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From: NewLightInk@aol.com
Date: Thu, 19 May 2005 20:35:04 EDT
T o p F i v e M o s t P l a y e d D e c k T y p e s
5. Z o m b i e
4. D r a g o n
3. W a r r i o r
2. L e v e l - U p !
1. C h a o s
Let's talk zombie talk. What makes them so powerful? Their
fast ways to get heir beat sticks on the field or their
brutal power? Both actually. The tribute monsters are
astounding. First there is Vampire Lord with a cool 2000 ATK
which can deplete all the key cards from their deck which is
devilish and much like a vampire. In the movies, you whack a
zombie, 1 minute later, they come back up. That is how
Vampire Lord is. Ryu Kokki is another cool zombie tribute
with a heaping 2400 ATK and if it battles with a spellcaster
or warrior, then they are destroyed at the end. Bye "Dee
Mock", Bye "Bacon Lettuce Soldier", Bye "any warrior". Why
do you think he gets all the bones from... Dead victims!
There is Despair from the Dark which is Special Summoned to
field if it was destroyed from the hand or deck. It also has
a cool 2800 ATK for it's level.
Needle Worm, Morphing Jar, Delinquent Duo, and ect keep the
Despair running cool and smooth. There is an 1800 ATK beat
stick called Regenerating Mummy which costs zippo to summon
and it literally regenerates, meaning if the opponent gets
rid of it because of Delinquent Duo or something, it returns
to your hand.
There is a monster called Pyramid Turtle which is one of the
dealiest searchers in the game. When it is killed in battle,
it can Special Summon any zombie to the field with less than
2001 defence. There is the best staller in the game which is
a zombie which is called Spirit "I hate you" Reaper. It
can't be killed by battle and when it does damage, it burns
a card from the opponent's hand.
It is killed when targeted by an effect meaning if they use
Snatch Steal or something, they get no benefit. Nightmare
Wheel... gone! The magic cards are what also makes the
zombies easy to summon. There is a magic card called Book of
Life which can revive any zombie type monster and remove a
card from the opponent's graveyard which gives it a double
plus. There is a card called Call of the Mummy which can
allow a zombie to hop from your hand to the field when your
monster zones are blank. Any zombie! So... how do I beat
zombies? Pack some Bottomless Trap Holes and stuff like that
to kill their Special Summoned monsters. Pack some Nobeman
of Crossouts to kill their Spirit Reapers and Pyramid
Turtles. Last of all, pack some Berserk Gorillas to beat
them down before they get out any monsters and to ram into
those nasty Vampire Lords. How do you strengthen zombies? It
seems zombies have the summoning ability ad power, but not
too deadly effects, so you gotta put in cards with deadly
effects which are not zombies. Also, keep hand advantage.
Zombies have great cards to support stallers too. Lets look
at the deck. Every deck in this article will have the ratios
of 18-16-8.
Defensive Zombie Deck
Giant Axe Mummy
Giant Axe Mummy
Giant Axe Mummy
Pyramid Turtle
Pyramid Turtle
Pyramid Turtle
Spirit Reaper
Spirit Reaper
Spirit Reaper
Nightmare Horse
Nightmare Horse
Nightmare Horse
Sangan
Tribe-Infecting Virus
Sinister Serpent
Exiled Force
Breaker the Magicial Warrior
Book of Life
Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Messenger of Peace
Messenger of Peace
Messenger of Peace
Mystical Space Typhoon
Scapegoat
Premature Burial
Call of the Mummy
Metamorphosis
Nobleman of Crossout
Lightning Vortex
Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Gravity Bind
Gravity Bind
---------------------------
Offensive Zombie Deck
Vampire Lord
Vampire Lord
Ryu Kokki
Ryu Kokki
Despair From the Dark
Pyramid Turtle
Pyramid Turtle
Pyramid Turtle
Spirit Reaper
Spirit Reaper
Regenerating Mummy
Regenerating Mummy
Regenerating Mummy
Sangan
Tribe-Infecting Virus
Sinister Serpent
Exiled Force
Breaker the Magicial Warrior
Book of Life
Book of Life
Book of Life
Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Mystical Space Typhoon
Scapegoat
Premature Burial
Call of the Mummy
Metamorphosis
Nobleman of Crossout
Heavy Storm
Lightning Vortex
Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Magic Cylinders
Bottomless Trap Hole
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now it is time to talk dragon talk. Do they exist? They are
really lizards, but in Yu-Gi-Oh, dragons are winged fire
breathing beasts to fear! What makes them so powerful? Their
deadly effects or their deadly strength? Both! Let's look at
the tributes. Tyrant Dragon... 2900 ATK, cant be affected by
traps, and can attack attack twice if there is two opposing
monsters. Kaiser Glider...
