I just finished in the Top 4 of the February Remote Duel Extravaganza Main Event, and once again, I was piloting Prank-Kids.
This time I had a slightly different mindset and made some different metagame reads, too: my goal for the weekend was just to place well enough to get my invite for the next Remote Duel Invitational Qualifier (RDIQ). I usually make it! My track record with these events generally sees me finish around 24th Place to 26th Place, which is good enough to hit that Top 64 cutoff. I guessed it was going to be easy to get my invite, but finishing in the Top 4 was very surprising!
I've gotta admit, there were many times in this tournament where I was honestly a bit lucky. In addition, my one match loss was due to fatigue and my own stupidity. But ending with a score of 7-1? Still pretty good.
So anyways, I played Prank-Kids because it's probably the best deck I own at the moment. I don't actually have the cards for Virtual Worlds or Drytron, otherwise I probably would have played Virtual Worlds instead. It's actually pretty hard to play Prank-Kids when you know that Virtual Worlds is the best. Luckily I didn't play against any, and there's actually a good reason why.
With a new banlist imminent, I'm sure many players have sold or traded away their Virtual World cards since they don't want to play the deck without True King of All Calamities. I know a lot of my friends, those who are really dedicated to the game, have kept their Virtual World deck intact because they see the potential the deck has even without True King of All Calamities, and they want to do well in the current format. But lots of competitors are jumping ship, and that influenced my perception of the field going into the Main Event.
I've said it before, but it's worth reiterating it: the Extravaganza Main Events are sort of like an online Regional, and they're not just some small locals, nor is it a small-but-refined tournament like last weekend's Remote Duel Invitational. That means a higher percentage of the players are running some rogue control strategy like Zoodiacs, Dogmatika, Eldlich, Shaddolls, and so on. and not as many players will be on Drytrons or Virtual World. Because of that, I felt I needed to adjust the utility cards in my Main Deck to prioritize those types of control strategies, while still keeping a Side Deck check for those combo matchups.
Virtual World Kyubi - Shenshen
But isn't Virtual World the best deck? Why would I not Main Deck more hate for it? Something I didn't realize until after playtesting that matchup a lot, was that it's very reliant on the dice roll. I'd either go first and set up with double Prank-Kids Battle Butler hoping that I wouldn't get hand trapped, or I'd go second and try and not lose to Virtual World Kyubi - Shenshen or True King of All Calamities, even though it was inevitable that I would probably lose to either of them. So it was best to try and optimize my deck to consistentlly combo off, rather than try and Main Deck specific answers to the one matchup.
So that was the mindset I was going in with: I was hoping I wouldn't play against any Virtual Worlds, and if I did, I wanted to win the roll so I could go first in at least two of three games. At the same time I was also predicting that most of the players in the room were just playing control-like decks, which Prank-Kids can also struggle against if I didn't Main Deck the proper cards for them, so those were a bigger priority.
So here's my list! The Main Deck somehow ended up being 42 cards this time around, which I guess worked out even better than previous builds, as I barely bricked all day.
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: February Remote Duel Extravaganza
Market Price: $621.48
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: $0.28
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.
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: $0.79
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.
Market Price: $16.13
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: $1.41
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: $0.22
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: $3.61
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.
Market Price: $6.04
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.
Called by the Grave
Market Price: $2.92
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.
Harpie's Feather Duster
Market Price: $2.72
Destroy all of your opponent''s Spell and Trap Cards on the field.
Market Price: $0.23
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.
Market Price: $1.13
2 monsters, except Tokens
You can activate the effects of "PSY-Framegear" monsters in your hand even while you control a monster(s). If a face-up Psychic monster you control is banished face-up while you control this monster (except during the Damage Step): You can activate this effect; during the End Phase of this turn, add 1 "PSY-Frame" card from your Deck to your hand. You can only use this effect of "PSY-Framelord Lambda" once per turn.
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 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: $4.17
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.
Market Price: $0.87
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: $65.05
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".
Market Price: $0.82
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).
Market Price: $5.09
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.
Ghost Ogre & Snow Rabbit
Market Price: $2.72
During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: You can send this card from your hand or field to the Graveyard; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.
Market Price: $0.45
This promotional card is printed in Japanese.
