JUNE 2008
Analyzing the Meta - Ice-eyes
Greetings, o people of Pojo!
Since the release of LODT, a new metagame has fast
emerged. There are three power decks and several
other rogue decks being run. Examining tech and the
side-deck is key to beating these decks - a
well-reasoned side will help enormously, especially
in your worst matchups.
The Big Three:
Dark Armed Dragon
Stripped of key cards, the deck has slowed, yet it
is still a potent force. The dragon can cause huge
momentum swings and the deck is designed to go from
being beaten down to having 8000 damage on the table
in the blink of an eye. Many matches involving the
Dragon see the player of the draconic fiend
described by Matt Murphy as a 'homonym to
decimation' see the unfortunate opponent of the
Dragon taking a stranglehold over the game only to
be devastated by multiple dragons.
The deck's key weakness is its reliance on grave
manipulation. Though it manages to alleviate this
weakness somewhat with a huge amount of said
manipulation and the simple fact that if you manage
to remove their monsters with, say, D.D. Crow,
they're just coming back with D.D.R. or Escape, tech
like The Transmigration Prophecy is effective. A
very useful tech card for confronting the Dragon is
Shadow-Imprisoning Mirror. Though few decks are set
up to run this now that Gladiator Beasts are
eschewing the Mirror for Gyzarus, it is an effective
shutdown to the entire deck of the Dragon player.
The other way to stop the Dragon is to stop it
getting anywhere near the field. Cards like Crush
Card Virus, Trap Dustshoot and Mind Crush are
excellent at this.
The Gladiator Beasts
The Gladiator Beasts have burst back onto the scene.
After winning at Minneapolis, they disappeared,
making few waves at Nashville. However, with the
release in Light of Destruction of Elemental Hero -
Prisma and Gladiator Beast Gyzarus, they dominated
St. Louis, all of the top 4 running both Prisma and
Gyzarus alongside the traditional Heraklinos-based
lineup - though some eschewed Secutor.
They have a strange way of being able to explosively
destroy an opposing field in the blink of an eye
with either insane Test Tiger-based plays or the
brutal Prisma combo. For any of you who don't know
how this works, it does so like this:
1) Have a Gladiator on the field.
2) Summon Prisma. Use his effect to pitch Bestiari.
3) Return both Prisma (now named Bestiari) and the
other Gladiator to the deck to get out Gyzarus.
4) Blow away your opponent's field with his effect
and attack directly.
5) Use the effect of Gyzarus, returning him to the
fusion deck to Special Summon Laquari and Darius.
6) Darius' effect Special Summons Bestiari from the
graveyard.
7) Contact fuse for Heraklinos.
One huge strength of the Gladiators is their
dominance over defense-position monsters. Let's say
you set a monster on your first turn. Your opponent
summons a Gladiator, Special Summons Test Tiger and
tributes it to return the Gladiator and get out
Secutor. They then ram the Secutor into your
monster. They take a little damage and take two free
Gladiators, which they then fuse for Gyzarus or
Heraklinos.
However, they can be defeated. They have two major
weaknesses.
The first is to Solemn Judgement. If you use it on
the Contact Fusion of Heraklinos, you've now made a
one-for-three trade and taken massive control of the
game. The second is the fact that they have to
attack in order to do anything. Cards like
Dimensional Prison and Swords of Revealing Light are
suddenly valid side-deck options.
The Lightsworn
The lightsworn, a new archetype from LODT, are
explosive and powerful. Their volatile special
summoning abilities allow them to swarm the field
effortlessly. If you manage to deal with that, they
then drop Judgment Dragon. After a quick blow-up of
your field, they have just enough damage to finish
off the rest of your life points.
They do, however, have some inconsistency issues.
This is shown by the fact that only one Lightsworn
deck made the top 16 at St. Louis. Light-Imprisoning
Mirror is brutally effective tech, as are the
ever-useful options of Solemn and Divine Wrath to
back it up. If you look at Jerome McHale vs. Dale
Bellido in the final round of Swiss at Louis, you'll
see how a few well-placed Counter Traps destroy
them, especially Wrath.
Rogues:
Big City
A rogue deck that made few but effective
showings at St. Louis, the Skyscraper 2 - Hero City
deck can generate easy and clean card advantage with
Elemental Heroes Stratos and Ocean. They do,
however, have two weaknesses.
The first is identical to Gladiators. They have to
battle. If you cut them off from that, destroying
their monsters with effects or stopping them with
cards like Dimensional Prison when they try to ram
Stratos, their deck will eventually fail. Tech like
Kinetic Soldier is also effective against such a
Warrior-based deck.
The second is an over-reliance on Stratos. If you
manage to remove him from play, your opponent will
have an uphill battle ahead. Cards like D.D. Crow
are therefore very effective.
Counter Fairies
The fairies have an amazing ability to create a
setup which you don't want to destroy,
knowing that if you play that one-for-four Storm,
it's going to get negated and your opponent will
draw or blow away your cards. With the release of
Honest, you can no longer even attack their
Artemis or you'll lose out to the 'best damage step
trick ever'. As Dale Bellido found out, you can't
even chain an Honest of your own because of the way
the chain works.
However, Fairies do have one very obvious weakness -
they need their traps. Although they've got a
variety of counters, if you set Royal Decree on your
first turn and activate it during their End Phase,
there's not a lot they can do besides a lucky
Meltiel play. Jinzo, though they have answers in the
form of Freed and Solemn Judgement, is equally
ruinous.
Monarchs
The Old-School Monarch concept has been adapted
for the modern age, with Limit Reverse one new card.
They've had some degrees of success, with two in the
top 16 at St. Louis. However, they're relatively
easy to tech against; Pulling the Rug simply ruins
this card-advantage based deck. It just aims to
create good trades and one-for-ones until they can
press their one- or two-card advantage when you're
down to nothing. They're only doing so well these
days because no-one is actually siding against them.
So, there's a lot to think on here. Side deck
options are limited to fifteen cards, so analysis is
needed to figure out what to side. Both Mirrors are
good picks, things to stop battle or halt it before
it can get to that stage can find a spot, Royal
Decree seems like a good option. In the end, like
your main, the side is just choice with relevance to
the metagame of the format and locality.