Saturday, January 31, 2026

Red-Eyes Black Dragon Rising in Popularity

 

Red-Eyes Black Dragon has quietly become one of the most talked-about strategies in NeoGoat. What started as a nostalgic theme has evolved into a legitimate, flexible deck that shows up regularly and can win through multiple angles. It pressures early, survives interaction, and still threatens explosive turns later in the game.

This rise isn’t because Red-Eyes suddenly became broken. It’s because the format now gives it just enough structure—largely through the Extra Cards List—to function as a real engine rather than a pile of cool ideas.


Prisma: The Card That Holds Everything Together


Red-Eyes fusion monsters

Most modern Red-Eyes builds begin with Elemental HERO Prisma, and it’s easy to see why. Prisma solves the archetype’s oldest problem: dependence on drawing Red-Eyes Black Dragon naturally.

By sending Red-Eyes to the Graveyard, Prisma:

  • Turns on revival immediately

  • Makes traps efficient

  • Converts a normal summon into long-term setup

More importantly, Prisma doesn’t force a single game plan. It allows the deck to branch—into Rituals, Fusion pressure, or Chaos lines—depending on the matchup and game state.


Red-Eyes Spirit: Recursion as a Strategy

If Prisma is the setup, Red-Eyes Spirit is the backbone.

Spirit makes every answered Red-Eyes feel temporary. Opponents can remove your monster, but rarely feel safe doing so. In NeoGoat’s slower, resource-focused games, that delayed pressure is extremely valuable.

Red-Eyes Spirit also defines how the deck trades: you’re not trying to win exchanges immediately—you’re winning them over turns.


Paladin of Dark Dragon and the Ritual Package

                                   

Ritual monsters are usually risky in Goat-style formats, but Paladin of Dark Dragon works because of Dark Dragon Ritual.

Dark Dragon Ritual does more than summon Paladin. Once it’s in the Graveyard, it can be banished to search a Red-Eyes Spell or Trap (Red-Eyes Spirit is the only target for now). This turns the Ritual line into delayed card advantage and connects it directly to the deck’s main engine.

As a result:

  • The Ritual Spell is never dead

  • Paladin provides pressure and setup

  • The deck avoids overcommitting to one monster

Paladin is simply another branch of the Red-Eyes plan.


Red-Eyes Wyvern and the Grind Game

Red-Eyes Wyvern plays a key role in longer matches. It's a 1800 atk beater and forces awkward choices: remove it immediately and lose tempo, or ignore it and risk Red-Eyes coming back later.


Interaction and Pressure: Phoenix Wing Wind Blast

Modern Red-Eyes decks lean heavily into discard-based interaction, with Phoenix Wing Wind Blast standing out.

Because many Red-Eyes cards want to be in the Graveyard anyway, Wind Blast becomes:

  • Real disruption

  • Tempo control

  • Setup rather than a drawback

This lets Red-Eyes play a slower, more controlling game than older versions ever could.


Metamorphosis, King Dragun, and Chaos Pivots

The deck’s threat density increases further with Metamorphosis, especially when it leads into King Dragun. Even when the full line doesn’t happen, the possibility alone forces opponents to respect it and play cautiously.

Many builds also include Chaos Sorcerer, giving the deck a clean pivot when Red-Eyes lines are disrupted. This makes the strategy difficult to shut down with a single answer—you stop one plan, and another one takes its place.


Return from the Different Dimension: The Closer (Tech Card)

Some lists cap their game plan with Return from the Different Dimension. It’s not a core card and rarely something you want early, but it punishes opponents who rely on banishing to avoid Red-Eyes recursion.

When it resolves, games often end immediately. It’s less a combo piece and more a checkmate button—a reward for surviving long enough to set it up.


The Unused Side of Red-Eyes Support

Interestingly, Red-Eyes has even more support that could make the deck flashier and more thematic—but most competitive lists choose not to run it.