Dark Ruler No More
Market Price: $8.16
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: $0.53
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: $0.28
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: $0.21
Add 1 Field Spell Card from your Deck to your hand.
Market Price: $0.22
A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".
Market Price: $1.93
Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.
Prank-Kids Battle Butler
Market Price: $0.23
"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.
Ash Blossom & Joyous Spring
Market Price: $19.16
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: $1.05
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.
Prank-Kids Rocket Ride
Market Price: $0.20
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.
Prank-Kids Weather Washer
Market Price: $0.21
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: $0.24
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.
Market Price: $0.36
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.
Market Price: $114.21
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: $0.22
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.
This build was very similar to the list I played at the Remote Duel Invitational Qualifier, but I wanted to Main Deck cards like Cosmic Cyclone and Harpie's Feather Duster to respect Eldlich and trap-heavy decks. That meant I had to Side Deck the copies of Dark Ruler No More. which works out since they're only good mained if most of the room was on Drytrons (which they weren't). The backrow hate's also kinda good against Virtual Worlds, since they'll always have Virtual World Gate - Chuche anyways. In combination with Mystic Mine, it could buy me enough turns to be able to play against it in some cases.
Main Decking Evenly Matched is something that I like to do and it always raises some questions. Is this a going-second deck like my old Spyral build that I use to play way back when?
This time, no. Prank-Kids do want to go first and combo off. But in my opinion, Evenly Matched is just very good in a wide spread of matchups. It forces my opponent to answer a question: do you want to keep the resources you have on the field, or do you want to hold onto your disruptions to stop me from playing? If the opponent has any chainable cards that retain advantage, such as Sinister Shadow Games, then I'd rather force it out with Evenly Matched rather than run into it with my Prank-Kids.
So because I wanted to have a chance to play Game 1 even if I lost the dice roll, I chose to Main Deck Evenly Matched. It's helped me steal games, and it's also very good in combination with Forbidden Droplet ; Forbidden Droplet can help you clear your own board to activate the Evenly Matched with more impact, or you can resolve Evenly Matched through a monster negation. Worst case, if I don't need the card for my current position in the game, I just banish it and draw a new card with Prank-Kids Rocksies.
I chose to Main Deck Ghost Ogre & Snow Rabbit this time over Droll & Lock Bird because of that mindset, just expecting so many more rogue control decks. Droll & Lock Bird definitely good against a field that consists mostly of Drytrons, Warrior combo decks, Dragon Link, or decks with Nadir Servant. But it's very subpar when everyone else is playing Zoodiacs, Eldlich or decks with Red-Eyes Dark Dragoon.
So I decided to try Ghost Ogre & Snow Rabbit instead, since it's pretty generically good against most matchups. It's always useful in at least a few scenarios, like popping Numeron Network, The Hidden City, an on-field Virtual World Gate - Chuche, Union Carrier, and possibly even a greedy Zoodiac Thoroughblade trying to draw a card. I could have played D.D. Crow or Ghost Belle & Haunted Mansion, or even Skull Meister. But maybe Main Decking Artifact Lancea would have been better.
Anyways let's move on to my tournament rounds. I'll try and be quick!
In Round 1 I was up against Lost World Dinosaurs, losing the dice roll. My opponent did the full combo with Miscellaneousaurus and Babycerasaurus to end on Ultimate Conductor Tyranno (UCT), Evolzar Dolkka, Babycerasaurus, and PSY-Framelord Lambda. Luckily he didn't make Evolzar Laggia, so I was able to activate Mystic Mine.
Then our Game 1 lasted 50 minutes. It was mostly me comboing for three or four turns to set up Prank-Kids Prank and activating multiple Prank-Kids Dropsies and Prank-Kids Lampsies, while attacking directly with Prank-Kids Rocket Ride. Eventually my opponent drew Dark Hole while Lost World and Babycerasaurus were up, so he gave me a Jurraegg Token and eventually made Knightmare Phoenix to destroy my Mystic Mine.
