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Trading
Card Game Tips from fans
January 2008
Subject: (Tips and
Rants) How to be Zany - General
Gygabyte
We've seen them all.
It's just the same old
stuff over and over
again: Monarchs,
Gadgets, Samurais,
Twilight Circle,
Zombies... cookie
cutters, basically.
They change every now
and then, but they are
still there, and they
are always just as
common. They are here
because everyone agrees
they are gamewinners,
and the idea is easy to
understand. What people
don't realize is that
there are other decks
out there that work well
next to these decks.
Some of us do though.
We are zany.
For those of you who
do not understand the
"zany," Zany decks
are oddball decks that
are very unique to the
meta-game, but
surpirsingly kick butt.
There have been a few I
have experienced:
Gladiator-Friendship,
Blue-Eyes summon decks,
Alchemist decks, etc.
Few have become decks in
the past, and are
gaining back ground.
Others just point out
hit-yourself-in-the-forehead
obvious combos no one
has noticed. Either
way, these decks (if
succesful) can surprise
any foe, and probably
give you a name if they
work.
But it isn't just
taking cards and
throwing them together,
hoping
it works. And there are
almost no example decks
you can follow,
depending on your deck.
You are on your own, and
skill and knowledge is
needed to make it work.
Think about how you go
around to wining before
you start
building. Usually, try to
involve a deck type
(Water, Clouds, Aliens,
Clown Control, etc.);
other times, it's how
the deck is played
(Burn, stall, or bash
your way to victory).
Try to mix 'n match
these two substrategies
until you get something
right: sometimes you
strike gold, and
sometimes you hit the
sewage system. It all
depends on what you
know. Look around for
cards when you
search. Ask people what
cards can help out your
deck, look for what
cards exist that aid
your deck (try:
Yu-Gi-Oh Card Guide,
or the Pojo spoilers).
Once found, start
thinking. What is
important? What works?
How does it get done
faster? Add on ideas
until you see what
works. Also, study the
cookie cutter decks;
that helps as well.
"Wait... aren't cookie
cutters what we're
avoiding?" Of course,
but just because you
want to be unique
doesn't mean you have to
throw the entire idea
out of the window. Some
great combos have been
revealed due to these
decks, such as
Apperentice +
Seer/Vindictive or
Creature Swap +
Scapegoat. Also, some
of the "staples" in
these decks might be
useful for yours (Cyber
Dragon and Double
Summon, for instance).
Take this for example:
Deck [40]
Monsters [19]
[3]
Blue Eyes Toon Dragon
[3] Toon Mermaid
[1] Toon Goblin Attack
Force
[2] Toon Gemini Elf
[2] Decoy Dragon
[3] Masked Dragon
[1] Herald of Creation
[1] Mobius the Frost
Monarch
[1] Twin-Headed Behemoth
[1] Exploder Dragon
[1] Exiled Force
Spells [18]
[3] Toon World
[2] Magic Reflector
[3] Toon Table of
Contents
[1] Selbek's Blessing
[1] Pot of Avarice
[1] Foolish Burial
[2] Stamping Destruction
[1] MST
[1] Heavy Storm
[1] Nobleman of Crossout
Traps [6]
[3] Draining Shield
[1] The Spell Absorbing Life
[1] Magic Drain
[1] CotH
Now, this kind of deck
is such an example of
"zany". Not many people
play it, but it has
potential. The idea is
to get Blue Toon onto
the field at the
quickest time possible.
This is aided by cards
from "Rise of the Dragon
Lords" (greatest support
in this deck), such as
Foolish Burial and Decoy
Dragon, and common Toon
cards like Toon Mermaid
and Table of Contents.
There are many ways to
get around to it, and
there are cards that
help recover, hold, or
distrupt depending on
the situation. In all,
it is a good build.
However, some ideas just
do not work. Here is
such an example.
Cards: 42 + Side +
Fusion (Chimeratech
Dragon)
Monsters:19
[2] Expressroid
[2] Ambulanceroid
[2] Submarineroid
[1] Gyroid
[3] Ancient Gear
[1] Mechanical Hound
[1] Cyber Dragon
[3] Giant Rat
[3] D-Hero Dasher
Spells: 10
[1] Wave-Motion Cannon
[1] Machine Duplication
[1] Shrink
[1] Pot of Avarice
[1] Heavy Storm
[1] Messanger of Peace
[1] MST
[1] Lightning Vortex
[1] Premature Burial
[1] Hammer Shot
Traps: 15
[3] Cyber Summon Blaster
[2] A Hero Emerges
[1] Grave of Enkindling
[1] Ceasefire
[1] CotH
[1] Waboku
[3] Mask of Weakness
[1] Negate Attack
[1] Magic Cylinder
[1] Divine Wrath
Side:
[1] Steamroid
[1] Drillroid
[1] Gyroid
[1] Cannon Solider
[1] D.D. Warrior Lady
[3] Ancient Gear Cannon
[1] Ancient Gear
Engineer
[1] Overload Fusion
[1] Machine Duplication
[1] Limiter Removal
[1] Waboku
[1] Wonder Garage
[1] Gravity Bind
The idea here is a bit
harder to understand,
but it is meant to
"burn" the opponent via
Cyber Summon Blaster,
which burns off 300 LP
from your opponent for
every Machine S.
Summoned. However,
there are many holes in
the scheme. Not all of
the cards work as well
together as intended,
and the speed of the
burn is slow compared to
other decks out there,
"zany" or not. Plus, it
is extremly open to
disruption such as Jinzo and
Torrental Tribute. Not
much cover is promised
for the Machines,
either, and an open
field can be expected,
with no way to force
momentum.
Once built, it
is simply a matter of
"testing" it. Take it
to tourneys, Hobby
Leagues, anywhere where
you can play it, and see
if it works. If it has
a hard time, then head
back to the drawing
board and try
again. Tool with it
until you figure out
what needs to be fixed
and what needs to be
considered. Just don't
give up on it too
early. Once you figured
your deck out and
understand it inside and
out, you'll begin to
move up the ranks. Just
like cookie cutters, the
deck just needs to be
played until you are
comfortable with it; the
the real fun begins.
Have any
comments? Questions? Zany decks for me to
look at? E-mail me if you have something to
tell/ say to me.
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