Cards like Red-Eyes B. Chick, Red-Eyes Darkness Dragon, or Inferno Fire Blast (not searchable by Ritual Spell unfortunately) offer fun, explosive plays and lean harder into the classic Red-Eyes fantasy. However:

  • They tend to be slower or more conditional

  • They require heavier commitment to the theme

As a result, players gravitate toward the more efficient, grind-friendly versions of the deck—even if it means leaving some of the most iconic Red-Eyes cards on the bench.


Red-Eyes Deck vs Phoenix Fire Deck

Why Red-Eyes Works Now

Red-Eyes Black Dragon is rising because it finally has options. The Extra Cards List provides the missing links: consistent Graveyard access, recursion payoffs, and multiple win conditions within one shell.

The deck can shift roles—midrange, control, burst—without losing its identity.

Wednesday, January 28, 2026

Back to the Beginning – Some Decklists

The Back to the Beginning event was designed to rewind the format and let classic NeoGoat strategies speak for themselves. With a tighter card pool and no extra twists, the spotlight was fully on fundamentals: resource management, clean interaction, and well-known win conditions.

Each deck is available for download so you can test, study, or adapt them for future events.


Revisiting these lists makes one thing clear: when restrictions are minimal, powerful and consistent strategies naturally rise to the top. Events like Back to the Beginning help show why periodic tuning is essential in NeoGoat—so that these decks remain part of the ecosystem, not the only answer.

Monday, January 26, 2026

Back to the Beginning – Special Tournament Report

 22 Players · 5 Rounds · January 2026

Back to the Beginning was not designed to celebrate the past.
It was designed to confront it.

On a cold January day, 22 players still made the trip. The weather outside was harsh, but inside the store people reunited, talked, shuffled decks, and prepared for something different. This special NeoGoat event was a one-time return to the original May 2024 NeoGoat format, before later expansions, before extra card pools, and before many of the adjustments that define the format today.


Round 1 – Chaos Return vs Warrior

The opening match was Chaos Return vs Warrior, and it immediately felt familiar—almost indistinguishable from classic Goat Format. The pace, the exchanges, and the pressure points were all there. Chaos established control quickly and closed the match cleanly, reinforcing how naturally that strategy dominates in an early, unadjusted environment.


Round 2 – Warrior vs Reasoning Gate

Round two was Warrior vs Reasoning Gate, a matchup that highlighted the contrast between volatility and fundamentals. A small but telling detail shaped the early turns: the Reasoning player repeatedly switched monsters to Defense Position before attacking, playing around Mirror Force, even though Mirror Force wasn’t legal for this event. Old habits surfaced quickly in a format built to expose them.

In the deciding duel, Reasoning Gate showed its other weakness. The deck opened with a poor hand—something typical of this kind of strategy—and without an explosive start, it couldn’t recover. The Warrior deck applied steady pressure and secured the win through consistency rather than power.


Round 3 – Thousand-Eyes Control vs Zombie Aggro

Round three featured Thousand-Eyes Control—the eventual tournament winner—against Zombie Aggro. The Zombie player attempted to establish a board early, but the match quickly shifted once the Thousand-Eyes deck began resolving Fusion interactions and following up with Chaos monsters. One by one, the Zombie player’s monsters were absorbed, removed, or neutralized, until there was nothing left to build with. It was a methodical dismantling that showcased how oppressive controlled removal becomes in an unadjusted format.


Round 4 – Burn Zombies vs Warrior (Longest Match)

The fourth match was the longest and most intense of the tournament. A Burn Zombie deck, packed with Marshmallon, Spirit Reaper, and heavy stall tools like Level Limit – Area B—all unlimited in this format—faced the Warrior deck from the second round. This Burn deck would ultimately finish third overall, and this match showed exactly why.

The deciding duel came down to a dramatic sequence. A Lava Golem was summoned to the Warrior player’s field. The Warrior responded with Book of Moon to avoid burn damage. Then came a chain of Solemn Judgments—Burn player, Warrior player, and then Burn player again. Lava Golem remained face-up. With Life Points critically low and no answer left, the Warrior player eventually fell.

