July 2006
From: withheld withheld
[mailto:flamewingman28@gmail.com]
Sent: Saturday, July 01, 2006 12:14 PM
To: Pojo.com Crew
Subject: My Tip-Protector of the Sanctuary Deck and
Article
Today, I'll be building a Protector of the Sanctuary
Control deck. It will focus on using cards like
"Card Destruction" and "Morphing Jar" to discard
your opponent's hand and force them to not draw any
cards to replace them.
I realize that you can't activate Card Destruction
while Protector of the Sanctuary is face-up on the
field, but you can activate Card Destruction, and
then chain a card to flip Protector of the Sanctuary
face-up.
We'll start out with the key card, protector of the
Sanctuary. It is limited so only one can be included
in this deck.
Stats: Fiend/Effect Level 4 ATK/1100 DEF/1900
Description: As long as this card remains face-up on
the field, your opponent cannot draw a card(s)
except during Draw Phases.
Morphing Jar is a limited card that forces both
players to discard their hands and then draw five
cards. With Protector of the Sanctuary on the field,
your opponent will still discard, but won't draw
more cards. Since it's limited, I'll only include
one.
Stats: Rock/Effect Level 2 ATK/700 DEF/600
Description: FLIP: both you and your opponent
discard all cards in your hands and draw 5 cards
from your respective decks.
I'll need to constanly flip Protector of the
Sanctuary Face-up and facedown, and Tsukyomi does
the job. He is a spirit that allows you to flip a
monster into defense position whenever it's
summoned. He's limited, so I can only include one of
him.
Stats: Spellcaster/Effect Level 4 ATK/1100 DEF/1400
Description: This card cannot be Special Summoned.
This card returns to the owner's hand during the End
Phase of the turn that it is Normal Summoned or
flipped face-up. When this card is Normal Summoned
or flipped face-up, select 1 face-up monster on the
field and flip it into facedown Defense Position.
With all of the discarding that this deck will be
doing, a few Dark World Monsters could help. I''l
include two of the powerhouse monsters (Goldd, Wu-Lod
of Dark World) and two of the draw engines (Broww,
Huntsman of Dark World).
Goldd, Wu-Lord of Dark World
Stats: Fiend/Effect LV5 ATK/2300 DEF/1400
Description: If this card is discarded from the hand
to the Graveyard by a card effect, Special Summon
this card to your side of the field. If this card is
discarded from the hand to the Graveyard by your
opponent's card effect, you can select up to 2 cards
on your opponent's side of the field and destroy
them.
Broww, Huntsman of Dark World
Stats: Fiend/Effect LV3 ATK/1400 DEF/800
Description: If this card is discarded from the hand
to the Graveyard by a card effect, draw 1 card from
your Deck. If this card is discarded from the hand
to the Graveyard by your opponent's card effect,
draw 1 more card from your Deck.
Think about the possbilities. Imagine that you and
your opponent both have four cards in you hands. You
hand consists of two of each of the afore mention
Dark world Cards. You have a Morphing Jar on the
field in facedown defense position, a Protector of
the Sanctuary Face-up on the field, and it is your
turn. You flip summon your Morphing Jar. Here is
what happens in terms of card advantage:
You Flip Summon your Mophng Jar (-0)
You discard your hand (-4)
Your opponent discards their hand (+4)
You draw five cards (+5)
Your opponent is prevented from drawing any cards
(+0)
You summon both of your Goldd, Wu lord of Dark
Worlds (+2)
You draw one card for each Broww, Huntsman of Dark
World (+2)
That's a whopping +9! It even leaves you with a nice
field, and your opponent with an empty hand.
That exact situation is unlikely, but similar ones
could happen.
Let's get back to building the deck.
Magician of Faith is a nifty flip effect monster, as
it allows you you reuse your magic cards. Magician
of Faith can also be re-used using Tsukuyomi. It is
semi-limited, so I will only use two.
Stats: Spellcaster/Effect Level 1 ATK/300 DEF/400
Description: FLIP: Select 1 Spell Card from your
Graveyard. Add the selected card to your hand.
Mask of Darkness is very similar to Magician of
Faith. IT let's you return a trap to your hand
instead of a monster. Drop Off will be used in this
deck, and it will be very helpful if re-used. Mask
of Darkness is limited, so I'll only use one.
Stats: Fiend/Effect Level 2 ATK/900 DEF/400
Description: FLIP: Select 1 Trap Card from your
Graveyard and return it to your hand.
Night Assailiant is a flip effect monster that
allows you to destroy one opponet's monster, but
that's not why we're using it. IT's true strength
lies in its secon effect. When it is sent directly
from your hand to the graveyard, you get to return a
flip effect monster from your graveyard to your
hand. Re-using flip effects, is very important.
