From: DM7 [SolitaryMan@mail.pojo.com]
Sent: Sunday, March 14, 2004 11:40 AM
To: staffer@pojo.com
Subject: FWD: Article #10: The "Automatic Win" Decks - SiphonX
---------- Original Message ----------------------------------
From: "Siphon X" <pyroboy72@hotmail.com>
Date: Sun, 14 Mar 2004 09:01:01 -0500
Hello,
I am SiphonX and I am here today to review three of the most unplayed, most unconventional decks: Final Countdown, Last Turn, and the all-powerful Exodia. They are extremely hard-to-make decks, but in the end, they pay off.
Article #10: The "Automatic Win" Decks
In the world of Yu-Gi-Oh!, there have been some groin-grabbingly unconventional decks. These decks do not rely on the cards which we know as "staples," but rather on their own support cards to guide them through the duel. Among these unconventional decks are favorites like Scientist, Lava Burn, Wave-Motion Cannon and more. But there are some others among them that are not favorites and often left in the binders, completely unplayed because of their instability. These "automatic win" decks can be very powerful if cultivated correctly, but often times, they do not get the attention they need.
This article is to sort out that problem, and (hopefully) set up a standard by which these decks can be judged. There are many auto-win decks, among them F-I-N-A-L and other stuff, but I want to focus on the more deck-worthy
ones: Final Countdown, Last Turn, and Exodia.
DCR-091
Final Countdown
(Spell)
Pay 2000 Life Points. After 20 turns have passed after you activate this card (counting the turn you activate this card as the 1st turn), you win the Duel.
Short Print
Final Countdown - This card wasn't looked upon with much anticipation or respect when the set came out, nor does it still. There are most certainly problems with this card, as is there are every card. However, since there really are only two parts to it, there aren't too many advantages or disadvantages to it.
Advantages:
-You win the duel.
Disadvantages:
-2000 LP is very hefty these days, even though most people have Scientist, Ring, and Delinquent Duo floating around in their deck. One-fourth of a person's total LP is nothing to scoff at.
-Twenty turns! Oh man, thats half your deck gone!
You do NOT want this card to get negated, because then you just paid 2000 LP for absolutely nothing. The key part to this card is stalling for as long as you can. A well-balanced deck can beat anyone long before twenty turns passes, but if this card is incorporated into a stall deck, it may very well win the match. My Final Countdown deck incorporates both Life Point gain back into the picture and hard stall to stop the opponent in their tracks.
17:15:8
17 Monsters:
1x Vampire Lord (you will see no Jinzo here, I just need to hold ground for as long as I can...) 3x Nimble Momonga 3x Troop Dragon 3x Spirit Reaper 2x Pyramid Turtle 1x Cyber Jar 1x Fiber Jar 1x Sinister Serpent 1x Witch of the BF 1x Sangan
15 Spells:
1x Raigeki
1x Dark Hole
1x Harpie's Feather Duster
1x Pot of Greed
1x Graceful Charity
1x Monster Reborn
1x Change of Heart
3x MST - Here ONLY to aid in speed with Mirage.
1x Swords of Revealing Light
2x Final Countdown
1x Painful Choice
1x Mirage of Nightmare
8 Traps:
1x Mirror Force
1x Imperial Order
1x Call of the Haunted
3x Gravity Bind
2x Magic Drain
Overall Deck Rating: 7.4/10
LOD-099 Last Turn
Normal Trap
This card can only be activated during your opponent's turn when your Life Points are 1000 or less. Select 1 monster on your side of the field and send all other cards on the field and in their respective owners' hands to their respective Graveyards. Your opponent must then Special Summon 1 monster from his/her Deck in face-up Attack Position and attack your selected monster.
Any Battle Damage from this battle is treated as 0. The player whose monster remains alone on the field at the End Phase of this turn wins the Duel. Any other case results in a DRAW.
Ultra Rare
Last Turn - This card may seem like an incredibly situational card, but it truly isn't. Good creatures usuable with this card are endless: high attackers, Jowgen, Suijin/Sanga/Kazejin, D. D. Warrior Lady, etc... This card is fun to use, but the trick about using it is getting your Life Points down to 1000 in a short amount of time. There are several cards that aid in doing this, cards that have high payments, like: Solemn Judgment, Jirai Gumo, Mirror Wall, Final Countdown, Dimensional Fusion, etc...
