March 2007
Monarchs for the new
Format-By GeneralZorpa
Well, I got my
first reply from someone about an article! I guess
it means that I should keep writing right? This
article is all about everyone's favorite top dawg
deck, Monarch Control. Lately the banning of
Magician of Faith, Breaker and Graceful Charity have
greatly hurt this deck, and it is falling out of
favor in it's current form, falling to the more
trendy and aggressive Bazoo/Trooper Return and
Diamond Dude Turbo decks. Here is a deck list that
should revitalize our beloved Monarchs in a very
aggressive format.
Monsters-24
3 Zaborg the Thunder Monarch
2 Mobius the Frost Monarch
1 Granmarg the Rock Monarch
1 Jinzo
3 Cyber Dragon
3 Hydrogeddon
3 Nimble Momonga
2 Gravekeeper's Spy
1 DD Assailant
1 DD Warrior Lady
1 Exiled Force
1 Sangan
1 Spirit Reaper
1 Treeborn Frog
Spells-12
2 Brain Control
1 Heavy Storm
1 Mystical Space Typhoon
1 Premature Burial
1 Scapegoat
1 Enemy Controller
1 Pot of Avarice
1 Snatch Steal
1 Nobleman of Crossout
1 Creature Swap
1 Confiscation
Traps-4
1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
1 Ring of Destruction
First off we'll talk about the monster cards that
would be a little ackward for some people to use.
I'm looking at you Apprentice Lovers.
Hydrogeddon
This amazing aquatic dinosaur has been good for a
really long time, but the loss of many decks running
elemental recruiters has stalled his play. He does
what a monarch deck is supposed to do, swarm the
field for later tribute. He also forces the opponent
to react to what has been played, forcing them on
the defensive lest they be on the wrong side of a
Hydro smackdown. He is of course run in 3's to
maximize his effect, but some people might consider
playing him in 2's as the deck can have bad topdecks
with both Hydro and Nimble in the deck.
Nimble Momonga
This is absolutely my most favorite card in the
game. He is one of the best defensive monsters in
the game, allowing an awesome first turn set. He
swarms the field and will likely gain you 1000
lifepoints, which is never a bad thing. He can also
force your opponent to react to his presence, often
with a Smashing Ground of remove from play monster
to keep you from gaining yet another thousand
lifepoints. He will not be run in 2's as his ability
to pull out not just another copy, but 2 more copies
is incredible! He is a very aggro monster even
though he is summoned facedown because he swarms the
field by 2, and as he can be turned on a clear field
for a decent 2000 damage, and not to mention the
fact that your opponent will be unlikely to use a
Sakuretsu Armor on a 1000 ATK Flying Squirrel.
Granmarg the Rock Monarch
This bad boy is often seen as the weakest of the
Monarch monsters. This is because his effect can be
foiled by a timely Ceasefire or other chainable
trap. However, the only chainable that is run in a
standard deck nowadays has been Ring of Destruction,
making his effect much more useful on set spell or
trap cards. He is the most versatile of the
Monarchs, being able to hit set cards as well as set
monsters. He also has a plus of not destroying
himself due to there being no monsters for him to
destroy. He also has the ability of surprise,
allowing an opponent to think that your last Mobius
or Zaborg is gone, but then SHAZAAM! He gets smacked
by their little brother.
Gravekeeper's Spy
This awesome monster tore it up at the last SJC,
landing in very many high level decks. She is
probably the best set on the first turn and is also
an aggro swarm wall monster like Nimble due to the
fact that she has a whopping 2000 DEF. That DEF is
not going away in a hurry, and if your opponent
wastes a Smashing Ground on it, so much the better
for you. SHe is run in 2's as it is no fun to draw 2
spies in an opening hand, and this reduces the
chances of that happening.
Next we look at the spell lineup, which is actually
fairly standard.
Snatch Steal
Recently removed from the banlist, this card was a
mistake to bring back. It is almost as broken as
Change of Heart and in addition to that the
important spell removal of Breaker is gone, leaving
this to run rampant. It WILL win you games. It is
also great for generating tribute fodder, so we run
it.
Confiscation
A card that screams AGGRO, it is good in that it is
a one for one trade in card advantage, but also
allows you to see your opponent's plans. With the
Nimbles in the deck, it makes it's cost very light,
we have no reason not to run it.
Creature Swap
We have about 2/3's of the monsters in this deck
that make great swap targets and when paired with
Nimble it often means game.
Next the traps, or rather lack of. This deck is very
aggro and it requires most of it's space to be
devoted to that. The ones that I do have support the
theme or are simply too good to pass up.
How to run this deck
Be aggressive. Do not be afraid of a counter attack.
With Spy or Nimble making the best first turn sets
in the game, we have an awesome start. You can
usually bring out a tribute by the second turn, and
usually that is all she wrote. I will beat good
decks within 3-5 turns with no room for the opponent
to recover. Use cards to your advantage and always
force the opponent off balance and keep them
reacting to your cards. This will increase your win
percentage by a lot.
Matchups with other decks
Monarchs
Hydrogeddon pwns these decks that use little
Dekoichi and Apprentice Magician. They will often
have no answer to Spies or Nimbles in the early
game, so pwn them early and they have no chance.
Gadgets
Hydro loves to munch gadgets and Jinzo and Mobius
turn them into mincemeat. Watch out for Shrink, as
it has been mass released and will make your mighty
monarchs not so mighty anymore. I am currently 6-0
against gadget builds of various construction, so it
should be no problem.
Diamond Dude Turbo
The monarchs are big, too big for this deck to
handle once they hit the field, and DDT has no way
to deal with Spies or Nimbles, and it even has
trouble with Hydrogeddon. However, if you don't have
a Nimble or a Spy, be prepared for a rough fight.
They pack a wallop in the early to mid game, so last
until the late game and the game is yours.
Bazooper Return
I honestly don't know how this deck was able to win
so well. Your own remove from play monster make
Dimension Fusion less than desirable, and a swarmed
field often provokes a panicky Return play that
allows you to Snatch or Brain Control your way to
victory. Don't waste removal on Trooper, your goal
is to reduce your opponent's lifepoints to 0,
Trooper give you a free shot at their life, so take
it. Bazoo is a bit more of a problem, but the
constant swarming should limit the amount of
Monsters that are removed and allow your monarchs to
eventually score some hits.
Well there it is. If you have any questions or
anything email me at
raptor1k@hotmail.com
GeneralZorpa