Yup. You read the title correctly. I just won the Canadian bracket of the first 2021 Remote Duel Invitational Qualifiers piloting Prank-Kids.
If this weekend's events flew under your radar, the Remote Duel Invitational Qualifiers are exclusive events hosted by selected OTS stores. Divided by region, the Top 2 winners from each event are invited to compete in the upcoming Remote Duel Invitational, alongside Sam Arunnaveesiri, back from his win at the previous Remote Duel Invitational in August. The Invitational will have live streamed feature matches, as well as awesome prizes and plenty of dueling glory to be won!
You could only participate in an Invitational Qualifier event if you earned an invite from the previous Remote Duel Extravaganzas, or Yu-Gi-Oh! Day events. That meant the level of competition was a bit tougher, since players had to earn their spot in the tournament. I had players like Jesse Kotton and Ryan Yu in my pool, so I didn't really plan on making Top 2.
For more context, I'll be totally honest: I've never taken a match from Jesse Kotton at any event we played in. I've lost all but one match I've had with Jesse, and the result was a draw. If we'd actually played in this event things might have gone differently, but we were never paired together this past weekend.
As for my deck of choice, I played Prank-Kids, a strategy I've been playing with for the last month or so. I started off playing the deck mostly for fun, but recently I've been refining the strategy and making it more and more competitive. If you missed it, I actually wrote about Prank-Kids just on Friday, in an article that showcased all of the theme's key cards and what they do, as well as how they figure into the deck's combos. Be sure to give it a read if you want to get into Prank-Kids. I really believe it's a pretty fun, and competitively viable deck!
The deck I ran at the Invitational was pretty similar to the list I showed you on Friday, but I did make some changes the night before the tournament. I was testing with that build constantly, and I found that I was sometimes stuck with suboptimal draws. To help remedy that, I took out the Polymerization package along with Fusion Recycling Plant; the third Parallel eXceed, since I felt I only needed two, one to summon the other; and the World Legacy Succession, because I just never resolved it.
Those changes knocked the deck from 50 cards down to a much tighter 44, giving me a much higher chance to open with at least one Prank-Kid monster. It also raised the chance of seeing the anti-meta cards this deck often needs, if you want to be able to play the game against certain other decks.
…And the changes worked out! Every hand I drew over the course of the Invitational had either a Prank-Kid monster or Prank-Kids Place, while in previous events I always had games where I struggled to find that all-important starter. Lowering the number of extenders to boost the chances of drawing anti-meta cards also played a big part in how many games I managed to stabilize just because of cards like Evenly Matched and Mystic Mine in combination with Dark Ruler No More or Forbidden Droplet.
If you've read my Prank-Kids article beforehand, then you probably have a good idea of my list already. It's basically the same, except I took out some of the Main Deck cards to make it more consistent. I also swapped out the copies of Nibiru, the Primal Being in the Side Deck for copies of Gameciel, the Sea Turtle Kaiju.
Yu-Gi-Oh! TCG Deck - Prank-Kids by Hanko Chow
'Prank-Kids' - constructed deck list and prices for the Yu-Gi-Oh! Trading Card Game from TCGplayer Infinite!
Created By: Hanko Chow
Event: Remote Duel Invitational Qualifiers
Market Price: $616.42
Market Price: $17.33
At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.
Market Price: $0.25
During the Main Phase: Fusion Summon 1 "Prank-Kids" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. For the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Prank-Kids" monsters.
Market Price: $1.99
Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.
Market Price: $0.95
You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. During your opponent's turn: You can Tribute this card from your hand or face-up from your side of the field; neither player can banish cards for the rest of this turn. (this is a Quick Effect).
Gameciel, the Sea Turtle Kaiju
Market Price: $2.72
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. During either player's turn, when your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju": You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.
Droll & Lock Bird
Market Price: $14.60
If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, you can send this card from your hand to the Graveyard. For the rest of this turn, neither player can add card(s) from their Deck to their hand. (Drawing cards is also considered as "adding a card to the hand".)
