[fieryshadowcard@yahoo.com]
For the upcoming dueling environment, I thought of a
potential deck idea that could see some play and also give many people the
creativity they've been complaining about. Hope you like it enough to post it!
:)
[fieryshadowcard@yahoo.com]
Mazera Deville Deck Idea- Fieryshadowcard
Mazera Deville Deck Idea
When Im
bored, I generally recycle through the past Card of the Days, and I stumbled
upon the interesting Mazera Deville card. Warrior of Zera has interested me for
awhile now, and I think this deck could prove fatal if used properly. Someone
asked before on Pojo if it was possible to make a decent Mazera deck, and I
decided to poke around to determine just that. From what Ive read, people have
talked about Mazera belonging in either an Archfiend deck or a deck built
specifically for him. I disagree. Neither of those is viable, particularly
because that puts a lot of pressure on a card with strict summoning
requirements, not to mention such decks would be too slow. Instead, a thought
dawned upon me. The difficulty is in getting his requirements on the
field, which are Pandemonium and Warrior of Zera (once hes on the field, as
long as he gets his effect off, who cares if he dies?). And what exactly is
Warrior of Zera? A Warrior! Perfect! Well design a Warrior Control deck with
the added touch of Mazera! Inspired by the release of Command Knight and the
innate swarming abilities of Warriors, I decided to formulate yet another deck
idea:
Monsters (19)
Mazera Deville
x3
Warrior of Zera x3
Command Knight x3
Marauding Captain x2
Don
Zaloog x2
Cyber Jar
Exiled Force
D.D. Warrior Lady
Jinzo
Invader
of the Throne
Sinister Serpent
Magic
(19)
The Warrior Returning Alive x3
Pandemonium
x2
Scapegoat x2
Terraforming x2
Reinforcement of the Army
x2
Creature Swap x2
Change of Heart
Snatch Steal
Heavy
Storm
Premature Burial
Pot of Greed
Painful
Choice
Traps (4)
Torrential Tribute
Call
of the Haunted
Magic Drain x2
There are more S/Ts than Monsters
for a reason. Upsetting the ratio actually helps the speed of this particular
Warrior deck. More S/Ts means more chances to see the searcher/recursion cards.
That means Terraforming and Reinforcement of the Army have a better chance of
appearing, and since the purpose of this deck is to get Mazera out with the help
of Warriors, you have two out of three of the pieces already. It will only be a
matter of time before one of three Mazeras falls into your hands. Lets see what
this deck revolves around: Drawing/Searching/Swarming (basically speed),
Recursion, Hand Destruction, Field Control. Breaking it into those four
categories, we can start to take a look at which cards do
what:
Drawing/Searching/Swarming Options:
Pot of
Greed
Terraforming
Reinforcement of the Army
Cyber Jar
Marauding
Captain
Painful Choice
Recursion
Options:
Premature Burial
Call of the Haunted
The Warrior
Returning Alive
Painful Choice
Sinister Serpent
Hand
Destruction Options:
Don Zaloog
Mazera Deville
Magic
Drain
Sinister Serpent
Field Control
Options:
Jinzo
Cyber Jar
Don Zaloog
Magic Drain
Marauding
Captain
Command Knight
Snatch Steal
Change of Heart
Invader of the
Throne
Scapegoat
Mazera Deville
Call of the Haunted
Premature
Burial
Heavy Storm
Creature Swap
Exiled Force
D.D. Warrior
Lady
Torrential Tribute
Sinister Serpent
Basically, unlike my
Exodia Deck, this time almost all of your cards are being poured into Field
Control. Why? He who controls the field controls the duel. Your opponent can try
to mill you if he wants, but Yata and Delinquent are gone. Hes got a lot of
cards to go through. Therefore, if youve got the field dominated, it really
doesnt matter if your hand is lacking. The object is to get your Warriors on
the field as soon as possible, using Scapegoats to buy you time if you need
it.
Torrential Tribute, Scapegoat, Marauding Captain, Command
Knight, Jinzo, Cyber
Jar
You dont want your opponent to attack. At all. Period. Youre either going to
want at least two Command Knights or two Marauding Captains (ideally the
latter), but locking the field down is important because it helps make way for
Warrior of Zera and Mazera. Jinzo helps particularly when you only have one
Command Knight on the field. You have a 1600 Monster who cannot be attacked and
a 2400 Monster few would dare to attack. In the meantime, plop down Cyber Jar to
move your deck along if its moving slowly. If youre still having problems,
Torrential and Scapegoat will help to buy you time. Theres really not much to
say here. This is your LP defense.
Snatch Steal, Change of
Heart, Creature Swap, Invader of the
Throne
You really dont want your opponent to attack, but hes inevitably going to
bring out something you dont like. This says hell no to that. Snatch Steal a
Jinzo or a Magical Scientist and dare him to waste S/T removal to bring it back.
Or seal the deal and Creature Swap an Attack-position Scapegoat with a monster
of his choosing, thus lowering the number of monsters he has on the field.
Creature Swap not there, or do you want to decide which monster you keep?
In conjunction with Marauding captain, Invader of the Throne steps up.
