Tuesday, September 29, 2026

Shadowefra and Dragon: Two Paths to the Last Round — NeoGoat Pro Online

On Sunday, September 27, 2026, we had 16 players and four rounds in our online tournament on NeoGoat Pro, using the October 2026 banlist.

This time, we're following shadowefra's Warrior Chaos and Dragon's Horus–Totem, from their opening rounds to the match between them. Here are the two videos and a look at what happened along the way.

Shadowefra’s path— Warrior Chaos.

shadowefra brought Blade Knight, Kycoo the Ghost Destroyer and Chaos Sorcerer. His first three opponents were Spellcaster, Skill Drain Fiends and Gadget Monarch, the matches were long and full of stall cards.

Watch shadowefra's matches on YouTube.

Round 1: vs. Pepe — Spellcaster

Pepe's Spellcaster deck took the first duel, putting shadowefra behind right from the opening round. He needed both remaining games and managed to win them back to back, taking the match 2–1. No easy start for Warrior Chaos.

Round 2: vs. Chapa — Skill Drain Fiends

Chapa brought Skill Drain alongside Mist Archfiend and Fusilier Dragon, the Dual-Mode Beast. This time, shadowefra won both recorded duels for a 2–0 result, getting through the Fiend matchup without needing another deciding game.

Round 3: vs. Wabo — Gadget Monarch

Wabo had more than Gadgets and Monarchs waiting for him: Messenger of Peace and Wall of Revealing Light added another obstacle. Getting monsters onto the field was one thing; getting to attack through that backrow was another.

shadowefra took game one, Wabo won game two, and they went to a decider. shadowefra won the third duel to finish the match 2–1 and reach the last round at 3–0.

Dragon’s path — Future Fusion Horus

Dragon registered a build with Masked Dragon, Totem Dragon and Horus the Black Flame Dragon, plus Future Fusion and Dragon's Mirror to bring out Five-Headed Dragon. Those big Fusion summons showed up more than once during his matches.

Watch Dragon's matches on YouTube.

Round 1: vs. claudio h — EARTH Monarch

In the first duel against claudio h, Horus LV6 evolved into LV8 on turn three. Later, Dragon's Mirror brought out Five-Headed Dragon on turn nine, and Dragon won the opener. The match eventually went to a third game, played in a separate room.

In that deciding duel, Dragon used a different deck, featuring Reasoning, Monster Gate and Cyber-Stein rather than his registered Horus–Totem list. Cyber-Stein brought out King Dragun on turn one, followed by another King Dragun through Metamorphosis on turn three.

On turn five, Premature Burial revived Fusilier Dragon, and the turn also included Reckless Greed and Reasoning into Jinzo before Dragon won the duel. The match was initially recorded as a 2–1 win, but that deck change would lead to his disqualification later in the event.

Round 2: vs. Gaona — Hydrogeddon / Banisher Monarch

Gaona won the opening duel. Dragon answered in game two, where Totem Dragon returned to the field and turn nine featured Horus LV6 alongside a Five-Headed Dragon summoned through Dragon's Mirror. Dragon took that game, sending the match to a third duel.

The decider lasted 32 turns. Dragon activated Future Fusion on turn ten, used Pulling the Rug on turn eleven, and summoned Five-Headed Dragon through Future Fusion on turn fourteen. Even that was not the end of the game: there was still a long way to go before Dragon finally won and took the match 2–1.

Round 3: vs. panquecito — Red-Eyes / Future Fusion

panquecito brought a Red-Eyes / Future Fusion deck, so this time there were Dragons on both sides. Dragon won both recorded duels, with the second featuring a particularly big turn.

Future Fusion was activated on turn two and brought out Five-Headed Dragon on turn six. Then Dragon's Mirror summoned another one that same turn. Apparently, one Five-Headed Dragon was not enough.

Final Round : Shadowefra vs. Dragon

The last round brought Warrior Chaos against Horus–Totem. In the opening duel, Dragon used Exploder Dragon, brought back Totem Dragon and evolved Horus into LV8. Brain Control also appeared during the game, which Dragon won.

After that first duel, Dragon was disqualified for the deck change in his round-one decider against claudio h. shadowefra was awarded the match and became the tournament champion.

Congratulations to shadowefra! Thanks to everyone who joined the tournament. Enjoy the matches, and see you at the next NeoGoat event!

Monday, September 28, 2026

NeoGoat Pro - New Format

A new NeoGoat Pro update is here! This version brings new skins, new music, improvements to NeoChivo, and the October 2026 banlist already included.

New skins and music

Your next duel can come with a different look and soundtrack. The update adds new skins and music to freshen things up, whether you're playing online or spending some time testing decks. You can check out one of the new looks in the screenshot above.

NeoChivo gets an update

Our AI opponent, NeoChivo, has also received improvements. Got a deck idea you haven't taken into a tournament yet? Give it a few practice duels against the goat and see how it feels.

October 2026 banlist included

The October 2026 banlist is now incorporated into NeoGoat Pro. It's time to revisit your decklists, make the necessary adjustments, and try something new under the updated list.

Download NeoGoat Pro

Grab the updated version for your platform:

Windows:
Download NeoGoat Pro for Windows

Android:
Download NeoGoat Pro for Android

Pick a skin, bring your updated deck, and see you in the lobby!

Saturday, September 26, 2026

NeoGoat Local Report — September 24, 2026 | Cartoncito Cards

Three rounds of NeoGoat at Cartoncito Cards, with Chaos, Zombie, Good Stuff, and a Pyro deck making an appearance at the featured table. Chaos came out on top in the final match, but Pyro had a good run, keeping attacks away with Solar Flare Dragon and finding a burn finish when it needed one.

All three featured matches from our September 24, 2026 tournament are below.

Round 1 — Chaos vs. Zombie

The opening round featured Chaos against Zombie. Chaos took the match, getting its evening started with a win before returning to the featured table for the final round.

Match winner: Chaos.

Round 2 — Pyro vs. Good Stuff

Round 2 brought a different matchup: Pyro against Good Stuff. This time, having monsters ready to battle was not always enough.

On several occasions, Pyro established a Solar Flare Dragon lock, leaving Good Stuff unable to attack. Getting around that setup became a recurring problem, and Pyro took the match. A pretty good showing for a deck doing something different from the usual Chaos and Monarch game plans.

Match winner: Pyro.

Round 3 — Chaos vs. Pyro

The final round paired Chaos against Pyro, and this one went to three games. Pyro had a rough start, found a way back into the match, and then needed one more win to finish the job.

Game 1 — The wrong cards to remove

Game 1 was painful for Pyro, which kept running into Chaos's bluffs. First, Heavy Storm was met with two copies of Jar of Greed and Scapegoat, all chained in response. Not exactly the back-row clear Pyro was hoping for.

Then Breaker the Magical Warrior went after another set card: another Jar of Greed, chained again. Next came Exiled Force to remove a face-down monster, only to find Sinister Serpent.

Pyro kept committing removal without getting much out of it. Chaos took the first game.

Game 2 — Every little bit counts

Pyro fought back in Game 2, gradually chipping away at Chaos's Life Points. There was no need for one huge hit when those smaller amounts of damage were adding up.

The finish came through Bonfire, which searched Solar Flare Dragon. Its burn effect delivered the remaining damage, giving Pyro the game and tying the match at 1–1.

Game 3 — Chaos takes the decider

After Pyro forced a third game, the deciding duel went Chaos's way. This time, luck was on Chaos's side, and it closed out the match 2–1.

Match winner: Chaos, 2–1.

Wrapping Up

Chaos won the final match, but Pyro gave us some good moments along the way: repeated Solar Flare Dragon locks against Good Stuff, followed by a Bonfire search that finished a game against Chaos. And that first game of the final? Sometimes the set card really is just another Jar of Greed.

Thanks to everyone who joined us at Cartoncito Cards. Enjoy the matches!

Thursday, September 24, 2026

The October 2026 banlist analysis

Instead of just going through the list card by card, let's look at what the changes could mean for the format. Zombies lost one of their most important monsters, Monarch got several consistency hits, HERO is being pushed a little more toward actual Fusion plays, and a few new cards could open completely different builds.