2400 ATK, rules out all equals, and bounces a card back as
its last effecort when it dies. Horus LV6... Unaffected by
any magic card and has a cool 2300 ATK.
The beat sticks shout the word deadly to all punks, punk.
Lol. Spear Dragon...
1900 ATK, trample effect, and returns to defense safely
after attacking. Rams into the monster, goes right through
it, and then crashes into you. Luster Dragon... 1900 ATK and
1600 DEF. Mirage Dragon... 1600 ATK points and negates traps
at the battle phase. The traps spring on the mirage and the
real one comes after you. These monsters are for brutal
offense and not to be tampered with.
There is Lord of D. which protects dragons from magic cards
and when Flute of Summoning Dragon is played with it, you
can summon two dragons from your hand. Dragons have a
support magic card called Stamping Destruction which
destroys an opponent's magic or trap card and inflicts 500
direct damage when a dragon exists on the field. There is
also a trap card called Dragon's Rage which has a built in
Fairy Meteor Crush for dragons. Blue Eyes White Dragon, a
very popular card from the anime, which was often mocked and
called "the rookie card", is also a possibility for a dragon
deck because it has a lot of support an many ways to summon
along with an unmatchable 3000 ATK. Blue Eyes White Dragon
has a ritual partner called Paladin of White Dragon which
has 1900 ATK, effect negation, and a way to bring out the
blue eyed dragon of doom. What is a paladin anyway? A
soldier? There is also Manju of 10,000 Hands can bring out
the ritual monster or ritual magic. How do you beat them...
Make sure they do not summon the powerful beasts and pack
monsters which pack a heavier punch than the beat sticks.
How do you strengthen them? Find ways to strengthen your
beat sticks and remove threats.
Blue Eyes White Dragon Deck
Blue-Eyes White Dragon
Blue-Eyes White Dragon
Blue-Eyes White Dragon
Paladin of White Dragon
Paladin of White Dragon
Paladin of White Dragon
Manju of 10,000 Hands
Manju of 10,000 Hands
Lord of D.
Spear Dragon
Spear Dragon
Nimble Momonga
Nimble Momonga
Nimble Momonga
Sangan
Tribe-Infecting Virus
Sinister Serpent
Exiled Force
Breaker the Magicial Warrior
White Dragon Ritual
White Dragon Ritual
Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Snatch Steal
Heavy Storm
Mystical Space Typhoon
Scapegoat
Premature Burial
Stamping Destruction
Metamorphosis
Nobleman of Crossout
Lightning Vortex
Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Bottomless Trap Hole
Bottomless Trap Hole
--------------------------
Regular Dragon Deck
Tyrant Dragon
Kaiser Glider
Horus LV6
Cave Dragon
Spear Dragon
Spear Dragon
Spear Dragon
Luster Dragon
Luster Dragon
Luster Dragon
Mirage Dragon
Mirage Dragon
Mirage Dragon
Tribe-Infecting Virus
Sinister Serpent
Exiled Force
Cyber Jar
Breaker the Magicial Warrior
Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Snatch Steal
Heavy Storm
Mystical Space Typhoon
Scapegoat
Premature Burial
Stamping Destruction
Stamping Destruction
Metamorphosis
Nobleman of Crossout
Nobleman of Crossout
Lightning Vortex
Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Bottomless Trap Hole
Dragon's Rage
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Time to talk warrior talk? Oh yeah! Warriors seem to
dominate the field and still have hand advantage. The
monsters have 1600 ATK or less, so why are they on your
nerves? Simple. Because there are cards to bring them out,
boost them up, and protect them. Warriors pack tons of
removal, so they dominate the field. There is Freed the
Matchless General where magic cards are "matchless" to him.
Heart of the cards... phooey! He lets you choose what
warrior to draw.
There are Marauding Captains which can bring out another
monster when it is summoned and it protects other warriors.
