw criticism. Please comment below on whether you agree or disagree. So far though, most of the protests from the conservative players follow the lines of "This is stupid", "Now a YCS is luck-based", etc.
Here are examples of typical comments I have found:

  • "This is a pretty %$#@ing stupid idea. There is no way I can think of to keep this balanced for any player. So, after you worked so hard and spent days/weeks/months researching, testing, and constructing a deck, all you get is a chance to lose to drawing absolute bullshit." - YouTube user Reiden Lightman
  • "This is so stupid. Sealed play should be a side event, not a main part of the core tournament experience. This reduces the Top 16 to pure luck. A great player could pull shit and still lose to a mediocre player who pulled amazing."
Below is my argument for why this Top 16 change is good.

First of all, some people seem to be confusing Sealed and Draft formats. While Sealed has some luck to it, drafting has a very small luck factor. You only take 1 card at a time, and it takes much skill to decide which cards to draft, not draft, or counter-draft (prevent your opponents from taking it). There are many articles on the strategies required in Drafting so I do not think it requires further elaboration here. In addition, the Battle Packs are designed for drafting. They are supposed to be as balanced as possible and force you to rely on your skills. Each pack is not made out of one solid gold card and four scraps of toilet paper. It may happen in a few packs, but overall, THE PLAYER IS RESPONSIBLE for good drafting. 

Isn't the draft still luck-based?
Christ I hear this one alot. "But what if you open broken?" "What if your opponent gets better cards? A scrub could beat you." It shows a severe lack of confidence in one's skills to say that the game is over as soon as you look at your starting hand. But let's say your opponent gets some better cards than you or you get some duds. If they "open broken," so what? Are you going to throw down your cards, complain, and say that you couldn't win the Draft simply because your opponent has better cards? 

Besides, you just played 11 Rounds where that exact same situation happens sometimes. Especially in Constructed, people have already faced situations where they have a bad hand, and their opponent "opens broken." I don't hear people complaining about it as much (except when they lose). In fact, don't people always try to optimize their deck for the best possible hands? Therefore drafting for the Top 16 would not technically change much, would it? Except that having everyone construct from the same card pool further minimizes the ability to have a completely "broken" deck. 

Fun fact: Even if your constructed deck has a 80% win rate (between your deck build and you skills), your odds of making through 11 rounds including 1 loss is only 23.6%) so chances are that you have already been forced to deal with bad luck, and good luck, on your fight to the Top 16.

The Top 16 Change gives everyone a chance to shine.

When you look at the Top 16 deck lists, it's usually 14 meta decks (i.e. Dragon Rulers currently) and a few lesser-played ones. Those rogue decks are usually quickly weeded out; they never make it all the way to the Finals. It's no longer a fair match-up. "But you don't have to play rogue decks." Indeed, that seems true. But for one thing, not all players can afford to buy whatever cards they need to create the current "best" deck (i.e. still Dragon Rulers). Not all players have time to test extensively. So they work with whatever they have and use their skill to make it to the Top 16. 
"But Dragon Rulers need skill too, to be played successfully." I cannot argue against that statement, (well, I could but I do not feel the need to at the moment) so FINE. We can agree and acknowledge that those players who made it to the Top 16 all have good skill piloting their deck, yes? So at this point, if all the players are presumably skilled, what is wrong with showing the skills in a new way? Drafting requires players to examine new cards, reflect on new combinations and how cards may interact, and become more flexible. Changing to Drafting will showcase a player's deck-building skills, creativity, abilities to think quickly and duel with a deck he hasn't "play-tested/prepared for months."  After all, if you claim to be a good swimmer, will you only swim the 100 meter freestyle? If you claim to be a good piano player, can you only play classical and refuse to play ragtime? If you want to be called a good Yu-Gi-Oh player, I believe that you should able to show that you are well-rounded and can demonstrate skills at something other than piloting the "best deck" that you are accustomed to.

Conclusion: The Top 16 Change is going to be a great era for dueling. 

Agreements? Disagreements? Let me know what you think!

-Fossil D23






Monday, September 23, 2013

Underrated and Overlooked: Morphing Jar #2


MorphingJar2-LCYW-EN-SR-1E



Hey, fellow duelists. I realized that from time to time, I would to share my opinions of cards that are often overlooked but are still quite powerful. I still remember when I always used Needle Ceiling (since I didn't own a Torrential Tribute) back when Torrential Tribute was only available as a Ultra Rare and thinking that Dark Bribe was one of THE best traps ever when that GX game came out. Some of my choices have since become popular and some have definitely not, but hey, it's just an opinion!