Market Price: $1.20
When this card is activated: You can add 1 "Prank-Kids" monster from your Deck to your hand. Once per turn, if you Fusion Summon a "Prank-Kids" Fusion Monster (except during the Damage Step): You can have all monsters you control gain 500 ATK (even if this card leaves the field). Once per turn, if you Link Summon a "Prank-Kids" Link Monster (except during the Damage Step): You can have all monsters your opponent controls lose 500 ATK (even if this card leaves the field). You can only activate 1 "Prank-Kids Place" per turn.
Market Price: $0.24
Set 2 Field Spells with different names from your Deck on the field (1 on your field, and 1 on your opponent's field). While either of those cards remain Set on the field, neither player can activate or Set other Field Spells.
Ash Blossom & Joyous Spring
Market Price: $20.07
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect.
• Add a card from the Deck to the hand.
• Special Summon from the Deck.
• Send a card from the Deck to the GY.
You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Market Price: $5.26
Pay half of your Life Points. Negate the activation of a Spell Card / Trap Card / Normal Summon / Flip Summon / Special Summon and destroy the Spell Card, Trap Card, or Summoned monster.
Market Price: $0.21
If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can banish 1 card from your hand, and if you do, draw 1 card, then, you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Rocksies". You can only use this effect of "Prank-Kids Rocksies" once per turn.
Prank-Kids Battle Butler
Market Price: $0.17
"Prank-Kids Lampsies" + "Prank-Kids Dropsies" + "Prank-Kids Fansies"
Must be Fusion Summoned. (Quick Effect): You can Tribute this card; destroy all monsters your opponent controls. If this card in your possession is sent to your GY by your opponent's card: You can target 1 non-Fusion Monster in your GY; Special Summon it. You can only use this effect of "Prank-Kids Battle Butler" once per turn.
Market Price: $0.21
Add 1 Field Spell from your Deck to your hand.
Market Price: $0.37
If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can gain 1000 LP, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Dropsies". You can only use this effect of "Prank-Kids Dropsies" once per turn.
Market Price: $1.77
If your opponent controls more monsters than you do, your opponent cannot activate monster effects or declare an attack. If you control more monsters than your opponent does, you cannot activate monster effects or declare an attack. Once per turn, during the End Phase, if both players control the same number of monsters: Destroy this card.
Dark Ruler No More
Market Price: $7.51
Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.
Market Price: $42.86
2+ Effect Monsters
Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".
Called by the Grave
Market Price: $2.31
Target 1 monster in your opponent's GY; banish it, and if you do, monsters with the same original name as that banished monster have their effects negated until the end of the next turn.
Market Price: $1.00
2 Level 4 monsters
While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn.
Prank-Kids Rocket Ride
Market Price: $0.15
2 "Prank-Kids" monsters
If this card is Fusion Summoned: You can have this card lose 1000 ATK this turn, also it can attack directly this turn. You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them, but they cannot attack this turn. You can only use each effect of "Prank-Kids Rocket Ride" once per turn.
Market Price: $0.18
If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can inflict 500 damage to your opponent, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Lampsies". You can only use this effect of "Prank-Kids Lampsies" once per turn.
Market Price: $0.50
This promotional card is printed in Japanese.
Market Price: $1.15
Pay 1000 Life Points. Special Summon 1 Level 5 or lower Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). The Fusion Monster Special Summoned by this effect cannot attack, and is destroyed during the End Phase. Only 1 Instant Fusion can be activated per turn.
Market Price: $0.27
If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can send 1 "Prank-Kids" card from your Deck to the GY, except "Prank-Kids Fansies", then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Fansies". You can only use this effect of "Prank-Kids Fansies" once per turn.
Prank-Kids Weather Washer
Market Price: $0.15
2 "Prank-Kids" monsters
If your "Prank-Kids" monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them. They cannot be destroyed by battle this turn. You can only use this effect of "Prank-Kids Weather Washer" once per turn.
Market Price: $9.82
2 Level 2 Aqua-Type monsters
Once per turn, during the Standby Phase: You can detach 1 Xyz Material from this card; Special Summon 1 "Frog" monster from your Deck. Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card, or monster effect: You can send 1 Aqua-Type monster from your hand or face-up from your field to the Graveyard; negate the activation, and if you do, destroy that card, then you can Set it to your field. If this card is sent to the Graveyard: You can target 1 WATER monster in your Graveyard; add it to your hand.