Best ran in 2's so you can do the double captain lock. There
are Command Knights which are protected when there are other
monsters on your field and they boost up warriors by 400,
making them from unwoken to broken. Command Knight looks
more like an elf than a troop leader to be hones. He is
sorta cute, but watch out for him. The warriors have a
little assassin that they call up when they want to deplete
the opponent's resources. He goes by the name Don Zaloog.
Our friend Donald will knock a card out of the opponent's
hand when it does battle damage or it will pluck two cards
from the deck. In Japan he had a gun and now he has two
swords. I guess on the way to america, he sold his guns and
traded them in for swords. Blade Knights are warriors so
they work well in the deck. 1600 ATK is not bad, but it does
better lonesome as you get a boost up and a flip effect
negation for the less cards you have. D.D. Assailants have a
cool 1600 ATK and a kamikaze removal effect which is cool.
Time to remove you from play for attacking me. Dude, I've
been removed... from those Nobleman of Crossouts! There are
2 helpful magic cards too. Reinforcements of the Army which
fishes out a LV1-4 warrior from deck to hand. Ooooo... So
much choice in the matter. There is also The Warrior
Returning Alive. Is the warrior really dead? Nope... he is
just resting. This allows you to take a dead warrior and add
him to your hand. Dum, How do I strengthen my warriors? Put
lots of power into it. If they could swarm easily, they
could get powered up easier. Try United We Stand or
something. Command Knight has the powering up. How do I beat
the warriors, Dum? Well... you gotta stop the swarming. A
Mirror Force or Torriential Tribute will stop the whole army
and when an army runs out of soldiers, you now rely on your
resources which will be cut soon. Try cards which can beat
warriors simultaneously.
Offensive Warrior Deck
Freed the Matchless General
Freed the Matchless General
Mobius the Frost Monarch
Jinzo
Command Knight
Command Knight
Command Knight
Blade Knight
Blade Knight
Don Zaloog
Marauding Captain
Marauding Captain
D.D. Assailant
Tribe-Infecting Virus
Sinister Serpent
Exiled Force
Cyber Jar
Breaker the Magicial Warrior
Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Snatch Steal
Heavy Storm
Mystical Space Typhoon
Scapegoat
Premature Burial
Reinforcements of the Army
Reinforcements of the Army
The Warrior Returning Alive
Metamorphosis
Nobleman of Crossout
Nobleman of Crossout
Lightning Vortex
Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Bottomless Trap Hole
Bottomless Trap Hole
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Time for the Level Up discussion.
Silent Swordsman LV7 --- Light/Warrior/7/2800/1000 This card
cannot be Normal Summoned or Set. This card cannot be
Special Summoned except by the effect of "Silent Swordsman
LV5". As long as this card remains face-up on your side of
the the field, negate the effect of all Spell Cards on the
field. Not a very easy critter to summon, but once you do it
is well worth it. The only other downside is when it becomes
a clog in your hand because you have no no LV5 to summon it.
It's magic negation ability is awesome and will rule out
60-75% chances of destroying this and by the time the draw
the right card to kill this, you will have a way to stop
that also. 2800 ATK guarentees field advantage unless a
stronger monster exists. The effect can also bacfire on your
as you cant use Pot of Greed, Strengthen your monsters, or
destroy opposing ones. But this card is a killer. Silent
Swordsman LV5 --- Light/Warrior/5/2300/1000 This card are
not affect by effect of opponent's Magic card. When this
card successfully direct attack your opponent's lifepoints,
during your next standby phase, put this face-up card to
Graveyard to special summon a [Silent Swordsman LV7] from
your hand or deck. Ultra Rare/Ultimate Rare This can be
special summoned by LV3 or just plain old revived or
tributed which is a positive point. Its 2300 ATK stats is a
another positive point. Not affected by any opponent's magic
cards so you can soup it up while the opponent cannot do a
darn. Silent Swordsman LV3 --- Light/Warrior/3/1000/1000
Negate the effects of your opponent's Spell Cards that
designate this card.
During your Standby Phase, send this face-up card to the
Graveyard to Special Summon 1 "Silent Swordsman LV5" from
your hand or Deck. You can not activate this effect the turn
this card is Normal Summoned, Special Summoned, or flipped
face-up. The magic negation effect was made to make it
survive, but you should have something to protect it anyway.
This obviously wasn't made to kill with a mediocre 1000 ATK
points, but if it shoots directly, you wasted 1/8 of their
life points! Make it survive and the absolute fun begins.
