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Anteaus' History of Yu-Gi-Oh!
Exodia's Destiny
December 17, 2008

Hello, once and again, to Anteaus’ History of Yu-Gi-Oh! Of all the decks that we’ve discussed, and all the ideas that have been bandied about for so long in our little corner of the dueling world, never has the idea of a competitive Exodia deck ever been discussed. Well, that’s all about to change, because the article you’re reading now is just how Exodia can become competitive once again. It’s a deck that I’ve been craving to build for quite some time now, because with all the draw power in the game today, and most everyone using it to bring out massive monsters, it’s amazing that no one has thought to amass a hand, dominate the field, and draw into your Exodia pieces.

 

I guess we’ll start out with the monster lineup, seeing as how that sets the basis for the entire build.

 

Monsters (17):

 

1x Exodia the Forbidden One

1x Right Leg of the Forbidden One

1x Right Arm of the Forbidden One

1x Left Leg of the Forbidden One

1x Right Leg of the Forbidden One

3x Broww, Huntsman of Dark World

1x Dark Grepher

1x Destiny Hero – Plasma

3x Destiny Hero – Malicious

1x Destiny Hero – Fear Monger

1x Elemental Hero Stratos

1x Sangan

1x Armageddon Knight

1x Destiny Hero – Diamond Dude

 

Notice the monster lineup has a lot of Destiny Heroes, as well as some Dark World monsters thrown in there. It’s a very, very interesting deck, but like all Destiny Hero draw engine builds, it’s pretty much useless without the Spell lineup, which we’ll take a peek at in just a second. However, we can discuss the strategy a bit here. First off, what you’re trying to do is pitch a Malicious, get another one on the field, summon an Armageddon Knight, pitch another Malicious (getting you another one on the field), and popping all three for your Plasma. It’s a much more aggressive style of Exodia, but what this will allow you to do is maintain control of the field and allow you to keep the pace that you want to set. Broww is a great addition mainly because of the amount of discard that you’re going to be doing with this deck, and he gives you a replacement card immediately when he’s discarded via Dark World Dealings, which is discussed below.

 

But it’s when you start factoring in the Spells that the deck really begins to go off. Let’s take a look at it:

 

Spells (17):

 

3x Dark World Dealings

1x Pot of Avarice

3x Destiny Draw

3x Allure of Darkness

1x Reinforcement of the Army

2x Magical Stone Excavation

1x Monster Reborn

2x Hand Destruction

 

This build is somewhat reminiscent of an amazingly high-end DDT lineup, with some newer cards added in that they didn’t have in the metagame when the deck was the deck to beat. It relies on utilizing your draw power to the fullest extent, typically by playing just about everything in one turn. Unlike TeleDAD, this deck isn’t meant to utilize the Extra Deck, so tuners and cards that will help tuners (i.e. Emergency Teleport) haven’t been added. But if you just take a look at how much draw is included, you’ll see why. Dark World Dealings is amazing in this build because it allows you to do so much with the monsters that you already have, not to mention the fact that, when coupled with Broww, Huntsman of Dark World, you have a recipe for extra draw and more. But what makes this deck really shine is the addition of two copies of Magical Stone Excavation. What this card allows you to do is ditch cards you don’t need to the graveyard, pull a Spell card back, and then utilize it once again. Destiny Draw is a no-brainer in this build, considering we have so many Destiny Heroes, and Allure of Darkness is an added plus because every single monster is Dark.

 

Let’s finish this off with the Trap lineup:

 

Traps (6):

 

3x Defense Draw

3x Reckless Greed

 

Nice and simple, no? The great thing about this type of build is that Exodia is no longer shackled to the stall mechanic that it’s been chained to for so long – you can really open up and be creative with it. Reckless Greed will allow you to quickly fill your hand (hopefully by second turn), and then allows your Spells to go off quickly and effectively, and Defense Draw is just in case they happen to stop you before you go off big, and then you still get to draw. It’s a little iffy, considering that it can only be activated during Damage Calculation, but you do get to draw, and you should be able to finagle your way past their defenses by operating a near-continuous draw loop.

 

The deck has a solid, consistent draw engine, which Exodia has been lacking for quite some time now. It’ll take practice to really excel at playing the deck, mainly due to the fact that the positioning of cards and making sure that everything is played in the correct manner takes a lot of skill, time and energy in mastering and the ability to use your instincts and know what your opponent is going to do next, but it’s a great build nonetheless. The main thing it does is it gives TeleDAD a run for its money as well as brings back a few old cards that no one has seen in quite some time.

 

Anyway, have fun with it, and don’t try too hard to make it go off in one turn. It’s not designed to go off in one turn, but more or less two. By third turn you should just about have the win, and if not, you’ve probably made a few mistakes along the way. But practice with it and you’ll get better at card positioning and timing, and you’ll see just how powerful the deck can be.

 

Thanks,

Anteaus

 

As always, you can contact me at anteaus44@hotmail.com.


 


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