Market Price: $0.64
If this card is Special Summoned by the effect of "Parallel eXceed", its Level becomes 4 and its original ATK/DEF become halved. You can only use each of the following effects of "Parallel eXceed" once per turn.
• If you Link Summon: You can Special Summon this card from your hand to your zone that Link Monster points to.
• If this card is Normal or Special Summoned: You can Special Summon 1 "Parallel eXceed" from your Deck.
Market Price: $87.85
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Market Price: $0.28
When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.
Market Price: $0.20
You can discard 1 "Prank-Kids" card; Special Summon 1 "Prank-Kids Token" (Pyro/FIRE/Level 1/ATK 0/DEF 0), but it cannot be Tributed. During your End Phase: You can target 3 "Prank-Kids" cards in your GY, except "Prank-Kids Pranks"; shuffle all 3 into the Deck, then draw 1 card. You can only use each effect of "Prank-Kids Pranks" once per turn.
Market Price: $61.35
If you control no face-up cards: Activate 1 of these effects;
• Destroy all Attack Position monsters your opponent controls.
• Destroy all Spells and Traps your opponent controls.
You can only activate 1 "Lightning Storm" per turn.
Harpie's Feather Duster
Market Price: $4.34
Destroy all Spell and Trap Cards your opponent controls.
Market Price: $0.41
2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
Market Price: $0.15
1 Level 4 or lower "Prank-Kids" monster
You can only Link Summon "Prank-Kids Meow-Meow-Mu" once per turn. If a "Prank-Kids" monster you control would Tribute itself to activate its effect during your opponent's turn, you can banish this card you control or from your GY instead. You can only use this effect of "Prank-Kids Meow-Meow-Mu" once per turn.
Market Price: $0.38
2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; return it to the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Market Price: $0.46
2 "Prank-Kids" monsters
If this card is Link Summoned: You can add 1 "Prank-Kids" Spell/Trap from your Deck to your hand. You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand. You can only use each effect of "Prank-Kids Dodo-Doodle-Doo" once per turn.
Market Price: $0.20
2 "Prank-Kids" monsters
A "Prank-Kids" monster this card points to gains 1000 ATK. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand, also "Prank-Kids" monsters you control cannot be destroyed by your opponent's card effects this turn. You can only use this effect of "Prank-Kids Bow-Wow-Bark" once per turn.
Overall I really liked how this list turned out! I think the cards here that were effectively metagame calls were all on point. Moving forward, I really don't know if this will be as successful, since at the moment, one of the biggest benefits this deck has is that Nibiru, the Primal Being not very popular at competitive events. Once people start playing more Nibiru, the Primal Being, Ghost Belle & Haunted Mansion, Ash Blossom & Joyous Spring and Skull Meister, this deck will have a tougher time.
There are ways to play around those cards, at least some of the time, but Ghost Belle & Haunted Mansion the hardest one to deal with. If it hits your important recursion effects, cards like Prank-Kids Dodo-Doodle-Doo, Bow-Wow](Prank-Kids Bow-Wow-Bark(Prank-Kids Bow-Wow-Bark), Prank-Kids Weather Washer and Prank-Kids Rocket Ride, you're in trouble.
Here's a quick rundown of my matchups, and a brief summary of what happened.
Round 1: I played against Dinosaurs. I managed to draw Droll & Lock Bird, but my opponent opened with Ultimate Conductor Tyranno and just summoned it by linking away two Dinosaurs. After quite a few turns I played Mystic Mine, and I eventually broke through the Ultimate Conductor Tyranno while setting up a Fusion play on my opponent's turn. He scooped after a long game and we moved to Game 2.
My opponent was able to combo off since I have no way to interact, and he ended his turn with a face-up Lost World, Overtex Qoatlus, Abyss Dweller and Ultimate Conductor Tyranno, as well as a Pentestag for some reason ,while leaving me with a Lost World Token. The Abyss Dweller usually spells 'game over' for Prank-Kids, but my hand was interesting enough that I thought I might be able to play through it: I had two copies of Gameciel, the Sea Turtle Kaiju and two Prank-kids with different names, plus Prank-Kids Pranks and Called by the Grave.