Mystic Swordsman LV2 Warrior / Effect Monster --- 900/0 If
this card attacks a face-down Defense Position monster
destroy the monster immediately with this card's effect
without flipping it face-up or applying damage calculation.
During the End Phase of a turn that this card destroyed a
monster as a result of battle, send this card to the
Graveyard to Special Summon 1 "Mystic Swordsman LV4" from
your hand or Deck. It is a little bit stronger than Sasuke
Samurai and it can ram through the DEF monster, negate the
effect, and destroy it immeadiately without calculating
damage. It can summon it's bigger brother on the end phase
after it destroys a monster in battle. Attack a DEF monster
and you are good to go. Easily searchable and quite a good
card.Mystic Swordsman LV4 --- 1900 1600 ---[Warrior/Effect]
If you Normal Summon this card, you must place it in
face-down Defense position. If this card attacks a face-down
Defense position monster, destroy the monster immediately
with this cards effect without flipping it face-up or
applying damage calculation.
During the End Phase of a turn that this card destroyed a
monster as a result of battle, send this card to the
Graveyard to Special Summon 1 "Mystic Swordsman LV6" from
your hand or deck. Has to be set in DEF first. Negative
point already. Can be special summoned by that Leveling Up
card or by LV2 which gives it a positive point. 1900 ATK and
1600 DEF gives it a point. Rams into defense and destroys it
no matter what it is. Face down reaper got r***d. It can
special summon the sixer which is a good point too. If it
can stay in defense in tip top shape, then you will own.
MYSTIC SWORDSMAN LV6 Earth/Warrior/6/2300/1700 If this card
is Normal Summoned, it can only be played in face- down
defense mode. If this card attacks a face-down defense mode
Monster, don't go to Damage Calculation, and destroy that
face- down defense mode Monster as it is. You can have
Monsters destroyed by this effect not go to the Cemetery,
and instead put it on top of your opponent's deck. 2300 ATK
is awesome for it's level. It can be special summoned by
LV4. Negates effects of defense monsters.
Man-eater bug... who cares negated and killed, but not
really killed as it returns to the opponent's deck which
will put them in a lock most of the time because they would
be topdecking the same useless monster unless it was an
Exiled or Tribe, then worry. I hope LV8 comes so the Mystics
will be completed.
Monsters 18
1x Mystic Swordsman LV6
1x Silent Swordsman LV7
1x Silent Swordsman LV5
1x Freed the Matchless General
1x Blade Knight
1x D.D. Assailant
2x Mystic Swordsman LV4
2x Mystic Swordsman LV2
2x Marauding Captain
2x Silent Swordsman LV3
1x Exiled Force
1x Sinister Serpent
1x Tribe-Infecting Virus
1x Breaker the Magical Warrior
Magic 14
1x Pot of Greed
1x Graceful Charity
1x Nobleman of Crossout
1x Premature Burial
1x Snatch Steal
1x Delinquent Duo
1x Swords of Revealing Light
1x Nobleman of Crossout
1x Heavy Storm
1x Mystical Space Typhoon
2x Level Up
2x Reinforcements of the Army
Traps 10
3x Waboku
2x Interdimensional Matter Transporter
1x Ring of Destruction
1x Call of the Haunted
1x Mirror Force
2x Magic Drain
Horus the Black Flame Dragon LV4 -- Dragon / Effect Monster
-- 1600/1000 As long as this card remains face-up on your
side of the field, control of this card cannot switch.
During the End Phase of a turn that this card destroyed a
monster as a result of battle, send this card to the
Graveyard to Special Summon 1 "Horus the Black Flame Dragon
LV6" from your hand or Deck. 1600 ATK is average. It can
kill a weakened Breaker, a Tribe, a DDWL, a DD Assailant, an
unboosted Blade Knight and a Don along with so much more,
but there are plenty of things which can kill this monster.
Protect this and kill a monster to bring out mommy which
will bring out daddy. It can't be switched over so no Jowls,
Jacker, Snatch, Change, Swap, Brain Control(coming out in
May), Mind Control, Dark Necrofear, and much more. ATK
2300/DEF 1600 Horus The Black Flame Dragon LV 6 -
Dragon/Effect-As long as this card remains face-up on your
side of the field, it is unaffected by any Spell Cards.