Some of these changes are pretty safe. Others, especially Future Fusion and Reckless Greed, are things we want to see players experiment with.

Zombies Have to Rebuild

The biggest change is probably the end of Pyramid Turtle.

Pyramid Turtle is now Forbidden after being selected by the middle player at the NeoDraft: Forbidden event. This removes one of the most reliable engines Zombie had. Turtle could replace itself with another Turtle, bring out a bigger Zombie directly from the Deck, and could even be reached through Giant Rat.

But Zombie isn't being left with nothing.

  • Pyramid Turtle: 3 → 0
  • Gozuki: New → 2
  • Ryu Kokki: 1 → 3
  • Card Destruction: 0 → 1

Gozuki gives the deck a completely different way to work. Instead of waiting for Pyramid Turtle to be destroyed in battle, Zombie can now start preparing the Graveyard directly.

Ryu Kokki also goes back to three. Without Pyramid Turtle pulling it straight from the Deck, playing multiple copies comes with a much more real risk of drawing a big monster you can't immediately use.

Zombie isn't dead. It just has to figure out how to be Zombie without three Pyramid Turtles doing half the work.

Monarch Gets Hit From Three Directions

Monarch was the most represented family in our August tournament data, with 24.4% of the field and a 57.9% match win-equivalent. It also had a huge effect on Side Deck construction, with Pulling the Rug appearing in 71.9% of Side Decks.

So instead of killing one Monarch completely, October reduces the consistency of the whole engine:

  • Soul Exchange: 3 → 2
  • Thestalos the Firestorm Monarch: 3 → 2
  • Brain Control: 2 → 1

The deck still has plenty to work with. Zaborg is still available, Mobius is still at two, and Hydro, Gadget, Banisher and other Monarch variants aren't going anywhere.

What should happen less often is opening the same Soul Exchange into Thestalos line over and over again.

Thousand-Eyes Is Finally Gone

Thousand-Eyes Restrict goes from Limited to Forbidden.

This isn't really about Metamorphosis itself. Metamorphosis stays at three, and we still want players using it to explore cards like Dark Balter the Terrible, Ryu Senshi and the rest of the Fusion toolbox.

The problem was Thousand-Eyes Restrict. Taking a monster and then shutting down attacks could create slow game states where both players spent several turns trying to get around the same TER.

Crystal Seer entering the Extra Card Pool also would have given Flip and Apprentice decks another useful Level 1 monster that could generate value first and then immediately become Thousand-Eyes Restrict through Metamorphosis.

So Metamorphosis survives. TER doesn't.

Flip Decks Get a New Toy

Crystal Seer enters NeoGoat at three copies.

It's a simple card, but that's part of what makes it interesting here. Flip it, look at the top two cards of your Deck, add one to your hand and put the other on the bottom.

It gives Apprentice and Flip decks another way to generate card selection without simply adding another LIGHT or DARK monster for Chaos.

At the same time, Night Assailant drops from two to one. The Flip engine still exists, but it gets a new piece while losing some redundancy from an old one.

Card Destruction Is Back

Card Destruction returns from Forbidden to Limited.

This could help a lot of different decks: Zombie can put monsters in the Graveyard, Archfiend can discard useful pieces, Ritual decks can fix awkward hands, and Chaos can turn dead cards into something new.

But one related engine is getting smaller.

Thunder Dragon goes from three to two. With Card Destruction returning, we didn't want three Thunder Dragons making it too easy to fill the hand with discard material while simultaneously loading LIGHT monsters into the Graveyard.

Thunder Dragon still works. It's just a smaller package now.

HERO Gets Less Prisma, More Fusion

HERO also gets an interesting trade.

  • Elemental HERO Prisma: 2 → 1
  • Elemental HERO Shining Flare Wingman: 1 → 3
  • Future Fusion: New → 2

Prisma was one of the easiest HERO cards to splash into different shells. Reducing it to one lowers the consistency of the small generic HERO package without removing HERO from the format.

On the other side, Shining Flare Wingman is fully released and Future Fusion joins the format at two.

Future Fusion uses its modern text, so it doesn't immediately dump Fusion Materials into the Graveyard when activated. The opponent has time to answer it before that happens.

The idea is pretty simple: less generic HERO engine, more reasons to actually build around Fusion Summoning.

Future Fusion Is One to Watch

Future Fusion probably has the highest ceiling of any new card in October.

HERO isn't the only deck that can use it. Dragon decks can prepare Fusion Materials for Dragon's Mirror, and other Fusion strategies may find completely different uses for it.

That's why we're starting at two instead of three.

We want the card to actually show up enough for players to experiment with it, but this is definitely one of the cards we'll be watching closely.

Trap Decks Get a Little More Room

Reckless Greed goes back to three while Royal Decree drops to two.

  • Reckless Greed: 2 → 3
  • Royal Decree: 3 → 2

Reckless Greed is much more interesting at three because decks can actually build around seeing multiple copies. Activating several copies together can turn it into a real draw engine instead of just a random Trap that makes you skip two Draw Phases.

PACMAN, Burn, Destiny Board, Toon and other Trap-heavy decks are some of the obvious places to try it.

Royal Decree still exists as a strong answer, but at two copies it should be a little less common for a deck to simply shut off an entire backrow strategy with repeated copies.

Toons Get Another Counter Trap

Toon Terror moves from one to two.

It's a very strong Counter Trap, but it only works while the Toon player has both Toon World and a Toon monster established. That makes it powerful inside the deck without turning it into another generic staple.

Two copies should make Toon better at protecting the board it worked to build without giving the deck three copies of its best negation.

Normal Monsters Quietly Get Better

Birthright moves from one to two.

This isn't the flashiest change on the list, but Normal Monster decks now have more access to a revival card that only they can really take advantage of.

Combined with cards already in the pool like Ancient Rules and Summoner's Art, this gives players a few more reasons to experiment with big Normal Monsters instead of treating them only as bricks.

Harpies Get a Small Consistency Hit

Harpie's Oracle moves from three to two.

Harpie had some very good results during the previous format, but its representation was still relatively small. Because of that, we didn't want to hit the whole engine or push Oracle all the way to one.

Queen, Harpies' Hunting Ground and the rest of the core remain intact. This is just a small consistency adjustment.

Some New Faces

October also brings several new cards into the Extra Card Pool.

Exploder Dragon gives Dragon decks and Masked Dragon another defensive option. It can trade with a much larger monster in battle without dealing battle damage to its controller.

Mist Archfiend gives Archfiend decks a 2400 ATK monster that can be Normal Summoned without a Tribute. The drawback is that it destroys itself during the End Phase and burns you for 1000, but Pandemonium and other Archfiend cards may be able to turn that drawback into part of the strategy.

Cyberdark Keel is another experimental addition. Small Dragons already exist throughout the format, and now players have another reason to look at what can be done with them.

And of course, Gozuki is probably the new card with the biggest job. Zombie just lost Pyramid Turtle, so we'll find out pretty quickly whether Gozuki can help the deck build a new identity.

What Happens Next?

October isn't meant to erase the decks that were good in August.

Monarch, Zombie, HERO, Chaos and Harpie are all still here. The difference is that some of their most automatic lines are less consistent, while several underexplored strategies received new tools.

Zombie now has to figure out life without Pyramid Turtle. HERO has fewer copies of Prisma but more reasons to actually Fusion Summon. Metamorphosis remains at three, but Thousand-Eyes Restrict is gone. Trap decks get three Reckless Greed while Royal Decree drops to two.

And then there's Future Fusion.

We don't know yet exactly what players are going to do with all of this.

That's the fun part.