So this is what happened; I Kaiju'd over the Ultimate Conductor Tyranno to start. I played the Prank-Kids Pranks, which my opponent reluctantly let me have. I use Prank-Kids Pranks effect to summon a token, and I Normal Summoned a Prank-Kid to combine it with the token for a Prank-Kids Dodo-Doodle-Doo.
I used Prank-Kids Dodo-Doodle-Doo on-summon effect to grab another Prank-Kid card, which I discarded later when I Link Summoned a Knightmare Unicorn; that shuffled back the Overtex Qoatlus. I Special Summoned another Kaiju on my side of the field to Link with the Knightmare Unicorn, and I made Accesscode Talker to get the 3000 ATK boost.
At that point I realized I forgot to make the Link-1, Prank-Kids Meow-Meow-Mu, so I was down a removal off Talker. Silly me. That meant I could only destroy the Abyss Dweller and the opposing Gameciel, the Sea Turtle Kaiju with Accesscode Talker effect, and I attacked over the Pentestag for damage. I set Called by the Grave, and in the End Phase, my Prank-Kids Place drew me an Artifact Lancea. Neat!
On my opponent's turn I thought about the order of operations, and realized it was a good idea to use Called by the Grave to banish his Miscellaneousaurus from his graveyard. Then I shotgunned the Artifact Lancea from my hand to keep him from summoning an Ultimate Conductor Tyranno. But he had the Souleating Oviraptor to follow up, and he was able to search out Dinowrestler Pankratops to destroy my Accesscode Talker. Then he revived his properly summoned Ultimate Conductor Tyranno with its other effect, destroying the new Lost World Token.
I was topdecking, and when I summoned a Prank-Kid my opponent immediately flipped it face-down with his Ultimate Conductor Tyranno by destroying his Babycerasaurus. He resolved it for Souleating Oviraptor. Time was called and I was declared the winner on higher Life Poinnts, since I did a lot of damage with the Accesscode Talker the turn before.
Round 2: I was up against a very optimized Infernoble Knight list. It was playing Phantom Knights, and was routinely ending with Herald of the Arc Light as well as True King of All Calamities. This was a deck I knew existed, and one I feared, but I'd thought it wouldn't be very popular because Infernoble players were largely ending on Herald of the Arc Light, Infernoble Knight Emperor Charles and Borreload Savage Dragon.
My opponent easily won Game 1, sniping Droll & Lock Bird from my hand with Neo-Spacian Aqua Dolphin. And though I had Forbidden Droplet, he ended with the Herald of the Arc Light True King of All Calamities combo, so I conceded knowing I couldn't break it.
Game 2 I started with an optimal hand of two Prank-Kids, and Prank-Kids Pandemonium with a Droll & Lock Bird and Instant Fusion. I Normal Summoned Prank-Kids Fansies and proceeded to make Prank-Kids Meow-Meow-Mu with it. Suddenly after I declared the effect, my opponent's webcam stopped working and he disconnected. Long story short, his modem stopped working momentarily and he received a game loss when he eventually got back online. I guess I got lucky, but I think my hand was good enough to win that game anyways.
Game 3, he went first and did the combo a bit differently. I was holding an Ash Blossom & Joyous Spring with Dark Ruler No More, a Prank-Kid Dropsies and two copies of Prank-Kids Pandemonium. Not the best hand. I had to sadly Ash Blossom the Special Summon effect of Isolde, Two Tales of the Noble Knights since he pitched three Equip Spells to the graveyard threatening to summon Neo-Spacian Aqua Dolphin.
I was hoping to hold it for Crystron Halqifibrax but alas, that's why Warrior combo decks are good. My opponent decided to play it even safer and made an Appolousa, Bow of the Goddess before summoning out Crystron Halqifibrax for the Herald of the Arc Light True King of All Calamities combo. With my opponent ending on those three monsters, I drew another Dark Ruler No More. I wasn't confident but I figured I'd see how it would go.
