In-Depth Guide On X-Sabers: An Unexpected Threat! (January, 2016)
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Equivalence
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In-Depth Guide On X-Sabers: An Unexpected Threat! (January, 2016)
Equivalence's X-Saber Report! (Report #1)
1.) Deck Analysis
2.) Main Deck Monsters
3.) Extra Deck Monsters
4.) Spell Cards
5.) Trap Cards
6.) Combos
7.) Techs
8.) Builds
9.) Sample Decklists
10.) Conclusion
- Deck Analysis:
- The deck's main objective in terms of winning is to pull off the XX-Saber Gottoms hand shave, making your opponent discard most (if not all) of the cards in their hand, while you get 1-3 XX-Saber Darksoul searches during the end phase, depending on how many was sent there this turn. If you've gathered your resources properly before Summoning Gottoms, you should get atleast 2.
However, with cards such as Gottoms' Emergency Call, XX-Saber Faultroll and Constellar Ptolemy M7, the deck can quite easily OTK as well.
One of the main reasons why the deck is looked down upon as being outdated and bad is due to the fact that it has to set up with Darksouls and Emmersblades to get their plays going, which is true. But I mean, you just simply gotta play backrow such as Vanity's Emptiness, Solemn Warning, Quaking Mirror Force, Oasis of Dragon Souls and Call of the Haunted to slow your opponent down for when the time comes for you to start making plays. Don't play too much backrow, though, I cannot emphasize that enough! Keep traps that are responsive to summons, attacks, and monster effects (except Oasis and Call) at 4-5 at most, otherwise you'll only see dead traps and not any monsters (keep in mind that Gottom' Emergency Call should be played at 3 as well).
Another thing I have noticed about the deck is that if I don't get to my Darksouls or Emmersblades within the first 3 turns I'm kinda screwed, which is why you wanna go second when playing X-Sabers, to get that one extra card. I also recommend you play 3 Pot of Duality, possibly 3 Upstart Goblin as well. Sure, I might have a Boggart Knight + Tuner play ready and get out Souza or Hyunlei, but as soon as that's gone I'm done for.
Seeing as how crucial your Darksouls and Emmersblades are, those are the ones you really, really wanna see early on, even late as well. Otherwise you'll generate cloggy hands that won't make you last for very long.
- Main Deck Monsters:
Best Monsters:
XX-Saber Darksoul
Although it may look like a rather decent or okay card, it actually is the most important card in the main deck. Not the best, but the most important one. Because it's how you gain card advantages early on when you aren't able to swarm with Gottoms' Emergency Call or XX-Saber Faultroll. And not only that, it also helps you to keep your card advantages during the late game. As well as sets up your plays, making you able to search the combo pieces you need. Slow, yes, but not as bad as you'd think. Mandatory to run 3.
XX-Saber Emmersblade
You may also think this card is kinda "meh", however it (like Darksoul) is mandatory for setting up plays and generating consistency. Some people will say it's bad, but take it from an X-Saber veteran: You need it! Also, don't forget to be aggressive with it. Recommended to run 3.
XX-Saber Boggart Knight
This monster along with XX-Saber Faultroll is your main playmaker. Instantly makes Faultroll live, as well as provides easy access to rank 4s, level 7 Synchros and level 6 Synchros. Main downside is that he only can be used to Synchro Summon an X-Saber Synchro monster, but that's really his only downside. Always run at 3.
XX-Saber Faultroll
This card is the primary reason Darksoul is so good; because your only way of searching Faultroll is with Darksoul. This card is always so live with your Boggart Knights and Emmersblades. You can easily OTK if you use it correctly. It makes level 9 Synchros, level 8 Synchros and rank 6 Xyzs, usually Constellar Ptolemy M7, since it can recycle your Faultrolls. It is possible for Faultroll too clog, however, it shouldn't happen too often if you build correctly. I'd recommend running 3, but 2 is also possible.
XX-Saber Fulhelmknight
This card is only really here as a level 3 X-Saber Tuner. Although, the effect of it negating attacks has saved me countless times, but I hardly ever use its' other effect. It makes your level 9s, 5s and 6s. And because it's the best level 3 X-Saber Tuner, it's needed at 2-3. I personally run 2.
X-Saber Pashuul
Like Fulhelmknight, Pashuuls' main job is to just be there as a Tuner. It makes your level 8s, 6s and 5s. And also, like Fulhelmknight, Pashuuls' effect has saved me countless times. Always run 2.
