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 An In-Depth Analyses of the Gusto Archetype.

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Xusha
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PostSubject: An In-Depth Analyses of the Gusto Archetype.   Tue Mar 12, 2013 2:35 pm



I've seen a lot of it before, the terribly made decks that would never win a duel. What's rare, from my experience, is seeing a Gusto deck that was ever done good. I've seen a good few Gusto decks. I've made more than twenty Gusto variant decks. I know everything about this archetype, so to say. But why are people so bad at it? In order to know why, we need to go over every card in this archetype and why they should, or shouldn't be used. There's a lot to say and not much time to say it, so let's get moving along!

The Gusto (Gasuta in the OCG, me gusta!) consists entirely of 19 Monster Cards, 2 Spell Cards, and 3 Trap Cards. Of these monsters, a staggering 4 are tuners, with 9 non-tuners. There are 2 XYZs that see a lot of play, as well as 4 Synchros. So... Since there's more monsters than anything, we should start there first!





Winda, Priestess of Gusto
WIND / Psychic / Level 2 / 1000 ATK / 400 DEF
When this card is destroyed by battle with an opponent's attacking monster and sent to your Graveyard: You can Special Summon 1 "Gusto" Tuner monster from your Deck.

Now this card is essential to any Gusto deck, and the only recruiter you can get away with running 2 of. This card has all of the disadvantages that make the deck a fair deck. As in, this card must be destroyed by an opponent's attacking monster. This card's shortcomings alone are why this engine hasn't been limited at all by any banlist. Swapping this card can be a last resort for a nice monster and some decent damage, but it's never something you WANT to do. The effect will NOT go off if you attack this card or with this card in any way. Try to run 3 in any build, but you can run 2 if space is really tight.


Kamui, Hope of Gusto
WIND / Psychic / Level 2 / 200 ATK / 1000 DEF
FLIP: Special Summon 1 "Gusto" Tuner from your Deck.


This card is highly underrated, as most don't consider it a vital part of the engine. With this and Winda being the only actual direct support targets for Emergency Teleport, this alone is why you should never run said card in this deck. This is the perfect card for siding out against a lot of decks, as it's kind of a floater and flip effects can be very lagging in today's meta. However common it is that this card will be stomped over, it does make for the potential to be a free synchro in itself. For that reason alone, I'd always try to squeeze on into a pure build. Run 0-3, depending heavily on what kind of build you're using. With space tight, this little guy might not be right for everything.


Reeze, Whirlwind of Gusto
WIND / Psychic / Level 5 / 1900 ATK / 1400 DEF
Once per turn: You can return 1 card from your hand to the bottom of the Deck to target 1 monster your opponent controls and 1 face-up "Gusto" monster you control; switch control of both monsters.


The second greatest effect of any Gusto monster. This card is heavily underrated because she's decently difficult to get out, being level 5 and all. If this card were level 4, I'd always advise you run 3. Having an easy Creature Swap with you choosing the target is always fun. But the shortcomings in this card are enough to make it less than viable in many builds. Now this card is good, and I'd suggest trying it, but try to never run more than 3 of the combined forces of the monsters above level 4 in any Gusto deck. Run 0-3.


Windaar, Sage of Gusto
WIND / Psychic / Level 6 / 2000 ATK / 1000 DEF
When this card destroys a monster by battle and sends it to the Graveyard: You can target 1 Level 3 or lower "Gusto" monster in your Graveyard; Special Summon that target in face-up Defense Position.


For a level 6, 2000 attack is pretty lame. The 1000 defense is at best laughable. With seemingly overall weaker stats than Reeze with just 1 star higher, why run this guy? Well that's simple. Windaar is a free Monster Reborn, and he runs over almost every level 4 or lower monster. Combine him with Creature Swap, and you can plus 2 or 3 (Yes, he's that intense) off of his effect with so much ease. If you play him right, you could easily pull out Daigusto Falcos and make him a 2600 beater, although he's usually better being synchro'd sooner, rather than later. He's the go-to in the deck for free high-level synchros, but that doesn't make him a staple. Never run more than 2 of this guy, and never run more than 3 of the combined high-level effect monsters.