Wednesday, September 23, 2026

NeoGoat October 2026 Banlist

Changes from last banlist:

Forbidden:
- Pyramid Turtle (from Unlimited)
- Thousand-Eyes Restrict (from Limited)
Limited:
- Card Destruction (from Forbidden)
- Elemental HERO Prisma (from Semi-Limited)
- Brain Control (from Semi-Limited)
- Night Assailant (from Semi-Limited)
Semilimited:
- Thestalos the Firestorm Monarch (from Unlimited)
- Thunder Dragon (from Unlimited)
- Soul Exchange (from Unlimited)
- Royal Decree (from Unlimited)
- Unexpected Dai (from Unlimited)
- Harpie's Oracle (from Unlimited)
- Toon Terror (from Limited)
- Birthright (from Limited)
- Gozuki (new to the Card Pool)
- Future Fusion (new to the Card Pool)
Unlimited:
- Ryu Kokki (from Limited)
- Elemental HERO Shining Flare Wingman (from Limited)
- Reckless Greed (from Semi-Limited)


Changes to Card Pool


Cards Added:
- Crystal Seer
- Exploder Dragon
- Cyberdark Keel
- Mist Archfiend

Cards Removed:
- Foolish Return
- Miracle Fertilizer
- Overload Fusion
- Rai-Mei

🔗 View Unlimited Extra Pool (October 2026)

The core card pool consists of all OCG cards released before Cybernetic Revolution. The following links detail the cards that differ from traditional Goat Format.

NeoDraft: Forbidden - Tournament Report


NeoDraft: Forbidden brought 28 players together for five rounds of one of the weirdest NeoDraft events so far.

With cards like Sixth Sense, Yata-Garasu, Graceful Charity, Monster Reborn, Confiscation, Fiber Jar and plenty of other normally forbidden cards showing up during the day, matches could change direction very quickly.

You can check the original event announcement and rules here: NeoDraft: Forbidden .

Round 1 - Mazera DeVille vs Pure Archfiend

Round 1 was probably the most Archfiend match possible: Mazera DeVille vs a pure Archfiend deck, with both players using Pandemonium.

Early in the match, the Archfiend player lost Archfiend General and his Kings to Torrential Tribute, but Pandemonium immediately helped replace the lost monster. During Main Phase 2, Last Will brought out an Archfiend Heiress, and on the following turn two Archfiend Kings hit the field to start the comeback.

We even got to see Dark Necrofear in action later in the duel.

Game 2 had another very NeoDraft moment. The Mazera player was preparing to Special Summon Mazera DeVille, but the opponent used Ring of Destruction on the monster needed for the play and stopped it before Mazera could arrive.

From there we saw cards like Last Will, Card Destruction and Magician of Faith, followed by yet another Card Destruction. The pure Archfiend deck eventually took the match.

Round 2 - Gadgets vs LIGHT

Round 2 featured Gadgets against a LIGHT-based deck.

The LIGHT player managed to use Sixth Sense, but missed the dice call. We also saw Trap Dustshoot and even Yata-Garasu enter the game.

Sixth Sense showed up again later... and failed again. This time the miss sent five cards from the top of the deck to the Graveyard instead of giving the huge draw.

Despite all the Forbidden Draft nonsense going around, Gadgets stayed consistent enough to take the match.

Round 3 - Dino Zombie vs EARTH

Round 3 was Dino Zombie vs EARTH.

The first duel already gave us two classics that normally have no business being legal together: Graceful Charity and Monster Reborn. Dino Zombie took the first game.

Game 2 brought Trap Dustshoot and Card Destruction into the mix, and this time EARTH answered back to tie the match.

The deciding duel had Magician of Faith on the Dino side and, more importantly, Fiber Jar on the EARTH side.

And yes, Fiber Jar actually resolved.

Both players had to basically restart the duel with fresh hands, but the reset was much better for Dino Zombie. EARTH never really recovered from the new hand, and Dino took Game 3 and the match.

Round 4 - Dino Zombie vs Gadgets

Dino Zombie returned for Round 4, this time against Gadgets.

Gadgets opened with Confiscation, looked at the Dino player's hand, found Raigeki sitting there and immediately got rid of it. Probably the correct reaction to seeing Raigeki in someone's opening hand.

Several turns later, the table stopped for a ruling discussion involving Spirit Reaper and Book of Moon. The question was whether simply targeting Spirit Reaper with Book would cause it to destroy itself.

The judge eventually clarified the interaction: Book of Moon resolves and flips Spirit Reaper face-down, so Reaper does not destroy itself afterward while face-down.

Gadgets eventually lost the first duel.

In Game 2, Dino had Witch of the Black Forest while the Gadget player used Card Destruction. Dino was able to take advantage of Witch going to the Graveyard and searched Thestalos the Firestorm Monarch.

The duel continued for quite a while after that, but Dino Zombie eventually closed it out and won the match 2-0.

Round 5 - Dino Zombie vs Chaos

The final recorded match was Dino Zombie vs Chaos.

Game 1 had a few Forbidden cards appear without really getting a chance to do anything. Dino found Magician of Faith, but it was removed by Nobleman of Crossout. Chaos had a Dark Hole ready, but it got caught by Heavy Storm before it could matter.

Instead, the less flashy cards ended up doing the work. Sabersaurus and Vampire Lord kept putting pressure on the Chaos player, and Dino Zombie took the first duel.

Game 2 brought Last Will for Dino and Card Destruction for Chaos, but this time Chaos managed to control the board with Chaos Sorcerer and tied the match.

Game 3 turned into a long Skill Drain game.

Dino opened well with Skill Drain, which was especially annoying for a Chaos deck full of small Flip Effect monsters. Skill Drain stayed on the field for basically the entire duel, while Vampire Lord worked particularly well under it: after being destroyed by Torrential Tribute, Vampire Lord could still return from the Graveyard.

The problem was that Dino was also spending a lot of Life Points on Solemn Judgment.

Eventually Chaos found an opening. The Chaos player took a Vampire Lord with Brain Control, Special Summoned a Chaos Sorcerer, attacked over Tribe-Infecting Virus, and then Chaos Sorcerer attacked directly for the remaining damage.

Chaos won the deciding duel and the match.

Dino still had a Last Turn among his cards, while Chaos had Butterfly Dagger - Elma, so even at the end there were still some very Forbidden Draft cards waiting around.

One Last Ban Before Going Home

The duels were finished, but NeoDraft: Forbidden still had one last part of the event left.

The central player in the final standings had the chance to choose a card to be Forbidden for the next NeoGoat banlist.

Of course, everyone in the store immediately started yelling suggestions.

After listening to the noise around him and thinking about it for a moment, the player made his choice:

Pyramid Turtle is Forbidden.


Pyramid Turtle will therefore move to the Forbidden section of the October 2026 NeoGoat banlist.

With the new ban decided, prizes were distributed and NeoDraft: Forbidden came to an end.

Five rounds, 28 players, Fiber Jar actually resolving, two failed Sixth Senses, Raigeki getting Confiscated, a Spirit Reaper ruling debate, and finally an entire store yelling card names at the guy who had to decide what to ban.

Pretty normal NeoGoat night.

Sunday, September 20, 2026

NeoGoat Pro · Win a GGP 12

Fifteen duelists, four rounds, and only one player left undefeated. Linares finished Win a GGP 12 with a perfect 4–0 record, winning seven of the eight games that were actually played.

Win a GGP 12 was played on September 20 using the NeoGoat August 2026 card pool, with 15 players joining another four-round NeoGoat Pro tournament.

Linares' run included a couple of long games, several Monarch exchanges, some important Metamorphosis plays and a very convenient Dark World interaction in Round 3.

The 4–0 Run


Round 1 — vs. Breaker

Game 1: Breaker opened with Summoner Monk and had Book of Moon available to protect it, but Linares quickly developed the field with Unexpected Dai into Insect Knight and Breaker the Magical Warrior.

Linares cleared the back row and started applying pressure. Breaker tried to respond with another Summoner Monk, Rapid-Fire Magician and Ookazi, but the game ended during a Toon Table of Contents sequence before the comeback could really get going.

Only this game was actually played. The match was later recorded as 2–0 after Breaker did not return for Game 2.


Round 2 — vs. Lacho

Game 1: Lacho got the Zombie engine moving early, going from Pyramid Turtle into Vampire Lord. Linares answered with Unexpected Dai, Tribe-Infecting Virus and Brain Control, even using Vampire Lord during his own push.

Lacho tried to rebuild with Book of Life, Premature Burial and D.D. Assailant, but Mirror Force stopped the comeback and Linares closed the game shortly after.

Game 2: this became the longest duel of the tournament, reaching 40 turns.

