June 2008
Crystal Beast Turbo to counter metagame - Whyareall
Cards: 40
Monsters: 18
2x Crystal Beast Amber Mammoth
2x Crystal Beast Emerald Tortoise
3x Crystal Beast Ruby Carbuncle
3x Crystal Beast Sapphire Pegasus
3x Crystal Beast Topaz Tiger
3x Destiny Hero - Diamond Dude
1x Maharaghi
1x Marshmallon
Spells: 19
3x Ancient City - Rainbow Ruins
3x Crystal Abundance
3x Crystal Beacon
2x Crystal Blessing
2x Crystal Promise
1x Crystal Tree
1x Hand Destruction
1x Monster Reborn
1x Rare Value
1x Reload
1x Special Hurricane
Traps: 3
2x Needle Ceiling
1x Torrential Tribute
Side Deck: 15
1x Big Eye
3x Appropriate
2x Miracle Dig
1x Needle Ceiling
3x Pineapple Blast
2x Special Hurricane
3x Triggered Summon
I read an article today about how and why the top
decks in the metagame succeed, those mainly being
being: the ability to fill the hand as soon as it
empties, swarming of the field with monsters, and
removal of YOUR monsters to attack for game. I have
been playing Crystal Beasts for 8 solid months now,
and have designed a deck specifically to counter
these aspects, or turn them to your advantage, as
well as using some itself.
For a starters, the monsters. 3 copies of Sapphire
Pegasus, which are like a faster equivalent of
Gadgets, limited by only being allowed to have 3.
Each time you summon a Pegasus, pull another from
your deck. If you have Crystal Promise, the more the
merrier. Even better than Gadgets in the fact that
when the 1st is destroyed, you can use Crystal
Beacon to summon a Ruby Carbuncle from your deck and
pull two more Crystals out. It has not been uncommon
for me to have 7 monsters/crystals on the field in
my 1st turn, which is amazing speed compared to most
decks.
Diamond Dude was an obvious choice for me, as it
lets Crystal Abundance and Rare Value to be used
almost any time you get it. To boost Diamond Dude's
power, add a Big Eye to your deck to put that spell
on top for DD to discard. Also, even when it doesn't
get a Spell, it speeds up the deck. This is also why
I put Maharaghi and Reload in, as when you need it,
the drawing power of the deck will give you the
cards you need.
On to the spells. Three copies of Abundance, Beacon
and Rainbow Ruins. I'll start with Rainbow Ruins.
You will never find another field card with the
effect "Once per turn, during your Main Phase, Draw
a card. This card cannot be destroyed by card
effects." This gives you massive hand advantage when
your opponent is crushing your Beasts and you need
it most. And the ability to halve battle damage
offsets your suicude attacks for Crystal Beacon or
Rare Value, or playing Maharaghi instead of Emerald
Tortoise. The ability to negate Spells and Traps at
the cost of a monster never hurt anyone either,
especially when you can bring the monster straight
back.
Crystal Abundance. In my opinion the most
overpowered card in the game. Dark Hole, Heavy
Storm, and an equivalent of Return from the
Different Dimension all rolled into a single card.
And that card is common, for crying out loud. 'Nuff
said.
Many people may see Crystal Beacon as a 1-for-1
card, but if you use the above example, becomes
4-for-1. This card is an extremely easy way to
Special Summon Ruby Carbuncle, which will defend you
many times over, if you use Rainbow Ruins' 5th
effect multiple times (after exploiting effect 4
first, of course).
Hand Destruction, Rare Value, and Reload. All for
drawing power.
Special Hurricane, the prelude to a nice Crystal
Abundance. Not only does it crystallize your Ruby'd
Crystal Beasts, it will more often than not, clear
at least some of the opponent's field. This field
clearing is a major part of my deck, and all the
traps are specifically for it. Torrential Tribute
and Needle Ceiling are easy to play, and will help
you out more than you know.
The side deck is mostly self explanatory. Miracle
Dig to counter Macro Cosmos and similar cards, extra
explosive cards to clear the field, and Big Eye to
help Diamond Dude. The best one, in my opinion, is
Appropriate. In the metagame, your opponent is going
to be drawing 2 cards with each effect, so why don't
you? Even better, most 2-draw cards cost 2 cards, (ie
Allure and a Dark monster, Destiny Draw and a
Destiny Hero) so their hand will stay at 6 cards.
Appropriate costs you nothing, so you will keep
drawing until you are well past the 7 card limit.
And all this is on their turn!
Ok, I'm done.
Adrian Cooper,
whyareall2@hotmail.com