By then I'd drawn my second Mystic Mine to replace it, but after over-extending with Parallel eXceed I realized I still couldn't get over his second Ultimate Conductor Tyranno. He used it to equalize our monster count, and destroyed my Mystic Mine in the process because of its own effect. Fortunately I had a lot of life points from using multiple effects from Prank-Kids Dropsies, so I survived a couple of turns to recoup my resources. From there I eventually used Forbidden Droplet to negate the Ultimate Conductor Tyranno and then gathered a bunch of monsters on the field. Prank-Kids Rocket Ride let me climb into Accesscode Talker and finish the game.
It was a very close game for the start of the event.
Round 2 was against Marinccess, which is a deck that I've actually tested before. Unfortunately for me I never played with Marincess Basilalima and didn't realize it can protect my opponent's cards from a Prank-Kids Battle Butler effect. My opponent also had Forbidden Droplet too, which worked to his favor. So I lost Game 1, but after adjusting my approach I realized when to use Prank-Kids Battle Butler effect, and went on to win Game 2 and then have higher Life Points in Game 3 when time was called.
Round 3 I faced off against ABC-Dragon Buster. I finally won a dice roll, and I set up Prank-Kids Battle Butler with Prank-Kids Meow-Meow-Mu in the graveyard. My opponent didn't open with Union Hangar, and I destroyed one of his Galaxy Soldier with Ghost Ogre & Snow Rabbit. I out-resourced him quickly on the following turns, since he only had ABC-Dragon Buster.
Game 2 I had the Artifact Lancea to stop my opponent's ABC combos, but I fell into his Nibiru, the Primal Being after playing through his Cyber Dragon Infinity. Then in Game 3, I drew really well and quickly won.
In Round 4 my opponent played Zoodiac Dogmatika Eldlich. I lost the dice roll and I blind scooped Game 1 when he opened up very optimally; that let me Side Deck properly while he wouldn't know what I was playing.
Game 2 I got hit by a Nibiru, the Primal Being while my opponent and I both had multiple monsters on the field, but fortunately for me, he couldn't get rid of the Primal Being Token, so could attack over his defense mode Nibiru, the Primal Being and then swing for lethal with the HUGE token.
I got extremely lucky in Game 3. My opponent set three cards to his back row and passed. My opening hand was Prank-Kids Rocksies, Monster Reborn, Solemn Judgment, and two copies of Cosmic Cyclone. Then I drew my THIRD Cosmic Cyclone in my Draw Phase. Unbelievable.
So I just Cosmic Cyclone each of my opponent's set cards, one by one, banishing a Divine Wrath, Huaquero of the Golden Land and then his Solemn Judgment. He had a Skull Meister to negate my Prank-Kids Rocksies, but my Monster Reborn helped me make Prank-Kids Dodo-Doodle-Doo to get me Prank-Kids Place for another Prank-Kid. I played Solemn Judgment to stop him when he tried to Xyz Summon a Zoodiac, and then I just won out from there.
Round 5 , I looked at the online pairings and saw that that Jesse Kotton was my next opponent. Oh boy! Like I've mentioned before in my previous articles, I've never taken a match from Jesse. Spoiler alert - until today.
Jesse was piloting a Dogmatika Shaddoll deck with trap cards, which is a very strong toolbox deck. I lost the die roll and he built his full set-up. I opened Harpie's Feather Duster and three Prank-Kids. Knowing that I couldn't play through El Shaddoll Winda, I just activated Harpie's Feather Duster to see his backrow and conceded Game 1 immediately after.
Game 2 I went first and established a full set-up, including an Abyss Dweller I summoned with Parallel eXceed. Jesse tried to use El Shaddoll Fusion in the Battle Phase, but luckily I had Solemn Judgment for it. I didn't want to deal with an El Shaddoll Construct or El Shaddoll Winda, and I wanted to protect the monsters I had on field so I thought the Solemn Judgment would be worth it even though Jesse was already under the effect of Abyss Dweller. He set three to his backrow and passed.
I combo'd off for a bit and ran into Needle Ceiling and Torrential Tribute, but I could still play through it with Instant Fusion. After a couple more turns I was able to gather enough advantage that Jesse conceded Game 2.
Jesse started Game 3 by activating Nadir Servant. I had both Ash Blossom & Joyous Spring and Evenly Matched, and while I usually wouldn't negate the Nadir Servant when I already have something like Evenly Matched to equalize it, against Shaddolls, it's probably better to negate Nadir Servant since it's got way more options. So I had to negate it. Jesse set two backrows and a monster to finish his turn.
