The nature of the Advanced
metagame - Viper2
Many people keep ranting about stall/burn
decks being the metagame since they suddenly lose the big cards to stop
them. Well, as my brother pointed out, anything relying on control cards
is bound to lose to a beatdown sooner or later, so its not really about whether
you run Stall/Burn or not. I give you the real metagame breakdown:
Swarm decks, and decks to deal with Swarm decks.
Swarm decks
These get
creatures out rather quickly, and because of the fact that torrential and tribe
are the only real threats, they work wonders. There's two big Swarm decks
that I've seen: Warrior and Gravekeepers.
**Warrior
You know the
drill: 2 Maraudings with another Warrior to get 3 creatures in one turn.
Torrential can still whoop this method, but since its restricted, that's rather
unlikely to happen every game. Reinforcement of the Army and Freed (if you
use him) snag even more. This has major potential simply because the 4
star monster with the highest combination of playability and atk (Goblin Attack
Force) and the most powerful threat to stall (Mataza) come coupled with field
advantage (DDWL), hand control (Don Zaloog), and lockdown (Marauding and, more
recently, Command Knight) all in easy to play creatures.
A subtype that
I've been experimenting with (but haven't seen played) is Amazoness.
Marauding still exists, but you generally use Giant Rat, 3 Paladin, and 2 of
every other Amazon besides Blowpiper. Amazoness Spellcaster is THE biggest
threat against straight beatdown and one reason to include Blowpiper in the
sidedeck (oh look, you're at 0 atk and Blowpiper has your atk). Amazoness
Archers can kill an entire field if used properly (especially in conjunction
with Command Knight), and Tiger easily gets to 2300 atk and provides a
lockdown-ish situation. Reinforcement gets you out of sticky situations as
well.
**Gravekeeper's
Again, you know the drill: Necrovalley out, flip
Spy to get something and tribute for Chief to get something back to have 3
creatures and your side of the field unaffected by Necrovalley. Assailant
and Spear Soldier, with Necrovalley active, are 2 of the most powerful 4 stars
in the game (especially when used together). Coupled with a searcher that
can get the aforementioned out with 2500 defense to boot, a tribute that lets
you get back a monster, a trap that's simply a better version of CotH for this
deck, and Terraforming/Magic Reflector to keep Necrovalley from leaving for too
long, this deck really has potential to win big.
Things that deal with
Swarm
Stopping the attack, stopping the actual swarm effects, and simply
owning the field are ways of dealing with the above decks. Stall/Burn, New
school Chaos, Hand Control, and just various Control decks do this
nicely.
**Stall/Burn
Gravity Bind, Messenger of Peace, and Level Limit
- Area B coupled with Stealth Bird, Solar Flare Dragon, Lava Golem, Des Koala,
Wave Motion Cannon, and Spirit Reaper really get on people's nerves. The
downfall is, of course, Mataza, but many Burn decks run Nightmare Wheel and/or
Mask of the Accursed anyway, which can somewhat handle it. It really
thrives because there isn't any mass m/t removal other than Heavy Storm, plus
MST's restricted to one. However, Dust Tornado is just as effective, plus
people are using Nobleman of Extermination, which can really mess you up.
For the most part though, they'll sit with a Lava Golem while you sit with 2
Solar Flares racking up the damage.
**Chaos
Replace CED with Chaos
Sorcerer and you still have a very effective deck. Some key cards are
gone, but every deck has to deal with that anyway.
**Hand
Control
Spirit Reaper, Don Zaloog, White Magical Hat, Time Seal, occasionally
Drop Off, and pre-negators ruin your opponents hand, which they need to keep a
Swarm going. Equips are usually run to ensure your creatures aren't
smacked too soon, though Mataza can even be thrown in as extra control with
those equips (and to provide a way through Stall decks). I'm not sure if
Dark Mimic would be used to further widen the gap in hand size, since its not
tourney legal yet, but I'm sure some people will use it.
**Control of
various sorts
Zombie, CCC, and many other variants exist to deal with both
the Swarm element and any stall elements that occur.
Lastly, I'd like to
point out Exodia does have potential in this format. It doesn't really fit
into a category other than 'win by any means' like OTK and Traditional decks
with Yata like to do, but Emissary, the new magic that gets 2 normals back, and
painful are plenty enough. Also, for anyone interested, the Manticore/Card
of Safe Return works 3x better than Gearfried, and only uses half the card slots
(unless you consider Nimble a necessity for the combo, even though it should be
in your deck anyway).
Paul Reinhardt
Paulwayner2@aol.com