I’ve been on 3 woes for a while now. The gist of it is it garantees you a play in the next turn: be it just summoning a forest monster (like silve for an add) or synchro summoning (ciela to add veiler or silvera to book the board). I wholeheartedly understand the caveats of it going 2nd, however being able to push out of the early game (specially after getting drolled) is more important than emphasizing your g1 on die rolls. Centurion variants already have a ok time going 2nd with their engine so swapping woes for other non-engine cards is a risk on its own if you cannot get your engine rolling. This is mainly from differed player perspective, but in my testing this seemed to be the case.
playing more going first cards will always make going first better. you can apply the same logic to playing cards like solemn judgement or, more relevant for us, skill drain. the problem with this approach is that there are better alternatives that dont compromise losing the dice roll. just playing another engine is one alternative, and some engines help a lot more than others through interruptions - fiendsmith is the perfect example of this however, the deck does lose to droll and fiendsmith enables droll earlier, which means you cant use both engines under droll the centurion engine only searches once anyhow, so it doesnt lose to droll - but droll +1 hand trap will stop that package and then you cant search with ww so basically, youre going to lose to droll if they have +1 any other hand trap, but you go second far more often (50% of g1) than your opponent draws droll (33% IF they even play it), so i rather build for the dice roll being unknown
Main Problem of playing a small Horus List is if you imsety add sarc activate sarc, or just activate sarc discard one, and sarc gets removed, you just handloop yourself, if you however have another king sarc or the fieldspell you play through, so a big Horuss engine can bait allot of disruption that op won’t have for the White Forest cards. Secret village is for crystal bridge / Terraforming
the problem with playing more sarc or horus fieldspell is that you dont get to wait to hypothetically access more of those cards - the moment you resolve sarc or field spell, youre already neg - if they then for example ogre you, you dont get to magically also draw another way to get those resources back the chance of you drawing double sarc or sarc plus field spell is less than 10% even if you maxxed out on both, and around 3 % depending on ratios
@@GodzillaFreak which is a horrible idea. no good decks ever at any point in any meta are playing cards just for fodder. you play cards that are good card economy that contribute to your gameplay. going neg 1 multiple times the same turn just to resolve an engine means its bad
@@GodzillaFreak which makes it only conditionally good, whereas actual good cards are inherently good ultimately, you should play what you like. if youre in a locals that is casual enough so as to not punish you for playing very risky cards - go for it but when it comes to determining whats actually optimal, we have to be more realistic we will see this playout over the format as results come in from premier events
In my testing it felt the best to have a maximum amount of good extenders. Therefore the best are Emblema and Stand Up. I know the Centurion monsters are mid but you need cards to push through in this format, going first or second. I think the best way is to play only one of each Tuner, 3 of the good monsters, 2 search spell, 1 trap + 3 oath, 3 Stand up, 3 Centurion monsters, as big as possible Toy engine but most likely only 3 1 1 because you need the Hand Traps. You just need about 15 to even participate. With the targeting omni of FS breakers are not viable unfortunately. What do you think? Also keep it up. Love the content atm
dies irae does not beat breakers without additional setup; drnm, droplet, spoly all resolve against irae. in a previous video i explain that making irae yourself actually isnt good even if you negate the drnm or droplet by flipping woes to be able to chain irae, because then their one drnm traded with irae and woes, potentially without you even getting a synchro off woes obviously if they send almost their entire hand off droplet, the trade off becomes better, but generally its totally fine for an opponent to have a breaker negated by irae because it clears multiple interactions all at once with zero committment i think i agree with the rest of your comment, just id specify that oath/standup are not just extenders, they are also starters. pure extender cards are generally not good and only worth playing if you need it for some specific reason. unfortunately tho i think maining wake up and phalanx simply add too many bricks to your deck, so you accept gargoyle as the necessary brick for ceiling and you side phalanx and wake up - if you are on breakers, the siding patterns for putting engine in going first are easy. if you are on hand traps, the siding patterns are worse because you lose the hand traps, but still feasible last point id make is you have to consider whether stepping down from 3box/3soldier/1rota/1tank to 3box/1soldier/1tank to stick at 15 hand traps is worth the oathx3/standupx3. im not sure if there's an obvious answer to this, since in a vacuum oath is better than all of those cards. perhaps you could play 3 oath, 1 standup, and 3 soldier (oath better than standup cuz no discard)
@@BimYGO agree with everything. Sure Irae isn't perfect to out a Breaker but it will be there and it will make you lose games if you are on breakers (at least that's my testing experience so far). + You have to deal with the rest they have in hand and gy. I'd really like to play breakers but I don't think that's strong enough against a deck that's as broken and layered as Snake Eye if it sets up. But Sure. If it sets up through your hand traps it's mostly over anyways. Yes absolutely. All of the good and mid centurion cards are starters too. Do you think siding into wake up and Phalanx is necessary? I'd argue that it's almost better to don't side them at all OR bring in Crossout in a hand trap version. It's more versitile for playing through than Wake up/Phalanx + you have more one card starters/easy extenders into Calamity than in the build without Centurion. Also we should check if Calamity is always ftk against all meta threads. I otked through Calamity at my locals yesterday (didn't play a deck you would face at a big event though). Just a quick note to think about. This approach basically tries to make the deck play like a weaker version of Snake Eyes. Everything starts, everything extends, many hand traps. Why would you play that over SE? Because it's way cooler. End of discussion
@@BimYGO + comment to the Last point for oath/soldier: Yes, I think this is exactly what decides if the deck is at 100% or 90% of playability. I'm not sure what's the best ratio yet but it's exactly about these cards I think.