So my opponent shotgunned the True King of All Calamities effect calling Fire. I played the Dark Ruler No More to make Apollousa, Bow of the Goddess useless and stalling the Herald of the Arc Light. I summoned Prank-Kid Dropsies and combo'd a bit, eventually using a Prank-Kids Rocksies to filter out the extra Dark Ruler No More I had in my hand, and topdecked a Forbidden Droplet! That could work! I ended on a Prank-Kids Bow-Wow-Bark, Prank-Kid Lampsies, setting double Prank-Kids Pandemonium along with a Forbidden Droplet.
On my opponent's turn, he switched True King of All Calamities to attack and threatened to end the Main Phase. I activated Prank-Kids Pandemonium, he responded with his Herald of the Arc Light to tribute and negate, and I activated the second Prank-Kids Pandemonium. He chose not to respond, so I chained the Prank-Kids Bow-Wow-Bark getting the other two names I need. Once I resolved everything I used Prank-Kids Battle Butler to destroy his True King of All Calamities and he conceded.
That was crazy! I was actually hoping for a Mystic Mine from the Prank-Kids Rocksies to buy more turns, but the Forbidden Droplet was good insurance in case my opponent wanted to use his True King of All Calamities on his turn. There were many opportunities where could have had the upper hand in that interaction, but I guess I got lucky and managed to score the scenario that benefited me the most.
Round 3 : This time I was playing against a Live☆Twins Eldlich variant. Luckily I got to go first, and I set up Prank-Kids Battle Butler to take out his Evil Twins. I also had Called by the Grave for his Eldlich the Golden Lord and then proceeded to out-resource him with Prank-Kids.
Game 2, I managed to play through his Evil Twin Lil-la pop as well as his Conquistador of the Golden Land effect by having three Prank-Kids and a Prank-Kids Pandemonium with the Normal Summon bait. But I messed up, and forgot I used Prank-Kids Rocket Ride ability to reduce its ATK to dodge certain effects. That meant I couldn't beat over both Evil Twin Link Monsters, and things snowballed out of my control from there.
Game 3 was essentially a repeat of Game 1 though, so it was a quick match.
Round 4: I faced off against a Virtual World player, and there's not much to say about this match. I was somewhat surprised to see my opponent was playing Number 49: Fortune Tune. I knew the card was hyped, but didn't realize anybody actually were playing it.
So he was able to summon Divine Arsenal AA-ZEUS - Sky Thunder against me, but that was actually ok because it cost him his face-up Virtual World Gate - Chuche and he also wouldn't have two banished Virtual World names for another. I was able to continue playing and eventually out-resourced him, floating my Prank-Kids Battle Butler into a Prank-Kids Dodo-Doodle-Doo after it was sent by Divine Arsenal AA-ZEUS - Sky Thunder.
Round 5: This was the last round of Swiss, and I was up against Kevin Rodrigues. Surprisingly he only had one draw from the round before, and had managed to get this far with Unchained, of all things. It's his favorite deck at the moment, and he's definitely a master at it. Unfortunately for him, I have a winning record against Unchained decks. Or at least I did, when I was playing Dinosaurs. There was definitely a chance I could lose since he does play real traps against my Prank-Kids deck.
Luckily for me, the match was over quickly because I opened with Evenly Matched in both games, forcing him to top deck Game 1. In Game 2 I also had a Gameciel, the Sea Turtle Kaiju alongside the Evenly Matched to squish the Unchained Soul of Rage he kept.
So. You're probably wondering how I got here. Well, that's what I asked myself after going undefeated with this deck all through Swiss. Is this a Prank? Am I gonna fall under the curse of "first place after Swiss just to lose in playoffs"? Was I just super lucky?
Happy as I might have been after that run in Swiss, I realized that the 8th Place duelist I'd play in Top 8 was none other than the Infernoble duelist from Round 2. Like I said before, his version of the deck is what I believe to be the optimal build. And though I do main deck a lot of anti-combo cards, it's still a very tough deck to crack.
