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September 2009

 Withdraw from the Rock Reserve - Knight of Ni
 

        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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