Subject: Deck Archetypes: Strengths and Weaknesses--The Mighty Mollusk Yu-Gi-Oh. A game full of potential, but with currently somewhat limited options. Still, there are a few different deck types commonly used, each with its own advantages and disadvantages. This rant is meant to serve as a guide to different kinds of decks, listing the strengths and weaknesses of each. Beatdown: The single most common deck type, beatdown decks are exactly as the name implies; designed to throw out big monsters and lay down the pain. Signature cards include Summoned Skull, La Jinn, Dark Elf, and Seven-Colored Fish. Fiend-Spellcaster Beatdown is a popular variant, focusing on powering up specific monster types with cards like Book of Secret Arts and Sword of Dark Destruction. Strengths: Beatdown decks are highly aggressive; rarely is the opponent left with a monster to fight back. Turbo beatdowns can throw down monsters with excessive speed to lay waste to the opponent quickly. Weaknesses: Beatdowns rely on monsters with high attack and low defense. As a result, Shield and Sword reaks havok with this deck type. Monster removal is a beatdown deck's worst nightmare, as monsters are a beatdown deck's only chance. Heavy Storm can destroy a FS deck's power-up cards, leaving their monsters weakened and open to attack. Also, while not really a disadvantage in play, beatdowns require little to no strategy or originality, which IMO takes the fun out of it. Exodia: Perhaps the least-seen, Exodia decks center around gathering the five pieces of Exodia for an instant victory. Signature cards include Sangan, Witch of the Black Forest, and Last Will, all of which allow easy deck searching. Strengths: If Exodia is gathered, life points become irrelevant; having all five Exodia peices in hand triggers an instant victory. Weaknesses: Exodia is the most expensive deck type to build, especially now that LOB is out of print; its production run was low to begin with, and all five Exodia peices were ultra-rare, leading to online prices in excess of $30 for a single piece. The Exodia pieces are restricted to one each; the chances of drawing all five pieces at once are excessively low. Exodia decks tend to be highly defensive; if the opponent turns on the heat quickly, Exodia decks may have a hard time staying in the game long enough to pull all five peices. Finally, Robbin' Goblin, Card Destruction, and other hand disruption tricks are the ultimate nightmare of Exodia decks, as a forced discard could result in dumping one or more pieces into the graveyard, canceling any chance this deck would have. Lord of D: It's all about dragons here. Lord of D decks use the Flute of Summoning Dragon to its fullest. The Blue-Eyes White Dragon reigns supreme here, along with its little brothers, Tri-Horned Dragon and Red-Eyes Black Dragon. Dragon Treasure and Mountain are also useful. Strengths: Lord of D protects all dragon-type monsters from targetted effects, rendering Man-Eater Bug, Hane-Hane, and Paralyzing Potion useless. FoSS allows dragons to be special summoned, thereby bypassing both tributes and Trap Hole. And of course, these decks pack the raw power of the BEWD (and, once it's released in the US, the Blue-Eyes Ultimate Dragon). Weaknesses: Lord of D itself can still be Trap Holed, killing FoSS before it can be activated. Horn of Heaven and Solemn Judgement can negate a special summon. Dragon Capture Jar shuts this deck down, unless a Remove Trap or Seven Tools of the Bandit is handy. Lord of D doesn't protect from mass removal such as Dark Hole, Raigeki, and Mirror Force. Also, there are currently too few good dragons for this deck, as about the only ones worth using are BEWD, THD, and REBD (and Seiyaryu, for those interested in the Dark Duel Stories promos), and arguably Curse of Dragon. Too bad Barrel Dragon is a machine-type. Gate Guardian: This deck is extremely hard to pull off, but when it works, it's unstoppable. The Gate Guardian is currently the most powerful monster in American Yu-Gi-Oh, bar none. This deck uses drawing and cycling to draw the pieces and Change of Heart and Soul Exchange to ease the summoning costs. Strengths: The Gate Guardian. 3750 attack power. 