August 2008
Looking Under The Bed - Hand Control
Hey all,
It's Anteaus again, and it's been quite some time
since I've sent anything to Pojo.com (over 4 years!)
In the past four years, I've played many a game of
Yu-Gi-Oh!, got married, had a daughter, quit the
game, picked up Magic: The Gathering, quit that too,
graduated High School, dropped out of college, got a
job, played some more Yu-Gi-Oh!, quit that again,
picked up Magic: The Gathering again, picked up Halo
3, then picked up Yu-Gi-Oh! again...sheesh, that's a
lot of stuff out of my personal life. I've seen
featured writers come and go, banlists shake the
Advanced format, seen Yu-Gi-Oh! GX tear apart the
old-school decks...I've seen a lot in the four years
since I last played actively.
It's hard to drop a game so suddenly, then try to
pick up the pieces four years later. When I last
played, Black Luster Soldier - Envoy of the
Beginning was still legal in the Advanced format.
That's how long it's been since I've actively played
(and I know a lot of you are asking yourselves,
"what's Black Luster Soldier?"). But the truth of
the matter is that once you start playing Yu-Gi-Oh!,
you can never really quit; it's always with you, no
matter where you go in life. You'll be looking back
twenty years from when you quit and think to
yourself, "man, I wonder if that game is still
around?" And it will be. And you'll probably pick up
a deck and start playing.
Because Yu-Gi-Oh! won't die until the fans have
given up. And it's good to see that they haven't
yet.
Anyway, I'm trying to break back into the scene, but
I've noticed that most of the Tier-1 decks are based
around Gladiator Beasts...which is odd, considering
that when I left there was only one top deck then. I
was told that the banlist would make the Advanced
format much more...interesting, but I guess I was
quite mistaken. This new column that I'm going to be
posting is called "Looking Under The Bed," and it's
based around decks and cards that can be Tier-1
decks if given a little time and attention. And the
first one I'm going to look at is called
simply..."hand control."
Hand Control, the most elegant and beautiful deck to
ever grace this game. It's ritual was simple, it's
dance divine: destroy your opponent's hand while
coveting your own, forcing them to top-deck their
cards, while you sit comfortably with your
3,-4,-5-card hand and pound your opponent into dust.
It is this eloquence that drew me to Yu-Gi-Oh! oh so
long ago - the dance that one played with the
opponent, toying with them like a cat with
oh-so-many mice, teasing them, letting them think
that they can escape, when wham! you drop the
Yata-Garasu for the win. Nothing feels better than
that Yata-lock, but, since the advent of the
Advanced Format, we will never see him again (which
is why he's in my wallet and not my trade binder -
sentimentality for the win).
Hand Control is the easiest deck to define, and yet
one of the hardest to play. All you do is make sure
that you control what your opponent can play, and
when they can play them. This is mainly accomplished
by controlling your opponent's hand, and now
with Destiny Hero decks gone, it's that much easier.
The metagame now is defined by cycling your monsters
in and out of your deck, which always gives you a
fresh option (I am, of course, refering to the
Gladiator Beasts) when dealing with any type of
deck. However, when you're controlling everything
that your opponent does, it makes it somewhat
difficult to cycle their monsters, doesn't it?
Hand Control is actually somewhat of a misnomer -
you're controlling what is in your opponent's hand
so you can, in turn, control what hits the field.
It's an aspect of overall control of the hand,
field, deck and graveyard - while the deck is nigh
impossible to truly control (really, there are few
cards that can synergistically work to control the
deck), and graveyard field is obsolete - it makes
sense to focus your control on the hand and field,
because that is where all of your opponent's damage
will come from. But this kind of control is easier
said than done. You need the right creature base,
the right spell base, and of course, the right trap
base to make this thing work on a synergetical level
- all of your cards need to work in tandem to
control your opponent. Now, I'll be listing off a
load of cards that we'll fit into a deck (starting
with monsters):
3x Don Zaloog
3x Mysic Tomato
2x Apprentice Magician
2x Old Vindictive Magician
3x Thestalos the Firestorm Monarch
3x Marauding Captain
3x Exiled Force
1x Sangan
1x Spirit Reaper
This is a rather simple monster lineup, but take a
look at what it can accomplish:
-Mystic Tomato can fetch Don Zaloog, Apprentice
Magician, Sangan and Spirit Reaper, not to mention
another Tomato;
-Maruading Captain can summon any monster here (save
for Thestalos the Firestorm Monarch) using its
special summon ability;
-Apprentice Magician (summonable by Mystic Tomato,
no less) searches out your Old Vindictive Magcian,
giving you immediate field control;
-Sangan gets any monster here (except Thestalos the
Firestorm Monarch);
-Spirit Reaper helps control both hand and field
using its discard ability and its unable to be
destroyed by battle;
-Exiled Force is a Warrior, able to be protected by
Marauding Captain, and helps with field control.
