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Yugioh
Reader Tips, Rants and Raves
From: Tyler Ulsch
[mailto:headfirstforhalos00@gmail.com]
Sent: Thursday, January 12, 2006 9:17 PM
Subject: Chthonian Warrior Deck Fix- Make Me Scene
A few days ago, I got a reply from my recent Tourney Report
asking for a deck fix. I naturally replied because, of
course, I love to help out when I can. So, here it is, my
first deck fix:
Hello
2 Chthonian Soldier
1 Command Knight
1 Cyber Jar
1 Cybernetic Magician
1 D. D. Warrior Lady
2 Dark Mimic LV1
1 Dark Mimic LV3
1 Drillroid
1 Exiled Force
3 Hydrogeddon
1 Kycoo the Ghost Destroyer
1 Magician of Faith
1 Mobius the Frost Monarch
1 Mystic Tomato
1 Sangan
1Silent Swordsman LV 5
2 Creature Swap
1 Dark Hole
1 Heavy Storm
1 Mystical Space Typhoon
1 Nobleman of Crossout
1 Premature Burial
2 Reinforcement of the Army
2 Rush Recklessly
1 Smashing Ground
1 Snatch Steal
1 The Warrior Returning Alive
1 Bottomless Trap Hole
1 Call of the Haunted
1 Chthonian Blast
1 Dust Tornado
2 Sakuretsu Armor
1 Torrential Tribute
1 Trap Hole
1 Waboku
Anyway my deck is originally made for fun but I would like
it to be more slightly competitive in the current game
environment. I wanted the deck to be completely revolve
around the chthonian monsters but with the beat-down theme.
I put the 3 hydrogedon in there because of chthonian
alliance. I also wanted to make much faster and be able to
compete against a cc decks. Anyway thanks for the help and
reading this mail.
Well, Archangel, I like original. Although original doesn't
always win, original decks are always fun. I personally
don't like the Chthonian cards, although I can see some
potential in some of them (Chthonian Blast and Chthonian
Soldier being at the top of the list). I looked at the deck
list and a few of my first impressions were a) your monster
lineup is a little skewed. I say this because I don't really
understand the need for cards like Cybernetic Magician and
Kycoo. I know the magician can pump those Chthonian Soldiers
up to a beefy 2000, but that's not really what they're there
for. They're there to die! That way, you can burn your
opponent's life points. Well, that and to make your opponent
think twice before attacking.
Chthonian Soldier also has quite a few weaknesses, which I
found while playtesting this deck. First, even though the
life points are an even trade, in order to activate that
effect, you get
-1 advantage. Now I don't really care or understand much
about card advantage most of the time, but I know that
losing a monster, a defense, to get an even trade of LP
provides no gains whatsoever for the player. But, the card
is the central part of your deck, so who am I to judge?
Another potential weakness with Chthonian Soldier is rather
the timing of it. If you have a soldier out during late
game, when you have a low amount of life, you run the risk
of your opponent playing a card with high enough attack
power to kill you, while still surviving. Chthonian Soldier
itself is best used when your opponent has less life points
than you. Still, in my opinion, Chthonian Soldier is a
little too situational to rely on.
Now, while I said that the Soldier is situational, it is
still the theme of your deck. And a good idea would be to
build your monster set to support that card. I've decided to
go with a warrior build. Mostly because warriors are strong
cards in this meta, but also because warriors have a lot of
good support. Another advantage to look at when looking for
support is the fact that Soldier is also DARK. This helps a
lot, as you have noticed, because the Soldier can be fished
out with Tomato, but it can also become Chaos food to get
out Chaos Sorcerer once you've used up his effect. So,
here's the monster setup:
-1 Drillroid +1 D.D. Assailant
Obviously a better choice. DDA is a Warrior, which is good,
and it has an amazing effect which gains you advantage and
monster removal. Drillroid isn't a warrior, nor does it give
much advantage because the only monsters in CC decks worth
running through with this guy are Spirit Reapers, which you
may hit once, but after that, those things are either gone
in place of a Mobius or Jinzo, or in attack, which in the
latter, you'd be better off with a stronger attacker anyway.
