Edit number 9100? Ok, cool.

So I'm going to try and make a series talking about decks/deck updates with new set releases to help people get a better understanding of what to try out, and what to watch out when playing against said deck.

Disclaimer: I'm only going to discuss my opinions on the more competitive aspect of a clan/deck, and of course, what I discuss is my opinion. If you disagree, that's your right.

For this week, I'm going to look at what we'll be getting out of G-CHB-02: We Are!!! Trinity Dragon. And I'll be focusing on the deck that has generated quite a bit of attention: Dimensional Robos.

With the introduction of three new cards, D Robos have made a decent splash in Japan's meta game, and it's not impossible for that to be any different over in the ENG format. Let's break down some of the key cards, how to use them and how to deal with them as an opponent.

Important cards (main deck):

1. Dimensional Robo, Daihawk (SVG)- to me, this is the card that scares me. Being able to stride while your opponent is still on G2 accelerates your win condition tremendously.

-As a player: let yourself go to two damage for Daiearth. This will allow you to mitigate the cost of eating four rearguards by giving you rear guards you want.

-as an opponent: don't over commit. By giving them extra damage, you give them more options. If you ride to G3 before they do, it isn't too terrible. But if they ride G3 first, then they can just call Daijet off of Earth and not need a booster. Conserve hand early if possible.

2. Commander Laurel (G1)-when playing against D Robos, always assume they have this card at the ready. This is the other way they can punish your overcommitment.

-as a player: it's risky to play more than 3 of this card. You run the risk of drawing multiples at the start to the point of riding it (in which case, is the only good scenario to rush you) or forcing yourself to put possible PGs and 10k shields in your soul and lose defense you will need. 3 appears to be the right number based on Japanese lists.

-As an opponent: If you can avoid getting your rear guard attacked and giving them a free restand, then don't committing field. They'll always put the Laurel on the table the second they want to use it. Once they do, you can play around it. How? By making them attacking your vanguard. They still need to deal six damage to win, and by pressuring them into ignoring your rear guards, you give yourself some breathing room.

3. Abatement Monster, Wilking (G1)-this card has been a random 1-2 of in the lists I've seen. It helps with that defensive issue I mentioned earlier.

-As a player: you can build soul, but it's still a bit of a precious resource, so only use this on necessary attacks. Don't just burn through your soul. If your opponent attacks with any type of resatander, keep in mind that the -10000 only lasts for the battle, so do your math accordingly.

-As an opponent: because this only applies to Vanguard attacks, you can freely attack their rear guards to avoid dealing this. This is especially helpful when they have low hand and less than three damage. When they're at five damage, they almost have no choice but to spam this effect to survive. So do your math accordingly. And free tip, if they use this on your vanguard, they do not have a PG in hand, so toss all triggers to rear guard if "two to pass" happens.

4. Dimensional Robo, Dailesson (G2)-this rear guard gets stronger as the game goes on and allows 21k columns with Laurel on second stride (fun fact).

-As a player: nothing too complicated, just a solid beat stick. Just pass your triggers to him

-As an opponent: keep in mind that this does gain power on both player's turns. If they have no CB, this is the rear guard you attack first.

5. Grade 3s-personally I think playing Breakride with Crossride is the way to go. By using Daihawk to stride and enable a 13k base for defensive purposes, you alleviate a lot of stress in certain matchups (Melem). Others may think the guard breaking rout is the way to win, but Crossride gives you consistent advantages

G Zone

6. DaiEarth (not putting full name down)-this is the first stride, it fetches Dailesson/Dai jet and some miscellaneous G3 to attack with. Nothing too complicated.

7. Daikaiser Leon-just as simple as Daiearth, except it pressures your opponent into over guarding, which is what you want. More than the actual hit or guard break.

-As a player: Add a Laurel and you have a recipe for an opponent on tilt.

-As an opponent: if you feel the need to guard this attack, make sure to guard with both triggers and guard breaks in mind. Sometimes it's as simple as using two PGs, or dropping 5 10ks and hoping for the best.

8. Daimax-the wincon. Basically a card that says "one hit and you're done". Freest crit you'll ever see.

-As a player: only use this when your opponent is that 4 or more damage. With crits on rear guards, they will need to guard everything. Using this at three gives them the chance to eat one rear guard and hope for the best. Do not give them the wiggle room.

-As an opponent: this one is hard. I would say guard every little attack before this comes out, but that's not going to be possible every game. Which is part of why this card is so scary. The moment you let up against a D Robo player is the moment they out you on blast. Do not let them put you on blast.

I hope any info I give here helps in any way. If not, maybe in the future I shouldn't type these up while I'm tired (currently 1057 pm for me).

Anything you might want to add to this would be appreciated by myself and others