During the End Phase of a turn that this card destoryed a
monster as a result of battle, send this card to the
Graveyard to Special Summon 1 "Horus The Black Flame Dragon
LV8." from your hand or Deck. Negation of magic is good and
it will kill plenty while it is present on the field meaning
LV8 will be sumnmoned easily. This thing is hard enough to
beeat. Read SSLV5 for any other details on this stuff. Horus
The Black Flame Dragon LV 8 - Dragon/Effect- This card
cannot be Normal Summoned or Set. This card cannot be
Special Summoned except by the effect of "Horus The Black
Flame Dragon LV6." As long as this card remains face-up on
your side of the field you can negate the activation and
effect of any Spell Cards and destroy them.
ATK 3000/DEF 1800 I believe that this is the best LV monster
in the game. YOU are in control! You decide what magics go
through. So pretty much none of their magic cards go through
unless you give them permission. 3000 ATK is deadly and 1800
DEF is okay I guess. Why would it be in DEF anyway? This is
wicked hard to beat... wicked hard. Armed Dragon LV 3 -
Dragon/Effect - During your Standby Phase, send this face-up
card to the Graveyard to Special Summon 1 "Armed Dragon LV5"
from your hand or Deck.
ATK 1200/DEF 900 Bad stats and no constructive effect. HTF
is this going to survive long enough to Special Summon LV5?
Period! Armed Dragon LV 5 - Dragon/Effect - Send 1 Monster
Card from your hand to the graveyard to destroy 1 face up
monster on your opponent's side of the field with an ATK
equal to or less than the ATK of the sent monster. During
the End Phase of a turn that this card destroyed a monster
as a result of battle, send this card to the Graveyard to
Special Summon 1 "Armed Dragon LV7 from your hand or Deck.
ATK 2400/ DEF 1700 Great stats. Great Tribe effect too. It
can also summon
ADLV7 in the knick of time. Armed Dragon LV 7 -
Dragon/Effect - This card cannot be Normal Summoned or Set.
This card cannot be Special Summoned except by the effect of
"Armed Dragon LV 5". Send 1 Monster Card from your hand to
the Graveyard to destroy all face-up monsters on your
opponent's side of the field with and ATk equal to or less
then the ATK of the sent monster.ATK 2800/ Def 1000 Its a
tribe which works on facedown monsters too of any type. 2800
ATK is also very hard to conquer too.
Monsters 18
2x Horus the Black Flame Dragon LV6
1x Horus the Black Flame Dragon LV8
1x Armed Dragon LV5
1x Masked Dragon
3x Horus the Black Flame Dragon LV4
2x Luster Dragon
2x Spear Dragon
2x Armed Dragon LV3
1x Sinister Serpent
1x Tribe-Infecting Virus
1x Breaker the Magical Warrior
Magic 14
1x Pot of Greed
1x Graceful Charity
1x Nobleman of Crossout
1x Premature Burial
1x Snatch Steal
1x Delinquent Duo
1x Swords of Revealing Light
1x Nobleman of Crossout
1x Heavy Storm
1x Mystical Space Typhoon
2x Level Up
2x Stamping Destruction
Traps 10
3x Waboku
2x Interdimensional Matter Transporter
1x Ring of Destruction
1x Call of the Haunted
1x Mirror Force
1x Magic Drain
1x Dragon's Rage
Ultimate Insect LV 1 - Insect/Effect -
This card is unaffected by any spell cards. During your
standby phase send this face up card to the graveyard to
Special Summon 1 "Ultimate Insect Lv3"
from your hand or Deck.
ATK 0/DEF0 Obviously this is pure garbage. Its ATK, DEF, and
playability is zero. Magics dont work on it meaning no
Raigeki or helpful ones like Mage Power. It has to be face
up to be offered to summon LV3 meaning you will have to
summon it in attack mode so it will be attacked and you will
lose LP. You cant set it and expect to evolve it. Who knows
if it will survive period. Don't run this because you can
simply get LV5 out quicker and easier by using LV3.
Ultimate Insect LV 3 - Insect/Effect -If this monster was
summoned by the effect of "Ultimate Insect LV 1", reduce the
ATK power of all face up monsters on your opponent's side of
the field by 300. During your standby phase send this face
up card to the graveyard to Special Summon 1 "Ultimate
Insect LV5" from your hand or Deck.
