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Trading Card Game Tips from fans
August 2008
"Maximum Light" Deck - AJD
Greetings,
duelists. As a long-time casual Yu-Gi-Oh! player,
I've tried to keep up with the latest metagame
trends, reading the reviews of the Pojo writers as
well as the tips and rants, even though I don't
agree with some of them. Spells: 14 Traps: 5 Extra Deck: 12 The high-Level monsters are
essentials in Light decks. Zaborg can be brought out
fast with Shining Angel's target as his tribute, or
with Marshmallon. Cyber Dragon is excellent with
Honest if your opponent brings out a strong monster
on turn 1; Special Summon Cyber Dragon, Normal
Summon Honest, return Honest to your hand, and use
him to power up your CyDra. Guardian of Order is
largely considered as overextensive, but if each
card is worth about 1000 life points, if you can get
in a hit with the Guardian, you've already paid off
that overextension times 2.5. Marshmallon makes for a
great defense along with some burn damage, and he
provides tribute fodder for Zaborg, or just as an
extra Light for Guardian of Order's requirement.
Freed's destruction ability is very helpful here,
considering that a lot of commonly played monsters
(I'm looking at you, Laquari/Stratos!) have more
than 1700 ATK. Shining Angel can bring out Honest,
D.D. Warrior Lady, or Sage of Silence easily. D.D.
Warrior Lady's removal is just too good to pass up
in an environment crawling with Heraklinos and
Stardust Dragon. Three copies of Honest are
definitely worth it here, allowing Blue Thunder T-45
to take down any monster and get a free token in the
process, or with Sage of Silence to keep your
opponent's Spells in his/her hand. Blue Thunder, as
mentioned before, is useful with its
token-generating ability, making it a nice floater.
Ryko is devastating - let him use his effect to
destroy your opponent's card, and then follow up
with Freed, using Ryko and one of your
inevitably-discarded Lights as fuel for his effect.
Lastly, Sage of Silence is searchable with Shining
Angel, and it punishes your opponents for setting
weak monsters early on, so that they can't use their
powerful spells. The Spell lineup is
abnormally aggressive. Lightning Vortex, Shrink,
Shield Crush, Nobleman of Crossout, they're all
powerful monster-destroyers (with Shrink being
useful when Blue Thunder is attacked by a bigger
monster). Lightwave Tuning is nice with Shining
Angel, Freed, etc. Shining Angel can bring out
another Angel, then you can use Lightwave Tuning and
summon another Level 4 monster to tune with Shining
Angel, summoning Stardust Dragon (or you could
summon Ryko to summon Goyo Guardian). D.D.R. is for
bringing back your Freed fuel and, in some cases,
D.D. Warrior Lady. All the rest are staples. There are only 5 Traps here,
since the deck doesn't really need any support in
that department. Raigeki Break can destroy a card
and load your Graveyard with Lights for Freed at the
same time. Return is for when you need that big
finish. Sometimes, you might even use it to bring
back a D.D. Warrior Lady to save your rear from one
of those nasty boss monsters. As for the Extra Deck,
there's the classic trio of SD, RDA, and GG, because
they are too good to pass up. Thought Ruler
Archfiend is a good choice, since you might as well
recover some Life Points, and since it's a Light
monster, hey, that's more Freed fuel! And that's that. With this
deck, you can use both aggression and field control
to win handily. If you have any comments on the
deck, or if you want me to write a deck fix for you,
my e-mail address is [ajDOTfortedsDOTdigiovanniATgmailDOTcom],
minus the brackets and with the DOTs replaced with
"." and AT replaced with "@", just because I don't
want spam flooding my inbox :P.
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