Being around for more then a week, Resonators increased their popularity by a lot. With its high consistency and the ability to shuffle back a card the deck can run crazy techs like Treacherous Trap Hole, Hey, Trunade!, Solemn Scolding, Caius the Shadow Monarch and many more. The ability to shuffling back situational cards with Demon’s Resonance allows the deck to run “side deck” cards in the main and trade them for a combo piece when not needed.
The deck plays really fast games and runs out of resources quickly, making the deck completely unable to grind out games. This makes every topdeck precious once you’re out of Skill uses, which is even more important in the mirror matches where it comes down to a simplified game state where the better draw wins.
The deck is perfect for the KCGT because going first with 3 monsters and 6100 Life Points makes you really hard to OTK, on top of Resonator’s own OTK-ability. Additionally, it’s simple to play so even 72-hour fatigue can’t stop you from making misplays (don’t try this at home kids)
Who would have thought that breaking whatever’s left to such a term as consistency is out of all possible decks that’s going to be the point of no return would be duty of… Resonators?! They have 3 starters, they have 3 searchers and the also have a skill in Demon’s Resonance that can search either for combo piece or an extender. The deck in terms of power doesn’t do anything incredible, right? But when you do the same “average in terms of powerlevel” board over and over again, with consistency close to an absurd 95%, while also having guaranteed follow-up for two0 and sometimes three turns - it’s a completely different story. It doesn’t matter how powerful are other decks if what they do doesn’t match Resonators consistency. When we were in Star Seraph format, we valued power over consistency and this made that format so high-roll, but now the tables have been turned.
Resonators are the new hot topic: they have high representation, high consitency, and high techability thanks to Demon’s Resonance. However, the deck runs out of fuel relatively quickly and it lacks a competent boss monster. These downsides will have an impact on the future potential for Resonators and it’s quite possible we could see a decline in representation. Does that mean the deck doesn’t deserve Tier 1 status? No, the deck has earned its spot, but I believe it might lose its Tier 1 some time after the KCGT.
Thunder Dragons are expected to be very strong in KCGT format as the deck’ss core is versatile enough to handle the meta decks without needing a Side Decj thanks to their ability grind with handtraps to survive into a Chaos Dragon Levianeer followup, dismantling the opponent’s field. The deck also has a good matchup against Resonators, which is the most popular deck at the moment. Since resonators have a hard time grinding against the floating of Thunder Dragonroar and handtraps it often relies on searching Goblin of Greed to try to floodgate thunders from using discards and hope its enough, and if that fails the duel shifts in thunder dragons favor quickly. Overall, Thunders have positive matchups against most decks aside from Fire Kings and decks maining Necrovalley in a non-side environment, and with that the deck is promoted to Tier 2
Thunder Dragons play a lot slower now with Fiend Farewell, but it’s doing its job, stalling time with Handtraps, filling the grave with Thunder Dragon and control the graveyard with Chaos Betrayer, while spamming endless Rank 6 Xyz Monsters. In such variation of Thunders, Levi became a highroll card that’s usually not even needed.
Thunder Dragons have been promoted as it is the deck that can best contend in a diverse landscape of strategies with plurality being Resonators. Consistency remains the consistent weakness of the deck, however the strength of }Chaos Dragon Levianeer} is both unbridled and unmatched when unified with the Thunder Dragon engine.
Apparently even in non-Side Deck format Fire King struggles, this time for other reasons. The Fire King engine is very good at dealing with decks on the Tier List simply because Fire King High Avatar Garunix is such a good boss monster. The tiered decks at the moment have a very aggressive playstyle and try to end the game as quickly as possible. In that regard, Fire King is a great deck to play with its floating ability, Fire King Avatar Arvata negates, access to a ton of handtraps, and the ability to punish pushes with Garunix float. However, the issue which came yuo in the MCS was the appearance of a lot of Rouge strategies. Garunix is great at dealing with monsters but the deck has no good way of interacting with backrow aside from Circle of the Fire Kings (which requires GY setup). On top of that, Amano-Iwato coming from Resonators wasn’t helping its case.
Does this all mean that Fire King is a bad deck for KC Cup? Not really. Day 1 will be full of OTK Decks which will try to farm as many points as possible, and with Handtraps and Destiny Draw, it will be able to survive and punish people who play right into the deck. Depending on which decks will see play on Day 2 and 3, it will appear again since Garunix is just so oppressive.