Soul Exchange and Thestalos started the grind, while Royal Decree, Zaborg and Dark Balter the Terrible helped Linares stay in the game. Balter also managed to negate a Heavy Storm during the middle of the duel.

Linares eventually dropped to 1000 LP and still had to deal with Injection Fairy Lily. Thousand-Eyes Restrict helped slow the game down, and the final sequence involved Torrential Tribute, Sand Moth returning to the field and Premature Burial bringing back Mobius for the final 2400 damage.

Result: Linares 2–0


Round 3 — vs. palacios

Game 1: palacios started generating value with Dekoichi and Tsukuyomi and also stopped Linares' first serious push with Mirror Force.

Linares stayed in the game with Scapegoat, The Rock Spirit and Zaborg until the field finally opened up. Breaker helped clear the way and Brain Control provided the extra monster needed for the finishing push.

Game 2: palacios answered back. Gravekeeper's Spy into Jinzo put Linares on the defensive, while two Pulling the Rug stopped a Thestalos and a Mobius before they could resolve.

Breaker the Magical Warrior eventually connected for the final 1900 damage and sent the match to Game 3.

Game 3: another long duel. Linares started with Royal Decree and used Soul Exchange to summon Mobius, but the game turned into a 30-turn resource battle with Book of Moon, Brain Control, Tribe-Infecting Virus and The Rock Spirit all seeing play.

The deciding moment came when palacios summoned Thestalos the Firestorm Monarch and randomly discarded Goldd, Wu-Lord of Dark World from Linares' hand.

Since Goldd had been discarded by the opponent's card effect, it came straight onto Linares' field. palacios conceded shortly after, giving Linares the only match of the tournament that went to Game 3.

Result: Linares 2–1


Round 4 — vs. Nikito

Game 1: Nikito opened the Gravekeeper plan with Necrovalley and Gravekeeper's Assailant, but Torrential Tribute cleared the first field.

From there, Spirit Reaper started removing cards from Nikito's hand and Mobius the Frost Monarch became the main threat. Nikito eventually fell to 500 LP and paid half of that with Solemn Judgment to stop Metamorphosis.

It bought some time, but Linares eventually fought through Bottomless Trap Hole and Book of Moon, brought Mobius back with Call of the Haunted and connected for the last 2400 damage.

Game 2: Nikito got the better start with Giant Trunade, Necrovalley and 2100 early damage.

Linares answered by turning Sinister Serpent into Thousand-Eyes Restrict with Metamorphosis, giving him a way to control the field and slow down Nikito's Gravekeeper pressure.

Pulling the Rug later stopped a Zaborg, but Mirror Force and Tribe-Infecting Virus helped Linares take control again. Tribe and Insect Knight stayed on the field long enough to finish Game 2 and secure the tournament.

Result: Linares 2–0


Round 1 note: the official result is 2–0 because the second game became a no-show win. Only one duel from that match was actually played, so Linares' record across the eight games that were played was 7–1.

Watch the Tournament

The tournament matches are also available on the NeoGoat YouTube channel.

Watch on YouTube

Final Standings — Top 5

Place Player Points Record
1 Linares 12 4–0
2 palacios 9 3–1
3 Nikito 9 3–1
4 Tego 9 3–1
5 Jinzo 9 3–1

A Solid Tournament Run

Linares didn't just finish 4–0. He also faced the players who finished second and third during the final two rounds.

The only game he dropped all tournament was Game 2 against palacios. He won the other seven played games and finished as the only undefeated player in the event.

All eight played games were saved through NeoGoat Pro, so we have the full tournament run instead of just the final standings.

Bonus Decklist: pepe same's Spell Counter Magicians

Another deck worth checking out from the event was pepe same's 47-card Magician build.

The deck mixes Spell Counters, Magical Exemplar, the Apprentice Magician engine and several classic Spellcaster cards. It is not the usual tournament build, but there are plenty of interesting old-school cards working together here.

Main Deck — 47 Cards

  • 1 Dark Magician
  • 1 Dark Magician of Chaos
  • 1 Mind on Air
  • 2 Magical Marionette
  • 3 Skilled Dark Magician
  • 3 Magical Exemplar
  • 1 Breaker the Magical Warrior
  • 3 Gravekeeper's Spy
  • 1 Tsukuyomi
  • 1 Old Vindictive Magician
  • 3 Apprentice Magician
  • 2 Copycat
  • 2 Nobleman of Extermination
  • 1 Heavy Storm
  • 1 Pot of Greed
  • 1 Upstart Goblin
  • 3 Spell Power Grasp
  • 1 Mystical Space Typhoon
  • 2 Magical Dimension
  • 1 Level Limit - Area B
  • 2 Arcane Barrier
  • 1 Premature Burial
  • 2 Magician's Circle
  • 2 Dark Renewal
  • 1 Mirror Force
  • 1 Torrential Tribute
  • 1 Ring of Destruction
  • 1 Gravity Bind
  • 1 Call of the Haunted
  • 1 Rivalry of Warlords

Extra Deck — 2 Cards

  • 1 Five-Headed Dragon
  • 1 Thousand-Eyes Restrict

Side Deck — 15 Cards

  • 2 Kycoo the Ghost Destroyer
  • 2 Messenger of Peace
  • 3 Sakuretsu Armor
  • 3 Pulling the Rug
  • 2 Rivalry of Warlords
  • 2 Royal Decree
  • 1 Dark Magic Attack

Match notes were reconstructed from the eight saved NeoGoat Pro replays and the official Win a GGP 12 tournament results.

Wednesday, September 16, 2026

Fun Deck: Dragon Master Knight Turbo

Some decks are built because they are efficient.

Some decks are built because they have a clean game plan, good matchups and twenty pages of testing behind them.

And then there are decks like this.

It plays Black Luster Soldier, Blue-Eyes White Dragon, Ritual Spells, Fusion Spells, Chaos monsters, Fusion substitutes and enough random old-school nonsense to make the opening hand occasionally look like you shuffled three different decks together.

But when it works, it is hilarious.

The goal is basically to turn a bunch of cards that normally look terrible in your hand into gigantic Fusion Monsters and eventually summon one of the coolest monsters from old Yu-Gi-Oh!: Dragon Master Knight.


The Deck

3 Black Luster Soldier
3 Blue-Eyes White Dragon
3 King of the Swamp
1 Versago the Destroyer
3 Manju of the Ten Thousand Hands
2 Chaos Sorcerer
1 D.D. Warrior Lady
1 Breaker the Magical Warrior
1 Tribe-Infecting Virus
2 Advanced Ritual Art
1 Black Luster Ritual
3 Dragon's Mirror
2 Foolish Burial
1 Polymerization
1 Fusion Gate
1 Dimension Fusion
1 Pot of Greed
1 Heavy Storm
1 Mystical Space Typhoon
1 Giant Trunade
1 Premature Burial
2 Book of Moon
1 Brain Control
1 Lightning Vortex
2 Royal Decree

Extra Deck

2 Dragon Master Knight
2 Blue-Eyes Ultimate Dragon
1 Five-Headed Dragon
1 King Dragun
1 Fiend Skull Dragon
1 Darkfire Dragon
1 B. Skull Dragon
1 Meteor Black Dragon
1 Gaia the Dragon Champion
1 Thousand Dragon
1 Dark Balter the Terrible
1 Ryu Senshi
1 Thousand-Eyes Restrict

Side Deck

2 My Body as a Shield
2 Kycoo the Ghost Destroyer
2 Dust Tornado
2 Des Wombat
1 Nobleman of Crossout
1 Shield Crush
1 Mobius the Frost Monarch
2 Gale Dogra
2 Ragged Records of Rites


So... What Is This Thing Trying to Do?

The first little engine is actually pretty cute: Advanced Ritual Art + Black Luster Soldier + Blue-Eyes White Dragon.

Black Luster Soldier is Level 8. Blue-Eyes White Dragon is also Level 8.

So Advanced Ritual Art can send a Blue-Eyes directly from the Deck to the Graveyard to Ritual Summon Black Luster Soldier.

Normally, putting a 3000 ATK vanilla monster in the Graveyard would not sound very exciting.

Here, that's basically loading ammunition.