Pimp-smack that face-down card out of the way with Change of Heart, then flip
it, get its effect, and tribute it for Jinzo. Basically, these cards deal with
your opponents field by moving it ever-so-gently out of the way, with the added
bonus of making their power your own. That way, you have attacking options if
Mazera falls through or you can intimidate your opponent with an invincible wall
until you get Mazera. This deck is meant to give you either the option of
attacking, or of controlling your opponents hand. Despite it lacking cards to
deal with the hand, you only really need to destroy your opponents hand once
for it to be all over, anyway, right?
Exiled Force, D.D. Warrior
Lady, Heavy Storm
While cards such as Change of Heart and Cyber Jar
primarily deal with your opponents front field (Monsters and offense), these
cards focus more so on lowering your opponents options by getting rid of the
back field (S/T) and the defensive/effect monsters in the front field. The
strength of this deck is that few of your S/T have to stay on the field, so
Heavy Storm hurts you much less than your opponent. Heavy Storm the entire field
before or after you summon Mazera (before so that you can get his effect, after
if youve gotten his effect and theres some face-down S/T trouble), ensuring a
clean swipe at life points. Exiled or D.D. should take care of any Monster
threats youre uncertain about, and can even deal with the heavy hitters, as
well.
Pot of Greed, Premature Burial, Call of the Haunted,
Reinforcement of the Army/The Warrior Returning Alive/Warrior of Zera,
Terraforming/Pandemonium, Painful
Choice
Basically, you want to get your requirements in hand. These cards are the
spine of the spine of your deck and its purpose. Pot of Greed gives you
drawing power, while Reinforcement, Warrior Returning, and Terraforming get the
other cards into your hand in a less roundabout way. If you already have both
Warrior of Zera and Pandemonium, Terraforming serves a dual role of being bait
for attacks to your hand. Also, if youre set up for the win or have the
advantage, Reinforcement and Warrior Returning are for your other Warriors,
instead. If all your Warrior of Zera cards find their way to the graveyard, Call
of the Haunted and Premature Burial are there to retrieve them (or any other
Monster of yours for that matter). Painful Choice allows you to dump cards in
the graveyard and set them up for recursion. The best method is to dump one of
each of the monster cards that you pack in multiples (Mazera, Warrior of Zera,
Marauding Captain, Command Knight, Don Zaloog) and let your magic deal with the
rest of the deck. If your hand is looking pretty good (about 3-5 cards), your
opponent may not think that Mazera will be dead weight after all and choose
Warrior of Zera (of course, what he doesnt know is that this is the card youre
lacking). All the same, this is the primary reason The Warrior Returning Alive
is run in threes. Be careful with Painful Choce though. Since this is a
Warrior-supported deck, you run the risk of decking out if you thin the deck to
quickly.
Mazera Deville, Don Zaloog, Magic Drain, Sinister
Serpent
Basically, if your opponents hand somehow manages to survive after dealing with
the rest of the deck (his field should be looking dire at this point), then
Mazera serves as the unnecessary-but-flashy coup de grace. Unnecessary in the
sense that this deck can still win without him; all the same, he doesnt hinder
the deck in any way. Three Don Zaloogs are meant to peck at your
opponents hand and deck with the protection and/or boosts of Command Knight.
Sinister Serpent is field/hand bait to make your opponent waste his/her time
dealing with the snake that keeps on living. Magic Drain is not only a win/win
situation for you (since most talented duelists wont use waste-of-space spell
cards), but it also gauges your opponents hand even without you looking at it.
If your opponent immediately cant deal with Magic Drain and automatically lets
your effect go through, it says that his hand has no Spells and hes in trouble
(your advantage). If he lets you negate his card almost instantly, hes got
something bigger in store (possibly his advantage). If hes deliberating, youve
got him in a power-struggle (50/50). Basically, his ability to choose determines
how well you yourself are doing.
Side Deck
Options:
I dont have much to say here. Its all up to you. If you think basing this deck
around Mazera isnt up to snuff, then get rid of Mazera, but I still think
youll find that the support here is pretty good even without Mazera, so add in
your own twists. Or, if you dont like Fiends but instead like Angel/Fairy decks
(or prefer good to evil, lol), then you might even consider replacing
Pandemonium with The Sanctuary in the Sky and Mazera with Archlord Zerato (and
everything Ive said about a Warrior-supported Mazera deck basically applies to
the way a Warrior-supported Zerato deck works, too; thats food for thought). If
you do it this way, then switch up some of your cards for more Light Monsters.
Or even make this a Chaos deck if you think this needs more Light Monsters. In
fact, combining both BLS-EotB and Zerato in the same deck provides you with at
least five viable Light monsters (if you choose not to remove D.D.
Warrior Lady by her effect). And including BLS gives this deck the strong
Warrior head it needs if you want to keep more so with the Warrior theme. Plus,
this means that you can actually select BLS with Painful Choice since The
Warrior Returning Alive can actually revive him. And in a risky venture, you can
also include a combination of both Mazera/Pandemonium with Zerato/Sanctuary to
give BLS both more Light and Dark options. Just like with my recent
Exodia deck idea, I think this can be played as more than just a fun deck. Plus,
its original enough that your opponent may not necessarily be able to deal with
it. Ultimately, I hope someone decides to take up my idea and kick major butt
with it in my stead.
Once again, Ive said my two
cents.
If you have comments or flames (to roast the beef from my
last deck idea), then hit me up at fieryshadowcard@yahoo.com
Take
care!
Fieryshadowcard