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

 

February 2009

 

Limiting Removal by Kasar
 

No, this isn't about Machines. I just wanted to expand upon and offer some combos involving Wednesday, January the 28th's COTD, Dimensional Fissure, and other removal cards like it. I reccently put together a deck that combines limiting your opponent's deck while giving yourself a field presence, sort of a Monarch/Jinzo deck that uses removal to give momentum to it.

 

Limiting Removal: 41 cards total

 

Monsters x21                                Magic x15                      Traps x5                

Banisher of the Radiance x3           Brain Control x1              Bottomless Trap Hole x1

Caius the Shadow Monarch x1       Dimensional Fissure x3    Escape from the D.D. x1

Cyber Dragon x1                           Enemy Controller x1        Macro Cosmos x2

D.D. Assaliant x2                          Fissure x1                      Torrential Tribute x1

D.D. Scout Plane x1                      Heavy Storm x1

D.D. Survivor x3                             Lightning Vortex x1

D.D. Warrior x3                             Magical Mallet x1

D.D. Warrior Lady x1                     MST x1

Exiled Force x1                             RotA x3

Gorz, the Emissary of Darkness x1 Smashing Ground x1 

Jinzo x2                                        Swords of Revealing x1

Mobius the Frost Monarch x1

Spirit Reaper x1

 

The key to this deck is the incredible opening play of a Survivor and a Dimensional Fissure or other removal card. This forces your opponent to get rid of an M/T destruction card to make sure your Survivor doesn't return at the end phase, and this usually means MST or Heavy Storm, meaning they can't get rid of important cards in the later game. Failure to get rid of D. Fissure means your Survivor will survive until your next turn, possibly spelling disaster when you summon Jinzo or Caius. Worst possible scenario, they spend 2 cards to get rid of your 2, ending up with a +0 for your turn, and you have the one card advantage in your next draw phase.

 

Next is the utility of this deck, with 1/4th of your deck (this is including RotA) devoted to getting rid of that nasty synchro that just won't die, or that Herk that's messing up your destruction. Just place a Warrior, Warrior Lady, or Assaliant, and let them attack into it, getting rid of it without really hurting you. Even a Thought Ruler attack would leave your opponent just 1700 points higher at worst, easily taken back by a Survivor attack.

 

I went to the finals with this in the locals, but I don't think it would work too well at the regional level. I love the mechanic though, and I would really like to see something based off this place at regionals/nationals...

 

Final Rundown -

Positives - Utility, pure and simple. A little damage to your lifepoints to get rid of that huge synchro, or just negating all of your opponent's traps and attacking directly. Also, doesn't special summon besides Survivor and Scout Plane, so an anti-Special deck really has no effect on it.

 

Negatives - Your card removal is neccesary. If your opponent manages to get off an Imperial Iron Wall and keep it on the field, it can really hurt. Also, if you want to be offensive with this deck, you have to take some hits with D.D. Warrior. This can hurt you in the long run, especially against swarm decks that don't involve the graveyard *cough*Badiator*cough*.

 

All for now,

Kasar

 

Questions? Comments? Snide remarks? Email me at kasar_odatruh@yahoo.com.

Disclaimer: I don't use "Badiator" in a negative way, it's my main deck. However, I always seem to win against Limiting Removal with it... Somehow.


 


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