Greetings, I'm Destona32! You can just call me "Des" for short though. I'm a gay genderfluid rat who simply wants to draw and live a good life. Here you'll find a bunch of my interests mashed together in a blender as well as stupid stuff I just find funny. I also post art sometimes!
I do my best to tag everything, but here are the important Des tags to keep in mind! I do have other tags, but these are the premium tags.
#des doodles - My drawings! From sketches to complete works!
#des speak - My inane ramblings! It's me coping from the bird site imploding.
#des tv - Some vids I've made! Either stupid memes or clips from my twitch stream!
#des faves - My favorite reblogs that I want to return to.
You'll also find out very soon that I'm very into card games. You WILL have to put up with that. If you play Pokemon TCG, YuGiOh, or Marvel Snap, feel free to hit me up!
Going to put all this in its own post too by popular request: here's how you make your own website with no understanding of HTML code at all, no software, no backend, absolutely nothing but a text file and image files!
First get website server space of your own, like at NEOCITIES. The free version has enough room to host a whole fan page, your art, a simple comic series, whatever!
The link I've provided goes to a silly comic that will tell you how to save the page as an html file and make it into a page for your own site. The bare minimum of all you need to do with it is JUST THIS:
Change the titles, text, and image url's to whatever you want them to be, upload your image files and the html file together to your free website (or the same subfolder in that website), and now you have a webpage with those pictures on it. That's it!!!!!
.....But if you want to change some more super basic things about it, here's additional tips from the same terrible little guy:
That last code by itself is:
<meta HTTP-EQUIV="REFRESH" content="0; url=001.html">
Change "001.html" to wherever you want that link to take people. THIS IS THE REASON WHY when you go to bogleech.com/pokemon/ you are taken instantly to the newest Pokemon review, because the /pokemon/ directory of my website has an "index.html" page with this single line of code. Every pokemon review has its own permanent link, but I change that single line in the index file so it points to the newest page whenever I need it to!
While I catered these instructions to updating a webcomic, you can use the same template to make blog type posts, articles or just image galleries. Anything you want! You can delete the navigational links entirely, you can make your site's index.html into a simple list of text links OR fun little image links to your different content, whatever! Your website can be nothing but a big ugly deep fried JPEG of goku with a recipe for potato salad on it, no other content ever, who cares! We did that kind of nonsense all the time in the 1990's and thought it was the pinnacle of comedy!! Maybe it still can be?!?! Or maybe you just want a place to put some artwork and thoughts of yours that doesn't come with the same baggage as big social media?
Make a webpage this way and it will look the same in any browser, any operating system for years and years to come, because it's the same kind of basic raw code most of the internet depends upon!
"Watch as fantasy and fun come to life! Edge of sharpness, mayhem of mice… When my monsters become one, you'll pay the price! I Fusion Summon a Monster! Frightfur Tiger!"
desu!'s Yu-Gi-Oh Duel Links WORLD CHAMPIONSHIPS 2024 QUALIFIERS - RUSH DUEL division Day 1 Write-Up
Decided to spend some time today to attempt and get a decent ranking on the Yu-Gi-Oh Duel Links WORLD CHAMPIONSHIPS 2024 QUALIFIERS event for the RUSH DUEL format. Yu-Gi-Oh Rush Duels is probably my favorite card game so I figured trying to level up my gameplay by writing this out would be fun.
The current ladder is littered with three decks from what I can tell. Machines (strongest deck in the format), Harpies (strongest f2p deck i assume), and Magnum Overlord (funny one turn kill deck).
Aggro is also floating around as it's basically the same deck as it was on launch day just with the staples that trickled out from set to set added. I've only seen them a few times but enough for me to call it out. Also shout out to Cyberse. Already a really strong deck, but Chaos Femtron really powered it up it seems.
Current Stats:
Global Rank: 681 / Regional Rank: 63 (this stat barely gets updated so idk)
Times Dueled: 61
Victories: 30
Winning Percentage: 49.18%
Deck Profile:
Card explanation & other thoughts underneath if you're interested in hearing me yap.
I decided to run pure Spellcasters because I want to walk the road to victory just like Yuga, the protagonist of Yu-Gi-Oh SEVENS. Also because I got tired playing my main deck, Noodle Ninjas. This list isn't really anything too special, Spellcasters has been solved for a while now, it's just personal preference when it comes to ratios at this point.
Skill: Sevens Accel Road
When activated, this raises the ATK of a Normal Summoned monster whose current ATK is 1600 by 800 ATK until the end of the turn. After turn 4, it can search Seven's Road Magician for the cost of returning a card from hand to the deck. The searching effect can only be done once per duel.