My opponent won the dice roll and Normal Summoned the dreaded Neo-Spacian Aqua Dolphin. We both looked at my hand: I had Evenly Matched, Dark Ruler No More, Mystic Mine, Forbidden Droplet and Prank-Kids Fansies. The Fansies got discarded and I took 500 damage. He thought for a bit, and decided to not do anything but pass, knowing that I could just establish Mystic Mine regardless. So I drew for turn and that's what I did: I activated Mystic Mine and eventually won the game once I drew enough combo pieces to set up Prank-Kids Battle Butler.
In Game 2 I opened with an Artifact Lancea. I used it in this matchup because it stop the Warrior combo player from abusing Divine Sword - Phoenix Blade and D.D.R. - Different Dimension Reincarnation. It also cuts off a possible Immortal Phoenix Gearfried, and the contact fusion of Trishula, the Dragon of Icy Imprisonment, which is important in the True King of All Calamities combo. That said, my opponent still ended up with the standard board of Herald of the Arc Light, Infernoble Knight Emperor Charles, and Borreload Savage Dragon. But luckily I had Forbidden Droplet and Mystic Mine.
I activated Prank-Kids Place to search for a Prank-Kid, and I Normal Summoned it. In response my opponent triggered the Infernoble Knight Captain Roland in his graveyard to equip to Infernoble Knight Emperor Charles, to try and pop my Normal Summon, to which I responded with Forbidden Droplet, sending both Prank-Kid cards from my field to negate the Herald of the Arc Light and Borreload Savage Dragon. Then I activated Mystic Mine to buy more turns.
Long story short, I drew enough cards to set up Prank-Kids Battle Butler on my own turn, destroying my opponent's board with a follow-up after that. Then time was called, and I had higher Life Points since I'd used multiple Prank-Kids Dropsies effects over the course of the game.
It was onto Top 4! Just one more round and I would be in the Top 2, locking an invite to the Invitational. "One more round," I told myself.
Ash Blossom & Joyous Spring
Top 4: This match pitted me against Sena Katagiri from the Ottawa area. I see his name a lot in the Top Cuts of Canadian Regionals, a very consistent player that I rarely dueled at those events. We recently played in a Remote Duel local, and he was playing Zoodiacs. This time he was on Virtual Worlds.
Luckily I won the dice roll. I set up the double Prank-Kids Battle Butler combo which quickly took away some of his plays, and when I used an Ash Blossom & Joyous Spring to negate his followup with Virtual World Roshi - Laolao, he quickly conceded.
In Game 2, I was able to use Artifact Lancea to keep him from using the graveyard effect of Virtual World Gate - Qinglong. That mean he could only end on Virtual World Kyubi - Shenshen and Virtual World Beast - Jiujiu. I squished his Virtual World Kyubi - Shenshen with Gameciel, the Sea Turtle Kaiju, and was able to set up the Prank-Kids Battle Butler play on his turn, but unfortunately for me, he was able to force out the Prank-Kids Pandemonium with his Virtual World Beast - Jiujiu then use an on-field effect of Virtual World Gate - Qinglong to negate it. Afterwards, he sealed the game walking over my board with his onslaught of monsters, setting up True King of All Calamities.
Game 3 was a repeat of game 1 but because I already opened up with a Prank-Kids Pandemonium and multiple Prank-Kids. I tried to retrieve another Prank-Kids Pandemonium with Prank-Kids Dodo-Doodle-Doo second effect, which he sniped away with a D.D. Crow. Sadly he still couldn't play through the double Raigeki effect from my Prank-Kids Battle Butler and it was over quickly.
And then there were only two. Me and Rehan Saeed were guaranteed invites to the next Remote Duel Invitational. I was already glad I made it this far, so all that was left was to finish off the tournament with the last match. This was really just for glory at this point, as I already got what I wanted. I didn't think it was possible. But there I was, at the final stage.
I've played against Rehan before at a local event, and I've seen him dabble with Dogmatika Eldlich before. This time, however, he was actually playing Drytrons. I wasn't surprised; I couldn't dodge that matchup forever.
I won the dice roll and went first, doing the Prank-Kids Battle Butler setup combo while avoiding Nibiru, the Primal Being. He forced out my Prank-Kids Battle Butler and then proceeded to steal it with Cyber Angel Natasha graveyard effect. After destroying my field with the stolen Prank-Kids Battle Butler's effect, he surprised me by passing. That gave met he chance to establish Mystic Mine, and after showing him that I can recycle my deck with Prank-Kids Pranks, he conceded.
