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.