Slow, punishing, and exhausting, this duel highlighted exactly why unlimited stall tools were later considered undesirable.


Final – Thousand-Eyes Control vs Burn Zombies

The final match paired Thousand-Eyes Control against the Burn Zombie deck. This time, stall was not enough. The Thousand-Eyes deck had answers for nearly every defensive piece, breaking through the lock step by step and dismantling the burn strategy. Control, flexibility, and removal proved decisive, earning the Thousand-Eyes player the tournament victory.


Across all five rounds, a clear pattern emerged. Many games didn’t end through long exchanges or careful attrition. They ended suddenly, decisively, with phrases heard again and again across the tables:

“I drew Change of Heart… win.”
“I drew Black Luster Soldier – Envoy of the Beginning… win.”

Those moments weren’t rare—they were defining. Entire games flipped on a single draw, reinforcing how powerful—and how format-warping—those cards were in an unadjusted environment, where access to a single spell or monster could override several turns of careful play.

At the same time, the opposite extreme was just as visible. With excessive stall tools left unrestricted, duels could grind to a halt behind layers of Marshmallon, Spirit Reaper, and defensive locks that were never meant to exist at full power simultaneously. Instead of interaction, some games became endurance tests, highlighting how unhealthy unlimited stall options can be when left unchecked.

Between rounds, conversations turned reflective:

“Now I remember why this was limited.”
“This card was way stronger than I remembered.”
“Yeah… this couldn’t stay like this forever.”

That was the point.

Back to the Beginning wasn’t about proving the old format was better. It was about understanding why NeoGoat had to evolve. Seeing the original environment again—raw, unfiltered, and uncompromised—made the necessity of later adjustments undeniable.

For one day only, NeoGoat returned to where it began.

And by the end of five rounds, everyone understood why it could only happen once.

It was insane.


Winner Decklist – Thousand-Eyes Control (Gustavo Chapa)

Here is the decklist used by the winner of the event. A very similar build also won the online version of Back to the Beginning, which is not a coincidence. In an environment without periodic banlist adjustments, this type of decks would naturally become more and more recurrent, as its consistency, control tools, and access to unrestricted power cards give it a clear edge.

That is precisely why formats like NeoGoat must be continuously tuned—to prevent these strategies from dominating and to preserve space for other decks to compete.

Main Deck:

1x Black Luster Soldier - Envoy of the Beginning
1x Breaker the Magical Warrior
2x Chaos Sorcerer
3x Dekoichi the Battlechanted Locomotive
2x Gravekeeper's Spy
2x Magician of Faith
2x Night Assailant
1x Sinister Serpent
3x Thunder Dragon
1x Tribe-Infecting Virus
2x Tsukuyomi

1x Change of Heart
1x Heavy Storm
3x Metamorphosis
1x Mystical Space Typhoon
2x Nobleman of Crossout
1x Pot of Greed
3x Scapegoat
2x Shield Crush
1x Snatch Steal

3x Raigeki Break
1x Ring of Destruction
1x Torrential Tribute

Extra Deck:
3x Dark Balter the Terrible
1x Dark Blade the Dragon Knight
1x Fiend Skull Dragon
1x Gatling Dragon
1x Giltia the D. Knight
1x Karbonala Warrior
1x Master of Oz
1x Reaper on the Nightmare
1x Ryu Senshi
1x The Last Warrior from Another Planet
3x Thousand-Eyes Restrict

Side Deck:
1x Gravekeeper's Spy
1x Jinzo
1x Mobius the Frost Monarch
2x Zombyra the Dark
2x Mind Control
1x Shield Crush
1x Dust Tornado
3x Royal Decree
3x Sakuretsu Armor

More decklists from this event will be published in a future blog entry.

Friday, January 23, 2026

NeoGoat Tournament Report January 22th, 2026

 17 Players – 4 Rounds

Another solid NeoGoat night with 17 players and four rounds. The field was diverse, but one unexpected presence shaped the entire tournament narrative: an Earth Beatdown deck piloted by an infrequent player, who nonetheless navigated the event with impressive consistency.