Dragon's Mirror lets us banish Fusion Materials from the field or Graveyard to summon our Dragon Fusion Monsters. So every Blue-Eyes we dump is one step closer to something stupidly large coming out of the Extra Deck.

Foolish Burial does the same thing without pretending to be subtle. If we need Blue-Eyes in the Graveyard, we simply put Blue-Eyes in the Graveyard.


The Actual Dream

Obviously, the big boss we're trying to summon is:

Dragon Master Knight

5000 ATK.

Completely unnecessary.

Absolutely worth doing.

Dragon Master Knight normally asks for Black Luster Soldier + Blue-Eyes Ultimate Dragon. That sounds completely unreasonable until you remember that this deck is packed with Fusion substitutes.

King of the Swamp and Versago the Destroyer can replace one specifically named Fusion Material.

So we don't always need to go through the full anime ritual of assembling everything exactly as printed. King of the Swamp is also useful because it can search Polymerization, meaning the card is rarely completely dead.

And if the proper materials eventually end up in the Graveyard, Dragon's Mirror gives us even more ways to turn that pile of dead cards into something enormous.


Blue-Eyes Ultimate Dragon Is Not Just Decoration

The second giant boss is Blue-Eyes Ultimate Dragon.

Three Blue-Eyes sounds horrible, because it is.

But Advanced Ritual Art and Foolish Burial make it surprisingly possible to get all three copies out of the Deck without ever having to Normal Summon one.

Once enough Blue-Eyes are in the Graveyard, Dragon's Mirror can turn them into a 4500 ATK Fusion Monster.

And once Blue-Eyes Ultimate Dragon exists, we're already halfway into Dragon Master Knight territory.

This is basically the philosophy of the deck:

Turn bricks into Graveyard resources, then turn Graveyard resources into huge bosses.


Why Three Dragon's Mirror?

Because that's the fun card.

We're not building a Blue-Eyes Ritual Fusion deck so we can calmly Normal Summon Manju and pass.

Dragon's Mirror is what turns all the setup into a payoff.

It can make Blue-Eyes Ultimate Dragon. It can eventually make Dragon Master Knight. And if enough Dragons somehow accumulate in the Graveyard, Five-Headed Dragon is sitting there waiting for somebody to make a terrible decision.

It also loads the banished zone, which becomes relevant because this deck plays one of the most dangerous cards in NeoGoat: Dimension Fusion.


Dimension Fusion Is Where Things Get Stupid

Dragon's Mirror banishes monsters. Chaos Sorcerer banishes monsters.

Normally that is the cost of doing business.

But then Dimension Fusion shows up.

Suddenly those monsters aren't gone anymore.

A Dragon's Mirror that already converted several monsters into a huge Fusion can indirectly help prepare a ridiculous Dimension Fusion later.

This is definitely not the most reliable thing in the world, but this deck is not applying for a job at a bank.

We're trying to summon enormous monsters.


The Chaos Package Keeps the Deck Somewhat Normal

Thankfully, not every card in the deck is part of the circus.

Chaos Sorcerer, D.D. Warrior Lady, Breaker the Magical Warrior and Tribe-Infecting Virus give the deck actual interaction when we don't open the perfect pile of Ritual and Fusion pieces.

Manju is also doing honest work. It searches Black Luster Soldier or the Ritual Spell we need, and afterward it becomes LIGHT material for Chaos Sorcerer.

King of the Swamp and Versago give us DARKs.

So even though the deck looks like a Blue-Eyes anime pile, there is a small Chaos engine hiding underneath it.


Fusion Gate: Because Apparently We Needed Another Fusion Card

Fusion Gate gives us another way to Fusion Summon without needing Polymerization every time.

It's not something you always want to see, but it fits the deck's general plan and creates another way to turn awkward materials into an actual threat.

The Extra Deck also contains a pile of old Fusion Monsters because King of the Swamp and Versago open up strange little possibilities depending on what materials are available.

Are all of those Fusions going to be summoned every tournament?

Absolutely not.

Do I want them in there anyway?

Absolutely.


Royal Decree Makes Sense Here

This deck invests a lot of cards into its bigger plays.

The last thing we want is to finally assemble our giant Fusion Monster and lose it to some random Trap.

Royal Decree helps clear the road while also letting us keep our own Trap count extremely low.

Heavy Storm, Mystical Space Typhoon and Giant Trunade give us additional ways to force through the turn where we finally decide to do something irresponsible.


The Gale Dogra Side Plan Is Disgusting

Now we get to one of my favorite stupid ideas in the Side Deck: Gale Dogra.

Gale Dogra can pay 3000 LP to send a Fusion Monster directly from the Extra Deck to the Graveyard.

Normally paying 3000 LP to throw your own Fusion Monster into the trash sounds like something you do right before losing the duel.

But this deck can actually use that.

For example, Gale Dogra can send Blue-Eyes Ultimate Dragon directly from the Extra Deck to the Graveyard.

If Black Luster Soldier is also available in the Graveyard, suddenly Dragon's Mirror has the exact materials it needs for Dragon Master Knight.

So the Side Deck contains an alternate plan that basically says:

Pay 3000 LP. Throw Blue-Eyes Ultimate Dragon in the garbage. Summon Dragon Master Knight anyway.

Beautiful.


The Side Deck

The rest of the Side Deck is mostly there to stop other decks from ruining our nonsense.

My Body as a Shield helps protect important summons and big monsters. Kycoo the Ghost Destroyer attacks Graveyard strategies and can also interfere with opposing Chaos decks. Dust Tornado, Mobius the Frost Monarch, Nobleman of Crossout and Shield Crush give us more straightforward answers depending on the matchup.

Des Wombat is there when burn players decide nobody at the table is allowed to have fun.

And Ragged Records of Rites gives us another Ritual-related option when we want to lean harder into that side of the deck.


Is This Deck Good?

Define "good."

Is it the most consistent deck in NeoGoat? No.

Can you open multiple Blue-Eyes, a Fusion Spell and a Black Luster Soldier and wonder what decisions in your life brought you to this exact moment?

Yes.

Does the deck occasionally produce hands that look like a twelve-year-old built them after watching three different Yu-Gi-Oh! movies?

Also yes.

But it has enough real engines underneath the nonsense that it can still play actual Yu-Gi-Oh!. Manju searches pieces, Foolish Burial sets up the Graveyard, Chaos Sorcerer gives you interaction, King of the Swamp fixes Fusion hands, and Dragon's Mirror converts all that setup into real threats.

And when the deck finally does what it was built to do, you get to drop a 4500 or 5000 ATK Fusion Monster on somebody playing normal cards.

That counts for something.


Final Thoughts

Not every NeoGoat deck has to be an optimized tournament machine.

One of the fun things about expanding the old card pool is finding forgotten cards and stupid interactions that suddenly have enough support to become playable.

This deck combines Ritual Summoning, Fusion Summoning, Chaos monsters, Graveyard setup and a bunch of giant monsters that were probably never supposed to exist in the same reasonable strategy.

The result is messy.

The result bricks sometimes.

The result is also extremely fun.

And honestly, if I can Ritual Summon Black Luster Soldier, dump Blue-Eyes into the Graveyard and somehow finish the duel with Dragon Master Knight on the field, I don't really care whether the deck was pretty on the way there.

Sunday, September 13, 2026

NeoGoat Rulings That Are Different from Goat Format: Part 2

NeoGoat uses old Yu-Gi-Oh! cards, but we are not playing with a 2005 rulebook.

One of the basic rules of NeoGoat is pretty simple: unless the format specifically says otherwise, we use the current official Yu-Gi-Oh! rules and card rulings.

That also means NeoGoat can change without adding a single new card. If Konami changes a game mechanic or updates the ruling of an old card tomorrow, that new ruling also applies to NeoGoat.

Basically:

Old cards. Modern rules.

Most of the time this doesn't matter much. But every once in a while you get an interaction that works differently from traditional Goat Format. Some of them are pretty weird.

Here are three examples that we can reproduce directly in NeoGoat Pro.


1. Rivalry of Warlords Can Stop a Flip Effect


Let's start with a situation that looks completely normal.