Gusto Egul
WIND / Winged-Beast / Tuner / Level 1 / 200 ATK / 400 DEF
When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Level 4 or lower non-Tuner "Gusto" monster from your Deck.


Another recruiter. This card tutors every non-tuner in the deck, except Reeze and Windaar. This card is why you run 3 Creature Swap. You gain an opponent's monster and plus another monster that could lead to even more plussing with Caam. All right, but why is it so weak? We'll get into that later. For now, just realize that this is one of the best level 1 tuners in the game. His versatility is insane. Run 3, no exceptions.


Gusto Gulldo
WIND / Winged-Beast / Tuner / Level 3 / 500 ATK / 500 DEF
When this card is sent from the field to the Graveyard: You can Special Summon 1 Level 2 or lower "Gusto" monster from your Deck.


This is the best searcher. This card is what breaks this deck. You have your choices and this is the card you want to be destroyed last, 90% of the time. This card toolboxes every other searcher, and depending on your hand this card being destroyed (Or staying, even) is what ends games. This card laughs at torrential, as well as dark hole. Most people don't realize, just how useful this guy is. Always run 3. People complain that this card misses the timing when synchroed. This is true, but having that ability would make this deck too broken to be free of the banlist.


Gusto Falco
WIND / Winged-Beast / Tuner / Level 2 / 600 ATK / 1400 DEF
When this face-up card on the field is sent to the Graveyard, except by battle: You can Special Summon 1 "Gusto" monster from your Deck in face-down Defense Position.


This card is terrible. The stats are too low to make much use of, and the only amazing target for this is Kamui. This card is what's supposed to summon Reeze, and Windaar. Their defense levels are too meager to make this card of use. This card only shines against inzektors, but even so they don't need to pop it. This card has the better latter effect of the counter-part, but that it needs to be face-up, and that it summons face-down is too situational for me to suggest you even run 1. You can try it if you really want to use this, but I wouldn't.


Gusto Squirro
WIND / Thunder / Tuner / Level 2 / 0 ATK / 1800 DEF
When this card is destroyed by a card effect and sent to the Graveyard: You can Special Summon 1 Level 5 or higher "Gusto" monster from your Deck.


This is the best defense in a Gusto card. That's funny, right? It's only level 2, after all. This level of defense is actually amazing for it's level, and the effect is amazing. However, that's not why you want to run 1 of these. It's what you need for a quicker and easier Daigusto Sphreez. Oh wait, I've gone and ruined the surprise I've been building up to. Needless to say, run one, and see how it feels. If you don't think you like it, don't use it.


Gusto Grif
WIND / Winged-Beast / Level 2 / 800 ATK / 300 DEF
If this card is sent from the hand to the Graveyard: You can Special Summon 1 "Gusto" monster from your Deck. The effect of "Gusto Grif" can only be used once per turn.


...this is it. This is it! This is single-handedly the greatest card in the entire deck! Run 3! Do it! DO IT! Run 3... Oh wait... It has to be sent to the graveyard... Yes. The greatest card in the deck can never be effectively used in a pure build. However... This card alone gives a HUGE boost to Dragunity decks. Three notable things worth mentioning. This card tutors the entire deck. This card doesn't have to be discarded. Sent can mean discarded, but discarded can never mean sent. Thirdly, and this is by far the most notable thing with this card... "If" is used. This card NEVER MISSES THE TIMING. Alas, run 0. Run 2 if you're using Dragunity, but run 0. It breaks my heart to say it.



Caam, Serenity of Gusto
WIND / Psychic / Level 4 / 1700 ATK / 1100 DEF
Once per turn: You can shuffle 2 "Gusto" monsters from your Graveyard into the Main Deck; draw 1 card.