Round 1 – Earth Beatdown πŸ† vs HERO Fusion

The tournament opened with a very quick match.

The HERO player — the same one who consistently finds himself around fourth place — went for an aggressive line, summoning large monsters early to pressure the board. The idea was clear: overwhelm before Earth could stabilize.

It didn’t work.

Those early monsters were either stolen or removed, and once that happened the HERO deck was left without resources. Earth Beatdown did what it does best: trade efficiently, stay ahead on cards, and close the game cleanly.

A fast and decisive start.


Round 2 – Warrior Equip πŸ† vs Chaos


This round featured a Warrior deck built around Mataza the Zapper and Equip Spells facing a more classic Chaos list.

The Warrior deck took the match, but not without an odd moment:

  • The Chaos player Tribute Summoned Jinzo

  • Then immediately set another monster

Nobody noticed the mistake at the time — including the opponent — but it didn’t end up affecting the result. The Warrior player maintained tempo and pushed through anyway.

One of those “wait… that shouldn’t have happened” moments you only catch after the match.


Round 3 – Earth Beatdown πŸ† vs Zombies

Easily one of the best matches of the night.

Both players were long-time Yu-Gi-Oh! players, and it showed. The game had multiple twists, position changes, and careful sequencing on both sides. Zombies managed to apply pressure and grind longer than expected.

In the end, the Earth Beatdown player — despite not being a frequent tournament presence — got the right cards at the right time and converting small advantages into a win.

A strong, skill-heavy match even if the result leaned on draw quality.


Final – Earth Beatdown πŸ† vs Zero-Monster Burn

A very interesting final pairing.

Game 1

Burn lost quickly after discovering that Earth Beatdown was main-decking Royal Decree. With traps shut down, Burn couldn’t function at full potential.

Game 2

Burn adapted — and brilliantly.

  • Burn summoned Zoma the Spirit in the End Phase

  • On the following turn, Ojama Trio gave Earth three Ojama Tokens

  • One token was destroyed with Zoma

  • Another Ojama Trio resolved, completely locking the opponent’s Monster Zones

Earth tried to fight back by attacking with the tokens to clear space, but:

  • Royal Decree was activated before the attack

  • Zoma disappeared from the field

  • The tokens remained

With no way to clear them, Earth was slowly drained out by burn damage.

Game 3

Both players were reduced to one card in hand at one point. Burn began to recover and looked close to stabilizing.

Then Earth used Snatch Steal.

That single play flipped the game, giving Earth the opening it needed to take control and close out the match.


Final Thoughts

This tournament was a reminder that NeoGoat doesn’t always reward familiarity alone. Even an infrequent player, given solid fundamentals and a well-built deck, can make a deep run.

Thursday, January 22, 2026

A Dedicated HERO Fusion Deck in NeoGoat

Among the many Chaos, Warrior, and Gadget builds that dominate NeoGoat events, some decks stand out simply because they refuse to follow the expected paths. This Elemental HERO fusion deck is one of them—a list that has appeared repeatedly in mid-to-large NeoGoat tournaments and has proven it can compete, even in events of around 20 players, including multiple fourth-place finishes

More importantly, it does so without leaning on generic engines or format staples outside the HERO identity. This is the deck the player shared with us: 


Main Deck:

3x Elemental HERO Bladedge
3x Elemental HERO Necroshade
2x Elemental HERO Prisma
2x Elemental HERO Wildheart
3x King of the Swamp
3x Elemental HERO Sparkman


1x Book of Moon
3x E - Emergency Call
1x Fifth Hope
1x Heavy Storm
3x Miracle Fusion
1x Mystical Space Typhoon
2x Nobleman of Crossout
3x Polymerization
1x Pot of Greed
1x Premature Burial
1x Reinforcement of the Army
1x Snatch Steal


2x Dust Tornado
1x Ring of Destruction
1x Solemn Judgment
1x Trap Hole


Extra Deck:
2x Elemental HERO Darkbright
1x Elemental HERO Necroid Shaman
3x Elemental HERO Plasma Vice
3x Elemental HERO Shining Flare Wingman
2x Elemental HERO Thunder Giant
2x Elemental HERO Wild Wingman
2x Elemental HERO Wildedge


How the Deck Plays

This is not a hybrid or splash-heavy HERO list. It is a full commitment fusion strategy built around redundancy and pressure rather than flexibility.