You have Rivalry of Warlords active and control a face-up Warrior. You also have a face-down Spellcaster.

Your opponent attacks the face-down monster.

The monster still flips face-up before damage calculation. Rivalry doesn't magically stop that part of the battle. Damage calculation also happens normally.

But after damage calculation, you are now controlling two different Types. Because of Rivalry, the newly flipped Spellcaster is sent to the Graveyard.

Here is where the modern ruling matters.

If the attacked monster has a Flip Effect, or another Trigger Effect that would activate after damage calculation, it cannot activate, because Rivalry has already sent that monster to the Graveyard before it gets the chance to activate its effect on the field.

This is different from the old Goat Format interaction, where the Flip Effect could still activate.

It's a tiny rules difference, but in a format full of Flip Monsters, it can absolutely matter.

Don't believe us? You can check the official Konami ruling here . The official Q&A explains the interaction between Rivalry of Warlords, an attacked face-down monster of another Type, and its effect timing.

NeoGoat Pro demonstration:




2. Deck Devastation Virus vs. Monsters with ? ATK

 

Now we get to the mysterious little ? printed in the ATK box of some monsters.

In old Goat rulings, monsters with ? ATK could be treated as having 0 ATK for effects like Deck Devastation Virus while they were in the hand.

That is not how the current rules handle it.

A monster with ? ATK in the hand does not have 0 ATK. Its ATK is still ?.

And "?" does not automatically mean "1500 or less."

So Deck Devastation Virus does not destroy a ? ATK monster in the hand.

But now comes the funny part.

If that monster is face-down on the field, its ATK is treated as 0 when an effect needs to check its ATK. That means Deck Devastation Virus does destroy it.

And if the monster is already face-up, you look at the ATK it actually has at that moment. If its current ATK is 1500 or less, Virus destroys it. If it is above 1500, it survives.

So the same card can survive Deck Devastation Virus in your hand and then immediately become vulnerable to it once it's sitting face-down on the field.

Yu-Gi-Oh! rulings are beautiful sometimes.

Konami's official database has a ruling using Tragoedia that explains exactly how ? ATK works in these locations: in the hand it remains ?, while a face-down copy on the field is treated as having 0 ATK when its ATK needs to be checked. You can read the official Konami ruling here .

NeoGoat Pro demonstration:



[VIDEO: Deck Devastation Virus vs. a ? ATK monster in the hand and on the field]


3. Mind Control + Book of Moon Lets You Tribute the Monster

This one is probably the weirdest of the three.

Mind Control says that the monster you take cannot attack or be Tributed.

Simple enough.

So normally you can't steal your opponent's monster with Mind Control and then use that monster for something like Metamorphosis.

But under the current ruling, something strange happens if you take a face-up monster and then turn it face-down with Book of Moon.

You still keep control of that monster until the End Phase...

...but the part of Mind Control that says the monster cannot attack or be Tributed stops applying.

Yes, that means this is completely legal in NeoGoat:

Mind Control → Book of Moon → Metamorphosis

You steal the monster, Book it face-down, and then Tribute your opponent's monster for Metamorphosis.

Traditional Goat Format does not allow this.

Under the old ruling, flipping the monster face-down did not remove Mind Control's restriction. The monster still couldn't attack or be Tributed until the End Phase.

And because Yu-Gi-Oh! rulings apparently weren't weird enough already, there is another detail:

If Mind Control takes a monster that was already face-down, the restriction still applies. Even if that monster is later flipped face-up, it still cannot attack or be Tributed while Mind Control's effect is applying.

So:

  • Mind Control a face-up monster → Book of Moon: you can Tribute it.
  • Mind Control a monster that was already face-down: you cannot Tribute it.

Same card. Same turn. Different result depending on whether the monster was face-up when Mind Control resolved.

And yes, this one is straight from Konami too. The official Q&A specifically says that if a face-up monster taken by Mind Control is changed to face-down Defense Position, you still control it until the End Phase, but the restrictions preventing it from attacking or being Tributed are no longer applied. You can check the official Mind Control ruling here .

NeoGoat Pro demonstration:


[VIDEO: Mind Control → Book of Moon]


Why Does NeoGoat Use Modern Rulings?

NeoGoat takes the cards, pacing and deckbuilding style we like from old Yu-Gi-Oh!, but runs them using the current game engine.

That makes the format much easier to maintain.

You don't need one rulebook for regular Yu-Gi-Oh!, another one for NeoGoat, and a folder full of rulings from twenty years ago just to remember how one random interaction works.

Using modern card rulings helps NeoGoat stay compatible with platforms like Master Duel and other modern Yu-Gi-Oh! simulators, where the current rules are already built into the game. It also avoids giving judges unnecessary headaches. Most judges already work with the current rules used in Advanced and Genesys at official tournaments, so asking them to switch back and forth between modern rulings and a separate 2005-style ruleset would just create more chances for confusion and mistakes. 

If Konami fixes, changes or clarifies a ruling, NeoGoat simply moves with the game.

It can also create new interactions between old cards that didn't exist when those cards originally came out, which is honestly part of the fun.

NeoGoat isn't supposed to be Yu-Gi-Oh! frozen.

It's old-school Yu-Gi-Oh! running on a modern engine.

If Konami changes the rules tomorrow, NeoGoat changes with them.

And whenever one of those changes produces something especially weird, we'll try to reproduce it in NeoGoat Pro so everyone can actually see how it works instead of arguing about it for three hours.

Rules examples in this article reflect current Konami rulings as of September 2026.

Thursday, September 10, 2026

Why Pot of Greed Remains in NeoGoat?

Pot of Greed is broken.

There. We said it.

Draw two cards for absolutely no cost is ridiculous. There is no setup, no condition, no Life Point payment, no discard, nothing. You activate one card and end up with two.

But here is the part people sometimes skip:

A card being extremely powerful does not automatically mean the format becomes better when you ban it.

In NeoGoat, Pot of Greed is Limited to one copy, and for now, we think that is exactly where it belongs.

Pot of Greed Is NeoGoat's Critical Hit

The easiest way to explain how we see Pot of Greed is this:

Pot of Greed is basically a critical hit.

You do not get it every game.

You do not build your entire deck assuming it will happen.

But every once in a while, you draw it at exactly the right moment and suddenly the duel changes.

You were running out of cards?

Pot.

You needed one defensive card and one monster to get back into the game?

Pot gives you two shots.

You were already ahead and wanted to keep pushing?

Yeah... Pot can also make things uglier.

That randomness is real.

But we do not think NeoGoat needs to remove every random power spike from the game.

Sometimes the duel becoming suddenly dangerous again is fun.

Sometimes You Actually Need Two Cards

This is one of the biggest reasons we like having Pot around.

There are game states where drawing one good card is simply not enough.

Maybe you need removal and a monster.

Maybe you need something defensive and a way to generate pressure next turn.

Maybe your opponent has slowly pushed you into a position where no single topdeck really gets you back into the duel.

Without Pot, sometimes you already know how the next few turns are going to go.

You are technically still playing, but realistically you are just waiting to lose.

Pot of Greed creates a little bit of tension:

What if I draw Pot?

Maybe the two cards are garbage.

Maybe they are exactly what you need.

But the possibility exists.

And we think that possibility is good for NeoGoat.

Yes, Sometimes the Worse Player Draws Pot

This is probably the strongest argument against the card.

You can play better for several turns, manage your resources correctly, force favorable trades...

...and then your opponent topdecks the smiling green bastard and gets two fresh cards.

That can feel awful.

We are not going to pretend it does not happen.

But Yu-Gi-Oh! already contains variance.

You draw different opening hands. You see your Limited cards at different times. Sometimes you draw the perfect answer. Sometimes you draw your Tribute Monster with nothing to Tribute.

NeoGoat is not trying to become a game where randomness disappears completely.

We want skill to matter a lot.

We just do not believe skill requires every game to become perfectly predictable.

Pot Gives You More Cards. You Still Have to Play Them.

This part gets overlooked because the effect is so simple.

Pot of Greed gives you resources.

It does not tell you what to do with them.

You can still overextend.

You can still waste removal.

You can still attack into something stupid.

You can still use the wrong card first.

