The dorm placement test will consist of a match on DN, YgoPro, Devpro and will test dueling skills/rulings/construction/playability.
Rules for Testing: Alternative/Automatic Win ("Exodia", Mill, Stall, Stun, Burn, Kozmos, Majespectors, Monarch's, Odd-Eyes Magician, Any type of PePe, Infernoids, and Satellarknights) are banned decks and will results in an auto 0 for deck Construction. TCG/OCG cards are allowed for the match. The student may choose to be auto placed if so inform an admin, if the duel results in a d/c it results in 1 game loss unless the tester agrees to start over. If you must leave during the duel for whatever reason it will result in auto placement in Red Ninja Dorm. If you decide to wait to take your dorm placement test you will have 24 hours to take the test before being auto placed. Refusal to show side deck will result in an automatic 0/15 for side incomplete side decks will also result in points being marked off.
Duel Location: DN
(Dn, YGOPro, Devpro etc.)
Tester Deck: Fire Fist
Testee Deck: Aromage Synchron
Duel Control: 2/20 Had very little field presence throughout the game(both rounds) and not mentioning making offensive plays, he could barely even defend himself... >.>
(How well did your opponent fair in the match?)
(0-2-4-6-8-10-12-14-16-18-20)
Match Results: 0/20
Win/Loss Ratio
0:2=0/20
1:2=10/20
2:1=15/20
2:0=20/20
Duelist Skill(Based on play style) 5/15 - Couldnt see all that much due to the deck(deck kinda sucked xP ), but he seemed like a decent player. Though still has a ways to go before he can be called good, definitely not bad ;-;
Rulings: 10/10 ( Any noticeable mistakes with card rulings during the duel.)
Deck Construction: 4/20 (Judges the necessary means for a fluent deck such as a 40 card main deck, side deck, and extra deck, also making sure that each card is consistent with the type of built deck. This will make up a massive part of your grade.) Upstart goblin is not needed in any deck with over 40 cards in deck size(purpose of using it is to further slim down deck from 40 to 37-39), with special type of burn deck being an exception to that. Way too many (uncooperative) monsters. They hve almost no synergy together and actually hold each other back. And then you have 24 uncooperative monsters. The trap lineup could use some work(that plant trap is decent, but would run it at 1 or 2 as there many other options like solemn strike or fiendish chain which dont tribute your own monsters and then draining shield is just useless because, even though it stops an attack and can potentially activate the effects of your aromages, its doesnt give you enough advantages and will, more often then not, just stall for a very slight amount of time instead of actually solving anything as standard deck builds nowadays are just too fast and productive). Would recommend using mirror force instead of drain as that actually affects the opponent's field and gives some noticeable results or maybe take a look at hand traps like veiler and ghost ogre. Extra is too focused on synchros in my opinion, which isnt necessarily a bad thing, just in this type of deck that doesnt get many synchs off i think you should add in a few xyz as well xD Then side is mostly ok but magical library is completely useless and soul charge doesnt belong in side deck(side is, in 9/10 cases, meant as way of countering your opponents deck in some fashion and soul charge doesnt change the situation for either player, so either you main deck it or drop it. You dont have a reliable target of resources, or rather a plentiful supply of monster in grave, so I suggest dropping it and then adding some other side cards that would be more helpful such as mask of restrict, black horn of heaven, imperial iron wall, soul drain, mind drain, mistake, shared ride, system down, tuner's scheme, stygian dirge, ect. Lots and LOTS of potential options with the side deck and a lot of variables to consider with both your deck and potential enemies. Of course, depending on the type of build you opt for in the future, some of this information may be next to useless but hope it helps. And sorry for the info dump ;x
Siding: 7/15 - x3 maxx "c" - Should have also sided in flying c and MST, everything else in side was basically useless for that match up
Awareness: 4/10
Misplays: 0/? (If any misplays are found they must be recorded and docked 5 pts.)
Response: 2/10 (Testee ability to respond to situations on the field.)
Attitude: 10/10
Overall Skill: 4/10
2-4-6-8-10 (Based on how well the tester thought you did)
Final Score: 48/140
(Please use a calculator for scoring.)
Red Ninja= 1-70
Upstart Yellow= 71-99
White Dragon= 100-130
Grandmaster Black= 131-140
Congratulations, Welcome to Red Ninja
Note in order to gain access into the Grandmaster Black Dorm you must score at least a 130 or higher to be able to gain access.