Nonetheless, since the decks has issues and it is not guaranteed to have those developments in the KC Cup, it will stay at Tier 3.
“TPC wrong, TPC muted. They did not know” and other things one can say about how bad “Tier 1” Harpies performed in the last MCS. It is not really surprising though given the decks people decided to play for the event. There were a lot of monster-heavy decks running around, notably Resonators. Harpies developed with more and more time into a 30-card backrow deck and backrow decks are always inferior to decks that just do more (like OTK decks and Combo decks). Backrow decks adapt to combo by putting in specific Trap cards which do well for a specific matchup. This is not possible in a No Side format, since the backrow is going to be hit-or-miss in this vast format. It would have been amazing against, for example Shiranui, punishing the opponent’s backrow with Harpies’ Hunting Ground. However, those matchups never happened and Shiranui won as a result. Instead, it kept losing to the aggressive decks in the format like Resonators, Fire King, Thunder Dragons, and so on as it was unable to build enough pressure and break through their defenses.
Does this mean Harpies are dead? Of course not, but the format is different. Now it needs to adapt instead of other decks adapting to it. It will still see play in the KC Cup simply because in Days 2 and 3, slower backrow decks will be popular, and Harpies can easily thrive.
Still, the deck showed how vulnerable it is in this format and as such gets demoted to Tier 3
As said since the beginning, Harpies are a tech-reliant deck and depriving them of the Side Deck hurts them a lot and makes them less versatile. The engine itself is not good enough to deal with all the different matchups the deck has right now and will probably perform not that well in the KCGT. When Side Deck comes back, however, the deck will rise again.
What happened to almost Tier 0 Harpies from the last MCS? Demolished by Resonators? Pretty much, but they faced same problems as Water: they needed to increase consistency without losing power, and they couldn’t do it. Harpies by its nature play a lot of “garnets”, that simply couldn’t be cut by any means.
Water Xyz is pumping ahead for the KCGT as a Tier 3 contender. With the new meta changes that Resonators has brought, some control strategies have gotten better, including Water Xyz. Worth noting is that multiple copies of Buzzsaw Shark are being played to get to their Rank 4 plays more consistently. Abyss Dweller continues to shut down graveyard-based effects from the opponent, which also weakens Resonator’s follow-up abilitys through Wandering King Wildwind. Nevertheless, KC Cup formats are known to be sacky, especially in the early stages and this deck’s resources are limited compared to other Top Tier decks, so you might want to think twice about playing this deck.
In this past MCS, we saw Shiranui coming out of nowhere and, in the end, winning the event. Despite that success, we don’t believe the deck has the tools to go all the way, but should still see more play and have a better win rate than other decks that were in a similar position before. Be aware of Revival Gift, a very sacky one-of that, if you don’t prepare for beforehand, might blow you out.
Guess what, Zombies never die. Shiranui rose from its grave for one last ride, and it performed incredibly well. Despite the deck’s performance in the last MCS, it remains a suboptimal pick for KC, as Hey, Trunade! will see much more play than it did in Swiss tournaments, and also Harpies’ Hunting Ground Harpies might rise in popularity, as both of those completely destroy our Zombie friends. Samurai Skull remains the biggest strength of the deck, but both Onomats variations (Gagaga Sister and Rank 4 Spam) have no trouble dealing with it, and people should have by now realized that if you Book of Moon Skull, it won’t float, which leaves you weak to 3/4-card combos that everyone seem to open in KC Cup-like environments.
If you choose this deck, you are gonna get sacked, you are gonna see Harpies’ Hunting Ground and scoop, but man, isn’t it satisfying to watch unprepared players drown in an ocean of Trap Cards.
I want to mention the return of Shiranui. While Resonators were sure that Hey, Trunade! wasn’t useful this format, Shiranui appeared and ate Resonators alive. Resonators can play through 1 interruption, sometimes two (with the help of Mystical Space Typhoon) but three interruptions or two with a Samurai Skull float is practically impossible, setting up Shiranui as the number one counter to Resonators (until Trunade comes back to the deck).
