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 Trading Card Game Tips from fans

 

From: zbarvian@comcast.net [mailto:zbarvian@comcast.net]
Sent: Wednesday, April 19, 2006 9:42 PM

Subject: Neat Burn Control Deck-Power Player

 

Hi, this is my first article.  This deck is about burning your opponent’s Life Points away with card effects.  Let’s review the cards in the deck.

 

Solemn Judgement

Trap/Counter

Pay half of your Life Points when your opponent either activates a Magic or Trap Card or summons a monster (including Special Summon) to negate the action and destroy the Magic Card, Trap Card, or summoned monster.

 

This is a great card.  It’s also really easy to annoy your opponent with it.  Your opponent could pull off a major combo, only with you to negate it.  It fits pretty well in the deck.  The downside is that half your Life Points could be 4000 damage.  It can never kill you, but it can get pretty close. 

 

 

Threatening Roar

Trap/Normal

Your opponent cannot declare an attack during this turn.

 

This is a card that Waboku wants to be.  It’s a great stall card and it’s chainable whenever.  The downside is that it only lasts for one turn, and you can’t chain it when your opponent declares an attack. 

 

Scapegoat

Spell Card/Quickplay

When this card is activated, you cannot summon any monster in the same turn (including Flip Summon and Special Summon).  Place 4

“Sheep Tokens” (Beast-Type/EARTH/1 Star/ATK 0/DEF 0) in Defense Position on your side of the field.  The tokens cannot be used as a Tribute for a Tribute Summon.

 

This card is great to stall, plus if it’s in your hand, it can be chained whenever during your turn.  It’s a great card, giving you four monsters for the price of one, and if your opponent wants to get to you, he’s got to go through 4 annoying goats.  The downside is it can easily clog your field.

 

Level Limit-Area B

Spell Card/Continuous

All face-up Level 4 or higher monsters on the field are changed to Defense Position and remain in Defense Position as long as this card is active.

 

This tops off for stalling, switching all monsters of Level 4 or higher into defense position.  It’s a great card to use in a stall or Burn deck.  The downside is it also switches your monsters to Defense Position.

 

Call of the Haunted

Trap Card/Continuous

Select 1 monster from your Graveyard and Special Summon it in face-up Attack Position.  When this card is destroyed or removed from the field, the summoned monster is destroyed.  If the summoned monster is destroyed, this card is also destroyed.

 

A lot of decks use this card, and this deck is no exception.  It can bring up a monster for free, and is a Trap Card.  The downside is that if they destroy it, they’ll destroy the monster. 

 

Nightmare’s Steelcage

Spell/Normal

This card remains face-up on the field for 2 of your opponent’s turns.  No monsters can attack.  Destroy this card during your opponent’s 2nd End Phase after this card was activated.

 

Stalling is what this deck does best, and this card can stall for decent amount of time.  The downside is that your monsters can’t attack either, but this deck doesn’t do much attacking.

 

Torrential Tribute

Trap/Normal

You can only activate this card when a monster is Normal Summoned, Flip Summoned or Special Summoned.  Destroy all monsters on the field.

 

Another card that belongs in almost every deck.  This card can destroy all monsters, sometimes you lose to much for it, which is its downside.

 

Wave-Motion Cannon

Spell/Continuous

Send this card on the field to the Graveyard during your Main Phase.  Inflict damage to your opponent’s Life Points equal to the number of your Standby Phases that have passed after this card’s activation x 1000 points.

 

This card is one of my personal favorites.  As soon as you play it, it is the only thing your opponent wants to destroy.  I can’t really see a downside to it except waiting a few turns. 

 

Heavy Storm

Spell/Normal

Destroy all Spell and Trap Cards on the Field

 

Okay, this might only be good in the beginning, because in the later game, you’ll be stalling and you couldn’t risk it.  That’s its downside.

 

Messenger of Peace

Spell Card/Continuous

You must pay 100 Life Points at each of your Standby Phases.  If you do not, destroy this card.  All monsters with an ATK of 1500 or more cannot attack.

 

There’s a lot of stalling in this deck.  This one can protect you from most monsters.  100 Life Points isn’t really that much to pay.  The downside is a lot of monsters have 1400 ATK or lower.

 

Premature Burial

Spell Card/Equip

Pay 800 Life Points.  Select 1 monster from your Graveyard, Special Summon it on the field in face-up Attack Position, and equip it with this card. When this card is destroyed, the monster is also destroyed.

 

800 Life Points isn’t really much to pay to Special Summon a monster from your Graveyard.  The downside is you still have to pay, and the monster has to be in Attack Position, oh yeah, and if it dies, the monster dies.

 

Gravity Bind

Trap/Continuous

All monsters of Level 4 or higher cannot attack.  Their positions may still be changed.

 

A Trap card that can stop all monster attacks.  Great card.  I can’t find many downsides.

 

Mystical Space Typhoon

Spell Card/Quickplay

Destroy 1 Spell or Trap Card on the field.

 

This card can be much better than Heavy Storm in this deck.  No downsides.