Okay Monsters:
X-Saber Airbellum
This card is definitely an option if you don't wanna play Fulhelmknight. If you're willing to sacrifice a good effect for power, then you could try this card. But I personally never use it.
XX-Saber Ragigura
This card can be both amazing and terrible. Amazing because there's a combo you can do that discards your opponent's entire hand, but terrible because it can be such a deaddraw. I usually don't run it, but when I do, I only run 1.
X-Saber Palomuro
Palomuro is a really interesting Tuner, seeing as how he's the only level 1 X-Saber Tuner, which provides access to alot of Synchros from unusual angles. For example, he can make Wayne with Boggart Knight, Black Rose with Faultroll and Leo with Gottoms. He also has a pretty good effect, which (like most effects of X-Saber Tuners) can save your life. He's also searchable with King of the Feral Imps - a card I wouldn't recommend running, but Feral is easily made with 2 Boggart Knights. So try it out if you wish, I wouldn't do it, though. The main reason I lean away from this card is because of how much of a deadraw it can be. You can run it, but don't run more than 1.
XX-Saber Garsem
Personally, I hate this card. However, if you kill it with Scrap Dragon's effect or use it against a deck that destroys alot with card effects, it's definitely viable. You can also bluff it as an Emmersblade, then your opponent might waste time trying to kill what they think is an Emmersblade by any means except battle, only to realise it was something completely different that actually makes you go plus from it. But like I said, I would never use it. Period. Still in the "Okay Monsters" section, though, but that's because I have to view it from a non-biased perspective.
XX-Saber Gardestrike
Like Garsem, Gardestrike is a card I also strongly dislike. But I can still see the uses it can have. For example, if you're out of Boggart Knights and need to make a play to get Faultroll out; Gardestrike could get the job done! But you never really run out of Boggart Knights, so Gardestrike isn't really worth running. I'd still rate it as okay, though.
Terrible Monsters:
X-Saber Anu Piranha
It sucks. Don't use it.
X-Saber Axel
It sucks. Don't use it.
X-Saber Galahad
It sucks. Don't use it.
X-Saber Uruz
It sucks. Don't use it.
- Extra Deck Monsters:
Best Extra Deck Monsters:
XX-Saber Hyunlei
Hyunlei is easily made with Darksoul + Fulhelmknight, as well as with Boggart Knight + Pashuul. It can also be Xyz'd with Faultroll into Constellar Ptolemy M7, or Synchro'd again with Fulhelmknight to Summon Gottoms. This card is so incredible this format, since it can just wipe out the Pendulums in the Pendulum Zones and clear the backrow for when you wanna make a play. Really solid, a staple. Run 1-2.
X-Saber Souza
Souza is kind of the Jar Jar Binks of X-Sabers - you don't really wanna use him because his effect isn't the best, but you're force to use him since Boggart Knight can only be used to Synchro Summon X-Saber monsters. He does have his uses, though. There have been times where I've passively used him to get past Traps or get rid of annoying monster. Always run 1.
XX-Saber Gottoms
Gottoms is easily made with Faultroll/Hyunlei and Fulhelmknight. If used properly he can singlehandely win you games, because of how much he can make your opponent go minus. Short and sweet description. Always run 1.
Okay Extra Deck Monsters:
X-Saber Wayne
Can be made with Darksoul and Pashuul, and his effect can be used to further expand your plays. I, however, don't run it in most of my builds. Simply because I can't find the space and because I find there are many other, better ways you can make plays. Run 0-1.
M-X-Saber Invoker
It's easily made with Darksouls, Emmersblades and Fulhelmknights, however, you mostly just wanna use them to Synchro Summon, but there are times when Invoker really helps. All he does is Summon Boggart Knight from the deck, which may give access to some plays. He isn't the greatest, but I would recommend you to play atleast 1 in all X-Saber decks.
Terrible Extra Deck Monsters:
X-Saber Urbellum
It sucks. Don't use it.
- Spells:
- Best Spells:
When you take damage while you control an "X-Saber" monster: Gain LP equal to the amount of damage you took, also inflict an equal amount of damage to your opponent, then you can add 1 "Saber" Spell/Trap Card or 1 "Gottoms" card from your Deck to your hand. You can only activate 1 "Saber Reflection" per turn.
