May 2009
Deck Profile #3: Tempest
Explosion
Hey, PDtamer here! I'd like to thank
all of you for sending in your deck fixes. I'm
working on them all, and since I've had over 50
responses, it's enough to keep me busy for a while.
I decided to take a break from them and focus on a
deck I've been tooling around with for a little bit
now. Ever since the new Spellcaster Structure deck
came out, I have been intrigued with 3 particular
cards from that deck; Summoner Monk, Magical Citadel
of Endymion, and Spell Power Grasp. In recent days,
I've been trying to figure out a new way to utilize
these cards, and I think I've found a slick new way
to use them. I call it "Tempest Explosion."
Tempest Explosion: 40 Cards
Monsters: (8)
3 Thunder Dragon
3 Royal Magical Library
1 Summoner Monk
1 Plaguespreader Zombie
Spells: (29)
3 Toon Table of Contents
3 Upstart Goblin
3 Hand Destruction
3 Magical Citadel of Endymion
2 Magical Stone Excavation
2 Archfiend's Oath
2 Convulsion of Nature
2 Spell Power Grasp
2 Magical Mallet
2 Terraforming
1 Toon World
1 Card Destruction
1 Giant Trunade
1 Double Summon
1 Monster Reborn
Traps: (3)
3 Magical Explosion
Extra Deck: (3)
3 Tempest Magician
Looks like a cluster of cards thrown together, huh?
Well, it's an old strategy (TundOTK) brought into
the current format with the help of our new Field
Spell. The key to this deck is simple; burn through
your deck. You want to create a situation in which
you'll be able to activate spell cards, place
counters on the Citadel and Royal Magical Library,
draw for them (as Citadel can remove counters from
itself once per turn to fulfill the cost of removing
the counters from another card, like Royal Magical
Library), and repeat until your deck is thinned to
either 0 or 1 card(s). Then set the explosions, and
flip them in the draw phase of your opponent's turn.
However, it's quite a bit more complicated than
that. You see, for Magical Explosion to go off, you
need 0 cards in your hand, and while this is quite
easy to do early in your turns (which WILL cause you
to lose), once the combo starts rolling you'll find
it quite card to drop to 0 in hand unless you cycle
your Magical Stone Excavations (Activate one, pitch
2, retrieve the other MSE, repeat until your hand is
empty) This is where Tempest Magician comes in
handy. It allows you to dump cards from your hand
and remove spell counters from the field for 500
damage a piece. Seeing as how you can only use the
Citadel's effect once while it's on the field
(Unless you play another copy or return the spent
copy to your hand) it will rapidly begin to
accumulate spell counters on it that it cannot use.
This is where Tempest becomes a star, making sure
that absolutely no counter goes to waste at the
expense of your opponent's life points. Having
Tempest Magician also helps equalize the cost of
running triple Upstart Goblins. And synchro
summoning Tempest is a breeze thanks to Reborn,
Plaguespreader's effect, or even double summon.
Always remember that in this deck, you always want
to use your search cards (Terraforming, Toon Table
of Contents, Spell Power Grasp, Thunder Dragon)
before using your draw cards. If you play your hand
correctly, you'll easily amass enough damage to
overwhelm your opponent. The trick to taking the
Match is switching up strategies between games.
Although this deck can win a match without side
decking, chances are your opponent is going to try
to put a halt to your shenanigans as soon as game 2
starts, so we'll be changing strategies to avoid
their counters, including that Hanewata that renders
this deck useless. I'm only going to show you 7
cards of the side, because the rest you need to fill
in yourself for your local meta.
Side Deck:
3 Inspection
3 Self-Destruct Button
1 Wall of Revealing Light
You see the brilliance in that? Should the 3 games
result in a "win-draw-draw" situation, the person
that got the lone game win (It should be you) will
win the match. And it operates off of 2
cards...that's right, a 2 card combo. Get inspection
and Self Destruct Button in your hand while your
opponent has no way of negating it, and you've
forced a draw. Inspection allows you to pay 500 life
points in order to look at one random card in your
opponent's hand. You can activate this effect more
than once per turn. So you simply pay until you're
at 1000 or 500 (whichever one you want) and set Self
Destruct Button, then flip it during your opponent's
draw phase, and proceed to game 3. Noting with this
strategy, playing a match with this deck can go to 4
games (Your opponent wins one, you win one, and you
draw), in which case, during the 4th game, you
return to your normal deck and attempt to win in
that game.
Well, I hope that I've unleashed a fun, annoying
deck for some to use. Just remember to practice with
this so that you know what to do, and when to do it.
Any comments/deck fixes can be sent to
PDtamer02@hotmail.com
Thanks for reading, more articles to come!
-PDtamer