 

Swords of Revealing Light

Flip all face-down monsters on your opponent’s side of the field face-up.  This card remains face-up on the field for 3 of your opponent’s turns.  As long as this card remains face-up on the field, your opponent cannot declare an attack.

 

Nightmare Steelcage wants to be this card..  It can stall for longer and you can attack.  The downside is it doesn’t stay on for a really long time.

 

Ceasefire

Trap Card/Normal

Flip all face-down 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.

 

Oh, how I love this card.  Flipping every monster on the field face up, without activating effects, and inflicting a chunk of damage to your opponent.  Awesome.  The downside is it’s a negative one for you. 

 

Graceful Charity

Spell Card/Normal

Draw 3 cards from your Deck, then discard any 2 cards from your hand. 

 

There’s nothing to say about this card.  Every deck should run it. 

 

Lava Golem

Fiend/Effect

This monster must be Special Summoned on your opponent’s side of the field by offering 2 monsters on your opponent’s side of the field as a Tribute.  This card inflicts 1000 points of damage to the Life Points of this card’s controller during each of his/her Standby Phases.  When you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn.

 

This is where the fun begins, inflicting 1000 points of damage to your opponent each turn, and destroying 2 of your opponent’s monsters.  The downside is that you can’t set or summon, which can hurt you if you don’t have a monster or a stall card.

 

Magician of Faith

Spellcaster/Effect

Flip: Select 1 Magic Card from your Graveyard.  Add the selected card to your hand.

 

Recycling Spells is great in this deck.  I can’t find a downside.

 

Mask of Darkness

Fiend/Effect

Flip: Select 1 Trap Card from your Graveyard.  Add the selected card to your hand.

 

Recycling Traps can also be very good in this deck.  Another monster that I just can’t find a downside to.

 

Morphing Jar

Rock/Effect

Flip: Both you and your opponent discard all cards in your hands.  After that, both players draw 5 cards from their respective Decks.

 

Discarding a few cards to get five, now that’s what I call a good card.  The downside is that you might have some good cards in your hands.

 

Des Lacooda

Zombie/Effect

You can flip this card into face-down Defense Position once per turn during your Main Phase.  When this card is Flip Summoned, you can draw 1 card from you deck.

 

Wow, in a deck that does a lot of stalling, this thing can be quite a handful.  The downside is that if you don’t have a stall card, this thing can be a dead card.

 

Stealth Bird

Winged Beast/Effect

You can flip this card into face-down Defense Position once per turn during your Main Phase.  When this card is Flip Summoned, inflict 1000 points of damage to your opponent’s Life Points.

 

A flip-flop card that can inflict 1000 every time it’s flipped up.  Great card.  Downside, see Des Lacooda’s downside. 

 

Sangan

Fiend/Effect

When this card is sent from the field to the Graveyard, move 1 monster with an ATK of 1500 or less from you Deck to your hand.  Your Deck is then shuffled.

 

No need to review.

 

Spirit Reaper

Zombie/Effect

This card is not destroyed as a result of battle.  Destroy this card when it is targeted by the effect of a Spell, Trap, or Effect Monster.  If this card successfully attacks your opponent’s Life Points directly, your opponent discards 1 card randomly from his/her hand.

 

Great stall.  Downside is that it blows up pretty easy.

 

Solar Flare Dragon

Pyro/Effect

This card cannot be attacked if there is another Pyro-Type monster on your side of the field.  This card inflicts 500 points of damage to your opponent’s Life Points during the End Phase of your turn.

 

The fun begins when you play two.  The downside is that 500 isn’t a lot.

 

Des Koala

Beast/Effect

Flip: Inflict 400 points of Direct Damage to your opponent’s Life Points for each card in your opponent’s hand.

 

This..can..hurt..really..bad.  Can’t find a downside.  Free damage.

 

Here’s the decklist.

 

Total 41

 

Monsters x 19

Solar Flare Dragon x3

Des Lacooda x3

Stealth Bird x3

Lava Golem x2

Magician of Faith x2

Spirit Reaper x2

Des Koala

Mask of Darkness

Morphing Jar

Sangan

 

Spells x13

Wave-Motion Cannon x2

Messenger of Peace x2

Nightmare Steelcage x2

Level Limit Area B

Heavy Storm

Mystical Space Typhoon

Premature Burial

Scapegoat

Graceful Charity

Swords of Revealing Light

 

Traps x 9

Threatening Roar x2

Solemn Judgement x2

Gravity Bind x2

Torriential Tribute

Call of the Haunted

Ceasefire

 

The main purpose of the deck is to stall while burning your opponent’s Life Points away.  Stalling isn’t a problem in this deck, and can be done with many cards.  Des Lacooda can give you a lot of draws to keep your hand as big as you can get it.  Burning your opponent’s Life Points away might take a while, but you can draw what you need with a Des Lacooda or Graceful Charity.  This deck annoys your opponent.  Lava Golem is a great addition to this deck.  Solar Flare Dragon is a fun card to use.  I encourage you to experiment with it and email me at zbarvian@comcast.net.  Good-bye, for now.

 

 


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