How To Build Rescue Ace- The Impulse Dilemma!
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- Опубликовано: 27 авг 2024
- Whenever a new set is approaching players like myself grapple with the decisions on how to build a new deck. I share the thought process I currently am undertaking when faced with a problem while building rescue ace.
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I just love the fact that we’re calling impulse a “non-engine that gets to fire engine to get your engine started”
Lmao 🤣🤣🤣
Impulse is such a crazy card when you figure out how to use it, but idk if its necessary to play at 3 after the diab engine.
Ive been playing around with impulse at 1, and added 2 kurikaras since theyre searchable off of snake eye. Adds much more board breaking potential
But the spell special summons, unless it's already turn three when you can use the gy effect and kurikara isn't that useful anymore. Or am I missing something?
Yeah its not exactly perfect by any means but its came up a couple of times turn 3. Its also just a good card to see going second
@@-kaori graveyard effect adds a lvl 1 fire from deck to hand
@@shafted2539 Yeah, I just saw that, never used the effect before
I think going over 40 is now more possible than ever due to the added consistency via the Diabellestar engine. And you also have quite a few bricks (3-6, depending on the exact build and preferences). So it doesn't hurt that bad to go over 40. If you are playing Fire Attacker or Heatsoul you also get added Draw Power, which profits from having more variety in handtraps due to HOPTs.
Impulse is imo pretty worth it for Game 1. It eats through boards pretty well, which helps when you lose the dice roll, and when you go first it can be a pretty flexible "handtrap", by getting you Hydrant if your opponent removed it from the field early, it can get you Preventer for added interruption, and it can get you Fire Engine for more follow-up. But it could be sided out/to 1, if you know you are going first
There’s is no world where going over 40 is correct.
@@pwny1000 If you had watched all of Jesse Kotton's videos, you would know that he disagrees. Aside from him doing it before and saying that it can work. It all has to do with keeping the same proportions of card types in your deck, when you increase deck size above 40 and if the added extra cards for each proportion of the deck doesn't make one portion fall of on average and if it does, if it outweights the costs.
@@boatformat9046 he runs 40 card manadium.
@@pwny1000I am talking about instances when Jesse Kotton played 47 in Gouki
@@boatformat9046 that was years ago and that was Dark warrior featuring gouki cards. Not gouki. But it’s always been 40. Some decks do need over but a good 75% is 40 max.
I love running 3 impulse with hop squadron teched in, which gives you a turn 0 line of attacker potential draw, then synchro into an Accel Synchro Dragon play which can easily be a pop 2 through Satellite Warrior or a negate with Baronne too. Good value out of 2 cards.
I feel like the actual value of impulse is when playing into boards, diabellstar engine means you can now most of the time afford your normal summon on it to use its first effect.
And the second effect is obviously very good when playing playing into boards
I am really uncertain about this. Pre agov I always defended 3x Impuls. I like the card design and I think its first effect can be really helpful in a lot of match ups. Expurrely Noir is one example, but another example would be Caesar. I don't think that R-Ace has another in-engine way to play through an Unchained Board in Game 1 because being able to negate two summons eats up a lot of resources. Rescue ace does not have more than two starters. But I really dislike the non-engine count post agov … For the combo he is not necessary so I see why one would want to play only one. You can go through your combo and if you hard drew preventer you can add it as follow up. That's nice and maybe that's good enough, idk. It probably really depends on the meta and how often his first effect would come up. The second effect is for de-bricking your hand. That's fine but no longer as necessary, which is why I wouldn't really use it as an argument either way.
You’re gonna normal impulse and it’s gonna get popped by Escape and you’re back to where you started but wasted your normal
@@DrRockso9 if they play suboptimally and leave an unchained monster on the field, yes. But if they set escape via the effect of a card, as they do most of the time, I am obviously aware of that. But please do tell me which engine card in rescue ace helps you to push through their board without you losing to a single Caesar?
The thing about Impulse is that it's at its strongest when going second, so any copies you don't play for the blind are probably better off in the side deck for when you know you're going second. Though Tearlaments had basically the same kind of utility option in Havnis, and they were fine with maining as many copies as legal, and that "only" contributed random mills(which could potentially be more setup, but also potentially less).