Game 2, Rehan got to go first, but unfortunately he didn't draw very well. He used Drytron Fafnir to get Drytron Nova, then played it to Special Summon Drytron Alpha Thuban. Then he passed, letting it get destroyed? Huh?! Well. I take those. His following turn would kinda give more insight into just how rough his hand was.
I summoned a Prank-Kids Rocksies not knowing if I'll get hand trapped, so I swung in with it for 1500 damage. I then proceeded to combo off and set up the Prank-Kids Pandemonium for Prank-Kids Battle Butler on his turn, with Mystic Mine, Prank-Kids Pranks and Prank-Kids Bow-Wow-Bark up.
On his turn Rehan played another Drytron Fafnir to get another Drytron Nova. I guess maybe he didn't draw a Ritual Monster. He used the Nova to search out Drytron Delta Altais, and since he had a monster now, I triggered my Prank-Kids Bow-Wow-Bark to get back two Prank-Kids and lock him under Mystic Mine. But he actually had Harpie's Feather Duster, forcing me to summon Prank-Kids Battle Butler.
From there he tributed the on-field Drytron for his Drytron Alpha Thuban in grave, fetching him Cyber Angel Benten. Unfortunately for me I'd set up the Prank-Kids Battle Butler in front of the Relinquished Anima zone. Silly me.
So I was forced to get rid of that with one of my Prank-Kids Battle Butler effects. Then Rehan summoned Drytron Delta Altais by tributing Cyber Angel Benten, revealing Drytron Meteonis to draw a card. Cyber Angel Benten fetched him Manju of the Ten Thousand Hands, searching Cyber Angel Natasha. He followed up with the Meteonis Ritual Spell. I thought it was best to try and destroy the Drytron he'd need to sacrifice for his Ritual, so I used Prank-Kids Battle Butler effect tributing itself. But that was met with Herald of Orange Light! Rehan discarded the Cyber Angel Natasha he was going to Ritual Summon for anyways.
From there he stared at my board of multiple Prank-Kids in defense mode along with my multiple cards in hand, and decided not to make any big push. Instead, he just made Herald of Mirage Lights and passed.
I was surprised again. So on my turn I squished his Herald of Mirage Lights with my Gameciel, the Sea Turtle Kaiju. His Herald of Mirage Lights triggered to get him back Ritual Monsters or Ritual Spells, so I used Called by the Grave to banish his Cyber Angel Benten; at least that way I'd also alienate other copies of Cyber Angel Benten he'd probably want to use on his turn.
He took back Cyber Angel Natasha and Drytron Meteonis anyways, so the Called by the Grave might not have been the best play. But with the three Prank-Kids I had on field and other Prank-Kid in hand, I was able to set up Toadally Awesome along with Abyss Dweller and other Prank-Kid monster to finish off the game in the next couple of turns.
And there you have it! I somehow managed to go undefeated in the 9-hour 8-round event. I fumbled a bit and I probably could have played a lot better in some games; I count myself really lucky. But I had no control over who I would play against, or what they would do. I just played as optimally as I could and I'm glad it worked out in the end.
Well. Like I said before, this was a surprise! I didn't think I'd get so far, since the field was so tough with so many excellent competitors. It's been a while since I won an event of this caliber. That Giant Card event I won recently was only five rounds long, so this was much bigger by comparison, making it more meaningful to me. Overall I'm surprised, happy, excited and I think it's pretty funny whenever I realize I won.
Under normal circumstances I'd just be on facebook post event trying to interview the winner, along with other qualifying players. But hopefully this kind of tournament report is enjoyable to read! And if you're looking for even more info on the Remote Duel Qualifier experience, check out this interview I did with Thomas Cheung over on his Youtube channel.
Thank you to my friend Cote Duffy for helping me with theory and practice, as well as everyone else that's supported my journey this weekend. And thank you to all the judges and TO's from Carta Magica that worked hard at making the event run so smoothly.
I can't wait for the Invitational!