The glorious staple herself. Second only to the recruiters in usability, this is the mini-beater that nets you a plus 1 every turn. Too good to be true? No, this has no catch. And it gets better! This is one of very few cards that works under Necrovalley, as well as Skill Drain. Shuffling is a cost. The shuffling can never be negated. However, the card doesn't net you the +1 under Skill Drain. However, this card is part of what makes this deck amazing. Re-use your recruiters, first and foremost, with her effect. The only downside with this card is it says Main Deck. Never run less than 2. Seriously. Funfact: This card was proven to be abusable with an Exodia draw deck. This is why Mind Master is gone.


Musto, Oracle of Gusto
WIND / Psychic / Level 4 / 1800 ATK / 900 DEF
Once per turn: you can target 1 "Gusto" monster in your Graveyard and 1 face-up monster on the field; shuffle the first target into the Deck, and if you do, negate the second target's effects until the End Phase.


I didn't like this guy, to start. Most don't. But this Oracle saves games. Stardust? Zenmaines? No problem! This guy shuffles into the deck, and he makes effects a thing of the past. Worst case scenario? You can use it on himself, and still attack with a decent beater while keeping a deck presence. This guy is almost at the level of staple in the deck, but not quite. Always try to squeeze one into your build, regardless. You won't regret it.


Gusto Codor
WIND / Winged-Beast / Level 3 / 1000 ATK / 400 DEF
When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon 1 WIND Psychic-Type monster with 1500 or less DEF from your Deck.


Remember when I said plus 3's were common? This guy is one of those factors, too. Creature Swap makes this cutie viable. Being level 3 makes it perfect for Sphreezing, but the only downfalls are these pathetic stats and that you can only choose a psychic. (Read as, anything in the pure build but a tuner or another Codor). Very useful in a Windaar build, but you can just as easily pass on this guy. He can be dead many times. Run 0-2, and only if you run Windaar. Consistency reasons.


Gusto Thunbolt
WIND / Thunder / Level 4 / 1500 ATK / 1200 DEF
At the end of the Battle Phase, if this card is in the Graveyard because it was destroyed by battle and sent to the Graveyard this turn: You can banish 1 "Gusto" monster from your Graveyard; Special Summon 1 WIND Psychic-Type monster with 1500 or less DEF from your Deck.


This is a misunderstood card. Personally, I swapped out Codor for this guy, because he's got a reasonable attack, and the effect is very viable. He's great for being used for Lightning Chidori, and I did need a 4th target for it. The considerable weakness is it has to be from the deck, and it has to be destroyed by battle. More often than not, you'll banish itself, and you'll pull a Reeze or Windaar. Reeze really loves this guy, in particular. So it's interesting to say this is more useful in a Reeze build, despite my choosing it over Codor in my Windaar build. I wouldn't see anyone ever running this and Codor, and this is probably the stronger for consistency of the two just for Chidiori reasons. Regardless, run 0-2. Zero if you're not running the higher levels, or if you're running Codor.





Now we've finished the massive number of effect monsters. This is pretty awesome! Note that the synchros are... Well they're insanely splashable in these decks. I will list what I generally run on average... But take into account that you can run as many or as few as you want. You do need space for other stuff. These guys alone won't generally do it for you.





Daigusto Falcos
WIND / Psychic / Level 4 / 1400 ATK / 1200 DEF
1 Tuner + 1 or more non-Tuner "Gusto" monsters
When this card is Synchro Summoned: All "Gusto" monsters currently on the field gain 600 ATK.


Love this card. You really don't need it, it honestly defeats the entire purpose of the deck. But it has more use than I'm giving it credit for. This card could be an option for Lightning Plover, and an opponent is always mad when a 2000 beater finishes off a duel. I run 1 as a keepsake to the archetype, but you should never run more than that. Note that this card's effect isn't as good as it sounds. It only applies to monsters on the field when it is summoned. Amazing for Eguls, regardless. Run 1. Or 0 if you're not running the level 2 tuners.


Daigusto Gulldos
WIND / Psychic / Level 5 / 2200 ATK / 800 DEF
1 Tuner + 1 or more non-Tuner "Gusto" monsters
Once per turn: You can shuffle 2 "Gusto" monsters from your Graveyard into the Main Deck to target 1 face-up monster your opponent controls; destroy that target.