You can still turn a great draw into a terrible turn.

Obviously, activating Pot itself does not require some galaxy-brain decision.

You draw two cards. Congratulations.

But the game does not end when Pot resolves.

The interesting part is what happens after the cards enter your hand.

Not Every +1 Feels the Same

This is also why we do not evaluate every powerful old-school card the same way.

There is a big difference between:

  • getting more cards yourself,
  • filtering through your deck and setting up the Graveyard,
  • and ripping cards directly out of the opponent's hand.

All three can create advantage.

But they create very different games.

If my opponent activates Pot of Greed, I might think:

"Well, crap."

But I am still holding my cards.

I still have my plan.

I still get to play.

That matters.

NeoGoat does not judge cards only by how many pieces of cardboard they are worth.

We also care about what kind of experience they create.

Pot Is Powerful in a Very Obvious Way

Another funny thing about Pot of Greed is that everybody immediately understands why it is good.

There is no mystery.

Draw two cards.

That's it.

The power is sitting right there in your face.

Other cards can generate just as much value—or more—but hide that value behind several interactions.

A monster can search another monster.

That monster can enable a Tribute.

The Tribute Monster can remove a card.

The Graveyard can generate another resource later.

Suddenly one starter has generated several pieces of value, but nobody looks at the first card and screams:

"IT SAYS PLUS ONE! BAN IT!"

Pot is easy to blame because its power is incredibly easy to measure.

That does not make it weak.

It just means that visible power and actual impact on the format are not always the same thing.

One Copy Matters

We would feel very differently about three Pot of Greed.

Three copies would stop feeling like a critical hit and start feeling like part of the normal game plan.

At one copy, your deck cannot rely on opening it.

In a 40-card deck, even seeing Pot among your first six cards only happens 15% of the time.

Most games begin without it.

Most hands have to function without it.

Most deckbuilding decisions still have to work without assuming that the grinning pot is coming to save you.

That is important.

Limited Pot is an event.

Unlimited Pot would be infrastructure.

We want the event.

It Also Makes Weird Cards More Interesting

Powerful cards do something else that is easy to forget:

They create valuable things for other cards to interact with.

Spell negation becomes more interesting when there are Spells that genuinely hurt to let resolve.

Spell recovery becomes more attractive when there are strong targets worth recovering.

Cards that copy, recycle, punish, or interact with Spells gain more meaningful decisions when the format contains powerful Spells.

This does not mean we should keep every broken Spell just to make Magic Jammer look cooler.

Obviously not.

But removing powerful cards can have consequences beyond simply removing their own effect.

The card pool around them changes too.

NeoGoat is supposed to have strange interactions, old cards finding new jobs, and weird deckbuilding ideas becoming playable.

We like that.

"But Everyone Plays It"

Probably.

And?

Not every card shared between decks destroys deck diversity.

If a Zombie deck, Monarch deck, Warrior deck, Harpie deck, and Chaos deck all play one Pot of Greed, they do not suddenly become the same deck.

The remaining 39 cards matter quite a bit.

A common staple can absolutely become unhealthy if there are too many of them or if they squeeze deckbuilding too hard.

But we do not think every automatic inclusion needs to disappear.

Some cards can simply be part of the format.

Pot Can Help the Best Deck Too

This deserves its own section because it is an easy argument to oversell.

Pot is not some magical comeback card that only appears when the underdog needs help.

The strongest deck can draw it.

The player who is already winning can draw it.

The guy who opened perfectly can draw it and make you hate life.

That happens.

So our argument is not:

Pot of Greed makes games fair.

Our argument is:

Pot of Greed creates swings, and we think a small amount of that is fun.

Those are very different claims.

Fun Actually Matters

NeoGoat is a competitive format.

But it is also a game people are playing because they want to have a good time.

We care about balance.

We care about skill.

We care about deck diversity.

But we also care about those stupid little moments where everybody watching the game reacts.

The player with no cards draws.

Looks at the card.

Smiles.

Slaps Pot of Greed on the table.

Everybody immediately knows something might happen.

Maybe the comeback starts.

Maybe he draws two bricks and dies anyway.

Either way, there is a moment.

We think NeoGoat is better when it has moments.

That Does Not Mean Pot Is Untouchable

Keeping Pot today does not mean promising to keep it forever.

If the format changes enough that Pot starts enabling unhealthy loops, speeds games up too much, or starts producing too many games where nothing else matters, then we can revisit it.

That is what a living custom format is supposed to do.

Cards should be judged by the environment they are actually being played in.

Not by reputation alone.

Not because somebody once said:

"Pot of Greed is the most broken card ever printed."

Maybe it is one of the cleanest examples of free advantage ever printed.

Fine.

But NeoGoat's banlist is not a museum exhibit ranking the most offensive card designs in Yu-Gi-Oh! history.

It exists to make NeoGoat fun.

Our Verdict

Pot of Greed is unfair.

Pot of Greed is random.

Pot of Greed is almost certainly going into your deck.

Sometimes it rewards the player who was already ahead.

Sometimes it saves the player who looked completely dead.

Sometimes it draws two mediocre cards and accomplishes very little.

And sometimes it creates exactly the kind of ridiculous comeback people remember after the tournament is over.

We are okay with that.

Pot of Greed should stay at one copy because NeoGoat is allowed to have a critical hit.

We do not want every game decided by one.

We just want the possibility.

One Pot. Two cards. Let the ugly green bastard cook.

Sunday, September 6, 2026

Claudio H Wins NeoGoat Pro Tournament with Unexpected Dai Zombies

Win a GGP 11 · Champion’s report

A free Sabersaurus, a deep Zombie toolbox and eleven remarkably different duels carried Claudio H through a perfect five-round run.

Champion: Claudio H  ·  Record: 5–0 matches, 10–1 duels  ·  Deck: Zombie / Dinosaur

Win a GGP 11 belonged to Claudio H. He completed all five rounds undefeated in matches and dropped only one duel, piloting a 42-card Zombie/Dinosaur hybrid whose strangest card was also one of its most important: Sabersaurus.

This was not Normal Monster beatdown. Unexpected Dai turned an empty field into a free 1900 ATK body without spending the Normal Summon. Sabersaurus could immediately apply pressure, stand beside Don Zaloog or a toolbox Warrior, become Tribute material for Jinzo, Thestalos or Vampire Lord, and later supply the EARTH monster needed to summon Gigantes. Around that compact package, Pyramid Turtle and Book of Life gave the deck a second axis that demanded completely different answers.

The champion’s formula: begin with efficient one-for-one exchanges, convert Unexpected Dai into an extra body, then choose the threat the position demands. The deck never has to win the same way twice.

The final podium

ChampionClaudio H
Runner-upnegro jariozo
Third placeLUIS

The road to first place

RoundOpponentResultDefining moment
1Victor peluche2–0Thestalos in Game 1; Don Zaloog in Game 2
2Tego2–1D.D. Warrior Lady answered Last Warrior; Lightning Vortex sealed Game 3
3Josele2–0An 18-turn grind followed by a fast Dai–Don–Thestalos line
4negro jariozo2–0Book of Life rebuilt Game 1; Brain Control broke the Jinzo board in Game 2
5Meme2–0Gigantes converted a battle trade into the decisive back-row swing
Round 1 · Claudio H 2–0 Victor peluche

A patient opening and a ruthless finish

Game 1 became the longest duel of the opening match. Victor’s Bottomless Trap Hole removed Breaker the Magical Warrior early, but Claudio refused to overextend. Heavy Storm later opened the field for Thestalos the Firestorm Monarch, which stripped Book of Moon from Victor’s hand and cleared Fusilier Dragon in battle. Victor rebuilt through Reasoning into Armed Dragon LV5, yet Claudio answered and eventually found Unexpected Dai. Sabersaurus and D.D. Assailant took control of the board, and the duel ended on Turn 16.

Game 2 showed the deck’s faster face. Unexpected Dai produced Sabersaurus, Hyper Hammerhead kept combat awkward, and the two sides traded Mirror Forces. Breaker cleared a key Call of the Haunted, then Reinforcement of the Army found Don Zaloog. Don connected, discarded Horus the Black Flame Dragon LV6 and helped push Victor down to 400 LP before the game ended on Turn 10.