Easily the best skill for pure Spellcasters as it grants access to our deck's boss monster when we need him. The turn 4 requirement comes up quite a lot however as it makes going first feel awful. Not only are most Rush Duel Turn 1 boards just a bunch of monsters in Face-Down Defense Position and some Set Spells/Traps, but we still aren't able to search for our boss monster on our next turn as it's only Turn 3. If we go second, we can search our boss monster the second turn we get to play. This wouldn't be an issue if Duel Links let us decide if we wanna go first or second but whatever.
Monsters
3x Seven's Road Magician - Yuga's ace monster. It's able to send a card from the top of the Deck to the Graveyard to gain ATK equal to [the number of different Monster Attributes in the owner's Graveyard] x 300. If all 6 Attributes are in the Graveyard, then Magician can reach 3900 ATK easily and beat over all other boss monsters who aren't Maximum Summoned. Of course, that doesn't happen every game so as long as there are 2 monsters with different Attributes, Seven's Road Magician becomes 2700 ATK and that's more than enough to clear the 2500 ATK threshold of most boss monters.
3x Seven's Road Witch, 2x Torna the Windweaver, 1x Magician's Valkyria - These are the 1600 ATK monsters that are allow us to activate our skill. Both Witch and Torna are Level 6, so they require us to Tribute one monster for us to summon them, however Magician's Valkyria is a Level 4 so she's just normal summonable. With the skill, they all become 2400 ATK monsters, underneath the typical boss monster ATK value but it's better than 1600 ATK.
Witch is the main card we want to find as she lets us send a card from our hand to the Graveyard to Special Summon out Seven's Road Magician from our hand and then give herself 400 ATK, making her 2800 ATK. In regular Rush Duels, she'd be pretty situational as you need to have drawn Magician alongside her, but with the skill we can literally just cheat and get him, allowing us to just have 2 high ATK point monsters on field for the cost of getting rid of 1.5 cards in hand from Witch and the Seven's Accel Road. Of course, sometimes we just have Magician in hand already, so we only need to toss 1 card out!
Torna allows us to change the battle position of a monster on the opponent's field. One hurdle Rush Duel decks need to overcome is the "Set 3, pass" As you're able to summon however many times you want in a Rush Duel, if your board of 3 monsters can't overcome 3 Defense Position monsters, you just aren't doing any damage. Torna allows us to turn one of our opponent's set monsters to Attack Position and get in some damage. It can also help with many boss monsters as most have very little DEF, so we can attack over them after putting them into Defense Position with Torna. WIth the skill, he basically becomes a boss monster for 1 turn, but if we're able to summon out Seven's Road Magician, then we can push for even more damage. Torna is also our WIND Attribute monster.
Magician's Valkyria is our monster Legend card, which are cards we're only allowed to pick 1 from our available set for each card type. 1 Monster, 1 Spell, and 1 Trap. As mentioned earlier, she's here to activate the skill on normal summon but she does have interesting edge cases. The obvious one is her effect where she forces the opponent to attack only her on the field, but her 1800 DEF is another appealing quality. Level 4 monsters in Rush Duels only rarely be over 1500 ATK, so they won't be able to destroy her and it'll possibly waste an incoming attack from the opponent. This quality is surprisingly useful that I find myself setting her more than summoning her to activate the skill.
3x Mystic Dealer - Our WATER Attribute monster. Mystic Dealer allows us to send a Spellcaster from hand to the Graveyard to draw a card. Not only does he allow us to dig a little bit deeper into our deck, but he lets us send monsters to the Graveyard to boost up Seven's Road Magician's effect. Also in horrible situations where we draw 3 Seven's Road Magician, 1 Spell/Trap, and 1 Mystic Dealer, we're actually able to play and not just be sad.
1x Thunder Gazelle, 1x Sparksheart Girl - Our FIRE Attribute monsters. Thunder Gazelle barely comes up, but he allows us to make one of our monsters inflict piercing damage, allowing us to deal damage through Defense Position monsters. While good, our opponent must have no card in their hand for it to activate and we can't exactly control that (but it is likely to happen as Rush Duels rules encouraging emptying your hand to draw more cards). We also need one of our boss monsters on our field for it to be effective as piercing damage from a 1300 ATK body is pitiful.
Sparksheart Girl is here because I don't have a second Gazelle and she's probably the best FIRE Spellcaster, which only matters just in case I need to use Mystic Dealer. Her effect allows us to lower a face-up monster by 500 ATK at the cost of discarding a Level 4 monster from our hand, which is not very good as we preferably would like to play the cards in our hand.
2x Seven's Road Mage - Mage allows us to send a card from the top of the Deck to the Graveyard and allows us to lower a Level 7 or higher monster's ATK by 400. Not only that, but if Magician's on the field, it also lowers the opponent's monster's by [number of Spellcaster Type monsters in the owner's Graveyard] x 100 which is useful to push for game. The second effect is appealing enough that it makes me want to run him over cards like Speedy Performer.
