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Reader Tips, Rants and Raves
From: Fbmryder631@aol.com [mailto:Fbmryder631@aol.com]
Sent: Tuesday, January 10, 2006 3:00 AM
Subject: Final Count Down-K.I.S.S.-Fbmryder631
Final Count Down-K.I.S.S. (Keep It Simple Stupid)
The Main Objective Behind the Final Countdown deck is to
pull that card and stall for 20 turns and win right, so why
try to add cards to your hand that have effects that return
monsters to your opponents hand, what you should really be
doing is stopping attacks and doing life point damage with
certain cards.
Some key cards your going to need will be as follows:
Spells -
Final Countdown, your only going to need two of these, why
only two, because if you play the first one you don't want
to draw two "dead" cards that you cant use right?
Different Dimension Capsule, to help get Final Countdown to
your hand faster or another card in you deck that you might
need in any given situation.
Wave-Motion Cannon, back up incase your Final Countdown
doesn't go off like you thought it would. Game winner
Level Limit-Area B, Simple stall (Gravity Bind in Spell
form)
Messenger of Peace, Again Stall and it's only 100 points and
you can stop it when ever you want
Stumbling, stall your opponent from attacking with that new
monster on the field for at least one turn.
Pot of Avarice, add 5 monsters to your deck draw two cards,
sweet, don't deck out as fast and use monsters effects again
what's better then this nothing right now.
Traps -
Pyro Clock of Destiny, VERY IMPORTANT CARD, run three of
these your 20 turns just turned into 17 turns, and could be
a game winner
Gravity Bind, Again Stall card
Threatening Roar, Stop attacks before they even happen, I
run 3 of these
Thunder of Ruler, Basically the same as above just activate
during your opponent's stand-by phase. I run 2
Waboku, all damage zero, Awesome, I run 3
The monsters we are going to take a look at all have there
own reason, and each one of them gel very well with this
type of deck, in any stall deck may it be Exodia, Final
Countdown, or Burn.
Dekoichi the Battlechanted Locomotive, drawing power always
good, I run 3
Des Feral Imp, something in your graveyard that you want
back? take it and put it right back in your deck, good if
Final count down goes off mid to late game and you don't
want to deck out. I suggest 2 or 3
Wall of Illusion, with Messenger of Peace out on the board
if you opponent does attack they will take damage hitting
the 1850 DEF. and that monster goes back to their hand.
awesome when it's their high level monster and they tribute
there only two monsters just to attack and now they have no
monsters on the field for at lease one turn. I run 3
Giant Germ, 500 direct damage when sent as a result of
battle good
Stealth Bird, flip manually during your turn inflict 1000
points of damage then flip it back face down awesome burn
card.
Gora Turtle, Messenger of Peace's monster counter part, all
1900 and higher ATK cant attack.
Man-Eater Bug, Don't start laughing yet, destroying monsters
is always good, and if your field is full and your tired of
seeing the same one's on your side send one of your own to
set another monster from your hand,
Hyena, if destroyed bring out the others, (field presence is
very good)
So if you have read carefully and understand the method of
Final Countdown then an average deck will look something
like this:
Total Cards - 41
Monsters - 19
3 - Dekoichi the Battlechanted Locomotive
2 - Des Feral Imp
3 - Wall of Illusion
2 - Giant Germ
3 - Hyena
3 - Man-Eater Bug
2 - Stealth Bird
1 - Gora Turtle
Spells - 10
2 - Final Countdown
2 - Level Limit - Area B
1 - Messenger of Peace
1 - Stumbling
1 - Pot of Avarice
1 - Wave-Motion Cannon
1 - Different Dimension Capsule
1 - Dark Hole
Traps - 12
3 - Pyro Clock of Destiny
1 - Gravity Bind
3 - Threatening Roar
2 - Thunder of Ruler
3 - Waboku
So there you have it, a Final Countdown deck that is easily
made and very playable with three ways of winning, of course
Final Countdown is one; Wave-Motion Cannon is the Second,
and Stealth Bird is the third, if both are on the field at
the same time, that's 4 turns. Of course this deck has it's
weaknesses like Nobleman of Crossout and Nobleman of
Extermination for the traps, but that's why a side deck is
important. Hey I'm not going to give you Everything.
Comments/suggestions/hate mail all welcome at Fbmryder631@aol.com
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