April 2008
Deck FIx 1- D.D.
Monarchs
Dear dude,
I'm running a DD Monarch deck with no raiza and
zaborg. This deck is pretty good, it can be pure
beatdown with DD Survivor and D Fissure or it
can be traditionally monarchs or a Return OTK.
So, I can kill my opponent with one of these 3
strategies. I am a control/aggro player, some
where in the middle. The problem with my deck is
that is slow compared to other deck in the
metagame, like DaD decks for instance. So, my
deck usually loses because of the lack of speed.
I would be very grateful if you could fix I
deck.
I would be grateful if you could reply within a
week.
Thank you!
DD Monarch x40
Monsters x15
Magical Merchants x2
Exiled Force x2
DD Survivor x3
Mobius the Frost Monarch x2
Sprit Reaper x1
Sangan x1
Neo Spacian Grand Mole x1
Thestalos the Fire Monarch x1
Caius the Shadow Monarch x2
Spells x20
Dimensional Fissure x3
Monster Gate x3
Monster Reborn x1
Enemy Controller x1
Smashing Ground x1
Brain Control x1
Upstart Goblin x3
Reinforcements of the Army x2
Lightning Vortex x1
Swords of Revealing Light x1
Shrink x1
MST x1
Heavy Storm x1
Traps x5
Mirror Force x1
Torrential Tribute x1
Threatening Roar x1
Return from Different Dimension x2
The Merchants are there for speed purpose and I
get an extra card. The monster gates are very
useful. If I tribute Survivor (with D fissure),
I get free monster. If I tribute any other
monster, the only bad cards that I can get are
merchants or sangan. So regardless, I get a good
monster for with my monster gate. Another
problem that this deck has is that I don't draw
the D fissures quick enough. If I don't draw the
D fissures in first 3-4 turns, I always lose.
Grateful if you could help.
Thank you,
Roshan
Okay, Roshan, let's see if we can't make this
any faster. Now I've ran a few duels with the
deck that you've sent to me, and I can see what
you were thinking when you built the deck. I
also see what problems you're having with it, as
well. These are the cards I believe that we
should take out, and reasons why:
Magical Merchant: I liked this idea a lot. It
doesn't get ran much anymore, and it's a serious
help in getting to your key spells and traps
quickly. However, it also cost me a lot of
monsters I could've used in those particular
duels. For this particular idea, I took both out
for consistency and for more aggressive options.
Exiled Force: Another good idea. The main
concern that I have for this card is that you
have to use up your normal summon for the turn
in order to destroy a troublesome card. It gives
up the aggressive nature of the deck, so I took
both out for that reason.
Neo Spacian Grand Mole: This was probably the
second hardest cut I had to make to the deck. I
liked the idea that you could put them in a lock
by constantly bouncing their monster back. It's
effect has some drawbacks though. If he's not
already on the field, you have to use your
normal summon, and you could accidentally send
something very useful back. (Like a D-Hero Disk
Commander, Stratos, etc.)
Monster Gate: The turbo idea you have is very
innovative, and this is one of the big cards for
that idea. It can burn through the spells and
traps, looking for a monster (Preferably a big
one) to summon. It's sort of like the magical
merchant idea, it speeds the deck up, but it
sacrifices consistancy in order to do so.
Several times I played a Monster Gate, burned
through one or two Dimensional Fissures, and got
a Magical Merchant in exchange. It's not a bad
idea, but I don't think it's right for this
particular build.
Monster Reborn: Quite possibly the biggest cut I
made to the deck was of this card. You may
disagree with me, but I assure you I had my
reasons. The whole idea of the deck is a removed
from play monarch/aggro/control, the key words
being removed from play. If this deck works
properly (and most of the time it will) the
majority of both player's monsters will be
removed from play, thereby making Monster Reborn
useless in that situation.
Smashing Ground: Another tough cut, since it
flows so well with the deck. I decided to keep
lightning vortex instead of smashing because in
this metagame players are more likely to swarm
you (DAD, Samurai, Zombies) and to have one
single immediate threat.
Upstart Goblin: This is the only card in the
deck that did not work for me once. Each time I
played it, I got a good card, and each time, my
opponent gained 1000 life points. Unfortunately,
I was testing against DAD, and that extra 1000
almost always allowed them to pay for Dimension
Fusion or Premature Burial for game when I was
dominating.
Swords of Revealing Light: A good defense card,
especially when you run a deck that takes a few
turns to put their plan into motion. I
personally prefer a more aggresive approach to
decks in this format, and I feel that this card
will end up being your downfall in certain
situations, especially if you go all out. If you
leave small monsters on the field, and play
swords, you set up a false sense of security,
and you'll think that you'll be safe for the
next turn at least. DAD decks are good at
clearing defenses out easily, and I fear that
this card will become more of a liability as
time goes on.