Saber Reflect
It really pisses me off that they haven't released it in the TCG yet. Either way, in the OCG, it's really good. Works extremely well with Pashuul's "Drawback effect" or Palomuro if you're using him. It also works very well for when you're aggressive with your Emmersblades. Also, it's the only card that can search out the deck's best card - Gottoms' Emergency Call. Did I mention it can search itself? As a TCG player I unfortunately can't play it, but if you're playing in the OCG I'd recommend running 3.
Okay Spells:
Saber Slash
To be honest, Saber Slash is slightly more on the bad side, however, I think it still has its uses. Like, in the current meta with PePe and Kozmo running around, I personally think it sucks. But as a card alone, ignoring the current format, it definitely has some potential. Overall, I don't ever use it, but if Pendulums and Kozmos ever stop getting played you can definitely try Saber Slash out. 0 now. 0-3 if the meta shifts away from Pendulums and Kozmos.
Gottoms' Second Call
This card is basically like Gottoms' Emergency Call, but worse. It can be useful if you wanna make a play and don't have Gottoms' Emergency Call, but it's just too inconsistent and risky in my opinion. But you can definitely use it. Run 0-2.
Terrible Spells:
Saber Vault
It sucks. Don't use it.
Sword of Sparkles
It sucks. Don't use it.
- Traps:
Best Traps:
Gottoms' Emergency Call
Although I'd say Faultroll is the best monster in the deck, as a stand-alone card, Gottoms' Emergency Call is easily the best. It helps you swarm and OTK or Summon monsters for Gottoms to tribute, making your opponent discard their hand. It just does everything you want it to do. Oh, and by the way, don't listen to the people who only play 2 and says it clogs. They're just bad at X-Sabers. Trust me. Always run 3.
Okay Traps:
Saber Hole
This card is actually pretty good. However, the reason I'm only putting it as an "okay monster" is due to the fact that I just haven't had good experience with this card. Like, in theory, it's really good. But when I use it, it always seems to lead to a dead hand. This is one of the cards I'm not really discouraging nor encouraging you to pick; just use it if you wish. Run 0-3.
Terrible Traps:
At One With The Sword
It sucks. Don't use it.
- Combos:
Combo #1: For this you'll need to have Gottoms' E Call set (that can be activated), XX-Saber Emmersblade on your side of the field and 2 in your deck, and a monster on your opponents side of the field with 1400 or more attack.
Firstly, you ram the Emmersblade into their monster. Emmersblade dies and its effect activates. Summon another one from your deck, repeat the process until you have 1 Emmersblade on the field and 2 in the Graveyard. Now you activate Gottoms' Emergency Call and Summon the 2 Emmersblades in your Graveyard to the field. Now you have 3 Emmersblades on your side of the field. Ram one of them and Summon Darksoul from the deck. Then ram a second one and Summon another Darksoul. Then ram the 3rd one and Summon XX-Saber Fulhelmknight. Finally, you Synchro Summon XX-saber Gottoms' and boom! You turned your 1300 atk Emmersblade into a 3100 attack Gottoms, not to mention you get 2 Darksoul searches during the end phase!
Combo #2: For this combo you'll need Constellar Ptolemy M7 on the field, XX-Saber Faultroll as M7's Xyz material or in the Graveyard, and 2 other X-Saber monsters on your side of the field. Use M7's effect, detatch Faultroll and add it back to the hand, resummon it and use its effect again. You'll most likely OTK here. It seems like you'd rarely succeed in doing this, but keep in mind that you'll be able to use Faultrolls' effect before you use it along with Hyunlei to Summon M7. Not to mention how easy it is with your run-of-the-mill Boggart-X-Saber monster-Faultroll play. And don't even get me started on Gottoms' Emergency Call.
Combo #3: This combo is very simple. All you need is a Fulhelmknight on the field or in your hand, Book of Moon on the field or in your hand, Faultroll in your hand, an X-Saber monster in your Graveyard and a monster on your opponents side of the field with 1200 or less defense. Summon Fulhelmknight, declare an attack. Activate Book of Moon, set their monster. Destroy their monster with Fulhelmknights, then you can use its effect to summon a level 4 or lower X-Saber monster from your Graveyard. Go to main phase 2 and special summon Faultroll, use it's effect, and go off like crazy.
