Deck Analysis 4.
Looking at the Zombie Deck.
By ~ShineSoldier~
Hello once again.
It’s been a while since my last ‘Deck Analysis’
article, but since I got a lot of positive feedback
on those articles, I’ll write some more.
But before I start with this article, I would like
to let you all know that I made a mistake in my
‘Lockdown’ Deck article. I assumed that Ojama Tokens
had 0 DEF instead of 1000 DEF, which of course is
one heck of a stupid mistake.
Well, now that I’ve cleared that up, let’s hop onto
this article’s subject: Zombies
Last Tuesday, I got a mail from Nick and he wanted
to see a Zombie deck here.
So, that’s what we’re going to do.
Like always, I’m going to sit and think about what
this decktype is good at.
Well, in this case, it would be Speed.
That’s right. Zombie Decks provide a lot of speed,
which is defenitely good.
A second thing that Zombie Decks can do really well
is coming back from the Graveyard.
But let’s not proceed to that point already.
First, it’s time to take a look at the cards that
provide this Speed of the Zombies.
Pyramid Turtle
Earth / Zombie
Effect
4*
“When this card is sent from the field to the
Graveyard as a result of battle, you can search your
deck for a Zombie-type monster with a DEF of 2000 or
less and Special Summon it on your side of the field
in face-up Attack or Defense Position. Shuffle the
Deck afterwards.”
ATK 1200 / DEF 1400
Call of the Mummy
Spell / Continous
“When there are no monsters on your side of the
field, you can Special Summon one Zombie-type
monster from your hand. You can only use this effect
once per turn.”
Those two cards are the main cards of the Zombie
Deck that provide it’s huge speed.
Pyramid Turtle is obviously a true staple in this
deck. It can search out ANY Zombie-monster, with the
exception of Despair from the Dark and Dark Dust
Spirit, but they won’t be in this deck anyway. His
1400 defense means that it won’t be very difficult
for him to be destroyed in battle, so that helps.
Call of the Mummy allows you to Special Summon a
Zombie monster when you’ve got no other monsters on
the field. Since Zombie-decks have a lot of
tributes, this card works really well with them.
Onto the next thing in which Zombie decks are good
at: Recursion.
They’ve got a lot of cards that can bring back your
lost monsters or monsters that come back out of
themselves. Let’s take a closer look at the two
cards that can do this at best.
Vampire Lord
Dark / Zombie
Effect
5*
“Each time this card inflicts Battle Damage to your
opponent, decare 1 card type (Monster, Spell or
Trap). Your opponent selects 1 card of that type of
his/her Deck and sends it to the Graveyard. Also,
when this card is destroyed and sent to your
Graveyard by your opponent's card effect, it is
Special Summoned to the field during your next
Standby Phase.”
ATK 2000 / DEF 1500
Book of Life
Spell / Normal
“Special Summon 1 Zombie-Type monster from your
Graveyard in face-up Attack or Defnse Position and
remove 1 monster in your opponent's Graveyard from
play.”
Vampire Lord is in my opinion the heart of the
Zombie Deck. It’s a golden oldie from Dark Crisis
and one of the best tribute monsters ever. In a
Zombie Deck, he just rocks.
The release of Cyber Dragon however, really hurted
this card, since that card can just be Special
Summoned when Vampire Lord is out and kill him with
great ease.
Book of Life is one heck of a good card in Zombie
Decks, basically a Monster Reborn with a little
bonus: removing one of your opponent’s monsters in
their Graveyard from play.
Defenitely deserves his spot in a Zombie Deck.
Now that we’ve looked at those 4 cards, let’s see
what other Zombie-related cards there are.
Spirit Reaper
Dark / Zombie
Effect
3*
“This monster is not destroyed as a result of battle
at any time, although damage calculation is applied
normally. When this card is specifically designated
as a target of the effect of a Magic, Trap, or
Effect Monster Card, this card is immediately
destroyed. When this card attacks your opponent’s
Life Points directly, 1 card is randomly selected
from your opponent’s hand and discarded to the
Graveyard.”
ATK 300 / DEF 200
Ryu Kokki
Dark / Zombie
Effect
6*
“If a monster that battles with this monster is a
Warrior or Spellcaster-Type monster, destroy that
monster at the end of the Damage Step.”