On my turn I went into the Battle Phase after declaring the other phases, so I can activate the Evenly Matched Jesse chained Sinister Shadow Games to send Reeshaddoll Wendi to the graveyard, and after banishing his facedown monster, he used Reeshaddoll Wendi effect to set Shaddoll Beast.
At that point I had Prank-Kids Pandemonium, a Mystic Mine, and two copies of Prank-Kids Place. But because Jesse had kept a face-down in his spell and trap zone, I could assume he had a card to stop my plays. So I searched for Prank-Kids Fansies with my first Prank-Kids Place, and just activated Mystic Mine. I figured that way, I could buy another turn or have Jesse use a resource to deal with the Mystic Mine so that I'd have a higher chance to play on the following turn.
And that's what happened: Jesse used Trap Trick in my End Phase to get out Paleozoic Dinomischus, then activated it on his turn discarding another Reeshaddoll Wendi to banish my Mystic Mine. The Reeshaddoll Wendi let him set Shaddoll Hedgehog, and he flipped Shaddoll Beast to draw some cards. Jesse took a moment to think, and then chose to discard Shaddoll Fusion. He swung into my open field, set one and passed.
On my turn I drew a Prank-Kids Rocksies. So I activated another Prank-Kids Place, searched for Prank-Kids Lampsies, and Normal Summoned Prank-Kids Fansies to do the Link-1 combo with Prank-Kids Meow-Meow-Mu. Before I can even make Prank-Kids Dodo-Doodle-Doo, Jesse flipped up Needle Ceiling to destroy all my Prank-Kids and his Shaddoll Beast so he could draw another card.
I followed up with Prank-Kids Pandemonium to fuse for Prank-Kids Weather Washer. That triggered both my Prank-Kids Lampsies and Prank-Kids Place (but not the Prank-Kids Rocksies since I didn't have any cards in hand). I chose to make Prank-Kids Weather Washer because I needed to attack over Jesse's Shaddoll Hedgehog so he wouldn't get his flip effect search. Then I made Prank-Kids Dodo-Doodle-Doo with Prank-Kids Dropsies, and combo'd a bit to set up another Prank-Kids Pandemonium and Prank-Kids Pranks to recycle and draw.
After a few more turns I established more and more Prank-Kids, to a point of making Toadally Awesome. That essentially sealed the game along with my Cosmic Cyclone, taking out Jesse's Shaddoll Schism.
I was also on higher Life Points and the game was getting close to the end of time. It was a long back-and-forth battle and I'm glad I was able to get it in the end, finally ending my losing streak against Jesse.
Round 6 I faced off against Ian Meltzer, playing Invoked Eldlich with the Predaplant Verte Anaconda and Red-Eyes Dark Dragoon package. I won another dice roll, so I set up Prank-Kids Pandemonium with multiple Prank-Kids. I used Cosmic Cyclone to banish his Cursed Eldland and he conceded shortly after. I didn't realize he was playing Invoked cards, so in Game 2 he was able to establish Red-Eyes Dark Dragoon and Predaplant Verte Anaconda, and used Invocation to summon Invoked Caliga.
I banished Ian's set Conquistador of the Golden Land with Cosmic Cyclone in case his other mystery set was Scarlet Sanguine. That way, I could activate Prank-Kids Place and protect my Link 1 combo by chain blocking to avoid Red-Eyes Dark Dragoon. But his mystery set was actually Called By the Grave! I followed up with a Prank-Kids Pandemonium to try and fuse with the Prank-Kids Meow-Meow-Mu I had on field, and a Prank-Kid in my hand, and Ian used Red-Eyes Dark Dragoon to negate it, discarding Aleister the Invoker.
I chained a second Prank-Kids Pandemonium and resolved it to summon Prank-Kids Rocket Ride. I swung over the Invoked Caliga and then used Prank-Kids Rocket Ride to combo a bit, fielding Prank-Kids Bow-Wow-Bark, a set Solemn Judgment, and a Prank-Kids Dropsies on the field.
On Ian's turn, I used Prank-Kids Bow-Wow-Bark to add back cards. He played a new Magical Meltdown to get another copy of Aleister the Invoker, which he tried to Normal Summon, but I responded with Solemn Judgment to negate that. But unfortunately his last card was Invocation, which meant he had enough cards to actually deal damage to me, and that was that.
