July 2006
From: Chaos mech [mailto:chaosmech@hotmail.com]
Sent: Thursday, July 20, 2006 10:08 AM
To: yugiohcrew@pojo.com
Subject: Credit where credit is due-- Chaosmech
Ok, everyone, Chaosmech here again.
It seems I have been blessed (and cursed) with the
ability to see the future.
Not that I can tell you if the Cubs will win the
World Series. I don't need clairvoyance to tell you
that. NO!!
In any case, I'm writing to brag about my ability to
predict the metagame before it occurs.
Let's go back a ways, to right before IOC came out.
My friend, Laki, and myself were avid duelists. And
in our school environment (that's where all the
duelists were), everyone wanted a Tsukuyomi. Now,
admittedly, we all ran a lot of Man-Eater Bugs and
Old Vindictive Magicians. So Tsukuyomi was perfect
for re-using those awesome effects.
But, at the same time, we recognized Tsukuyomi's
incredible potential even outside the Flip Effects
we had. In fact, I distinctlly remember a discussion
we had, about how we would not be at all surprised
if Tsukuyomi was one day limited to one. Well, a
year and a half later, that's exactly what happened.
Now, the next example isn't nearly as drastic, but I
still believe it merits
noting here.
If I'm not terribly mistaken, the metagame has
shifted towards Dark World tech, and Creature Swap
mechanics. Now, visit one of my earlier articles, I
believe it's called "Konami screws up again-- the
Ridiculist." Back? Good.
Now, did I or did I not predict the rise of Dark
World following the re-release of Graceful Charity?
I believe I did.
Finally, with the rise of Creature Swap, people are
turning to Tomato. Yes, Mystic Tomato. It's a good
card, can search out the two biggest Hand Destroyers
in the game: Don Z and Reaper. Work it in with
Creature Swap, and
you have a veritable powerhouse mechanic. Take your
opponent's strong monster, smack your swapped
Tomato, fetch Don or Reaper, and hit their hand.
That's nothing new. That's the old Tomato Control,
with a Swap twist.
But what really gets my goat is that, following my
article on Robbin'
Goblin, now people are beginning to play it. Goblin
Control!
It was MY idea!
Ok, I'm done bragging and complaining. And since
you've been so patient in putting up with my rant,
I'll treat you to my deck list, which has a very
long, but very descriptive name.
I give you.... Chaos Goblin Tomato Swap Control
Monsters: 23
Tribute/SS: 5
Chaos Sorcerer x2
Mobius the Frost Monarch
Silent Swordsman LV5
Jinzo
Non-tribute: 18
Blade Knight x3
Ninja Grandmaster Sasuke
Don Zaloog x2
Spirit Reaper x2
Mystic Tomato x2
Newdoria
Sangan
Breaker
Exarion Universe
Magician of Faith
Tsukuyomi
D.D. Warrior Lady
Exiled Force
Spells: 15
Creature Swap x2
Snatch Steal
Brain Control
Smashing Ground
Lightning Vortex
Heavy Storm
Mystical Space Typhoon
Nobleman of Crossout
Premature Burial
Swords of Revealing Light
Metamorphosis
Scapegoat
Reinforcement of the Army
Graceful Charity
Traps: 8
Divine Wrath
Sakuretsu Armor x3
Torrential Tribute
Bottomless Trap Hole
Call of the Haunted
Robbin' Goblin
Total: 46
I admit, it's a little big. But the point should be
fairly obvious.
Control the game.
There are some good beatstick monsters in there,
Blade Knight, Breaker, Exarion, Sasuke. The RotA is
in for obvious reasons: 8 Warriors needs some
searcher capabilities.
The thing that makes this deck different is its
Goblin mechanic. It works especially well when you
swap your Tomato for, say, their Cyber Dragon,
activate Goblin, and hit for 700 and a card, then
search out Don and hit for
1400 and 2 cards. Bing Bang Boom.
I know what you're thinking. Chaosmech, everyone
techs two Goldd these days.
How will you ever survive?
The answer is simple: I take away enough advantage
that, by the time I hit Goldd, my opponent is so far
down I can recover. That's what Smashing Ground
is for.
And, if I really wanted to be hateful, I could swap
another Tomato for their
Goldd. Looks like they're finished.
Believe me, two Goldd in a deck of at least 40 cards
is not enough to make me worry. And you should be
hitting enough other cards to at least make up for
it.
The only thing this deck fears is a dedicated, I
repeat, DEDICATED Dark World Deck. And for that, I
have a simple solution.
The End of Anubis
Dark/Fiend/6/2500/0
As long as this card remains face-up on the field,
negate the effects of cards that target a card in
the graveyard, or that activate in the graveyard.
By subbing this in for Mobius, and Maining a Dust in
exchange for Goblin, I can stop the Dark World
monsters dead in their tracks.
With 0 defense, Anubis really only fears Tsukuyomi,
as 0 isn't exactly a great target for Smashing
Ground.
With that, Dark World's strategy, which revolves
entirely around the graveyard, is screwed.
I've thought of everything.
If you think I haven't, please email me at chaosmech@hotmail.com
and tell me
what I haven't thought of.
Come to think of it, just email me anyway. If you
want a deck fix, want to talk strategy, want to make
a logical and non-burning criticism, please, email
me. I answer every email, though it may not be
answered right away.
Keep it cool, y'all
Chaosmech