Strength: Fiend/Effect Level 3 ATK/200 DEF/500
Description: FLIP: Select 1 monster on your
opponent's side of the field and destroy it. When
this card is sent directly from your hand to the
Graveyard, return 1 Flip Effect Monster from your
Graveyard to your hand.
Since we can only use one Protector of the
Sanctuary, we'll need ways to search it out from our
deck. Sangan is a good choice, and so is Mystic
Tomato. I'll include one Sangan (since it's limited)
and two Mystic Tomotoes.
Sangan
Stats: Fiend/Effect Level 3 ATK/1000 DEF/600
Description: When this card is sent from the field
to the Graveyard, move 1 monster with an ATK of 1500
or less from your Deck to your hand. Your Deck is
then shuffled.
Mystic Tomato
Stats: Plant/Effect Level 4 ATK/1400 DEF/1100
Description: When this card is sent to the Graveyard
as a result of battle, you can Special Summon 1 DARK
monster with an ATK of 1500 or less in face-up
Attack Position from your Deck. Then shuffle your
Deck.
There are only two light monsters in this deck so
far, but some of the Generic "Staples" are light
monsters, so we'll include a Chaos Sorcerer. It
doesn't seem like it would work in this deck, but it
did well in testing, so I'll include one.
Stats: Spellcaster/Effect Level 6 ATK/2300 DEF/2000
Description: This card can only be Special Summoned
by removing 1 LIGHT and 1 DARK monster in your
Graveyard from play. Once during each of your turns,
you can remove 1 face-up monster on the field from
play. If you activate this effect, this card cannot
attack during this turn.
\With the five remaining spaces, I'll look at the
generic monsters for most decks: Mobius the Frost
Monarch, Zaborg the Thunder Monarch, Breaker the
Magical Warrior, and Cyber Dragon.
Mobius the Frost Monarch
Stats: Aqua/Effect Level 6 ATK/2400 DEF/1000
Description: When this card is Tribute Summoned
successfully, you can destroy up to 2 Spell or Trap
Cards on the field.
Zaborg the Thunder Monarch
Stats: Thunder/Effect Level 5 ATK/2400 DEF/1000
Description: When this card is Tribute Summoned
successfully, destroy 1 monster on the field.
Breaker the Magical Warrior
Stats: Spellcaster/Effect Level 4 ATK/1600 DEF/1000
Description: Whent his card is Normal Summoned, put
1 Spell Counter on it (max.1). Increase the ATK of
this card by 300 points for each Spell Counter on
this card. By removing 1 Spell Counter.
Cyber Dragon
Stats: Machine/Effect LV5 ATK/2100 DEF/1600
Description: If there is a monster on your
opponent's side of the field and there are no
monsters on your side of the field, you can Special
Summon this card from your hand.
This deck needs monster removal, so we'll use
Zaborg. Only one will be needed in this deck.
Cyber Dragon can pull you through hard positions.
I'll include two of them.
Breaker the Magical warrior can be a 1900 attacker,
or remove a spell or trap on the field and become
1600 attacker. It is limited, so you can only use
one.
I have one space left, and one "staple" left. Mobius
can remove spell and traps on the field, which can
harm this deck's combos. I have one space left, so
I'll only include one.
That wraps up the monster lineup. Overall, it is:
Protector of the Sanctuary
Morphing Jar
Tsukuyomi
Broww, Huntsman of Dark World
Broww, Huntsman of Dark World
Goldd, Wu-Lord of Dark World
Goldd, Wu-Lord of Dark World
Magician of Faith
Magician of Faith
Night Assailiant.
Mystic Tomato
Mystic Tomato
Sangan
Mask of Darkness
Chaos Sorcerer
Zaborg the Thunder Monarch
Mobius the Frost Monarch
Breaker the Magical Warrior
Cyber Dragon
Cyber Dragon
Let's move on to the spells.
Card Destruction makes the both players discard and
re-draw their hands, and when combo'ed with a flip
card and Protector of the Sanctuary, can lead to
massive card advantage. It's limited, so I'll only
include one.
Stats: Spell Card
Description: Both players must discard their entire
hands and draw the same number of cards that they
discarded from their respective Decks.
Another, less powerful discard card is Dragged Down
Into the Grave. It forces you and your opponent to
choose one card from eachothers' hands and then both
players draw one card. I'll include two to make up
for the copies of Card Destrucion that can't be
used.
Strength: Spell Card
Description: You and your opponent look at each
other's hands, select 1 card from each other's hands
and discard them to the Graveyard, and each draw 1
card.
I need to continuously flip Protector of the
sanctuary, so I'll use Book of Moon
Stats: Spell Card
Description: Flip 1 face-up monster on the field
into facedown Defense Position.
