11.12.04
[Darkness/Fire Weenie Rush]
Fire & Darkness—is there anything more deadly? The Control versions of the
pairing can pack more creature and hand destruction than you can hit with a
stick, and the Rush versions employ two of the quickest hitters out of the
gate—Marrow Ooze and Deadly Fighter Braid Claw. As a bonus, competitive
versions of Darkness/Fire Rush can be built using only common & uncommon
cards. Today Kane enters the Dojo with an ‘on-a-budget’ Weenie Rush deck:
This is my first ever Duel Masters deck, and it's a red/black weenie rush.
The main strategy to winning to taking out the shields asap and basically
over crowding my opponent with creatures. By second turn I can usually
attack a shield. I use black to sorta slow down my opponent, but I place
down shield triggers as mana if I draw them because I want to spend my mana
on creatures. I can’t get expensive cards so I'd appreciate you fixing this
deck without using rares and such.
Here’s Kane’s speedy destruction deck aptly named ‘Mob Rush’:
[Darkness--10]
1 Dark Reversal
2 Critical Blade
4 Ghost Touch
1 Bone Spider
2 Marrow Ooze, the Twister
[Fire--30]
1 Tornado Flame
2 Burning Power
1 Super Explosive Volcanodon
2 Artisan Picora
2 Brawler Zyler
2 Armored Cannon Balbaro
4 Cavalry General Curatops
4 Mini Titan Gett
4 Fatal Attacker Horvath
4 Deadly Fighter Braid Claw
4 Immortal Baron, Vorg
Total cards = 40
Kane certainly has his deck’s agenda mapped out. Even with some scattered
card choices, Kane’s deck had some useful tricks up its sleeves. Deck fixes
can’t substitute in cards above the uncommon rarity, which leaves the deck
without the possibilities of cards like Terror Pit, Amber Piercer, more
Tornado Flame, Rothus the Traveler, Magma Gazer and Armored Blaster Valdios.
Also, I’m forgoing suggesting fixes that include Shadowclash Tin cards due
to the nature of Kane’s fix request. Deck fixes are aimed at increasing the
deck’s speed factor, adding more clearance, dropping ineffective hitters,
and tightening the build to be more consistent for key card choices.
[Fire]
The majority of the deck’s hitters are Fire creatures. That doesn’t come as
a surprise because of their drop quickness and pump effects. I’ll quickly go
over Fire cards that made didn’t make the cut:
--Super Explosive Volcanodon: Mostly Volcanodon didn’t live to see past the
turn he hit, and for that reason I decided to run smaller hitters that cost
1-3 mana that could hit quickly with nearly the same vulnerability.
--Artisan Picora: its effect made it more of a waste versus blockade decks
and it was easily killed leaving a loss in a creature and mana.
--Armored Cannon Balbaro: playing it meant a decrease in field advantage for
little reward. Most often it went down as mana.
--Cavalry General Curatops: overall it just didn’t do enough.
--Fatal Attacker Horvath: offered very little as its pump effect never
happens in this deck. If more evo fodder was needed, might as well run more
Brawler Zyler.
--Immortal Baron, Vorg: a very capable hitter. Just wanted to go for a bit
more punch with Zyler/Gett—for chance to overrun some small blockers or
tapped hitters. If Kane finds that he faces many blocker heavy decks, then
he can place Baron back in the deck instead of Gett.
--Burning Power: this spell was actually useful in testing. But that was due
to not having good kill choices in the deck.
