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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
 


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