Impluse can also bait out (up to 2) interactions from boards before they're ready to use them, so it's arguably useful even as a Normal Summon, but only if you already have HQ on the field so you can bring out something else afterwards if necessary, so the count on HQ might be a consideration for whether you want multiple Impulses(reminder that its effect to return GY/Banished to draw is a once per COPY, so if you somehow get 7 R-ACE cards in there, the first HQ can acts as your 8th to draw another card and reset the loop if you wind up with the second HQ again later).
The real issue though is the punishes for activating monster effects on the opponent's turn, Thrust and Talents are cards that are going to be everywhere now, especially if people decide to experiment with the new TCG monsters designed for enabling them(while keeping Evenly Matched usable). If there's a lot of that going around, it might be better to focus exclusively on making sure Turbulence resolves every turn, in which case you'd cut the Impulses AND potentially run an extra HQ, 3rd Hydrant and Forbidden Lance(s).
Well tear always plays havnis because they need to play as many fusers as possible.
Impulse is important at 3 and you need to draw it even going 1st and should be kept in your hand to summon hydrant in the opponent turn IMO
If you haven't tried ken and gen as normal summons, they actually feel good when you draw the r-ace cards that they will trigger or the tactics cards.
The classical music in the background is awesome. Jesse is the rare cultured yugioh player.
Isn't the big attraction of Impulse that it gives you turn zero Preventer interruptions when you open Impulse plus Fire engine/Fire attacker/Air Lifter and another name?
No
I feel like if you get to do more rescue ace stuff in-engine you’re kinda differentiating the deck from standard “one card combo + a bunch of good staples”. There’s already a bunch of decks like that. Whether that’s a good thing or not i cant tell yet the games I’ve seen rescue ace perform the best have normally been the ones they finagle their plays and get their engine going. Sure it’s nice to open 4 handtraps and airlifter going second but im not sure if thats the way to go. Maybe an approach of 3 thrust 3 talents like in unchained is better. Lots of room to explore still.
I very much agree with MBT agreeing with someone else on impulse, if I could play 5 I'd complain I can't play 6.
Smaller engine IMO. 3 lifter, 2 hydrant, 2 preventer, 2 turb, 1 impulse. 3 emergency, 1 alert, 1 rescue, 1 contain, 1 extinguish, 2 HQ. 2 HQ is weird - but it allows game 1 to grind out so much better, and is an easy side out if you dont need the extra grind. 19 Rescue cards.
Then the consistency stuff : 1 diabellstar, 3 wanted, 1 snake eye, 3 prosp, 1 rota. 9 cards.
Then space for 12 non engine : mix and match - ash, crow, imperm, book, fenrir, talents, kurikara, small world(+fire kaiju), jet synchron (for baron) : personally its 3 ash, 3 fenrir, 2 small world, 1 kaiju, and the last 3 are always flexing around.
I was 100% no doubt 3 before AGoV, but now I'm not so sure....I feel like 2 may be better as it can be useful when going first or second.
First: if you can get it back to your hand or not use it you can get more bodies on the field during the opponent's turn to either draw into interruption or act as fodder for I:P (If you don't go the S:P route).
Second: good because if you do brick he can help rebuild your hand into something a bit more playable....But then you can't summon Fenrir which sucks.
impulse feels like good follow up and a card you play into boards, unless you run some degen stuff like ken and gen and you play into the board of your own making turning off imperms and ash or forcing it out, for a free turbulence. those cards are crazy. you can literally go into turbulence without a starter if they don't stop you it just triggers impulse
I would like your insight on Tistina. I know for a lot of people, the deck is pretty much very unorthodox when it comes to their functionality in the current format. After testing it a fair amount I found a lot of interesting concepts that could work, but seeing it from others perspective always helps. Keep up the content!
The problem with impulse is that it requires a monster effect to be activated on the field , it'd be much better if it could be triggered by a hand trap like Ash blossom
Impulse is kinda the same as havnis in tear it doesnt do thattt much in your turn in ur hand but it can go to crazy lenghts in ur opp turn
But havnis is better because it's a fuse when milled which you need to hit in tear - in other words it's very important even going 1st
@@johnnickfanaccount3492 its kinda the same with opening emergency to be able to have a name in hand to send. Its very simulair honestly
Impulse should be at 0(at most 1) for now. It doesnt start your engine turn 1, its a mediocre normal summon except into purrely going second, and you dont want your opponent to trigger thrust or talents off it, so you wont use it on their turn.
Fire engine is only really good vs purrely, attacker is nice in flunder and labrynth mattchups, but your not playing loads of handtraps so its not advancing your game state when its summoned most of the time.