So this time the card I want to talking about is Morphing Jar #2.




If you don't know what this little creepy thing does, it's okay, his brother Morphing Jar usually steals the spotlight. Click this link to read Jar #2's effect. Few people use it. Even fewer people follow its effect correctly.
So now that you know what it does, would you not agree it can be a powerful effect?

First of all, by sending monsters away and then Special Summoning new ones is face-down Defense, this card essentially ends the Battle Phase if your opponent attacks this card. And since it activates in the damage step, very few cards can stop this effect! As a bonus, since most of your opponent's monsters are freshly Set face-down, during your turn you can either Summon or Flip Summon yours to run them over!

Second, and this is my favorite, if your opponent has Tokens, Fusions, Synchros, or Xyz Monsters, note that they do not actually return to the Deck. Therefore, they do not count toward that new Summoning total!! Your opponent loses those Monsters and gets NOTHING in return. This card is a tiny Compulsory Evacuation Device for ALL cards that come from the Extra Deck!

Example: Let's say your facing down your opponent's field of Red-Eyes Darkness Metal Dragon, Stardust Dragon, Gaia Dragon the Thunder Charger, and a Gorz Token. Imposing field right? But if your opponent attacks your face-down Morphing Jar #2, they lose their whole field and they get to Set the next 1 appropriate monster from their Main Deck. This card alone can completely upset the flow of a game.

Third, many people think they must mill cards to their Graveyard until they hit the same number of level 4 or lower monsters that they returned to the deck. THAT IS COMPLETELY WRONG. For example, you spin 2 of your opponent's monsters back to the deck. They start to mill: Solar Recharge, Judgment Dragon, Lyla - Lightsworn Sorceress...aha! That's 1 so far, right? Now they mill until one more level 4 or lower, right? WRONG. That Lyla is all they get.

Let's read Morphing Jar #2's effect again:

"FLIP: Shuffle all monsters on the field into the Deck. Then, each player reveals cards from the top of their Deck, until they reveal the same number of monsters they shuffled into their Main Deck. Special Summon all revealed Level 4 or lower monsters in face-down Defense Position, also send any remaining cards to the Graveyard."

So if you spin your opponent's 2 monsters back to the deck, they mill until they hit the first 2 monsters: If one or both are level 5 or higher, too bad!! They both go the Grave and leave your opponent with an empty field. If it's a monster that has a Summing condition (i.e. "This card can only be Normal Summoned...", too bad!! Did you opponent just mill into two Herald of Perfections? BLS? Dark Armed Dragon? Hahaha, too bad! If your opponent has a lot of high level monsters in their deck, chances are Morphing Jar #2 will leave them with an empty field.

If you would like to see this card in action, please check out this duel I recorded:
Rock Stun vs Lightsworn Chaos
Here is another duel where it came in handy recently:
Rock Stun vs Photons

Overall, if you play a more defensive deck, or if you just want a surprising Side Deck card to disrupt your opponent, consider investing in this $1 common!

What other cheap cards to do you think are underrated or overlooked? Let me know!

-fossild23











Monday, April 22, 2013

Out of the Frying Pan And Into the Fire Kings

Hey there readers, it's time to delve into my Fire King Revival Deck. I posted the deck list last time, and from the cards (and the deck title), you might be able to guess what the main function of the deck is, but otherwise let me spell it out:
Summon Garunix and beat the daylights out of your opponent with it.

So here's the deck:
I affectionately call him Big Bird
Garunix is of course the deck's main attraction. It is a ridiculously powerful card due to its high ATK and crazy revival effect.
Why run 3 copies? Other similar decks I've seen sometimes run 2 copies. This is usually because duelists run Onslaught of the Fire Kings, an easy way to fish Garunix out of the deck, so you can reach your copies in no time. Also, people hate to have their hand clogged with an extra copy of the bird. I, however find 3 copies to be absolutely necessary. 3 copies means you will always have one in your deck, field, or graveyard, giving you some playable options.

I hear a lot of people complain: "Garunix is broken. There's like, no way to kill it! It needs banning right now!!"
I roll my eyes and respectfully disagree. Here's a list of commonly used cards that will remove Garunix from the field without destroying it and activating its eff:
  • Bottomless Trap Hole
  • Dimensional Prison
  • Compulsory Evacuation Device
  • Solemn Warning (when it attempts to revive itself from the grave)
  • Caius the Shadow Monarch or Raiza the Storm Monarch
  • D.D. Warrior Lady
  • Black Luster Soldier or Chaos Sorcerer
  • Evolzar Dolkka
Don't forget Good old-fashioned high ATK monsters like Red Eyes Darkness Metal Dragon, Elemental Hero The Shining or a boosted Grapha!
Other decks may have even more or different ways to remove Garunix (Super Polymerization, Vylon Disigma?) so stay sharp!

