From: Cameron Waud [mailto:cjrwaud@cogeco.ca]
Sent: Wednesday, August 09, 2006 9:56 AM
To: yugiohcrew@pojo.com
Subject: Clown Control Penalty - Cameron
Hello again, I'm here with another deck I'd like to
show you all. I've always wanted to build a Clown
Control Deck, but this new card makes it especially
fun to build nowadays. Guard Penalty is a card we
received from Enemy of Justice, highly underlooked,
but has the same potential as Forced Back does (if
the deck shows up double-spaced, I didn't do it, it
got screwed up through the process of e-mail).
Clown Control Penalty
Clown Control/Guard Penalty Utility Archetype
40 Cards
Monsters x17
Breaker the Magical Warrior
D. D. Assailant
D. D. Warrior Lady
Dream Clown x3
Elemental Hero Sparkman x3
Goblin Attack Force x3
Goblin Elite Attack Force x3
Magician of Faith
Sangan
Magic Cards x16
Graceful Charity
Guard Penalty x3
Heavy Storm
Mystical Space Typhoon
Nobleman of Crossout x2
Premature Burial
Reinforcement of the Army x2
Snatch Steal
Spark Blaster x3
Stumbling
Trap Cards x7
Call of the Haunted
Final Attack Orders x3
Mirror Force
Zero Gravity x2
The deck has many synergies, first of all I started
with the base combo: The Spark Blaster/Guard Penalty
Draw Engine! It uses Sparkman and his Spark Blaster
to repeatedly turn a monster affected by Guard
Penalty to Defense Mode and let you draw a few
cards. Aster Phoenix used this and treated Zane's
Cyber Twin Dragon like a pet, telling it to play
dead, roll over, then play dead again to draw 2
cards. I got to thinking, if Final Attack Orders was
in play, that could have been an easy 3 cards. Then
I got to thinking, why use my opponent's monsters
when mine are just as good. And while I'm at it, the
Clown Control build could gain INSANE advantages
with this.
Think about it, you play it like a regular Clown
Control build, save up 2 copies (1 will do, but this
is where it gets nuts) of Guard Penalty,
Sparkman/Blaster, a Clown and Final Attack Orders. I
know that sounds like a lot, but there are 3 copies
of each in this deck, it can't be that hard. Use the
Guard Penalties on the Clown, use Sparkman's Blaster
to turn it to Defense Position 3 times (because FIA
will turn it back to Attack Mode), draw 6 cards and
kill 3 monsters. This kind of thing will happen a
lot, because these 2 strategies are so compatible.
The Clown Control Deck uses 2 copies of
Reinforcement of the Army to search for the Clowns,
it also can be used to search for Sparkman. Final
Attack Orders is used to maximize the potential of
the Spark Blaster/Guard Penalty Draw Engine, and FAO
works well with Goblin Attack Forcer, which is also
searchable with Reinforcement of the Army. Goblin
Attack Force also happens to be EXACTLY what you
want to exploit the massive field advantage you gain
from the Clown Control Deck.
Goblin Elite Attack Force is in there because its
solid DEF makes up for its unsearchability, and the
D. D. Monsters combine both monster removal and
moderately large ATK to serve the purposes of Dream
Clown and Goblin Attack Force combined into the same
monster. Because of Final Attack Orders, Magician of
Faith is down to 1, and I stayed away from smaller
monsters that worked well with Guard Penalty
(Little-Winguard for example).
If you read this deck idea, tell me what you think.
Like it, hate it, I wanna hear it. Why do you like
it? Why don't you like it? Can you make it better?
It all helps.
Send your questions, comments, etc. to cjrwaud@cogeco.ca.
Please no hate mail, I'm really a nice guy once you
get to know me.