[mingqin_zou@hotmail.com]
Can Beatdown Survive? - Blood Mage
The 3 most Powerful/Popular decks right now in the game
consist of these 3 deck variants.
Beatdown
Chaos
Control
Now, someone has asked about the death of
beatdown...
You haven't been playing
good enough beatdown decks. Modern beatdown decks are all about Field Advantage.
What does Field Advantage mean? It is a bit more tricky to explain than Card
Advantage. Field Advantage means keeping your opponent's side of the field
empty, while yours is not. Dimensional Warrior Girl (English- D.D. Warrior Lady)
is a perfect example. Summon, attack, and leave it. To destroy it, they have to
waste their turn summon, screwing themselves over for next turn, where you can
use another high powered beatdown attacker to attack them. Thus, by maintaining
field control, and consequently Card Advantage the whole game, Beatdown decks
have gradually evolved to become Hybrid decks- High powered beatdown attackers
combined with field clearers.
But
wait, what about the dreaded topdecked Chaos Emperor Dragon, which wipes away
all advantage for both players?
Kaiku (English- Kycoo the Ghost Destroyer) is the answer. A decent
attacker that runs over what Chaos and Control usually pack, it also stops Chaos
Summons dead in their tracks, preventing any godly topdecks. Of course, Yata is
the ultimate answer to topdecks... it stops your opponent from topdecking...
EVER AGAIN.
Then, you ask, what
about your "low powered attackers that get run over by tributes?" "Defense mode
archfiend soldier?"
No self respecting Beatdown deck would use Archfiend
Soldier... Berserk Gorilla is the way to go. 2000 attacker with no drawbacks,
what's not to like? One of the best topdecks in the game, right up there with
Chaos, Spirit Reaper, and Pot of Greed, IMO.
So, from a careful analysis of Beatdown's weaknesses, let's
look at its strengths-
1.) It takes
the brain of a monkey to play one. Seriously, there are no complex decisions
like for Control decks. Summon, attack. Not hard.
2.) Complete field domination. Rarely will beatdown decks see
the field wrested from them, except by Control decks packing 3 Tidal Waves
(English - Torrential Tribute).
3.)
Competetive. The Beatdown deck, if you have no experience in one area, is the
safest bet.
What is the real objective of a beatdown deck? I think I can
redefine that. The objective of a Beatdown deck is to stop your opponent from
getting good topdecks, which will wipe away your field advantage. If you
maintain field advantage with a Beatdown deck, you will
win.
So, after going over what a
beatdown deck should look like, how about we actually construct
one?
Keep in mind this Beatdown deck
is Metagamed; it is rigged to kill the current other top
decks.
Creatures- 17
1 Jinzo
1 End of Anubis
3 Berserk
Gorilla
3 Dimensional Warrior Girl
3 Kaiku / 2 Kaiku, 1 Magical
Scientist
1 Witch of the Black Forest
1 Sangan
1 Mage Warrior
Breaker
1 Tribe Infecting Virus
1 Sinister Serpent
1 Yata
Garasu
Kaiku stops Chaos topdecks,
while End of Anubis completely shuts down Searchers, Mystic Tomato, Shining
Angel, all resurrection (which are good topdecks). Jinzo stops trap topdecks,
and Yata stops topdecks in general.
Magics- 18
3 Mystical Space
Typhoon
1 Delinquent Duo
1 Forceful Sentry
1 Confiscate
1 Mirage of
Nightmares
1 Premature Burial
1 Snatch Steal
1 Painful Choice
1
Heavy Storm
1 Nobleman of Crossout
6 Staples-
Raigeki
Pot of Greed
Graceful Charity
Harpy
Feather Duster
Dark Hole
Monster Reborn
Change of Heart is not needed in this deck. Change of Heart is
temporary field advantage, and -1 Card Advantage.
Traps- 5
Magic
Drain
Magic Drain
Waboku
Imperial Orders
Call of the
Haunted
I have decided to alter my
Trap setup. For beatdowns, the greatest threat is good topdecks. Good topdecks
are usually Magics. Magic Drains stop them, while in the early stages of the
game, they help empty your opponents hand.
I hope I have helped clear things up about what a Beatdown is and
isn't.