Shrink: A good defensive measure, it's
chainable, and it's able to be activated in the
damage step. Still, I would rather you take no
damage instead of half damage, so I replaced it
with another quickplay that I'll get to in a
second.
Threatening Roar: The final cut I made to the
deck was of this card. It's a good stall
measure, but stalling in this format could mean
trouble. It will save you from attacks for one
turn, but you have to have an immediate solution
the next turn in order for it to have it work
best for you.
Alright, that's it for the cuts, now let's take
a look to what I've put in.
Banisher of the Radiance: This card is perfect
not only for the deck you're running, but the
style that you play by. A 1600 ATK Level 3
beatstick that removes everything? Sounds
perfect for this deck. I included 3.
Caius the Shadow Monarch: Holding quite possibly
the coolest monarch effect, Caius is another
perfect monster for the deck for his removal and
possible burn effect. I'll add one more copy,
bringing the total to 3.
Thestalos the Firestorm Monarch: Hand control is
absolutely awesome in this format, and that's
exactly what Thestalos does. We'll add 1 more
copy.
D.D. Warrior Lady: A must have for RFG decks,
she allows you to control which monsters stay
and which ones go, and that kind of aggresive
control is exactly what we're after.
Marshmallon: A good shield, and burn damage
brings them closer to defeat. It will force your
opponent to use card removal on it, and forcing
your opponent to exaust their options is always
good.
D.D. Scout Plane: The ignored wall of removal
decks, D.D. Scout Plane is perfect for this
deck. Enemy controllers get a free usage, you
can gain monster advantage by tributing a
monarch for them, and they always come back in
the end phase. I added two to the main deck.
D.D. Crow: This card is extremely brutal in this
build. Having your opponent use most of his
cards to clear out the problems he/she is
encountering, and playing their final option the
designates a target in the graveyard pretty much
seals the duel in your favor. It stops DAD decks
in their tracks, since you can lock out their
graveyard options. I added 2.
D.D. Warrior: This is the more aggresive option
that I used instead of Exiled Force. Warrior
serves as a Offensive and Defensive measure in
field control, and will almost always force your
opponent into playing an option to stop it. I
added 2.
Enemy Controller: This is probably one of the
most useful cards in this format. It can save
you from DAD, stop an attack, allow you to push
for damage, and overall aggravate an opponent. I
added one more into the main deck.
Macro Cosmos: I remember you saying that you
have trouble winning if you don't draw a
dimensional fissure. Well, this is a great
option to complement it. It removes everything,
not just monsters, and that matters sometimes,
like with a Magical Explosion
OTK deck, or with DMOC's effect. I added 2.
Trap Dustshoot/Mind Crush: Both of these cards
are excellent hand control agents, and can stop
any opponent in their tracks. It's a lot easier
to control an opponent once you know what's in
their hand.
Removed:
- 2 Magical Merchant
- 2 Exiled Force
- 1 Neo Spacian Grand Mole
- 3 Monster Gate
- 1 Monster Reborn
- 1 Smashing Ground
- 3 Upstart Goblin
- 1 Swords of Revealing Light
- 1 Shrink
- 1 Threatening Roar
Add:
+ 3 Banisher of the Radiance
+ 1 Caius the Shadow Monarch
+ 1 Thestalos the Firestorm Monarch
+ 1 D.D. Warrior Lady
+ 1 Marshmallon
+ 2 D.D. Scout Plane
+ 2 D.D. Crow
+ 2 D.D. Warrior
+ 1 Enemy Controller
+ 2 Macro Cosmos
+ 1 Trap Dustshoot
+ 1 Mind Crush
Well, here are the changes I made, and here is
Roshan's new D.D. Monarch Deck.
Different Dimension Monarchs (41 Cards)
Monsters (22):
D.D. Survivor x3
Banisher of the Radiance x3
Caius the Shadow Monarch x3
Mobius the Frost Monarch x2
Thestalos the Firestorm Monarch x2
Spirit Reaper
D.D. Warrior Lady
Marshmallon
D.D. Scout Plane x2
D.D. Crow x2
D.D. Warrior x2
Spells (11):
Dimensional Fissure x3
Enemy Controller x2
Brain Control
Reinforcements of the Army x2
Mystical Space Typhoon
Heavy Storm
Lightning Vortex
Traps (8):
Mirror Force
Torrential Tribute
Macro Cosmos x2
Return from the Different Dimension x2
Trap Dustshoot
Mind Crush
The basic idea behind this build is to control
your opponent ruthlessly and quickly. You want
to limit their graveyard dependant cards, and
you want to strike fast and often, so that your
opponent cannot recover. I tried to make it so
that you'd have a removal card in every opening
hand, making the deck's overall goal more
consistant, and hopefully will win more. Thanks
for sending in the deck, I'll be looking forward
to more deck fixes/comments, so keep e-mailing
me!
PDtamer03
Email to PDtamer02@hotmail.com