Here it is. The other card that returns for a cost. But as a parallel to Caam, this card is a -1 for your opponent, rather than a plus for yourself. Once again, a cost for it to return, making it easily used under Skill Drain and Necrovalley, but limiting what it can return to the main deck. Love this card, would run 3 if I had the space. I honestly suggest 2, but you can get away with 1 if you want. There is no excuse to run 0.


Daigusto Sphreez
WIND / Psychic / Level 6 / 2000 ATK / 1300 DEF
1 Tuner + 1 or more non-Tuner "Gusto" monsters
When this card is Synchro Summoned: You can target 1 "Gusto" card in your Graveyard; add that target to your hand. Your opponent takes any Battle Damage you would take from battles involving a face-up "Gusto" monster you control. This card cannot be destroyed by battle.


This is the card. I still hear the tears and tormenting cries of my opponents. This card nets you a plus of any Gusto card. Yes, a card including the traps and one of the spells. (More on that later) The second effect is why this card is feared, and why Winda is awkwardly worded. This card turns your little birds into kamakazi's, while your opponent takes all of the damage. If you haven't used your normal summon, just pull back a Gulldo from the grave, and attack head on with it, pull an Egul, and then pull a Kamui. This card maintains a field presence, and shifts the entire tide of the duel. Your opponent is now on the defensive. Bam. Some people disregard the effect, leaving to hilarity when they charge into your Egul or Sphreez herself. Never run less than 1. You will regret the endless hilarity.


Daigusto Eguls
WIND / Psychic / Level 7 / 2600 ATK / 1800 DEF
1 Tuner + 1 or more non-Tuner "Gusto" monsters
Once per turn, during your End Phase: You can banish 1 WIND monster from your Graveyard to target 1 face-down card your opponent controls; destroy that target.


Please don't use this effect if you don't have to. Please don't turn into a scrub. This card is useful as a very competent beater, sure, and it can be recycled with some of the other support... But... Please don't get excited and banish the cards you need in the grave. I have seen more people end games by actually using this card's effect than I ever wanted. If you can't control yourself, give this a pass. If you can, try it at 1. There are some exceptions to his usability, I do run it, after all. I'm pretty sure that didn't need to be said, but more often than not you'll be using this guy to stomp over powerful monsters, than his effect.






Now onto the XYZs... No, I'm not going to even give them a look. You're never going to use them in this deck. They are amazing, just as splashable monsters in other decks. Their effects contain watered down effects of what it would take to summon them. Don't do it. Seriously. Run Emeral in other decks. Run Chidori in Gustos instead. Moving on, I'll do the Traps and Spells in one section. Notice: One of the Spells does not have "Gusto" in the name, but it references a Gusto monster and is a good support. So it can't be pulled back by Sphreez. Regardless I'll count it.






Contact with Gusto
Normal Spell
Target 2 "Gusto" monsters in your Graveyard and 1 card your opponent controls; shuffle both targets in your Graveyard into the Deck, then destroy the opponent's target.


This is what makes up for a lot of the deck's inconsistencies. It pops problem cards. It shuffles into the deck. It can be pulled back by Sphreez. Not a cost, so the good news is that you can return synchros. Very useful. There's really not much more to say than that. Try not to run 3, but you can get away with 1 or 2. If you opt not to run it, you're not running a pure build.


Quill Pen of Gulldos
Normal Spell
Target 2 WIND monsters in your Graveyard and 1 card on the field; shuffle both of those first 2 targets into your Deck and return the other to the hand.


The parallel card to Contact. Side this one for those problem cards that are unable to be destroyed. It's a great choice, but it isn't specifically a Gusto support. That's why I'd say side it, but you can run 1 or 2 if you prefer it over Contact. Once again, not a cost, so you can return to the extra deck. Another plus is you can return that Chidori your opponent used Dark Hole on. Not being specific to Gusto cards can work in it's favor, after all.


