Deck Archetype
Review #1: Remove From Play Decks<?xml:namespace prefix = o ns =
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(3 Page Report on the
Remove From Play Deck-Archetype)
Table of
Contents:
(Click Ctrl+F and the number to jump to
that section.)
A1-Introduction- Intro into the archetype and
sub-archetypes
A2-Removing all of your opponent’s
cards
A3-Removing all
of your cards.
A4-Remove All cards from
Play
A5-Weaknesses
A6-Strengths
A7-Tactics and
Strategies
A8-Cards
You’ll Need
A1-Introduction
This is my article on my current deck-type, a remove from play deck. As the
name suggests this deck is based on removing cards from the graveyard to the
out of play area. As you know cards removed from play cannot reenter the
current duel unless by a card effect such as Miracle Dig. This theme
can be played in three distinct ways: removing all of your opponent’s cards,
removing all of your cards, and a combination of both the other two.
A2-Removing all of your opponent’s
cards.
This theme focuses on limiting your opponent
from using his recursion cards such as Monster Reborn. A sub-type of
this deck is a Fiber Jar deck, where you remove all of your opponent’s
cards, flip Fiber Jar, and restart the duel with several of his or her
cards missing from the deck.
A3-Removing all of your
cards.
This may sound a
little weird to some people, why would anyone in their right mind remove their
own cards from play? Wouldn’t that just give their opponent an advantage? Yes
it will, just a slight one, but you’ll be gaining even more. This deck focuses
around an Invasion of Chaos common-Gren Maju Da
Eiza.
Gren Maju Da Eiza
Fiend/Fire
***
?/?
Effect: The ATK and DEF of this card becomes
the number of your cards removed from play x400
points.
IOC-024
Common
Basically, for every card, not just
monsters, that you have removed from play this creature’s attack is multiplied
by 400 points. If you have five cards in your removed from play area, then
this card’s attack raises to 2000 ATK for a 3-star monster! This deck type is
supported by Soul Release, and cards such as Gravity Bind,
Messenger of Peace, Bazoo the Soul Eater and Chaos Rider
Gustaph.
A4-Remove All cards from
Play:
This deck is a
combination of the above decks. It focuses on removing your opponent’s cards
from play to limit his or her choices and then bringing out a powerful Gren
Maju Da Eiza to finish him or her off.
A5-Weaknesses:
This deck is a very powerful type to play but
still it has a couple of weaknesses. One is a Beatdown deck, one of the most
common types. If your opponent can bring cards out to the field fast enough
and hit you hard enough, then you’ll be dead before you can build up. Another
weakness is a Gravekeeper’s Deck, or a Necrovalley Deck. Necrovalley
prevents either player from retrieving cards from the Graveyard, and also
does not allow for any Graveyard removal.
A6-Strengths:
As you know two of the most powerful deck-types
out there are Control and Chaos. When I played my Remove From Play deck
against a Control deck, I didn’t feel a thing. The way your opponent removes
cards from your hand will rarely phase you, though it is definitely possible.
I put Control in the strengths section because in the long run, this deck can
prevail, though I see the two as being an even match. Chaos however will fall
to this deck like crazy. Your cards will prevent your opponent from ever
removing enough light and dark cards to summon their Envoys. Beware of them
side-decking a Dimensional Fusion though as that can bring them a
decisive victory. I removed all of my opponent’s light and dark monsters, he
Dimensional Fusioned them back to summon the Envoys, but I ended up
removing them from play before they could pose much of a
threat.
A7-Tactics and
Strategies:
This deck
will start off very slow, building as it gets more and more powerful. It will
steadily limit your opponent’s actions and will give you certain advantages.
An important fact to remember is that this type of deck will make for very
long games, making it extremely difficult to play in a Regionals-type
tournament where there are time limits and where the winners of the duel are
determined by remaining Lifepoints. This deck does not really care at all
about Lifepoints, as long as it’s not zero obviously. Your main goal is to
remove all the cards you can and it will lead you to success in either causing
frustration in your opponent or stopping all of his cards.
Go defensive and wait for them to attack you.
Banisher of the Light will provide defense as well as a ton of removal.
Your Nobleman cards will remove any unknown threats that your opponent
may be planning. Cards like Painful Choice and Graceful Charity
are used not only as draw power but also to add fuel into your graveyard for
cards such as Bazoo the Soul Eater and Chaos Rider Gustaph.
Those two cards are “removal generators” that will continually generate
removed cards fro your Gren Maju Da Eiza. Always remember to remove
your least useful cards first, and save your most useful as a last
resort.