ATK 2400 / DEF 2000
Patrician of Darkness
Dark / Zombie
Effect
5*
“As long as this monster remains face-up on the
field, the controller of this card selects the
targets of his/her opponent's attacks.”
ATK 2000 / DEF 1400
Three monsters that are worth playing in a Zombie
Deck.
I didn’t include Dark Dust Spirit and Despair from
the Dark with them, because they aren’t worth
playing in my opinion. Now, let’s start with the
deeper looks.
Spirit Reaper is a monster with pathetic stats, yet
he’s seen in every single deck at the moment. Why?
Because of his amazing effect! He can’t be destroyed
in battle at anytime, so he’s one heck of a good
defensive wall.
With the rising playability of Warriors and the
release of Spellcaster’s Judgement, Ryu Kokki will
be more useful than ever before. It has exactly 2000
defense, so Pyramid Turlte can summon it. His 2400
attack is really something, so this card deserves
his spot also.
Our third card is Patrician of Darkness, one card
that has been looked over all the time. However, he
works really well in a Zombie deck. Why? Turn all
your opponent’s attacks to Spirit Reapers to make
‘em useless, or turn them to Pyramid Turtle to
summon your beloved Vampire Lord. That sounds sweet
to me.
Now it’s time to add some other support cards that
weren’t made specifically for Zombie Decks, but work
really well in them.
Now what were Zombie Decks’ qualities?
Oh yeah, speed and recursion.
Let’s begin with Speed.
Decks that provide a lot of speed usually suffer bad
hands, since they can summon many monsters in one
turn and such.
Zombie Decks are no exception. With Call of the
Mummy and Book of Life, you’ll be out of cards in
your hand in no time. To prevent this from
happening, we’re going to add ‘Card of Safe Return’.
Card of Safe Return
Spell / Continous
“Each time a monster from your Graveyard is Special
Summoned, you can draw one card from your deck.”
With this card, you’ll utilize the recursion ability
of the Zombies to the max.
With Vampire Lord and Book of Life, you can summon
those Zombies over and over again, so this card will
provide great advantages in this decktype.
A second problem that Speed brings with itself, is
heavy Field Control.
Now you will probably be wondering why this is bad.
Well, Field Control of course isn’t a bad thing, but
when you’ve got 4 monsters out at the same time, you
ARE taking a great risk of getting hit by Dark Hole
or Torrential Tribute.
This is why we’ll add ‘My Body as a Shield’.
My Body as a Shield
Spell / Quick-Play
“You can activate this card when your opponent
activates a card that has the effect of destroying
one or more monsters on the field. Pay 1500 Life
Points to negate the effect of that card and destroy
it.”
A card that forms reliable protection for your
Zombies.
It can negate any card that would destroy a monster
on the field, so it negates the oftenly played
Smashing Ground, Sakuretsu Armor, Bottomless Trap
Hole, etc.
Of course, this card won’t do anything good for your
Vampire Lord, since it doesn’t really matter if he
gets destroyed by a card effect.
However, he does need some protection to keep out a
little bit longer himself.
Since battle is the only way to get rid of this card
(or by removing it from play), you could add a Rush
Recklessly.
Rush Recklessly
Spell / Quick-Play
“Increase the ATK of one face-up monster on the
field by 700 points until the end phase of the turn
in which this card is activated.”
Now this is a really underrated card in my opinion.
Boosting one monster’s attack by 700 for one turn
isn’t good, that’s right. But the fact is, this card
is a Quick-Play Spell Card, which means it can be
activated in the damage step, even in your
opponent’s. What I’m trying to say is that this card
could be even better than Sakuretsu Armor if you use
it correctly. And above all that, you will have
something to laugh about when some Cookie Cutter
decks tries to attack your Vampire Lord with their
Cyber Dragon or such.
Now that we’ve looked at some standard Zombie-cards
and their ‘standard’ support, let’s dig some deeper
and seek for more and original support cards that
can’t be obtained just by simply buying one of the
Structure Decks. What fun would it be to run a deck
that only runs commons?