2x Light Sorcerer of Sanctity, 2x Light Sorcerer - Our LIGHT Attribute monsters. Sanctity allows us to pay 300 LP to lower a face-up monster's ATK by [the number of face-up LIGHT Attribute Spellcaster Type monsters on the owner's field]. Light Sorcerer is a 1500 ATK normal monster who is also a LIGHT Spellcaster. I'm sure you can see the synergy there. Also I guess Magician's Valkyria is a LIGHT Spellcaster too by the way.
2x Doraido - There are 2 EARTH Spellcaster monsters in the format. Straynge Cat who has 0 ATK and 1400 DEF and Doraido who has 1200 ATK and 1400 DEF. Normally, I'd play Straynge Cat out of spite but I do wanna take this event a little seriously, even if it's against my morals.
Spells/Traps
I run 6 Spells and 2 Traps in this deck, which I find to be a decent ratio to encounter them throughout the game. This format is defined by strong battle traps, so Spell/Trap removal is pretty high. Of course, I want my traps to not be destroyed, so having a decent amount of spells that I can set throughout the game will hopefully let my opponent waste a few of the removals on that instead of the traps.
1x Tribute to the Doomed - The Legend spell card of my choice. This card lets us just destroy a monster on the field by discard a card. This card easily deletes any Maximum Summoned monster, any large ATK monster we can't clear, or even just a set card so we can push for damage. Monster Reincarnation isn't particularly useful in our deck as our deck requires a good amount of Tributing and we don't have any engines to make it easier like Seahorse Carrier or Crawling Torso. Shield & Sword is genuinely a decent pick as it swaps the ATK and Def of all face-up monsters, typically making their values smaller... But it encounters many problems. Maximum Summoned monsters straight up ignore the effect, the Machine deck's boss monsters have 1600 DEF, which means we can't get over it without our Tribute Monsters, and Blue-Eyes decks are running around since it's a structure deck and those monsters have 2500 DEF. It just makes Blue-Eyes White Dragon lose 500 ATK, great. There's also Negate Attack which stops us from our attack and lets the monster turn back to their normal stat values. I find just deleting a card is more consistently better.
2x Magical Stream - This card lets us destroy a Spell/Trap card if we control a Spellcaster, basically any monster in out deck. Battle traps are very strong in Rush Duels as it doesn't have a Main Phase 2 which allows a player to fix up their board if something bad happens in Battle Phase. Negate Attack was mentioned earlier, but there's also Buffered Slime and Widespread Ruin. It's a well-known secret that these three cards are pretty game-winning, so... hopefully we can destroy them.
1x 7 Shift - This card lets us Special Summon a Level 7 or lower Effect monster on the field by discarding a card. It's not good here because we already shit out Magician every other turn. It can technically help us with a bricked hand of Tribute monsters, but we still need to draw it. This would be the 3rd Magical Stream if I had it. Duel Links wants me to waste my time leveling up Yuga to Level 35 before I can get it.
2x Talismanic Seal Array - This card lets us shuffle 4 monsters from our Graveyard to lower an opponent's monster's ATK by the [the selected monster's level] x 200. This card easily lets us hit over boss monsters with ease while also letting us refuel our deck. We can reuse our Magician and our Witch pretty easily when our deck is running lwo on numbers. This is also our main way to defeat Maximum Monsters as the ones typically ran have 4000 ATK, which our Magician cannot clear even with all Attributes in grave.
1x Negate Attack - Our Legend trap card. When an opponent declares an attack, we flip it up and they suddenly can't attack with any monsters this turn. It's better than Widespread Ruin as that card destroys the opponent's highest ATK monster, which is nice but it doesn't fully stop an entire battle phase from happening now does it.
1x Buffered Slime - When an opponent's Level 8 or lower monster attacks, this card lets us take no battle damage. However if our Lifepoints are higher than 3000, then we take 2000. Of course, if the opponent was going to go for game that turn, then that's a more than acceptable condition. The only issue with this card is that Maximum monsters are Level 10, so this card doesn't do anything for them. Everything else though... This card fucks.
General Thoughts
So far, I think this deck is more than capable at fighting toe to toe with the common decks in the format right now, but I do find that we can easily explode and die if the draws are just not in our favor. It happens. I'm probably gonna keep rolling with this deck as I find it to be pretty versatile and it's honestly just fun
The main problem being the amount of Tribute Monsters being ran at 8. Drawing too many Tribute Monsters is a death sentence as it depends on drawing at least one other monster that is Level 4 or lower. Luckily if we draw one of the Level 6 monsters, we only need one, but drawing Seven's Road Magician with other high tributes is pretty much game over.
I am thinking of giving Magnum Overlord a try as I have the cards for it or even running Noodle Ninjas again. Overall, the format has felt pretty varied and fun compared to the last Goha Festival or whatever, which was dominated by Royal Rebels, so I actually do feel inclined to try and get a high rank.