America's Least Wanted:
 


Over the course of a single game, I find at least one Garunix will be removed by one of the above methods. If a Garunix is removed, do you really want to rely on the single remaining copy?...
I don't, therefore, 3 copies! 
But with 3 copies, what if Garunix gets stuck in your hand?  With 2 copies it's less likely (but possible) for one to be stuck in your opening hand. With 3 copies, it's quite possible for a copy to end up in your hand! However, this is not the end of the world. There are ways of getting it out, which I will discuss further down. And even if one IS in your hand, that means 2 are still in the deck. Remember: the point is to get Garunix out as quickly as possible as much as possible. Running 3 ensures maximum access and abuse of Garunix.


The Bird's Humble Servant
Fire King Avatar Barong is a critical piece in this deck. With his effect, you can add ANY Fire King card to your hand, which will generally be Onslaught of the Fire Kings or Circle of the Fire Kings. 1800 ATK is nothing to sneeze at, though 1900 would have made this a crazy good card. Keep in mind that this card can be destroyed by any card effect, including your own! So feel free to use Torrential Tribute, Dark Hole, Black Rose Dragon, etc. It catches your opponent off-guard when you're willing to destroy your own monsters!

Tip: I notice (on DuelingNetwork at least) that Barong's first effect is severely underused! Take advantage of it!! When a Fire King Monster is destroyed by a card effect, Special Summon Barong from your hand for free! This can sometimes be the extra damage you need at the end of a game, and it saves you a Normal Summon! Always remember this effect!

3 is necessary due to Barong's awesome effect! Through free Summons with Firedog and Garunix, you'll run through your copies quicker than you'd think!


Barong's Pet Unicorn
Fire King Avatar Kirin is not half as good as Barong, but it still has its uses. First, keep in mind that this guy's effect activates immediately after destruction by effect or by battle. This means you can mill a free Garunix to the grave and retrieve it more easily. OR you can mill any other Fire monster you want in order to load the Graveyard for Rekindling. Lastly, this card is a great target for Garunix to Summon if it somehow gets destroyed by battle. If the opponent has other monsters ready to attack, I like to throw this little guy in the way to block damage and load the grave simultaneously.

Remember, Kirin also has the first effect of Special Summoning itself for free!! Try to remember this, it will win you a duel one day!

Only 2 Kirin seem necessary because they are mostly used as a blocker (Special Summoned from Garunix), a great first-turn Set, or as Xyz material later in the game. Its stats do not otherwise warrant it for 3 copies.


The Loyal Dog
Flamvell Firedog fits in well with the Fire Kings, though it's not of the same breed. Miraculously, both Barong and Kirin have 200 DEF which makes them perfectly suitable targets to Summon if Firedog destroys a monster in battle. This function can put some extra early damage and pressure on your opponent. Also, though I will go into more detail later on, my Tech Card Of Choice is 1 Neo Flamvell Hedgehog, who is also another perfect target for Firedog. This means that if your opponent leaves a shrimpy monster on the field, you have instant access to Black Rose Dragon! Firedog is one of those monsters that will bait out your opponent's removal cards. They just can't stand the thought of you gaining all that free card advantage!

Rulings note: As far as I know (always correct me if I am wrong!), Firedog's effect will not activate if it destroys itself in battle with another 1900 ATK monster. I guess it has to be on the field to resolve. Oh well!

Neo Flamvell Hedgehog
Finally introducing my Tech Card of Choice: Neo Flamvell Hedgehog. While it is an odd choice, the card fits perfectly in this deck and I highly recommend it. First of all, it has 2 awesome effects. If it is destroyed in battle you can banish a card in your opponent's Graveyard (this is especially good when playing decks that leave key cards in the Graveyard sometimes, like Dark Worlds or Inzektors). Its second effect is even better: When it's destroyed by a card effect feel free to add a Fire monster with 200 DEF back to your hand (which means reuse Barong, Kirin, or Firedog). This combos great with all of the destruction effects in this deck. You can even use Circle of the Fire Kings on Hedgehog to revive and Garunix and grab a Barong back to your hand.