--Tornado Flame: hit mid-sized blockers and hitters. Tornado’s a bit slow in
that regard, and really only good off the trigger due to its 4000 and below
target limitation. Blade would be better for blocker hits, Hammer cheaper
for the low range guys, and Arrows for the 6000 and below annoyances. So
fixes at this stage:
-1 Tornado Flame
-2 Burning Power
-1 Super Explosive Volcanodon
-2 Artisan Picora
-2 Armored Cannon Balbaro
-4 Cavalry General Curatops
-4 Immortal Baron, Vorg
+2 Brawler Zyler
+4 Crimson Hammer
+4 Volcanic Arrows
Fire provides early to mid game kill options for this deck, and two useful
sources are merely common: Crimson Hammer and Volcanic Arrows. In testing,
Kane’s deck needed ways to make the early game more effective—to push
through shield hits. This was due to one of two things—blocker deterrence
and losing board presence by having a hitter ready to take out Kane’s
hitters once they were tapped. Hammer can peg off potential hitters, small
blockers, and evo bait. Volcanic Arrows has a shield loss drawback, but it
can help clear problematic early mid-sized blockers when a Critical Blade
isn’t in hand, and it can target nasty 6000 and below hitters.
[Darkness]
Only 10 Darkness cards are in Kane’s unfixed build. They are so thinly
spread over the deck’s strategy that they were marginally effective when
played. After chucking a sizable amount of Fire cards from Kane’s build, I
proceeded to test deck-enhancing resources from Darkness. The speed factor
was increased by adding 2 more copies of Marrow Ooze. At best this guy hit
and ran. At worst he was a puny little blocker. I added Bone Piercer for the
chance to refill the hand with a Rush creature, and this comes at the loss
of mana—something this deck can afford to do since it runs nicely on 4-5
mana. I then added more Bone Spider, which was a nice fixture of Kane’s
first deck but severely underrepresented at 1 copy. As for the biggest
threats to this deck, that would be anything running a sizable amount of
blockers (also widespread kill, but most are 5 mana and above and a good
Rush deck can slap hard before that if there are few obstacles like
blockers). Two more Critical Blades gives Kane better chances of drawing
that blocker-hate spell or having it pop off from the shield zone. Adding 4
Death Smoke gives the deck more kill options, as it can target blockers and
hitters even though it’s ineffective against evolution creatures.
Ghost Touches: Was useful but dropped in favor of adding more destruction to
pave the way for rushing.
Dark Reversal: There’s nothing wrong with this spell in the deck. It was
very useful in testing and cheap recursion is great for a weenie deck. I
opted to run a hitter that fished guys out of the mana zone, Bone Piercer,
especially since Kane didn’t want rare suggestions like Amber Piercer or
Gamil, Knight of Hatred.
-4 Ghost Touch
-1 Dark Reversal
+2 Critical Blade
+3 Bone Spider
+2 Marrow Ooze, the Twister
+4 Bone Piercer
+4 Death Smoke
With all of the above fixes, here’s the build:
4 Marrow Ooze, the Twister
4 Bone Piercer
4 Bone Spider
4 Death Smoke
4 Critical Blade
4 Brawler Zyler
4 Mini Titan Gett
4 Deadly Fighter Braid Claw
4 Crimson Hammer
4 Volcanic Arrows
40 cards
Here’s a post-Shadowclash version that I’m currently play testing, dubbed
‘A-Bomb Rush,’ that can give some ideas on how the new set might spice
things up for this type of Rush:
4 Marrow Ooze, the Twister
4 Bone Piercer
4 Bone Spider
4 Critical Blade
4 Kamikaze, Chainsaw Warrior
4 Brawler Zyler
4 Deadly Fighter Braid Claw
4 Mega Detonator
4 Crimson Hammer
4 Volcanic Arrows
40 cards
Darkness now has an integral role in Kane’s deck and brings more speed and
destruction elements. Kane may want to experiment with Creeping Plague (a
rare), Magma Gazer (a rare), Wailing Shadow Belbetphlo (a common), Horrid
Worm (a common) and Armored Blaster Valdios (super rare, if he wants some
evolution punch) when he can get his hands on more cards. When Shadowclash
hits, Kane can test out Mega Detonation (a rare spell that gives a number of
creatures in your battle zone equal to the number of cards that you discard
from your hand the double breaker ability until the end of the turn),
Kamikaze Chainsaw Warrior for the chance of netting a free hitter, and Sword
of Malevolent Death if he likes attack pump spells. As with any deck fix,
keep tweaking your deck. Good Luck!