A8-Cards That You’ll
Need:
Here’s a list of
useful cards in a Remove From Play Deck:
Gren Maju Da Eiza
Fiend/Fire
***
?/?
Effect: The ATK and DEF of this card becomes
the number of your cards removed from play x400
points.
IOC-024
Common
Soul Release
Magic
Effect: Select up to 5 cards from either you
or your opponent’s Graveyard and remove them from the current
duel.
MRD-058
Common
Chaos Rider Gustaph
Warrior/Wind
****
1400/1500
Effect: You can remove up to 2 Spell Cards in
your Graveyard from play to increase the Attack of this monster by 300 points
for each card removed from play until the end of your opponent’s next turn.
This effect can only be used once during your turn.
Super Rare
IOC-018
Bottomless Trap Hole
Trap
Effect: When your opponent
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Summons, or Special Summons a monster with an ATK of 1500 or more, the monster
is destroyed and removed from play.
Rare
LOD-092
(Note: You may remove multiple monsters at
once with it. E.G. If Cyber Jar is flipped and your opponent summons 5
monsters at once in ATK position, Bottomless Trap Hole will removal ALL of
them at once.)
Messenger of Peace
Continuous Magic
Effect: You must pay 100 Life Points at each
of your Standby Phases. If you cannot pay, this card is destroyed. All
monsters with an ATK of 1500 or more cannot attack.
MRL-102
Super Rare
(Note: This payment is optional. If you don’t
want to pay then it is destroyed.)
D.D. Warrior Lady
Warrior/Light
****
1500/1600
Effect: When this card battles another
monster, after Damage Calculation you can remove the opponent’s monster and
this card from play.
Super Rare
DCR-027
(Note: This effect is optional, and can be
applied whether this card attacks or is attacked.)
Disappear
Trap
Effect: Select 1 card from your opponent’s
Graveyard and remove it from play.
Common
LOD-089
(Note: Chainable…)
Bazoo the Soul Eater
Beast/Earth
****
Effect: You can remove up to 3 cards in your
Graveyard from play to increase the ATK of this monster by 300 points for each
card removed from play until the end of your opponent’s next turn. This effect
can only be used once during your turn.
Super Rare
LON-064
Stumbling
Continuous Magic
Effect: As long as this card remains face-up
on the field, any monster that is Normal Summoned, Flip Summoned, or Special
Summoned successfully is changed to Defense position.
Common
IOC-035
(Note: This card is used to Summon your
Bazoo, Gustaph, and Banisher in face-up Defense position so that they are in
defense and their effects can be activated
immediately.)
Nobleman of Crossout
Magic
Effect: Destroy one face-down monster card
and remove it from play. If the monster destroyed has a Flip Effect, both
players must remove all Monster Cards of the same name from their respective
decks and remove it from play. The decks are then
shuffled.
Super
Rare
PSV-034
(Note: You may target your own monster. This
card is also a common in the EVO decks.)
Nobleman of Extermination
Magic
Effect: Destroy one face-down Magic or Trap
Card and remove it from play. If the card is a Trap Card, both players must
remove all Trap Cards of the same name from their respective decks and remove
it from play. The decks are then shuffled
Rare
PSV-035
(Note: You may target your own
trap.)
Dimensional Jar
Machine/Dark
**
200/200
Flip: Both players can remove from play up to
3 monsters from their opponent’s Graveyard.
Common
MFC-023
Chaos End
Magic
Effect: you can only activate this card when
7 or more of your cards are removed from play. Destroy all Monster Cards on
the field.
Common
IOC-036
Gravity Bind
Trap
Effect: All monsters of level 4 or higher
cannot attack. Their positions may still be changed.
Rare
PSV-073
Soul Absorption
Magic
Effect: Each time a card is removed from
play, the controller of this card increases his/her Life Points by 500
points.
Common
IOC-046
Fiber Jar
Plant/Earth
***
500/500
Flip: Both players unite all their respective
cards on the field, in their hands, and in their Graveyards with their
respective Decks and shuffle them. Then both players draw 5 cards from their
shuffled decks.
Ultra
Rare
LOD-056
Painful Choice
Magic
Effect: Select 5 cards from your Deck and
show them to your opponent. Your opponent must select 1 card that will be
added to your hand. Discard the remaining cards to the Graveyard.
Super
Rare
MRL-049
Banisher of the Light
Fairy/Light
***
100/2000
Effect: As long as this card remains face-up
on the field, any card sent to the Graveyard is removed from
play.
Super
Rare
MRL-078
That’s all folks.
E-mail me at BerserkerAzn275@yahoo.com for any
comments or questions. Thanks for reading this.