@@LacaYGO re siding into wake up/phalanx; it just depends on your siding pattern. those cards are mained in pure centurion because they both add ceiling and act as extenders. phalanx being dumped off wake up guarantees you play through nib, or it can be searched off auxilia and sent by ww so youre still good to rez sync 12 in ep, place primera back in ep, and blazar/calamity next turn i would definitely play them over crossout because crossout both requires your opponent to have drawn the card to crossout and also doesnt extend - wake up has functional overlap in that it plays through hand traps while also being part of your engine calamity can be beaten by very specific breakers, like eclipse and spoly, which prevent crimson dragon from resolving. whether you actually want to main eclipse and spoly is another question
@@BimYGO first point, yes you should be right with the Argument about Wake up/Phalanx Last point: of course some specific breakers can beat Calamity, then might break the non Calamity board too. So weit have to figure out if these are being played. What I was refering to was the case in which engine breaks through Calamity/builds a board and we don't have anything beides Calamity. In White Woods Combos there is something else most of the time but Standard Centurion doesn't offer that most of the time. Might be too specific to even considere though
4:49 For the Bystrial question. It's basically a good combo for omega to hand rip your opponent twice in one turn. Since omega don't have a hard once per turn yet.
they need a dragon for it, but i assume they are using crimson dragon targeting baronne to summon dis pater after omega, which is a ton of synchros, curious how often that actually comes up
Speaking of card economy, why on earth did they not consider Restage + Magician's Right Arm over Secret Village? I can get the idea that the Horus package is there for the discard fodder (i.e. Rainbow Bridge) but that's just rough. Most of those lists are playing quite a number of OVERLY win-mores over card advantage.
You were ignoring Maxx C when counting handtraps, also its effect is one of the reasons they can play less than us and still see the same if not more. Also the mandatory 9 Maxx C slots (3 Maxx C, 3 Ash, 2 CBTG, 1 Crossout) really hurt deckbuilding when the deck has a big engine. In any other format Fiend Link would be a prime candidate for tier 0, but still it's tier 1 at best despite hitting snakes. Finally Beatrice just got limited in the OCG.
Sometimes you can Droll yourself turn 1 so that the opponent's Maxx C doesn't autowin them the game. For example you can give them 2 draws and set everything up, especially with 3 Stand-Up so you'll see it way more often compared to depending on Auxila. But don't look at these lists way to deeply, it's almost a different game. From cardpool to meta to player mentality.
Dis pater + omega is a rip 2 from hand. Snake eyes used the combo as well sometimes after we lost savage and barrone. And from what i know about ocg they play a more defensive game then we do in the tcg, theyre more focused on grind game then trying to kill in one.
whats your thought on azerune package overall. i think going 2nd yeah its a brick but its also something to make if you get stopped at every interaction. snake has this where it just plays through everything then goes "lol i have 3 negated bodies... anyway zealantis eff?"
overall the rabbit is solid. i think sillouhatte is probably better than azurune but they are both good. however, id side the trap for going first, not main it. if youre on breakers then the siding pattern is a lot easier because you take out a breaker for azurune/sillouhatte. if youre on hand traps the siding pattern is harder because hand traps are good either 1st or 2nd
its a conditional extender that isnt a starter, which means its not a good card. you need a way to already play the game for her to be useful, so she is 'win more' without actually giving you anything useful
trudea is one card full combo and the field spell searches whatever extender you need if they interrupt the trudea or if you mean if youre not normal summoning trudea, you can just special the primera off asteria and stand up can place gargoyle from deck adding more normal summons into a deck that prefers to normal asteria or search asteria and then normal it isnt ideal, but its not a brick because its combo and ww doesnt need to normal summon to full combo
@@BimYGO well if you draw asteria and trudea then its bad. The way i play the deck is i synchro climb into auxila search stand up then do cent combo. If you draw trudea and only play 1 you cant place her in the s/t zone and then search primera. Im newer to this deck / cent so maybe im missing something.
@@kevinalajko2756 the chance of drawing both asteria and trudea is 3% , assuming trudea at 1. so i would really not think about this too much. sure, itll happen, but its almost a negligible percent. as i said, the only real conflict is that youd normally search asteria if you didnt draw it, but if you draw trudea and not asteria, then you just dont search the asteria aside from as followup
In testing Horus was the version that felt the second best into boards (the best into boards is runick but it has problems this format), White Forest is bad into removal and Horus can bait removal, the more Horus cards you play the more removal is baited, that op won’t have for the White Forest cards.
@@dangerdaniel3214 any sub engine you play baits responses from the opponent, that's not particular to horus. hapi as a brick and sarc as a neg 1 play into boards worse if you draw them because you have less cards to use. a better example of efficiently playing into things is fiendsmith, because its broken. centurion also helps with this and doesnt have as bad bricks as horus (just gargoyle) but isnt broken.