'Nuff said. Weaknesses: Once again, the Gate Guardian itself. GG requires you to tribute Kazejin, Suijin, and Sanga of the Thunder in order to play it; each of those three requires two tributes of its own. Grand total: 9 tributes. If a piece is killed before GG can be summoned (not a difficult feat in the current environment), it's all for naught. Also, the Gate Guardian itself is a secret rare. Good luck finding one. Monster Removal: This deck is all about clearing your opponent's monsters from the field. Entirely focused on killing monsters, this deck's signatures include Man-Eater Bug, Wall of Illusion, Hane-Hane, Trap Hole, Raigeki, Tribute to the Doomed, Fissure, and any other monster killer or bounce. Barrel Dragon is often this deck type's strongest beast. This is my personal deck choice, and it has served me well. Strengths: If the opponent has no monsters, they have no defenses, leaving them open to attack. This deck type also complements Gate Guardian fairly well, using GG as pure tech with no more than one copy each, resulting in GG being an easy discard to TttD. Weaknesses: This deck type may occassionally have trouble drawing monsters through the thick of removal cards. This deck also tends to play a defensive game, much like Exodia; if the opponent gets up to speed quickly, it may be hard to keep them at bay. Finally, this deck easily falls prey to Fissure, as ALL of its monsters tend to be weak. Shield and Sword: This one plays high-defense monsters and little else. Mystical Elf, Prevent Rat, and Giant Soldier of Stone, among others. It abuses Shield and Sword to turn that Mystical Elf into a 2000-power beatstick for a turn. Strengths: With beatdown decks currently in vogue, Shield and Sword is a death card, cutting Summoned Skull's attack power in half. This deck will also get a shot in the arm when Magic Ruler is released, bringing us the Labyrinth Wall, with 0 attack and a whopping 3000 defense, at the cost of one tribute. Weaknesses: Another highly defensive game, with the same drawbacks as Exodia in that regard. Also, once the Shield and Sword effect is used up, this type of deck is left with weak-attack monsters in attack mode, and thus is open to some serious hurting (Labyrinth Wall's 0 attack power is something to be concerned about here). Direct Damage (Burn): This one's all about attacking the life points. A horde of direct attacking monsters here, such as Rainbow Flower and Queen's Double. Damaging magics such as Tremendous Fire and Ookazi also abound. Cannon Soldier and Catapult Turtle have great synergy with this deck type as well. Strengths: Waboku can't save you from Ookazi. This deck also gets help from Robbin' Goblin to limit an opponent's options, making it perhaps the ultimate anti-Exodia. Weaknesses: Most direct-attacking monsters have less than 600 attack points; Wall of Illusion can beat these guys up, never mind deck staples like Summoned Skull. Also, there's not enough burn spells yet to make this viable, even if you include Just Desserts. Fusion: Not often seen in tournament play, Fusion decks revolve around Polymerization. Black Skull Dragon, Gaia the Dragon Champion, and Two-Headed Thunder Dragon (noticing a trend?) are strong here. Strengths: Polymerization allows a special summon of a stronger monster without tribute and with immunity to Trap Hole. This deck will get help much later by Fusion Gate, a field magic card from the Japanese set Labyrinth of Nightmare, which allows you to combine monsters without Polymerization, but also removes the fusion material monsters from the game instead of putting them into the graveyard normally. For those rich enough or lucky enough to obtain them, the Fusion Substitute monsters (Versago the Dark Destroyer and Goddess with the Third Eye) are useful, as they can take the place of one fusion-material monster. And of course, the game's most powerful monster of all, the Blue-Eyes Ultimate Dragon, is a fusion. Weaknesses: Horn of Heaven, Magic Jammer, and Solemn Judgement continue to stall this deck in its tracks. Many fusions require less than optimal monsters (such as Gaia the Fierce Knight). Polymerization is currently hard to come by, although the upcoming release of the structure decks will help that (the Yugi structure deck includes three copies of Polymerization). The Fusion Substitute monsters are only available in tournament packs and thus are excessively rare. These are the major deck archetypes as I see it. If anyone else has anything they'd like to add, feel free to contact me. Good luck, happy dueling, and May The Heart Of The Cards Be With You. The Mighty Mollusk themightymollusk@yahoo.com __________________________________________________ Do you Yahoo!? Yahoo! News - Today's headlines http://news.yahoo.com