The deck consistently looks to:

  • Establish large bodies early

  • Convert board presence into incremental advantage

  • Chain follow-ups through Fusion and Graveyard synergy

Rather than grinding incremental advantage, it forces decisions early and often.


Key Combos and Synergies

Necroshade + Bladedge Lines

One of the deck’s defining interactions is the classic Elemental HERO Necroshade setup.

Sending Necroshade to the Graveyard—whether naturally through Fusion usage or discard—unlocks Elemental HERO Bladedge as a free Tribute Summon. This allows the deck to apply pressure without spending the Normal Summon, creating turns where a large body hits the field while resources remain available for Fusion plays.


Prisma as a Glue Card

Elemental HERO Prisma quietly does a lot of work:

  • Sends missing HERO names to the Graveyard

  • Fixes awkward hands

  • Sets up Miracle Fusion turns

Prisma enables Fusion lines even when the correct materials aren’t in hand, while also fueling Graveyard-based follow-ups. It effectively compresses multiple HERO names into a single card, which is crucial in a deck that wants to see specific attributes consistently.


King of the Swamp + Polymerization

The most straightforward combo is also one of the most reliable.

King of the Swamp searches Polymerization, substitutes missing Fusion materials, and ensures the deck can always threaten a Fusion Summon. Having three copies creates redundancy, making it difficult for the deck to completely brick on Fusion access.

This interaction is the backbone of the strategy and keeps the deck functional even under pressure.


King of the Swamp + Miracle Fusion (Graveyard Lines)

One of the most potent interactions involves King of the Swamp after it has already done its job.

Once in the Graveyard, King of the Swamp can still act as a Fusion Material substitute, which becomes especially relevant when resolving Miracle Fusion. This allows the deck to banish King of the Swamp alongside any HERO monster to access Fusion monsters that would otherwise require very specific materials.

This interaction is particularly powerful when summoning Shining Flare Wingman. By using King of the Swamp as a substitute from the Graveyard, the deck converts spent setup cards into a high-impact finisher, often with multiple HERO monsters already in the Graveyard to boost Wingman’s ATK.

What looks like leftover material becomes a legitimate win condition—and opponents frequently underestimate just how much damage this line can produce.


Miracle Fusion Follow-Ups

Where many Fusion decks stall after their first push, this list leans heavily on Miracle Fusion to maintain momentum.

After an initial Fusion Summon is answered, Miracle Fusion converts spent HERO monsters into immediate follow-up threats. This is especially effective after early trades, turning what looks like a neutral exchange into renewed pressure.


Wildheart Pressure vs Traps

Elemental HERO Wildheart plays a subtle but important role.

In matchups heavy on traps or reactive interaction, Wildheart forces opponents to rely on spells or monsters to answer it. This often clears the way for later Fusion plays, either by baiting removal or by sticking on the board long enough to become Fusion material itself. It’s not flashy—but it’s disruptive in the right matchups.


Shining Flare Wingman as a Finisher

Among the Extra Deck options, Shining Flare Wingman stands out as a closer.

With multiple HERO monsters cycling through the Graveyard, its ATK scaling quickly becomes relevant. Combined with spot removal already expended earlier in the duel, it frequently represents a lethal threat in just one or two attacks.


Strengths in the NeoGoat Environment

Where many NeoGoat decks aim to trade resources efficiently, this HERO build instead asks a simple question:

Can you answer this right now?

Fusion monsters like Shining Flare Wingman, Plasma Vice, and Wildedge create combat situations that punish hesitation and poor sequencing. Against decks that rely on incremental advantage, these threats can quickly swing the game in one battle phase.