When we take a deeper look, we will notice that
Zombies need Hand Management. They summon a lot of
monsters very quickly and thus decreasing their Hand
Size very quickly too. We’ve already said that Card
of Safe Return was good in getting more cards, but
the problem with Card of Safe Return is that it’s a
Continous Spell, meaning that he’s very vulnerable
to S/T removal.
Now what other cards do we know that can provide
decent Hand Management?
Of course, Morphing Jar comes to mind, but he’s not
very original, is he?
There would be no reason not to run him, so he will
be in this deck as well, but what we need is
originality, thus we’re looking further.
When looking at the spoiler of Pharaonic Guardian,
we don’t see many interesting things for this deck’s
Hand Management. However, when looking a little bit
closer, you’ll notice a little common card in it
that can provide massive advantages with the right
protection cards.
That’s right, I’m talking about our old pal, Des
Lacooda.
Des Lacooda
Earth / Zombie
Effect
3*
“Once per turn during your Main Phase, you can flip
this card into face-down defense position. When this
card is succesfully Flip Summoned, draw one card
from your deck.”
ATK 500 / DEF 600
First of all, you’ll see that this card happens to
be a Zombie too, which makes him fit in this deck
even more.
Whenever you Flip Summon him, you draw one card.
That means when you Flip Summon him once, you’ll get
one card, meaning that ‘he paid for himself’. When
flipping him twice (which becomes much easier due
its first effect), you’ve gain a +1 advantage.
This card doesn’t work with some protection, and
since Rush Recklessly won’t protect this guy, we’ll
need to add some other protection.....or maybe we
won’t?
Remember one of the Zombie-monsters I’ve talked
about earlier?
Maybe you’ll have a better idea of whom I’m talking
when I give you his name...
I’m talking about Patrician of Darkness.
When you combine Des Lacooda with Patrician of
Darkness, you’re able to draw away all the attacks
that target the little Zombie and turn them to your
way much stronger Patrician of Darkness, which WILL
get help from Rush Recklessly.
So that’s one thing that can provide some Hand
Management.
Now when you want to gain Hand Control, you might
just want to discard cards from your opponent’s
hand, to give you some advantage as well.
So, which card is perfectly suited for this job?
We’ve already got Spirit Reaper, but another card
would be very nice.
Let’s try adding a Robbin’ Goblin.
Robbin Goblin
Trap / Continous
“Whenever one of your monsters inflicts battle
damage to your opponent’s Life Points, discard one
card from your opponent’s hand at random.”
What you will notice almost immediately, is that
this card works very well with Rush Recklessly.
Imagine the face of your opponent when they think
they will destroy your Vampire Lord with their Cyber
Dragon, but instead, they’re losing that Cyber
Dragon, take 600 points of damage and lose a card
from their hand!
Only run one of this thing at max, since you won’t
have enough space to include two of them.
I think you won’t have that much trouble to mantain
some Hand Control now.
Let’s go ahead.
We’ve come to the part where we’re going to look at
the battlefield itself.
Zombies don’t have to bother about getting Field
Advantage. Call of the Mummy, Pyramid Turtle and
Book of Life will make sure you’ve got enough
monsters on your field.
What Zombie Decks do need to do, is keeping that
Field Advantage, and not let all their monsters be
wiped out by a single Dark Hole or Torrential
Tribute.
We’ve already discussed ‘My Body as a Shield’, which
does a great job.
Another card that might be interesting is Magic
Drain.
Magic Drain
Trap / Counter
“You can activate this card when your opponent
activates a Magic Card. If your opponent cannot
immediately discard a Magic Card from his/her hand,
negate the activation of the Magic Card and destroy
it.”
This’ll fit into this deck, because it adds
protection AND some sort of Hand Control. The best
part is, that if you’ve already discarded a lot of
cards out of your opponent’s hand, you might get a
free negation...and that’s awesome.
Good thing to include in this deck for sure.
So, we found ways to gain Field Advantage as well as
keeping it:
Call of the Mummy, Book of Life, Vampire Lord,
Pyramid Turtle, My Body as a Shield, Magic Drain.
We’ve also found ways to gain and keep the Hand
Advantage:
Card of Safe Return, Robbin Goblin, Des Lacooda.
Speed is something that Zombie Decks automatically
have.
Monster Removal might still be a problem, even
though we’ve got Rush Recklessly.
So what are we going to do about that?
Simple.