Maximize cards that do somehting in the deck, like witch, wanted and air lifter.
I've got an example build here where I play 1 impulse, but I even cut that one after more testing
ruclips.net/video/9nzggVU9ND0/видео.htmlsi=zG8zbAaxERsGf1V5
I found playing too much non-engine shuts down cards like emergency, where if you open emergency, or if you have access to emergency, you would prefer to see a name on field or in hand to use as fodder (like impulse) more than seeing a fenrir.
if jesse kotton was the king of yugioh, you make a good pendulum deck
That's trif to do. Can't make nothing else outside of pendulum lol
I think there is another point to consider are outside factors like talents.
Is it worth dropping an impulse? Does the card generate enough value to compensate a talents looking at your hand
Or thrust
@@jkteddy77 hm i dont think my statement was a conlcusion. it was more a quesiton.
wich still is not really answered. Is it worth to drop engine+ lifter to add emergency ? they will look at your hand take out the strongest card and any capable deck will most likely answer your cards flawlessly since they know all contents. (ofc we are assuming a good pilot)
maybe it is good enough, maybe the bodies on board stick around and despite the talents information the board can be broken... But i would think that is not the case. If your Tear or Unchained (example) opponent is allowed to look at your hand they will ALSO clear your board while building theirs. leaving you at a disadvantage.
I glady take your oppion on it too, its just rambling from my side aswell
Been playing Impulse at 1 with 2 Small World. I both like and dislike Small World because its a neg 1, but being able to essentially rota for anything by bridging with Ash is really really good.
People playing 0 impulse haven’t been hit by evenly enough
You need to make more videos Jesse, you and Joshua Schmidt are the "best" content creators in a sense, I think you need to make more out of it. I do not think, that you have to be always analytical and do content from a professional perspective, you just need to make fun content, play jank decks, cook a deck up and play it or sth alike. You are doing a pretty good job as far, but I believe, that you could do much more. Maybe do a collaboration with Josh for a series of videos, both of you are pretty nice people as far as I can tell, so it would be a natural fit, that both of you do some content together. Just a thought, if you read this, just think of it, it will be worth a try! Anyways, you are a chill dude my mate!
Is this a format that everyone is going to be playing nib in now?
Did you encounter any issues with Prosperity and Diabelestar engine conflicting with each other? The secondary effect, I mean.
After testing I haven’t really felt they conflict at all bc the draw is completely optional and something that you’ll have the next turn to use if you draw prosperity. Seeing 6 cards and choosing one is more valuable than drawing a random card imo
Just use the draw next turn.
Why the clara and rushka the link 1?
10 percent off you sleeves that takes 2 months to arrive……..
Do they really?
they way I've been seeing it for a while is impulse has had less merit lately cause it plays so badly into thrust and talents, I expect people to trim it to 1 and maybe even cut fire engine if you are going to so rarely summon it now in fear of talents and thrust
this lest you fit in a lot more non engine cutting 2 impulse and engine
Jesse tryna gaslight the community into not playing 3 Impulse. I see what you're up to Mr. Kotton.....I see you...
Gulp... I hope I don't get smoked when I play Yu-Gi-Oh!. Gulp... The competition is a little spicy 😂
why 2 turb?
I say 0 in the main because you want to go first
Sorry but how he does Lingkuriboh without Cyberse monster ?
When you get iblee locked
I assume if he suspects being Iblee locked he’d make the swap
Let's talk tear next
3, 1 just doesn't give you enough names
Going second rescue ace is low-key 🔥 🔥 🔥.
1 or none with so much thrust and talents out there, its not worth it to main and fire off on opponents turn
Cut the jet
Definitivly 3
Get rid of one of the Nibiru and put another impulse. There are so many players who know how to play around Nibiru
I'm sure Jesse is going to take your deck building advice my guy
Insane how jessy plays being dumb to manipulate the public. As if he would give us his deck for indianapolis 🤣🤣
Well that's kinda obvious tbh. Comps are always ready to make changes til the last minute. But this could be really near to the list he'd play IF he decided to play Race, as well as he could really play Race but SURELY changing the side deck.
What the fuck are you talking about? Did you expect him to give you a full deck profile before he plays events with the deck? He's presenting interesting deckbuilding theory to the public.
He literally says in the video that it’s not a final list and not to read too much into anything.
this guy think he's good?
first
Always 3.