You need to know that Last Turn IS chainable; if you play it, they can chain their Ring of Destruction, blowing up your hopes of winning. You ABSOLUTELY need to make your opponent's side of the field vacant of traps. Also, you need to be very wary when you are decreasing your own Life Points so as not to get them in the range where your opponent can just finish you off without you even presenting a target. The absolute easiest card to use Last Turn with is Jowgen. It allows you to win the duel with almost no hassle at all.
This deck incorporates many of the founding ideas that Last Turn is based upon. It is unique among other decks that it uses MANY more traps. Enjoy.
16:14:10
16 Monsters:
1x Jinzo (for backup)
1x Magical Scientist
2x Jirai Gumo
1x Dark Elf
1x A Cat of Ill Omen
2x Jowgen the Spiritualist
2x Shining Angel
2x D. D. Warrior Lady
1x Sinister Serpent
1x WotBF
1x Sangan
1x Cyber Jar
14 Spells:
1x Raigeki
1x Dark Hole
1x Harpie's Feather Duster
1x Heavy Storm
1x Pot of Greed
1x Graceful Charity
1x Monster Reborn
3x MST
1x Premature Burial
1x Mirage of Nightmare
1x Painful Choice
10 Traps:
1x Mirror Force
1x Imperial Order
1x Call of the Haunted
2x Waboku
2x Solemn Judgment
2x Last Turn
1x Mirror Wall
Overall Deck Rating: 7.6/10
LOB-124 Exodia the Forbidden One
3*
(Effect Monster)
Dark/Spellcaster
An automatic victory can be declared by the player whose hand contains this card together with the Left Leg/Right Leg/Left Arm/Right Arm of the Forbidden One.
Exodia - Ah yes, the first strategy used to defeat Yugi's rival (Kaiba). It is without a doubt the most notorious "automatic win" deck, as well, in my opinion, the most playable. There are several OTK decks based around Exodia, like the Elma and the Manticore decks, but I will be focusing on the traditional Exodia deck, what I consider to be the true Exodia deck:
deck-thinning Exodia.
This branch of Exodia is known as speed Exodia, turbo Exodia, etc... The basic line of thought is get the pieces, and get em fast. There are several tools implemented in the deck to do this:
-Multiple-summon cards from deck, like Nimble Momonga, help speed up the process of deck thinning.
-Drawing cards like Jar of Greed that simply take up space in the deck effectively control the hand and deck size.
-Cards that have the ability to return monster cards to the hand, like the new Compulsory Evacuation Device, aid in actually getting Exodia pieces into the hand.
I will not lie. Exodia decks are the hardest decks to make, but I have had over three months experience playing one, and I believe I know of how to make one. You all will have your own theories of what is best for an Exodia deck, and I encourage originality, but I believe that the base cards in this deck could serve as a requisite for ALL Exodia decks. Note that this deck runs heavy in Traps and Monsters rather than Spells.
17:9:14
17 Monsters:
1x Exodia the Forbidden One
1x Right Arm of the Forbidden One
1x Right Leg of the Forbidden One
1x Left Arm of the Forbidden One
1x Left Leg of the Forbidden One
3x Nimble Momonga
3x Mystic Tomato
3x Troop Dragon
1x Sinister Serpent
1x Witch of the Black Forest
1x Sangan
9 Spells:
1x Pot of Greed
1x Graceful Charity
1x Dark Hole
1x Raigeki
1x Monster Reborn
1x Painful Choice
1x Upstart Goblin
2x Messenger of Peace
14 Traps:
1x Mirror Force
1x Imperial Order
1x Call of the Haunted
3x Jar of Greed
3x Gravity Bind
2x Compulsory Evacuation Device
2x Backup Soldier
1x Magic Drain
Overall Deck Rating: 9.2/10
As you can see, I think that Exodia has a much higher chance of winning than either Last Turn or Final Countdown. Though I am a bit partial to Exodia since I have played it before, I believe that it is a very wise choice for starting a deck. To those of you who go with the crowd: Do not rule out these decks. Automatic win decks are excellent picks for making, but you need to be wary of the cards that you put in. All should be at forty cards, but do not limit your options.
I hope you all have gained some sort of idea, or if you are a control freak, I hope you have reached an epiphany. These decks ARE good.
Thanks for reading!
Email: pyroboy72@hotmail.com
AIM: mrfilbertiert
~SiphonX~
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