Game 3 I opened with Parallel eXceed which allowed me to end on an Abyss Dweller as well as setting up the Prank-Kids Pandemonium for a Prank-Kids Battle Butler on Ian's turn. He activated his Magical Meltdown to grab Aleister the Invoker, summoned it to search for Invocation and then Link Summoned Artemis, the Magistus Moon Maiden for the Light attribute.
At that point I wanted to activate my Prank-Kids Pandemonium because I figured I might not get a chance to do so, once Ian got Invoked Mechaba out. So after resolving everything, he used Invocation to summon it. Ian swung over my Abyss Dweller, which was ok with me since I wanted to keep my Prank-Kids Battle Butler removal for his End Phase, or for when he might make Predaplant Verte Anaconda. He set two cards to his backrow and passed.
I traded against Ian's Invoked Mechaba with my Prank-Kids Battle Butler, by using it twice to force out a negation. Then on my turn I activated Harpie's Feather Duster and proceeded to combo into a Toadally Awesome, which essentially sealed the game from there.
Round 7 I played against Kyle Waterbury, who I've played against before, but not with my Prank-Kids. Long story short, I messed up in Game 2 by forgetting that Lyrilusc - Assembled Nightingale exists. I could write all sorts of excuses, but that's the fact, I just messed up. But I'm glad he won the round after in the end, and eventually went on undefeated to win the event!
In hindsight, even if I did manage to win Game 2, I'm not confident I could beat Kyle's deck in Game 3 with him going first, since he played Tri-Brigade Oath. That trap's graveyard effect helps the Tri-Brigade deck dodge Mystic Mine and Dark Ruler No More, which my deck does rely on when I'm going second. I think it was clear that his strategy's just better than "mine". Pun intended!
Ash Blossom & Joyous Spring
Round 8 the LAST round of the night. Which actually wasn't at midnight for once. The pace of this event's improved over time and this one ended slightly earlier!
My opponent for this round was none other than Gabriel Vargas, another Canadian Champion! He was playing Burning Abyss with traps. Luckily I won the roll and was able to make the full Prank-Kids setup. I got out Prank-Kids Battle Butler on his turn, destroying his Graff, Malebranche of the Burning Abyss and Scarm, Malebranche of the Burning Abyss. He tried to trigger Graff, Malebranche of the Burning Abyss, which I responded to with Ash Blossom & Joyous Spring, but he actually had the Called by the Grave to counter it, though he probably would have preferred to keep it for my Prank-Kids instead. I played through the other traps and won out from there.
Game 2, Gabe started with just three backrows. I Normal Summoned Prank-Kids Lampsies and Gabe responded with Trap Trick. He used it to get Paleozoic Dinomischus, playing it immediately to try and stop me. I chained Prank-Kids Pandemonium to fuse the Prank-Kid on board with one in my hand to dodge, and I combo'd a bunch knowing he couldn't use traps this turn. I summoned Prank-Kids Rocket Ride, Prank-Kids Bow-Wow-Bark, and Prank-Kids Dodo-Doodle-Doo to get in for 6000 damage. That left him at 1500 Life Points. I set up with double Prank-Kids Pandemonium and Prank-Kids Pranks to recycle, as well as many Prank-Kids both on the field and in my hand.
I activated a Prank-Kids Pandemonium on Gabe's turn, and he actually flipped up Imperial Order; I responded with my second Prank-Kids Pandemonium. With so few Life Points left Gabe conceded, knowing that I could keep playing through.
Anyways, after all that I ended up 7-1 for the day! It's kinda crazy with how little I've been practicing since the Remote Duel Invitational. I'mm glad I got the invite the qualifier, as well as that Flame Swordsman WCQ playmat for making Top Cut.
If you didn't see it, don't miss my recent article showcasing the biggest winners of the February Extravaganza!
Thank you again to all the judges and event staff at the Yu-Gi-Oh! Extravaganza discord. It certainly looks like the events are getting smoother, and ending a bit earlier each time as long as the players are co-operating. The next Extravaganza's said to be on the weekend of March 27th, so be sure to check out the server!