ATK 1300/1000 This is a little stronger, but will never be
considered a threat. It only weakens the opposing monsters
by a mere 300 points if it was summoned by its weaker
brother. It has to be face up to be offered to summon LV3
meaning you will have to summon it in attack mode so it will
be attacked and you will lose LP. You cant set it and expect
to evolve it. Make it last and you bring out LV5. Run up to
2. Ultimate Insect LV5 If this monster was summoned by the
effect of "Ultimate Insect LV 3", reduce the ATK power of
all face up monsters on your opponent's side of the field by
500. send this face up card to the Graveyard at your Standby
Phase to Special Summon 1 "Ultimate Insect LV 7"
from your hand or Deck.
ATK 2300/ DEF 1700 Ok... 2300 is quite strong and the stat
weakening will make it equal to DMoC and superior to most
others. A monster like this will most definitely survive
long enough to level up to it's ultimate form coming in The
Lost Millenium booster pack in May. Ultimate Insect LV 7 -
Insect/Effect - Reduces all face up opponents monsters by
700 when summoned by LV5, Can only be summoned by LV5's
effect, and is unaffected by all spell cards.
ATK 2700(I think)/ Def ??? This is that spicy taco we have
been waiting for in the May booster pack. It as superior ATK
points and can stand up to any playable monster in the game.
Gate Guardian is never played and hard to play so he does
not really count. It negates magic cards so it can't be
effected by that snatch steal and fissure crap.
Constructing the deck...
Monsters 18
1x Ultimate Insect LV7
2x Ultimate Insect LV5
1x Millenium Scorpian (May)
1x Ultimate Insect LV1
3x Arsenal Bug
3x Ultimate Insect LV3
2x Man-Eater Bug
3x Insect Knight
1x Sinister Serpent
1x Tribe-Infecting Virus
1x Breaker the Magical Warrior
Magic 14
1x Pot of Greed
1x Graceful Charity
1x Nobleman of Crossout
1x Premature Burial
1x Snatch Steal
1x Delinquent Duo
1x Swords of Revealing Light
1x Nobleman of Crossout
1x Heavy Storm
1x Mystical Space Typhoon
2x Level Up
2x Insect Barrier
Traps 10
3x Waboku
2x Interdimensional Matter Transporter
1x Ring of Destruction
1x Call of the Haunted
1x Mirror Force
2x DNA Surgery
~~~~~ B e a t i n g ~~ T h e ~~ L e v e l ~~ Up ~~~~
You should side deck a lot of traps like Raigeki Break or
Divine Wrath and use plenty of monster effects like Exiled
Force or Cyber Jar. You have to beat the smaller ones before
the bigger ones out. Limit your magics because most LV cards
negate that. Stall monsters like Spirit Reaper will help
until you draw the cards you need to win. How does a person
waste up all their cards and have a full field along with a
full hand. They pretty much gain card advantage by drawing
each turn and gain field advantage by attacking. Remember
the flaw of LV monters. The "ultimate" form is a clog in the
hand and a pain in the gooch.
The other one is the protection cards, you can attack and
they use a Interdimensional Matter Transporter. They will
still take the damage. Beat them before they get out the LV
monsters or find ways to beat the LV monsters.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~
Chaos... Chaos is a deck which consists of lights and darks.
The lights and darks are for fueling up the Black Luster
Soldier - Envoy of the Beginning which is absolutely not
going to give mercy to the weak. How do you strengthen
Chaos? The top 8 tournament winning decks are all chaos...
doi you think they need more support? How to stop Chaos? If
they are #1 consecutively, then there must be no way to stop
it. Sometimes there is... just think of something original.
Chaotic Control Deck
Black Luster Soldier - Envoy of the Beginning Jinzo Silent
Swordsman LV5 Blade Knight Blade Knight Blade Knight Kycoo
the Ghost Destroyer Kycoo the Ghost Destroyer Kycoo the
Ghost Destroyer D.D. Assailant D.D. Assailant D.D. Assailant
Cyber Jar Spirit Reaper Tribe-Infecting Virus Sinister
Serpent Exiled Force Breaker the Magicial Warrior
Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Creature Swap
Heavy Storm
Enemy Controller
Mystical Space Typhoon
Scapegoat
Scapegoat
Premature Burial
Metamorphosis
Metamorphosis
Nobleman of Crossout
Lightning Vortex
Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Magic Cylinders
Sakuretsu Armor
Well... I hoped this helped!
newlightink@aol.com
--- comments,
qurestions , suggestions? email me!
-Dum Manz Groop
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