Through testing, I have found that bad hands are
common with this deck, and Magical Mallet helps it.
Two of these solved the problem.
Stats: Spell Card
Description: Choose any number of cards from your
hand and shuffle them into your deck. After, draw
the same number of cards shuffled in.
The opponent might end up able to to get a stong
monster on the field, and Enemy Controller switches
the monster into defense position before it can do
damage to you. Two will suffice.
Stats: Spell Card
Description: Select and activate 1 of the following
effects:
1) Change the Battle Position of 1 face-up monster
on your opponent's side of the field.
2) Offer 1 monster on your side of the field as a
Tribute. Select 1 face-up monster on your opponent's
side of the field. Take control of the selected card
until the End Phase of the turn this card is
activated.
The Card Creature Swap can provide Card Advantage.
You can give a used up flip monster to your opponet,
a spirit monster that will return to your hand at
the end of your turn. Here is one even better: give
a Morphing Jar to your opponent.
Here is a good combo:
Imagine that you and your opponet both have five
cards in your hands. You have Protector of the
Santuary face-up, Morphing Jar facedown, the four
Dark World Monsters in your hand, and a Creature
Swap in your hand.
Play Creature Swap to give your opponent Morphing
Jar (-1)
You discard your hand (-4)
Your opponent discards their hand (+5)
You draw five cards (+5)
Your opponent can't draw (+0)
Morhing Jar is destroyed (+1)
Here is where the good part comes. Since Morphing
Jar was on your opponent's field, you get the
special effects of Dark World Monsters.
Draw two cards for each of the Browws discarded (+4)
Summon both Goldds, and use therir second effects to
destroy four cards on your opponent's fields. (+6)
That's a massive +17! This is a very rare situation,
but similar situatios could happen.
Because of combos, I'll include two Creature Swaps.
Stats: Spell Card
Description: Both Players select 1 monster from
their respective sides of the field and switch
control of those monsters with each other. The
selected monsters cannot change their battle
positions this turn.
For the remaining five slots, I'll use the generic
"staples." Graceful Charity, Snatch Steal, Premature
Burial, Heavy Storm, and Nobleman of Crossout. You
should already know what they all do.
That makes our spell lineup:
Card Destruction
Dragged Down Into the Grave
Dragged Down Into the Grave
Book of Moon
Magical Mallet
Magical Mallet
Enemy Controller
Enemy Controller
Creature Swap
Creature Swap
Nobleman of Crossout
Graceful Charity
Premature Burial
Heavy Storm
Snatch Steal
Now for the Traps.
We need to filp Protector Face up, so we'll use one
Ceasfire, and two Desert Sunlights.
Ceasefire
Stats: Trap Card
Description: Flip all facedown Defense Position
monsters on the field face-up. Flip Effects are not
activated at this time. Inflict 500 points of Damage
to your opponent's Life Points for each Effect
Monster on the field.
Desert Sunlight
Strength: Trap Card
Description: All monsters on your side of the field
are changed to face-up Defense Position.
Drop off will prevent the opponen't from gainig
cards.
Stats: Trap Card
Description: This card can only be activated during
your opponent's Draw Phase. Your opponent
immediately discards from their hand to the
Graveyard the card they drew.
Finally, the trap staple, Call of the Haunted and
Mirror Force, making our trap lineup:
Call of the Haunted
Mirror Force
Desert Sunlight
Desert Sunlight
Ceasefire
One problem that I found was going against a Dark
World Deck. I sided some Remove From Play cards just
for that. See if you can figure out somne other
things for the side deck! The over all deck is:
Protector of the Sanctuary
Morphing Jar
Tsukuyomi
Broww, Huntsman of Dark World
Broww, Huntsman of Dark World
Goldd, Wu-Lord of Dark World
Goldd, Wu-Lord of Dark World
Magician of Faith
Magician of Faith
Night Assailiant.
Mystic Tomato
Mystic Tomato
Sangan
Mask of Darkness
Chaos Sorcerer
Zaborg the Thunder Monarch
Mobius the Frost Monarch
Breaker the Magical Warrior
Cyber Dragon
Cyber Dragon
Card Destruction
Dragged Down Into the Grave
Dragged Down Into the Grave
Book of Moon
Magical Mallet
Magical Mallet
Enemy Controller
Enemy Controller
Creature Swap
Creature Swap
Nobleman of Crossout
Graceful Charity
Premature Burial
Heavy Storm
Snatch Steal
Call of the Haunted
Mirror Force
Desert Sunlight
Desert Sunlight
Ceasefire
If you have any questions, PM me o the boards (I'm
FlameWingman28) or E-Mail me at
FlameWingman28@gmail.com