-3 Hydrogeddon +2 Marauding Captain, +1 Blade Knight
The Hydrogeddon provided a bit of swarm, but they didn't fit
in the theme, obviously being a dinosaur. The Marauding
Captain will give you that speed you need, while giving
protection to your other warriors. The Blade Knight is one
of my personal favorites. Main reason it's in the deck:
Well, it should be obvious later. Another good reason: it's
a Warrior, good beatstick which becomes a better beatstick,
and can negate those pesky Cyber and Morphing Jars as well
as Magician of Faith and the occasional Mask of Darkness.
-1 Cybernetic Magician +1 Chaos Sorcerer
Ok, you may hate me for this, but the possibilities! Now you
can put those Soldiers to good use after they die. Also, as
you will see, there will be a good balance of light and dark
monsters to fuel this thing.
-1 Kycoo +1 Ninja Grandmaster Sasuke
Chaos food, beatstick, Spirit Reaper's bane. That's enough
of a reason. Kycoo didn't fit too well. Also, it's DARK and
this deck is loaded with DARK monsters. Sasuke is LIGHT and
it's a Warrior, so obviously it fits a bit better.
-2 Dark Mimic LV 1 +2 Dekoichi the Battlechanted Locomotive
Ok, stop reading of you want to. But seriously, the only
advantage the mimic has over the choo-choo train is it's
ability to level up to LV 3. But, when are you honestly
going to use that effect. Maybe if a Sangan runs into it
(Which I did once), but it won't be often. Dekoichi gives
the draw power, with a relatively mediocre beatstick. It can
suicide a Don. Which reminds me…
-1 Dark Mimic LV 3 +1 Don Zaloog
Ah, the dreaded Don. Amazing card, downright. The Dark Mimic
didn't give anything except a card when it was killed. Not
that great, especially with Dekoichi. Don gives field
presence, it's searchable by the ever popular Reinforcements
and Sangan. All around, a better card.
-1 Mystic Tomato +1 Mystic Swordsman LV 2
This was a hard choice. Tomato can be so versatile, but in
this case, the best cards you can get out are the Soldiers
and Don, which can be brought out by Reinforcements and
Sangan already. MSLV2 gives you a warrior that can crush
face-down monsters, and can also be searched out by the
aforementioned cards… sweet.
Well, that was what I did with your monster set. Obviously,
I went for a Warrior setup. Warriors are strong right now,
and a pure warrior deck can end up being the perfect thing
to counter today's CC toolbox filled metagame. The Chaos
aspect is a neat bit of tech too. Usually, with this
DARK/LIGHT balance, you should have one of each in your
graveyard by the time you draw the Sorcerer. Don't be afraid
to Dark Hole your Sasuke or Blade Knight if you can summon
the Sorcerer… Well, unless your opponent doesn't have any
monsters. Obviously.
Now the Magic set doesn't need that much work. I'm just
going to take out the Rush Recklessly and a Creature Swap.
Why? Because the Rushes will be replaced with The A. Forces.
A great warrior tech. Even though it's a continuous spell
card, it has the potential to be a game breaker. Also, I'm
replacing that Creature Swap with a Giant Trunade. This way,
you can protect those A. Forces. Nothing else really stands
out. Being a Warrior deck, 2 Reinforcements and 1 Warrior
Returning Alive is a good mix. I decided not to press for a
Chthonian Alliance simply because with The A. Forces, you
don't need it. Alliance is an equip, so it only works on one
monster. A. Forces is global which is a bit better. And
anyway, the rest of your Spells are pretty much perfect
right now.