This monster lineup is solid when you think about
it. Don Zaloog, Spirit Reaper and Thestalos the
Firestorm Monarch all help to control the hand by
providing with immediate discard advantage,
ultimately putting Don Zaloog at a +1 (when he
attacks), Spirit Reaper at a +1 (when he attacks),
and Thestalos is a straight-up trade (until he drops
your opponent down to 0 with his whopping 2400
attack). Mystic Tomato provides a simple search
mechanic, allowing you to pull almost any DARK
monster from your deck and bashing your opponent in
with them.
Now then, onto the spell aspect:
3x Messenger of Peace
2x Reinforcement of the Army
2x Book of Moon
1x Monster Reborn
1x Mystical Space Typhoon
1x Heavy Storm
You're probably asking me: why are there three
Messenger of Peace in this deck? Well, it's simple,
and you'll understand once you see the trap lineup,
but notice the monsters that are in this deck:
everything but Thestalos the Firestorm Monarch are
under 1500 ATK. This means that, while your
opponent's Gladiator Beast's are sitting there
looking dumb and acting stupid, you're sitting
pretty behind your wall of monsters with low ATK,
waiting for your Exiled Force, Old Vindictive
Magician or Thestalos the Firestorm Monarch to
finish them off, while using your Don Zaloog and
your various traps (coming up next) to control the
hand.
Now then, onto traps:
3x Drop Off
3x Drastic Drop Off
2x Dust Tornado
1x Torrential Tribute
1x Mirror Force
not your typical trap lineup, eh? Well, this deck
works on the principle of hand control, not beatdown,
so it's best to include a lot of hand control cards,
no? A playset of both Drop Off and Drastic Drop off
allows you to begin controlling the hand quite
early, and with playsets of Don Zaloog and Mystic
Tomato, you're almost always guaranteed to get a Don
out by turn two or three, while you're up 2-3 cards
by turn four...that's a lot of advantage. Your
Torrential and Mirror Force are simply there for
protection, and Dust Tornado are there to counter
any destruction or Macro Cosmos decks you may run
into (something of mine you'll be seeing very soon).
So, when all is said and done, you should see
something like this:
Monsters (21):
3x Don Zaloog
3x Mysic Tomato
2x Apprentice Magician
2x Old Vindictive Magician
3x Thestalos the Firestorm Monarch
3x Marauding Captain
3x Exiled Force
1x Sangan
1x Spirit Reaper
Spells (10):
3x Messenger of Peace
2x Reinforcement of the Army
2x Book of Moon
1x Monster Reborn
1x Mystical Space Typhoon
1x Heavy Storm
Traps (10):
3x Drop Off
3x Drastic Drop Off
2x Dust Tornado
1x Torrential Tribute
1x Mirror Force
The sidedeck can be run a multitude of ways. I
personally side in The Transmigration Prophecy,
Sakuretsu Armor, Compulsory Evacuation Device (a
great maindeck card, to be sure), The Warrior
Returning Alive...the list goes on. The sidedeck
should contain counters to your local metagame, but
make sure that you keep the spirit of the deck at
heart at all times. With a little tweaking and some
playtesting to work out the kinks, this deck can
easily be maneuvered to a win at any local
tournament...hell, I'm confident that this deck
could win a Jump Championship, if in the right
hands.
As always, if you have any comments or questions,
feel free to e-mail me at
anteaus44@hotmail.com
Make sure in the subject line that you put the name
of my article, so I don't delete your e-mail :)