- Techs:
Tech List:- Mythic Water Dragon
- Super-Nimble Mega Hamster
- Instant Fusion
- T.G Striker
- One For One
- Ayers Rock Sunrise
- Reinforce Truth
- Spell Striker
- Crane Crane
- Mythic Water Dragon
- Builds:
Psychic Sabers: This X-Saber build is significantly faster than any other, because it utilises Emergency Teleport, but it often generates dead hands. And it can be quite inconsistent. But it can easily get out a first turn Naturia Beast or Barkion, which can singlehandedly win you games.
Kuribandit Grave-Mill Sabers: This was without question the 100% best way to play X-Sabers back when Soul Charge was at 3. It made the Gottoms shave a breeze. However, with Soul Charge at 1 it's not nearly as good. It's a bit inconsistent in my opinion, and sometimes you forget that it is an X-Saber deck you're playing. And it's bit too luck-reliant for my liking. But the potential is definitely there!
Standard Sabers: My personal favorite. Standard X-Sabers usually consist of only X-Saber monsters, a few Spells to add consistency such as Tenki, RoTA and Duality. As well as a few Traps such as Oasis, Call, Quaking etc.
- Sample Decklists:
Psychic Sabers:
Kuribandit Grave-Mill Sabers:
Standard Sabers:
- Conclusion:
In conclusion, X-Sabers are one of the most fun and underrated decks out there. Has OTK and outgrinding potential, believe it or not. However, it does require alot of thinking and skill to play it properly. Keep that in mind. Other than that, get on DN and have some fun with it! Thank you so much for reading my first report - X-Sabers! I may post more in the future if this becomes well-received. Please leave feedback in the comments.
Equivalence- Posts : 42
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Re: In-Depth Guide On X-Sabers: An Unexpected Threat! (January, 2016)
Nice lesson, but it'd be nice if you could c/p the effects. I read ur comments, but couldn't read the actual effect.
LGM- Posts : 119
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Re: In-Depth Guide On X-Sabers: An Unexpected Threat! (January, 2016)
good article but the effects would be nice to post.
use the code function to make it easier to see the effects.
use the code function to make it easier to see the effects.
B@TMAN- Posts : 9
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Re: In-Depth Guide On X-Sabers: An Unexpected Threat! (January, 2016)
B@TMAN wrote:good article but the effects would be nice to post.
use the code function to make it easier to see the effects.
You can see the effects on the images.
Equivalence- Posts : 42
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Re: In-Depth Guide On X-Sabers: An Unexpected Threat! (January, 2016)
LGM wrote:Nice lesson, but it'd be nice if you could c/p the effects. I read ur comments, but couldn't read the actual effect.
How can you not see them on the images? I can see them just fine.
Equivalence- Posts : 42
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Re: In-Depth Guide On X-Sabers: An Unexpected Threat! (January, 2016)
Pretty well written! Nice guide to X-Sabers! I like it maybe might try a samply you have provided
Also Equivalence don't double post :O use multi quote to make more that 1 quote in 1 post! POW. If you don't know how it works pm me I can explain ;D
Also Equivalence don't double post :O use multi quote to make more that 1 quote in 1 post! POW. If you don't know how it works pm me I can explain ;D
BlackLeg-Sanji- Posts : 615
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Re: In-Depth Guide On X-Sabers: An Unexpected Threat! (January, 2016)
Man, it is great, helped me so much with my little take on the deck, I can't thank you enough Val.
Yet, no mention of Gottom's 2nd Call, I disagree with not even saying it exists. It is a great card in my opinion.
The 3 deck lists you provided helped me a lot... especially the standard one, though I like psy sabers a lot more than the other 2.
p.s. Garsem for number one X-S, you totally know it is the best
-Jet, Rates 8/8 m8
Yet, no mention of Gottom's 2nd Call, I disagree with not even saying it exists. It is a great card in my opinion.
The 3 deck lists you provided helped me a lot... especially the standard one, though I like psy sabers a lot more than the other 2.
p.s. Garsem for number one X-S, you totally know it is the best
-Jet, Rates 8/8 m8
Jet Valentine- Posts : 15
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Re: In-Depth Guide On X-Sabers: An Unexpected Threat! (January, 2016)
Really good and extensive guide to X-Sabers. You definitely know what you are talking about and I might use the sample decklists later!
Rate: 6/9 (jk) really good guide xD
Rate: 6/9 (jk) really good guide xD
TheLifeLessOne- Posts : 419
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