Dust Storm of Gusto
Normal Trap
Your opponent cannot activate cards or effects when a "Gusto" monster(s) you control declares an attack this turn..


...words can not explain why this card is bad. This card is not good. This card can never be used effectively. Please don't run this, don't side this, don't even look at it. This card makes me look down in shame. This card is as useful as Anti-Raigeki.


Whirlwind of Gusto
Normal Trap
If you control no monsters: Target 2 "Gusto" monsters in your graveyard; shuffle both targets into the Deck, then Special Summon 1 "Gusto" monster with 1000 DEF or less from your deck.


Dead draw early game, but makes for a great MST bait. It's not a cost, so you can return synchros, too. The only fun trick with this card is to chain a second to this card, and get a great double field presence for a synchro. However, it's pretty situational to lose presence during the recruiting loop, so you might want to give this one a pass.


Blessings for Gusto
Normal Trap
Target 2 "Gusto" monsters in your Graveyard, plus a third "Gusto" monster in your Graveyard; shuffle both of the first 2 targets into your Deck, then Special Summon the third target.


Another dead draw early game... But it's not as situational as Whirlwind. This card can easily be used. Not a cost, so it can return to the extra deck, and it can summon Daigustos, as well. The issue is space for the card itself. You want to have a lot of backrow hate in Gustos, or you won't get anywhere at all. If you can fit this card in, it can prove to be fatal during the end game. 3 is too much, and 1 might not be enough if you decide to run it at all. So I'd say this would be a 2 or 0.





I've gone over every card of note in the archetype, and as a whole it is pretty great in most formats. Last format was admittingly much easier for it, but it is by no means dead in the right hands. If you have any questions about the archetype itself, I can cover just about anything. I tried not to go too far into "What you should play" but instead "What you can play from the archetype itself". The exception is Emergency Teleport. Don't run it.
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RsS.YuGi
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PostSubject: Re: An In-Depth Analyses of the Gusto Archetype.   Tue Mar 12, 2013 5:19 pm

Awesome work Xusha , this topic is the perfect guide to Gustos

**marked as sticky .

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PostSubject: Re: An In-Depth Analyses of the Gusto Archetype.   Tue Mar 12, 2013 6:05 pm

Goes without saying, if you have any suggestions for a future in-depth look at an archetype (Please, no worms that's too much) let me know!

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PostSubject: Re: An In-Depth Analyses of the Gusto Archetype.   Tue Mar 12, 2013 9:17 pm

Nice In-depth guide. I do wonder, shouldn't this be in the Classroom Section rather than the Card & Deck Discussions, because honestly, you're explaining the usefulness of individual cards in a specific archtype and whatnot of the type rather than discussing it with anyone. [Similar to my Zombie Guide]

If i get around it, i might do a Classroom Segment on Worms/Aliens[Because they awesome. Razz].
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PostSubject: Re: An In-Depth Analyses of the Gusto Archetype.   Tue Mar 12, 2013 9:41 pm

I was actually on the fence with this one, but decided to put it here. I didn't want to make the outline of making an entire deck, but I went on about the cards within the archetype itself. If I were to have gone over the former, that would likely have been in the classroom. Perhaps, in hindsight, there's just a little too much I have to say about these birdies. Hmm... Still kind of on the fence...



Regardless, I might as well get the warring tribes out of the way for sake of Duel Terminal. Gishki's will be up next!
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PostSubject: Re: An In-Depth Analyses of the Gusto Archetype.   Wed Mar 13, 2013 3:31 am

This is excellent Xusha.

Thank you for taking the time makes me want to go and build a deck right now.

Wind monsters are my first love in the game time to blow my opponents away. Smile

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PostSubject: Re: An In-Depth Analyses of the Gusto Archetype.   Wed Mar 13, 2013 11:40 am

Nice job Xusha, I've always wanted to run Gustos!

Ps: when you get to Gem-Knights can I help out. XD

It's my main deck and I love the DT storyline

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