Round 2 · Claudio H 2–1 Tego

The only loss—and the tournament’s best recovery

Tego presented the most explosive combo deck Claudio faced. In Game 1, Metamorphosis converted Fusilier Dragon into The Last Warrior from Another Planet. D.D. Warrior Lady immediately fought through the lock by banishing both herself and Last Warrior. Claudio followed with Unexpected Dai for Sabersaurus and Reinforcement of the Army for Don Zaloog; Don removed another Fusilier from Tego’s hand, and Heavy Storm ended the resistance.

Game 2 was Claudio’s only defeat of the tournament. Tego assembled a succession of large threats through Horus the Black Flame Dragon LV8, The Creator, Dark Magician of Chaos and finally Gatling Dragon. Two heads on Gatling Dragon’s three coin tosses cleared Horus LV4 and Spirit Reaper. Claudio used Soul Exchange to Tribute Gatling Dragon for Ryu Kokki, and Kokki later banished Dark Magician of Chaos in battle, but Tego still found the final attack on Turn 13.

The deciding game was an excellent reset. Tego reached Horus LV8 early, but Mirror Force removed both Horus and King Tiger Wanghu. Pyramid Turtle then recruited Ryu Kokki, which traded with King Dragun, while Don Zaloog attacked Tego’s remaining resources. On Turn 13, Lightning Vortex discarded an otherwise dead Unexpected Dai and removed Horus LV4. The game ended there, and Claudio escaped the round 2–1.

Round 3 · Claudio H 2–0 Josele

Winning the long game, then winning quickly

Game 1 lasted 18 turns and proved that Claudio’s build could survive a real resource war. Unexpected Dai supplied Tribute material for Thestalos, which removed Tribe-Infecting Virus from Josele’s hand and inflicted damage. Don Zaloog repeatedly attacked Josele’s hand and Deck, while Mirror Force, Ring of Destruction and Sakuretsu Armor forced both players to rebuild. Book of Life revived Pyramid Turtle for the last stretch, and Heavy Storm cleared the path for the finishing attacks.

Game 2 compressed the same plan into seven turns. Unexpected Dai summoned Sabersaurus, Reinforcement of the Army searched Don Zaloog, and Don immediately discarded another Tribe-Infecting Virus. Claudio later Tributed Don for Thestalos, removing Mobius the Frost Monarch from Josele’s hand, then upgraded Thestalos into Jinzo. Josele’s Mystical Space Typhoon stopped Premature Burial from extending the field, but Jinzo still switched off the Trap Cards and the match ended before another battle could develop.

Round 4 · Claudio H 2–0 negro jariozo

Beating the eventual runner-up

The first duel was a chain of precise answers. Claudio’s Exiled Force removed Giant Rat; negro jariozo used Royal Decree to protect The Rock Spirit from Bottomless Trap Hole; Claudio answered with Heavy Storm, then turned Gigantes into Tribute material for Ryu Kokki. After opposing removal traded with Kokki and Breaker, Book of Life brought Ryu Kokki back and banished Exiled Force from the opposing Graveyard. Spirit Reaper stripped Tsukuyomi from the hand, and Ring of Destruction stopped a final Kycoo the Ghost Destroyer attack.

Sabersaurus dealt repeated damage in Game 2 before the duel moved into a much denser exchange. Soul Exchange let Claudio Tribute an opposing Mystic Swordsman LV2 for Vampire Lord, which survived Torrential Tribute by returning on the next Standby Phase. Negro jariozo eventually Tributed Gigantes for Jinzo and destroyed Vampire Lord, but Claudio untapped with Tribe-Infecting Virus and Brain Control. Brain Control targeted Jinzo, and the duel ended there: a 2–0 victory over the player who would finish second.

Round 5 · Claudio H 2–0 Meme

One final conversion from tempo to inevitability

Unexpected Dai appeared twice in Game 1. The second copy was the critical one: Sabersaurus became Tribute material for Jinzo, allowing Claudio to clear Blade Knight without worrying about the back row. Meme answered with D.D. Warrior Lady to banish Jinzo and added Breaker the Magical Warrior, but Claudio’s final turn produced Gigantes and Don Zaloog together. Gigantes traded with Breaker, threatening to wipe the remaining Spell and Trap Cards, and the game ended during that battle.

Game 2 was short but interactive. Claudio used Unexpected Dai for Sabersaurus, attacked through Dekoichi and watched Meme establish Chaos Sorcerer. Pot of Greed found more material, Smashing Ground removed the first Sorcerer, and Shrink won the next combat for Meme. The official replay records Claudio as the winner on Turn 5, completing the 2–0 sweep, the undefeated match record and the title.

Watch all five rounds

The complete replay presentation contains every game from Claudio H’s winning run.

Why the deck worked

  1. Unexpected Dai broke the Normal Summon economy. Claudio could add 1900 ATK, then still Normal Summon Don Zaloog, a Warrior answer or a Tribute monster. Eight Dai activations appear across the eleven replays, including two in the first game of the final round.
  2. The recruiters made removal productive. Pyramid Turtle converted battle into Spirit Reaper or Ryu Kokki, while Giant Rat provided another route into the EARTH and Warrior toolbox.
  3. Every large monster solved a different problem. Thestalos attacked the hand, Jinzo switched off Traps, Vampire Lord returned after destruction, and Ryu Kokki fought the biggest monsters in the field.
  4. The combat math was never safe. Two Shrink and one Rush Recklessly let ordinary attackers trade above their printed stats. D.D. Warrior Lady, D.D. Assailant, Hyper Hammerhead and Exiled Force punished opponents for committing a single boss monster.
  5. The Side Deck could change the rules of a matchup. Soul Exchange answered established bosses; Banisher of the Radiance and Skill Drain attacked Graveyard and effect-heavy strategies; Royal Decree punished Trap decks; and King Tiger Wanghu threatened low-ATK engines.

The empty Extra Deck is part of the appeal. Claudio did not win by assembling one spectacular combo. He won by making more useful plays than the opponent, turn after turn, from the first free Sabersaurus to the last well-timed Brain Control.

Champion decklist


Claudio H · Zombie / Dinosaur · 42 Main · 0 Extra · 15 Side

Monsters — 21

  • 3 Sabersaurus
  • 1 Ryu Kokki
  • 1 Jinzo
  • 1 Thestalos the Firestorm Monarch
  • 1 Vampire Lord
  • 1 Gigantes
  • 1 Kycoo the Ghost Destroyer
  • 1 D.D. Assailant
  • 1 Tribe-Infecting Virus
  • 1 Breaker the Magical Warrior
  • 1 D.D. Warrior Lady
  • 1 Hyper Hammerhead
  • 1 Don Zaloog
  • 1 Giant Rat
  • 3 Pyramid Turtle
  • 1 Exiled Force
  • 1 Spirit Reaper

Spells — 14

  • 2 Unexpected Dai
  • 2 Book of Life
  • 1 Heavy Storm
  • 1 Reinforcement of the Army
  • 1 Pot of Greed
  • 1 Lightning Vortex
  • 1 Smashing Ground
  • 1 Mystical Space Typhoon
  • 2 Shrink
  • 1 Rush Recklessly
  • 1 Premature Burial

Traps — 7

  • 2 Bottomless Trap Hole
  • 1 Mirror Force
  • 1 Torrential Tribute
  • 1 Sakuretsu Armor
  • 1 Ring of Destruction
  • 1 Call of the Haunted

Side Deck — 15

  • 1 Mobius the Frost Monarch
  • 1 Thestalos the Firestorm Monarch
  • 1 King Tiger Wanghu
  • 2 Banisher of the Radiance
  • 1 Cipher Soldier
  • 2 Soul Exchange
  • 1 Nobleman of Crossout
  • 1 Brain Control
  • 1 Book of Moon
  • 1 Enemy Controller
  • 1 Royal Decree
  • 2 Skill Drain

Replay note: This chronicle was reconstructed from eleven complete NeoGoat YRPX replay traces covering all five rounds. Card actions, game winners and turn counts follow the recorded duel timelines. The published deck entry is dated September 6, 2026.

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