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Yugioh
Reader Tips, Rants and Raves
From: Brad Mathews [mailto:Brad.Mathews@woodlandfurniture.com]
Sent: Wednesday, January 04, 2006 1:22 PM
Subject: Phoenix OTK Idea + New card-what worked, and what
didn't -Brad Mathews
Phoenix OTK Idea + New cards-what worked, and what didn’t
This might sound silly, but…this is the longest titled piece
I have ever written (and trust me, I have written a lot.)
What I will be discussing here is the deck I run, which has
evolved and changed over time…with the metagame.
What is now my Phoenix deck started out as a soul control
deck with Chaos Emperor Dragon-Envoy of the End. I just
didn’t know that’s what it was. I believe I named it
something ridiculous like CED and Friends. After heavy play
testing against other decks I have run successfully, I
realized that the strategy was flawed and often didn’t work.
Where I thought Phoenix could come back when CED went off, I
was mistaken. I made a (minor) interpretation error when
looking over CED’s effect and realized that it didn’t
destroy anything. After a week or two, the failed CED came
out in favor of BLS. This was still a Phoenix/Chaos deck
that did surprisingly well. I eventually phased out the Soul
Control stuff, such as Zaborg and Soul Exchange in favor of
sturdier cards.
By now, the deck has changed entirely. I added in a little
bit of OTK flavor when I realized that many people in the
local shop that I play in have few answers for the Phoenix
itself. The idea is that Phoenix will eventually die via a
card effect, and when it comes back, it can morph into
that…Cyber…TWIN…Dragon thing. I didn’t know this would work,
but anything that is experimental in nature has the certain
potential of backfiring. Then Cyber Twin is free to attack
on an open field. Recently I OTK’d someone and he never knew
what hit him. It is the end of his turn, and he ends. I MST
my Premature Burial’d Phoenix, and then voila, it comes
back, I morph for Cyber Twin, Monster Reborn the Phoenix and
attack on an open field for 8000. Keep in mind, of course,
that Monster Reborn is banned in the advanced format, but
then again, we play the old *gasp* traditional style at the
shop.
Nevertheless, over the long time I have been running this
deck, I have made the necessary changes. I will now attempt
to keep a record of what cards worked and what did not.
--Airknight Parshath. This was a good choice, but it was
fragile, believe it or not. I still found it hard to get rid
of, but the strategy was aging and opponents were getting
used to dealing with it.
--Cyber Dragon. I know what many of you are thinking. So CC!
As a matter of fact, I started by tech-ing in a single copy
of it, and it translated to early field advantage, where it
had been lacking in the first place. Yes, I think I’ll keep
this one.
--Different Dimension Capsule. In the absence of spell and
trap removal this is a free card from your deck of your
choice. A downside is that the deck has to be shuffled
afterward, and if DDC is destroyed, the card stays removed
from play. It started as a quick way to get the next card,
but it came out in favor of a more control-oriented option.
--Hand of Nephthys. If you think that Hand is not playable,
you don’t know what you’re talking about. Hand cannot be
Bottomlessed, and you can use it as a tribute to get the
Phoenix from your hand OR deck. It is searchable by all
means, including the previously abused Apprentice Magician,
and then it is a free drop and a quick summon of the bird.
--Apprentice Magician. This searches out Hand of Nephthys.
If you don’t need a Hand (no pun intended), then you can
always bolt for Magician of Faith. I’ll keep one teched.
--Wave-Motion Cannon. Believe it or not, its intended use
was to bait out the spell and trap removal, but in my local
metagame, it did not work out as intended. It was going for
3000 and 4000 damage at times, and then later the Dust
Tornadoes would bruise me. So I shelved that idea.
--Spirit Reaper. This was a close choice not to use, and for
a long time, I didn’t. I also didn’t understand how this
could almost always be used as tribute-fodder that could
survive a turn or two just in case the Hand wasn’t in hand
(again, no pun intended). This also serves to speed up the
deck (give it a chance!) by controlling your opponent’s
strategy into slowing down.
--Dekoichi, the Battlechanted Locomotive. Since I found the
last card on this list to be useful, I couldn’t avoid
dropping a Dekoichi in. It is a flip effect for a free card,
and its ATK and DEF are much better than its cousin, Des
Lacooda. This deck cannot possibly have enough speed. This
will stay.
--Goldd and Sillva. Against the right decks, these can be
brutal. Against the wrong decks, they’re a nuisance, unless
you have Graceful Charity handy (traditional strategy there,
but it works). These will side in and out for Mobius the
Frost Monarch and Jinzo.
--Tsukuyomi. This card can be just pure evil. Do you have a
spell you’re afraid to activate because your opponent has
Horus LV8 on the field? Flip it, and activate that spell.
Tsuky also single-handedly kills Spirit Reaper. It was as if
Dekoichi and Magician of Faith weren’t getting enough abuse.
This little fella is staying.
I will not provide a deck-list in this space, because I have
the suspicion that the majority of this page’s readers are
looking for Advanced Format-flavored tips. I’ll try to work
it into an Advanced Format deck and then post it for your
viewing pleasure.
Well, I hope you all enjoyed the article. Maybe I’ll do an
originality article soon. Until then, Happy Dueling!
Want to drop me a line? Think I’m an idiot for considering
such cards useful? Think I’m a nOOb simply because I am
talking about tried and true strategies? Too bad. This was
to be an article about the OTK potential of Sacred Phoenix
of Nephthys. I’d love to hear some feedback. I do not accept
unsolicited hate mail. brad@bradlandusa.com
Ciao.
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