Subject: Exceptional Decks-ShadowLotus Hey everyone! I've been playing Yu-gi-oh for a month or so now, and consider myself to be a relativly good player. I decided to write up this article about...Deck types. Which decks are great you ask? 1. Beatdown- Tried and true. The concept of a beatdown is simple, you simply whack away at an opponent with high-attack monsters that can be summoned pretty early. Back in the day, beatdowns were composed of Neos, Battle oxes and even *shudders* man-eating treasure chests. Nowadays, we got Jinzo (Hooray!) and Summoned Skull as tribute-beatdown-material, and super cards like La-jin, 7-colored fish and Dark Elf to keep the opponent on the ropes and on their toes early in the game. Beatdown decks are INFAMOUS to be sure-everyone uses em, everyone hates em-but they are arguably one of the best out there. 8.9/10 2. Burner/Direct Damage- Ooooh I like this one. Burners are fun, to say the least, using cards like catapault turtle, tremendous fire and even just desserts to deal direct damage to an opponent. Burners use cards that are high in defense (most of the time) in combination with catapault turtle and cannon soldier to stall the opponent and whittle away at their LP. Burners are great because of the fun and effective sub-types. An example: WEENIE BURNER! I love these decks. Pack common cards like rainbow flower, leghul and Jinzo7 in combination with gravity bind, messenger of peace and axe of despair (or any equipment card) to deal direct damage every turn, and still remain unscathed. 8/10 3. Hand Oblideration- ...Or as some of you call it: Disruption! I run one of these, and enjoy it very much. With the release of magic ruler and PSV, these decks are now deadly. White magical hat for instance. I know it has been said before, but he was practically useless before MRL. The most powerfull equip card before magic ruler was *shudders again* stim-pack! Now we got booty-full equips like axe of despair and horn of the unicorn. White hat can---BAM! Take out a card and still deal 2000 damage in a turn. In combination with robbin' goblin...Ohhh the insanity! Of course, we musn't forget hand oblideration staples, such as mischevious demon twins (I don't care what upperdeck says, I'll call it by it's TRU name! :P), confiscation, and my personal fav...forceful sentry all are great (and nessicary) additions to the hand oblideration deck. Axe of despair is also a must in this deck. Your white hats (Main hitter) are useless without at least one. I like to run a Jinzo in this deck. No traps ensures your safety, and safety is always good. I also run 3 barrel dragons in my hand oblideration deck, just for fun ;) 8.2/10 3. EXODIA!- Yes, exodia. Exodia has lost alot of its pep due to magic ruler and the recent restrictions, but is still a great deck. Hand oblideration (The deck magic ruler was created to build) owns this, but every deck has its shortcomings. Wotbf has been restricted, yes, but so has card destruction, which was a threat to exodia as well. If you're rich rich rich, don't let anything stop you from playing exodia--A solid deck choice, but not worth 200 bucks. 7/10 4. Deck destruction...- oooh, these decks are naughty! Packing addicting, fun (Dare I say super fun?) cards like cyber jar and morphing jar#2, along with gravekeepers servants and card destruction, these are naughty, naughty decks. These royally own alot of other decks, and are cheap to build. Cyberjar and morphing jar are only rares, as are the other def. mons. Use gravity bind and messenger of peace, and these decks are devestating. 8.7/10 5. Monster removal- Barrel Dragon, tribute to the doomed, fissure, trap hole, raigeki, dark hole...All cards that compliment monster removal decks. I like these. Alot. Similar to beatdown decks, perhaps with a little more variety. Pack wall of illusion, man eater bug...hane hane if you're desperate...And don't forget barrel dragon. Barrel dragon effect has a 50/50 chance of taking out a monster (any monster) once per turn. This is super-cool. And BD also has a tubular 2600 ATK, and a well-balanced 2200 def. Weaknesses...weaknesses...I would say hand oblideration and deck destruction...Monster removal if you ask me is pretty card specific, so a single forceful sentry or morphing jar could wreak havoc. 7.8/10 -------------- Well, that there is 5 great decks. More to come! Hate mail? Love mail? Spam? MSN? Email me at beckettss@attbi.com