Anecdote: I was playing a Dark World deck. His set-up included a Grapha on the field, a Trance Archfiend, and the other 2 Graphas in the grave. I summoned my little Hedgehog and ran it into Trance Archfiend, then used Call of the Haunted to do it again! Banishing 2 out of 3 Graphas crippled his deck (for the mere price of 1400 Life Points!). Always try to get the most out of Hedgehog!

Side note: I've decided to post anecdotes of my experiences with the cards I'm writing about from time to time, so feel free to read'em or skip ahead.

Brotherhood of the Fire Fist - Gorilla

This guy does not fit perfectly in this deck, but he serves his functions well. First off, if you're not caught up in the current meta craze, then you should know that Fire Fists are tremendously popular and expensive, and this card is like the shameful little brother, swept under the rug for its sub-par effect compared to Fire Fist Bear. But that's a good thing, because you can fit a couple of copies of Gorilla in here cheaply. The main point of Gorilla in this deck is for his Spell/Trap removal effect. Remember all of those traps I mentioned earlier that ruin Garunix? Well, Gorilla will take care of them for you. Let's say your opponent has a Bottomless Trap Hole face-down. If you use Fire Formation - Tenki to search for Gorilla, your opponent knows what's coming: You Summon Gorilla and destroy their Bottomless Trap Hole for free, or they might as well activate it on Gorilla! Either way, you've gotten rid of a dangerous threat for the price of your Normal Summon! AND as a bonus, let's say you destroyed a Dimensional Prison or something instead. Keeping Gorilla around keeps open the possibility of grabbing more Tenki's and thus more monsters from the deck!

DE-FENSE!
If I only had a direct attack...
I would guess that one of the bigger questions about my deck list is "Why Swift Scarecrow?" Well, there's a couple of reasons, all of them having to do with various lines of defense. First of all, why run Scarecrow at all? Garunix packs a punch and it would be great to be permanently on the attacking front. But there is a downside to Garunix's awesome destruction effect. Assuming it activates during your opponent's standby phase: it will most likely leave with no monsters but Garunix on your side of the field.

So what's so bad about having a 2700 ATK destroying/reviving, Special Summoning beater on your side of the field? Answer: OTKs.

Many current meta decks have the hideous potential of one-turn kills (OTKs). Popular decks that could OTK you into next week are Mermails, Samurais, Karakuri-Gadgets, Dark Worlds (sometimes), Prophecies, and those horrible new Elemental Dragons. The problem is that many smart players who runs those decks realize a thought similar to this: "I have plenty of monster destruction effects...but he'll blow away my monsters next turn...so what if I just kill him THIS turn?" I found that a common response to Garunix is to destroy him with a card effect anyway, and with my field then monster free (and usually with few Spells or Traps) opponent then attempt an OTK. Decks that run Mind Control or Enemy Controller are also strong threats as they will leave you instantly defenseless.

Swift Scarecrow almost always shuts down their OTK plan and gives that critical turn when Garunix revives itself, destroys everything, and then attacks (sometimes for the game!).

Why not Battle Fader? A much more popular card. Well, considering that Garunix usually revives itself within a turn, Battle Fader wouldn't be sticking around very long anyway, but more importantly, I think it is better not want to give your opponents a chance to interact with Battle Fader. Yes, Swift Scarecrow plays around Solemn Warning, but what if your opponent steals it with Big Eye, or burns you for 1000 damage with Blackship of Corn in Main Phase 2? Putting Battle Fader can possibly give your opponents options and I see no reason to help them.

Playing 2 Swift Scarecrows ensures you will probably draw at least one partway into the game, you hopefully don't need it at the very beginning unless you're playing a very explosive OTK deck.

Gorz, The Emissary of Darkness
Screwing up OTKs since 2008.
Very little explanation needed for this card. Seeing as there are few Spells/Traps that need setting and that stick around a lot combined with the fact that Garunix out usually means it's your only monster = open field when your opponent gets around Garunix. This guy can block 2 attacks with his token, OR you can put some early game pressure on your opponent if your starting hand contains this guy, since I'll admit, the starting hands for the deck can be weak sometimes.
The only warning I'll give is that this card once in awhile conflicts with Fire Formation - Tenki, since it's a continuous Spell. Therefore, always try to burn up those Tenki's with Gorilla's effect ASAP.

Wow, that took longer than expected to write and I apologize. I hope you find this enlightening. I think I'll save the Spells/Traps and Strategy for next time! After that, I have a few opinion pieces I would like to preach, so stay tuned and please: If you have any comments or thoughts at all, please share them! I would like to know how to improve this blog!

-Fossil D23