Include some solid 1-for-1’s, like Sakuretsu Armor,
Smashing Ground and Exiled Force.
The fact that Exiled Force will waste your Normal
Summon for a turn doesn’t really matter in this
deck, since it has got a lot of ways to Special
Summon its monsters.
Now that we’ve looked at all the aspects of a
Zombie-deck, it’s time to construct the deck itself.
Here we go:
Monsters: 20x
Vampire Lord
Vampire Lord
Patrician of Darkness
Patrician of Darkness
Ryu Kokki
Pyramid Turtle
Pyramid Turtle
Pyramid Turtle
Spirit Reaper
Spirit Reaper
Spirit Reaper
Nimble Momonga
Nimble Momonga
Nimble Momonga
Magician of Faith
Morphing Jar
Breaker the Magical Warrior
Magical Merchant
Magical Merchant
Exiled Force
Spells: 17x
Book of Life
Book of Life
Book of Life
Call of the Mummy
Card of Safe Return
My Body as a Shield
My Body as a Shield
Rush Recklessly
Rush Recklessly
Smashing Ground
Smashing Ground
Nobleman of Crossout
Heavy Storm
Mystical Space Typhoon
Brain Control
Dark Hole
Snatch Steal
Traps: 6x
Torrential Tribute
Call of the Haunted
Sakuretsu Armor
Sakuretsu Armor
Magic Drain
Dust Tornado
Total Cards: 43 cards
Final Explanations:
- The Nimble Momonga’s are in to increase your Life
Points so that you can pay for the costs of My Body
as a Shield. It provides tribute bait for your high
amount of tribute monsters also.
- Breaker the Magical Warrior is in, because this
deck needed more S/T removal, since Mobius isn’t in
it.
- Brain Control and Snatch Steal are to use your
opponent’s monsters as tributes for your tribute
monsters, in case you can’t bring them out in any
other way.
- I left Des Lacooda out. Although I think it’s a
very good card, he was just not strong enough to fit
in this deck. When playtesting it, I discovered that
more tribute bait was needed, and Des Lacooda isn’t
suited for this job.
- Magical Merchants are in, to abuse ‘Book of Life.’
It dumps your Tribute monster and with the maybe
drawn ‘Book of Life’, you can get them right back.
When flipped, it does provide you a +1 advantage.
- I also left Robbin Goblin out. This is because the
deck was short of defense, even with the defensive
walls like Spirit Reaper. If you would like to
include it, feel free to do it, but as far as my
playtests showed me, you’d better let Hand
Management to what it is and focus on the defense
more.
- Even though Robbin Goblin is out, Magic Drain will
still form a very nice addition to this deck.
Some final notes: This deck was made by using as
less as possible ‘staple’ cards. I didn’t include
Mobius and D. D. Assailant for example, just because
I hate those Cookie Cutter Cards. I did include 3
Spirit Reapers, but that’s because they fit the
theme perfectly and provide an extra wall of solid
defense.
Depending on your own playstyle, you might want to
replace the ‘My Body as a Shields’ with ‘Solemn
Judgments’. Solemn Judgment provides ultimate
defense, but has a pretty hefty Life Points cost.
It’s up to you.
If you are a fan of 40-cards decks, leave out the
Nimble Momonga’s. The Magical Merchants should stay
in, even with a Monster count of only 17. Their
purpose in the deck becomes just speeding up the
deck, instead of dumping monsters.
As said earlier, you could add the cards that I
mentioned to provide you with better Hand
Management. However, when you include them, you will
find out soon enough that you won’t have any defense
to protect yourself. The Magical Merchant Dump
Strategy works really well, so I would recommend
this deck instead of the Hand Management Deck.
Again, the choice is up to you.
I know that I’m writing a lot of notes down, but
that’s because the cards in this deck most of all
depend on your own personal playstyle. If you like
control, include Robbin Goblin and leave out Nimble
Momonga. If you like speed, use this deck etc...
The point is: Zombie decks can be seen in many
different types, and this is just one of them. Make
some adjustments like the ones I mentioned above and
create the decktype that suits you most.
I hope you liked the article.
If you’ve got any questions, ideas or comments,
mail me them at slam25@hetnet.nl
‘Til next time,
~ShineSoldier~