Now your traps. Nothing really wrong with your traps except
Chthonian Blast. I mean, yes it is part of your deck, but
just play test with a Royal Decree instead, I'm sure that
card will be a bit more consistent. Also, Waboku, in my
opinion, isn't that great. Of course it can chain and of
course it stops the damage, but your opponent will still be
able to attack. Not always a good thing. It could flip a
Dekoichi or a Magician of Faith at a time when you don't
want it to. D.D. Warrior Lady's effect can still activate,
taking out your Mobius. Your Chthonian Soldier would be
completely wasted. Et cetera, et cetera… So, I think just
subbing that out for a Threatening Roar would be a much
easier task. Activate it at the beginning of a turn, and
your opponent is shot for the turn. Easy. Also, this way you
can choose when to activate your MoF or Dekoichi.
So this is your deck now. Overall, a bit more constructed
and a lot more smooth.
Tributes (3):
Mobius the Frost Monarch
Chaos Sorcerer
Silent Swordsman LV 5
Non-Tributes (17):
2 Chthonian Soldier
1 Command Knight
2 Marauding Captain
1 D.D. Assailant
1 D.D. Warrior Lady
1 Cyber Jar
1 Mystic Swordsman LV 2
1 Don Zaloog
1 Blade Knight
1 Ninja Grandmaster Sasuke
1 Magician of Faith
1 Exiled Force
2 Dekoichi the Battlechanted Locomotive
1 Sangan
Spells (14):
2 The A. Forces
2 Reinforcement of the Army
1 Giant Trunade
1 The Warrior Returning Alive
1 Dark Hole
1 Nobleman of Crossout
1 Creature Swap
1 Premature Burial
1 Smashing Ground
1 Heavy Storm
1 Snatch Steal
1 Mystical Space Typhoon
Traps (9):
1 Bottomless Trap Hole
1 Call of the Haunted
2 Sakuretsu Armor
1 Threatening Roar
1 Royal Decree
1 Torrential Tribute
1 Trap Hole
1 Dust Tornado
Now, I think I'll add some reccomended side deck cards so
you can try out some other combos and such:
Side Deck (15):
1 Mobius the Frost Monarch
1 Morphing Jar
2 Strike Ninja
2 Ninja Grandmaster Sasuke
3 Kinetic Soldier
1 Chthonian Alliance
1 Wave Motion Cannon
1 Nobleman of Extermination
1 Chthonian Blast
1 Return From the Different Dimension
1 Ceasefire
Ok, the side deck is very basic. I added in the Strike Ninja
because of the removal already present, adding to it, then
using a RFtDD will give major advantage. Also, with the
number of DARK monsters in the deck will let you use the
Ninja's ability over and over. The Morphing Jar is in there
for a little bit more control and in case Dekoichi isn't
enough speed for you. I put in the other Chthonian cards so
you can test them out with the Warrior build, the extra
Sasuke to get a use out of Chthonian Alliance, and a Wave
Motion Cannon and Ceasefire to be used as added burn. The
Kinetics are in there as anti-meta and the Mobius is in
there as a replacement for either Chaos Sorcerer or SSLV5,
whichever doesn't seem to be working well at the time. You
may want to just add the Morphing Jar in and scrap a
Dekoichi, then take out the Sasuke for 3 other Warriors like
2 Blade Knight and another Command Knight. Anyway to further
the use of Chthonian Alliance when you want to use it.
There you have it, a Chaos Warrior deck with Chthonian
support and Draw Engines. While I playtested this version of
the deck, this deck was able to win 3 out of the 4 games I
played against my own CC deck. Like I said, experiment. Most
likely, with more playing, you will find a better strategy
to use. Just try different things. This deck is a
competitive deck, so treat it as such and it can only get
better.
There you go. Like it? Hate it? Want one done for yourself?
Want to give me hints and tips? Drop me a line at:
headfirstforhalos00@gmail.com
I always reply.
So, until next time, Pojoevangelists!
-Tyler "Make Me Scene" Ulsch
Love is Love
--
Yes.
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