The list also benefits from being unfamiliar—many players are far more practiced against Chaos or Warrior lines than against dedicated HERO fusion sequences.


Limitations and Tradeoffs

Like most commitment-heavy strategies, the deck trades resilience for power.

If the initial fusion push is stopped cleanly, the deck has fewer ways to pivot into a long grind compared to Chaos or control-oriented builds. It relies on maintaining tempo rather than recovering it.

That said, within its intended game plan, it executes extremely well.


Final Thoughts

NeoGoat leaves room for decks that fully embrace a theme rather than dilute it for efficiency. This Elemental HERO fusion build is a clear example of that philosophy in action.

It may not define the format, but it consistently reminds players that classic HERO fusion strategies are still viable, still threatening, and still capable of holding their own in a competitive NeoGoat environment.

NeoGoat Tournament Report January 20th, 2026

This week’s NeoGoat event ran for four rounds and ended with a familiar name at the top. The Earth player navigated the field once again, reaching the finals and taking the tournament after a decisive match against Gadget.

While several decks showed solid performances throughout the rounds, the final showcased why Earth remains one of the most resilient and punishing strategies in the format when piloted by experience.


Round 1: Chaos πŸ† vs Unknown Deck

Round 2: Chaos vs Earth πŸ†

Round 3: Earth πŸ† vs Flip Deck

Final Match: Earth πŸ† vs Gadget



The final was fast, sharp, and ended with one of those moments that perfectly illustrates NeoGoat’s swingy decision points.

Duel 1

The first duel ended early—by turn three—after an aggressive but risky line from the Gadget player.

  • The Gadget player attacked a face-up Nimble Momonga using Injection Fairy Lily, paying 2000 LP to boost Lily to 3400 ATK.

  • The attack succeeded, but the Earth player immediately floated into two additional Nimble Momongas, stabilizing the field instead of collapsing.

From there, the Earth deck turned defense into momentum:

  • On the following turn, the Earth player Tribute Summoned Jinzo using one Momonga.

  • Last Will was activated, bringing out D.D. Warrior Lady.

  • The Rock Spirit was Special Summoned by banishing a Momonga from the Graveyard.

  • Another Nimble Momonga was Flip Summoned.

With the board fully assembled, the Earth player attacked Injection Fairy Lily using D.D. Warrior Lady.

Facing Jinzo, multiple monsters, and no clean way back into the duel, the Gadget player conceded on the spot.


Closing Thoughts

The final duel was short, but it said a lot. Overcommitting with Injection Fairy Lily against Momonga is always dangerous, and the Earth deck punished that decision perfectly—turning one attack into an overwhelming board state in a single turn cycle.

Once again, the veteran Earth player demonstrated why patience, resource management, and understanding floaters like Momonga remain critical in NeoGoat. A well-earned win in a format where experience still matters.

Tuesday, January 20, 2026

NeoGoat Banlist February 2026

 Changes from last banlist:

Forbidden:
- Mirage of Nightmare (from Limited)
- Magic Cylinder (from Limited)
Limited:
- Magician of Faith (from Forbidden)
Semilimited:
- Elemental HERO Prisma (from Unlimited)
- Magical Dimension (from Limited)
- Icarus Attack (from Limited)
- Ceasefire (from Limited) - Just Desserts (from Unlimited)
Unlimited:
- Pyramid Turtle (from Semilimited)


Changes to Card Pool 

Cards Added: 

- Volcanic Hammerer
Volcanic Slicer
- Winged Rhynos
Lonefire Blossom
Neo-Spacian Dark Panther
- Elemental HERO Dark Neos
- Dark Magician Girl the Dragon Knight
- Circle of the Fire Kings
- Swallow's Nest
- Spiritual Wind Art - Miyabi

Cards Removed: 
- Gigantic Cephalotus


Cards removed: 

Gigantic Cephalotus

https://www.duelingbook.com/deck?id=19388119 (Extra Cards - Banlist February 2026)

Also
  • The core cardpoool is all OCG cards before Cybernetic Revolution, here are the cards that differ from regular Goat Format.