Hey guys. It's Knight of Ni
here and believe it or not, I
haven't designed a Drain Deck. This
time it's a rock deck. I know what
you're all thinking. Rocks have
never been competitive. They've
just been annoying. Well that may
be true (remember the Rock Structure
deck). But I'm here to show you all
how powerful Rocks can be.
Withdraw from the Rock Reserve
total x40
Monsters x20
Megarock Dragon x2
Gaia Plate the Earth Giant x2
Castle Gate
Gigantes
Giant Rat x3
Golem Sentry x3
Stone Statue of the Aztecs x3
Legendary Jujitsu Master x3
Monk Fighter
Spells x8
Foolish Burial x2
Lightning Vortex
My Body as a Shield x2
Swords of Revealing Light
Heavy Storm
Burial from a Different Dimension
Trade In
Traps x12
Rock Bombardment x2
Compulsory Evacuation Device x2
Call of the Haunted
Bottomless Trap Hole x2
Release from Stone
Defense Draw
The whole idea of this deck
is to use your graveyard to your
advantage. Using key cards like
“Rock Bombardment” and “Foolish
Burial”, you can massively thin the
deck, supplying your graveyard with
plenty of rocks to remove. You need
as many rocks in your grave as
possible so that you can use them
for fuel for your big cards like
Megarock Dragon or Gaia Plate.
Although removing a
large number of rocks can usually
boost your dragon to unbelievable
strength, you don’t want to remove
ALL of your rocks unless you really
have to. Since 5 cards in this deck
rely on removing rocks from play,
you need to make sure that you
always have at least 1 to remove at
all times. This helps to prevent
dead draws.
Other helpful cards in
this deck are, Giant Rat, LJM, CED,
Burial, and Castle Gate. Your rats
help to further thin the deck,
making this deck move surprisingly
fast. LJM and CED are really good
for getting rid of pesky cards
without actually destroying them.
Burial from a D.D. can help you
reuse some of your previously
expended rocks. Castle Gate has an
amazing effect. You can tribute a
lvl 5 or lower monster to inflict
damage to your opponent equal to
that monster’s original ATK. This
not only grants you a direct attack,
but it’s an easier way to get rocks
in the grave without having to wait
for your opponent to destroy them.
To keep you from taking damage from
keeping your Gate in ATK mode,
“Defense Draw” not only negates the
damage, but also nets you a draw.
Gaia Plate is possibly
the best monster in this deck. Its
effect halves the ATK and DEF of any
monster that battles with it. This
means that it can go head to head
against any Synchro that I know of.
Plus, it only takes 2 Rock monsters
to bring out. However, the downside
is its upkeep. You must remove 1
Rock monster each turn to keep it on
the field. This shouldn’t be too
much of a problem, but if your
supply starts to get low, you should
probably cut your losses and ditch
the Giant. After 2 turns, he’s
exactly as cost-worthy as a Megarock
Dragon, so it’s best to get rid of
it.
He’s probably the most
versatile card in this deck. He can
be Special Summoned for an upfront
fee of removing 2 rocks from play
(then his upkeep comes into play).
OR you can Normal Summon him,
getting 2 more monsters in the
grave, fueling him for at least 2
more turns.
Other combos to pull of
with this guy would be to ditch him
from your hand with Trade In. Then
remove him for the summoning of a
monster (like Gigantes for
example). Afterwards, play Release
from Stone, summoning the Giant
without having to remove 2 more
Rocks.
2 Things
that Kill this Deck are:
1.
D.D. Decks
2.
Swarming Decks
D.D. Decks make it difficult for you
to summon your best monster because
all of your rocks will be removed
before the even get the chance to
hit the grave. Your only chance
against this deck type is to hope
that you draw Soul Absorption. This
would help you to stay in the game
so that you can draw something that
can help you.
Swarming decks can often hit the
field before you can (remember,
you’re loading your grave while
they’re loading their field). They
hit the field early, while it takes
you a couple turns to get set up.
Your only chance here is to use your
negative traps like BTH and CED to
keep stuff off the field long enough
to rack up some sort of defense.
Also SoRL can do wonders for a few
turns. Just long enough to get your
own Special Summoned monster to
swarm the field.
Anyways, I hope you like this
design. I know I do (then again, I
am a little biased). I have
slightly modified version of this
deck and it works very well. If you
like what you see, try it out.
If you have any questions just email
me at
wheelersatthebeach@atmc.net
or
ilikpiewheeler@gmail.com
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