With the new box introducing Resonators (a difficult matchup for onomats), and KCGT Stage 2 starting soon, Onomats have fallen out of the spotlight as one of their main strengths was being able to draw into their Side Deck cards in hard matchups which you cannot do reliably in a KCGT Best-of-1 environment.
The deck might still see play Day 1 as its one of the few OTK decks that can rack up wins quickly against backrow decks, but its likely to fall off after that as it can’t cover the current variety of the meta decks well, as some of them play backrow such as Harpies, while others rely on monster effects like Thunder Dragons and Fire Kings; meaning you will likely have useless techs in some matchups.
With that, the deck is demoted to Tier 3 since it might not be able to adapt to the diverse KCGT meta quickly enough without a Side Deck.
Water Xyz resurfaces due to how it is able to make use of Necrovalley to shut down a variety of popular strategies. There will very likely be various points in the KCGT Stage 2 where graveyard-reliant decks like Resonators and Fire Kings are popular - and Water Xyz is well-equipped for that between Abyss Dweller and Necrovalley. In regards to deck building trends, builds are now including Bahamut Shark for Full Armored Black Ray Lancer and 1 less copy of Number 37: Hope Woven Dragon Spider Shark. This is because Spider Shark doesn’t pair as well with Necrovalley as Bahamut Shark does.
So what happens when one deck has a great Turn 1 and Turn 2 and consistency of 95%? The format began to develop, to adapt. Water Xyz in order to keep up, decided to remove all bricks such as cutting all Atlantean cards, aside from 1-2 Atlantean Heavy Infantry and playing three Buzzsaw Shark as another starter. While some lists have also completely removed Gishki Chain, which makes sense with less Infantries. Bricking is not an option anymore, once again, it doesn’t matter how broken your combo is going to be if you not going to open it with a consitency at least on par with what Resonators can do.
The furry agenda has not stopped yet and it will rise again. It is KC Cup time and with that we have our sacky decks back with a million handtraps to cheese the way through. Not only does Lunalight utilize these qualities effectively but it also has Lunalight Sabre Dancer, an annoying stall tool against decks like Resonators, Harpies and Water which have no way of outing it outside of wierdly specific techs like Obelisk the Tormentor.
As such, Lunalight is very likely to be seen on Day 1 of the KC Cup or possibly even more depending on how the meta is going to develop
You know the drill by now. KC Cup rises and with that Triamids reappear again. It is a very solid deck to bring for KC Cup simply because it can deal with a lot of strategies fairly easily, since the fields spells deal with what the KC Cup is usually all about: Destruction effects and Battle Handtraps. Triamid Pulse is still one of the best traps printed in Duel Links that plays around Hey, Trunade!.
The most interesting thing about Triamids is the fact that a lot of people dropped Balance in favour of playing a Field Spell Skill. On first glance, it doesn’t make that much sence because the Triamid monsters cannot interact with it and you lose consistency. In my personal opinion, however, it’s the better Skill to use because it boosts the deck’s power. Having the extra Field Spell in the GY is great for having a pretty-much guaranteed live Pulse on top of an additional Triamid Sphinx ATK boost which is important for some OTKs. It also helps to not be restricted by Balance and be able to Special Summon going second with Triamid Kingolem. These hands which allow you to play through backrow are not consistently going to happen, but over the large sample of games one will play in the KC Cup, they’re going to add up and win you games that wouldn’t be possible with Balance.
The most interesting part about the Field Spell Skills is that they can be anything. As such, one can play Harpies’ Hunting Ground and bluff Harpies going second which might force the opponent to do a suboptimal play even if they know it’s 100% Triamids. With that the mind, games will be real and one is going to make a mistake eventually because of fatigue. With that, Triamid will be popular in the KC Cup
As we’ve learned from the past KC Cups: keep an eye on the sack decks. Tech Genus, specifically Flight Control Tech Genus ironically flew under the radar last KC Cup, boasting albeit limited hyperconsistency with their own Onomatoplay and ability to run semi-limits like Hey, Trunade! and Treacherous Trap Hole. While like most sacky decks the expectation is that Tech Genus will fall off in the later days of the event, don’t be surprised if a few of them pop up in the Top 100, with their ability to build-a-board with almost any combination of cards
Tier List update written by Jadehex.