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 Trading Card Game Tips from fans
These views do not necessarily represent the opinions of Pojo.com

 

June 2009

 Beating the current meta - BlackVoid
 

Let's face it. Creative decks are becoming more and more rare. Lightsworns, Blackwings, and Gladiator Beasts roam 90% of the current meta and would be higher if Lightsworns weren't so expensive. Due to this the remaining 10% are generally anti meta decks to combat the excessive use of these cards. Here I will show you some cards that you probably want to side deck against the current decks that are dominant. I will list 2 main cards for each type.

Note: Skill drain is the ultimate Anti-Meta card and always will be. But it needs its own deck. I'm not advertising a deck this time, so I will not list Skill Drain.

Lightsworns

These are all about milling cards from their own deck to feed Judgment Dragon, thin the deck, and use many effects that exploit the self-milling. Most LS monsters dont have a lot of attack points, but they easily will pack in a lot of monster removal cards to offset that. Card to fear: Judgment Dragon

Light-Imprisoning Mirror
Continuous Trap
When a light monster's effect activates in the field or the graveyard, negate it.

All Lightsworns plus JD are light monsters. With their mediocre attack, negating their effects will shut them down entirely. Pack in 3 of these babies against LS.
Keep in mind that destroying this card will be your opponent's first priority, so use Bribes to protect it.


Dimension Fortress Weapon
4 Stars
Machine/Effect
1700/200
Cards cannot be sent from the deck to the graveyard.

Lightsworns depend on self mill. While this card will not shut them down nearly as well as the previous card, it will definently slow them down and delay the summoning of JD, which is reason enough to side it.

BlackWings

Blackwings rely on field swarming and changing the attack of monsters. Many Blackwings can special summon themselves if there is another on the field. Kalut the Moon shadow is the main card to fear here, as it very unpredictable and can really screw you over.
Reverse Trap may seem like a good idea but monst BW cards either half your attack or reduce it to 0, which Reverse Trap does not apply to. Shadow Imprisoning Mirror isn't much better because many of their effects activate in the hand, which also doesn't apply.

Kaiser Colosseum
Continuous Spell
If you control a monster, your opponent cant summon a monster if their monster total would exceed your monster total. A.K.A. if I have 1 card and they have 1 card, they can't summon any more unless they destroy my monster or I summon another one. Monsters currently on the field are not affected.

This really limits their swarming abilities. I would have put Pineapple Blast instead, but you can only use it on your turn, and Blackwings will OTK you on their turn. Kaiser has the huge stipulation that it does not affect cards already on the field, but as long as you keep 1 monster out, it will prevent any kind of quick death from happening to you.

Injection Fairy Lily
3 Stars
Spellcaster/Effect
400/1500
Pay 2000 LP to increase it's attack by 3000 during the damage step.

The cost may be hefty but it's better than getting OTK'd. Injection's power will usually break through Kalut the Moon Shadow. It's gain is also immune to being halved or reduced to 0, as it's original attack would be less but you still get the 3000 boost.


Gladiator Beasts

Glad Beasts are really not a swarming deck, they're a toolbox, which basically means they can do anything. They focus on summoning from the deck, and when their monsters are summoned that way they get all kinds of effects, from card removal to recycling to summoning additional GB's. They're abilities are endless. But the real monster is War Chariot, which negates a monster's effect if they control a Gladiator Beast. That is game-breaking. Since they summon from the deck and not the hand, they provide very strong hand advantage.

Deck Lockdown
Continuous Spell
For 2 of your standby phases, cards can only be added to the hand by drawing them, and monsters cannot be special summoned from the deck.

The 2nd effect makes it a specific GB counter. 2 turns may not seem like a lot, but when you shut the opponent down as well as this card does to Gladiator beasts, you can do plenty of damage in 2 turns.

Royal Oppression
Continuous Trap
You can pay 800 life points any time a monster in special summoned. Negate it, and destroy the monster and the card that summoned it. Both players can use this effect.

GB's are the most dependent deck on special summoning, and this has the advantage over Lockdown because it destroys the monster, and the disadvantage that it costs lp and your opponent can use it too. Still, this card demands a Solemn from a GB user, usually resulting in your opponent forfeiting 300-4000 life points. If they don't use it/have it, then you shut down their deck.


On a side note, Prohibition is an excellent overall side deck card as it shuts down any one card, usually DAD or JD, as well as anything that causes your deck trouble.

Well, there. Some nice cards to use against the overused decks. For questions, comments, etc. I can be reached at blackvoid2@yahoo.com

 

 

 


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