After zero changes to the Tier List last week, we now have two new additions to Tier 1. Continued success in both tournaments and Clan Wars has finally justified both Buster Blader’s and Karakuri’s promotion to Tier 1.
Buster Blader and Karakuri have been promoted to Tier 1. While Buster Blader's match-up with Koa'ki Meiru is obviously a huge strength, the deck is oppressive enough to deal with almost any deck in the game after rolling into its lockdown combo of Buster Blader, the Dragon Destroyer Swordsman and DNA Surgery. Karakuri on the other hand naïvely seems much more fair: All you see them doing is making a couple neat Synchros and drawing cards, but by turn 4 you find yourself struggling to keep up with their absurd card advantage and being blown out by a huge Hey, Trunade or Offerings to the Doomed play. And once the side deck comes into play, Karakuri's unfair advantage becomes apparent: They see duel-deciding cards like Poisonous Winds, Non-Fusion Area, or Necrovalley much faster than their opponent will.
Meanwhile Koa’ki Meiru has remained in Tier 1. The deck around which the meta is warped, Koa’ki has the strongest average turn 2 play in the game and can even grind out longer wins with their beefy normal summons like Koa’ki Meiru Urnight and Koa’ki Meiru Sandman. The Tie that Binds is slowly becoming a more popular skill with Koa’ki as well, thanks to Balance lowering the ceiling of your turn 2 moves and Sealed Tombs having almost no effect on any of the other Tier 1 decks.
Karakuri rises to Tier 1 due to it no longer being behind Koa’ki Meiru in terms of representation and performance. Being able to dig through the deck efficiently is a great perk to have in a side deck environment.
Though Koa’ki Meiru is no longer the only elephant in the room, this is not a reason to demote it from it’s Tier 1 status. The deck has been the main focus of many people’s deck building, and despite this the deck has still managed to overcome tournament rounds in a side deck environment.
In recent events Buster Blader has not had the same representation as Karakuri and Koa’ki Meiru. However, it is evident that more people are beginning to pick the deck up and its already fantastic conversion rates from swiss to top cut is justification that this deck is worthy of a Tier 1 title. Both DNA Surgery and Last Gamble are elements of the game that are commonly deemed as “unhealthy” and should be addressed.
Masked Heroes and Vampires remain in Tier 2. Neither deck is as highly represented or often used as the Tier 1 decks, but both can still find competitive success and both have continued to perform well. KaibaCorp Bling continues to be explored with these decks, but Sealed Tombs and Bandit remain the most popular skills for Masked Heroes and Vampires, respectively.
Heroes and Vampires have proven they can still top but haven’t been able to really keep up with the Tier 1 decks.
Control remains in Tier 3, being able to build itself well against a large part of the Tier List, struggling mainly against Koa'ki and Vampires. Although less common in single-deck events like the MCS and Meta Weekly, Control is often seen in counter-pick formats like Clan Wars because its oppressive removal options excel specifically against decks that cannot inherently deal with them (like Masked Heroes, Karakuri, and even Buster Blader).
Gustos have been added to High Potential. Their seemingly endless floating effects make it difficult for linear, aggressive decks to gain board control before Daigusto Gulldos comes out to re-stock the floaters and begin picking away at the opponent's board. Unfortunately, every deck on the Tier List has a way around their effects: Koa'ki can pop the floaters (other than Gusto Gulldo) with Koa'ki Meiru Maximus, Karakuri can make Armades, Keeper of Boundaries to turn off all floating effects, Buster Blader can simply pierce the low DEF monsters until your LP is exhausted, Masked Heroes can attack through the monsters with Masked HERO Anki, Vampires can pop the small Gustos with Vampire Kingdom, and even Control can simply deck the Gusto player out by locking up the board with Floodgate Trap Hole and not allowing Gulldos to hit the field (or they can just go into Armades themselves). Because of these weaknesses, strong backrow like Wall of Disruption and Floodgate is often seen in Gusto decks, and is likely necessary for the deck to function at all in the current meta.
Gusto to High Potential. Everything else from the new box is looking lackluster. Nothing really worth mentioning.