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Anteaus' History of Yu-Gi-Oh!
Looking Under the Bed: Hand Control Revisited
January 24, 2011

Looking Under the Bed: Hand Control Revisited

 

Throughout my Yu-Gi-Oh career, there's one particular strategy that I've loved more than any other – hand control. To me, there is nothing cooler or more devastating than losing your entire hand, because really, your hand is your life – if you're topdecking, you're severely close to death, while if you have a steady hand size you are much better off. And, by reducing the number of cards in your opponent's hand, you limit the number of potential options that they have at their disposal, which in turn limits how much situational advantage they have. Therefore, it would make sense, by definition, to utilize as many hand control cards as you can, thus maximizing the potential damage dealt to your opponent.

 

Early on, before the first banlist hit, this was the status quo; hand control was the deck to beat because nothing out there could possibly beat it. However, after the banlist, hand control had been severely compromised; this was the first (but certainly not last) time that the higher-ups would completely devastate a deck that was deemed “too powerful.” But despite this setback, the hand control ideology pressed forward, changing and adapting to a diminished presence in the game. Through several banlists, cards such as Don Zaloog, Graceful Charity and Delinquent Duo were continually seen in tier-1 decks.

 

However, the game has slowly evolved to utilize more of the entire play area; whereas early in the game the focus was on the field, later on the focus shifted to the Graveyard pile; therefore, more power was given to the Graveyard, which would render hand control cards completely ineffective as it would merely fuel the strategy of the Graveyard-based decks. Therefore, hand control slowly fell by the wayside, and the strategy was lost to time.

 

Today, however, the focus of the game has shifted once again; whereas before it was primarily Graveyard-based, now it is split; there are now new ways to approach a Duel, with many more options available to duelists because of new and innovative cards that challenge the aspects of the game. And perhaps the best at disrupting the normal flow of the game is Macro Cosmos.

 

If hand control's biggest enemy was the Graveyard-fueled deck, what happens to hand control if its biggest enemy is neutralized? If the Graveyard is no longer a threat, what is there to stop the destructive force that is hand control?

 

The answer, in a nutshell, is nothing.

 

By utilizing the power of Macro Cosmos and its Spell Card cousin, Dimensional Fissure, the Graveyard becomes a non-threat almost from the get-go. Within the first few turns, Macro Cosmos can completely lock down any potential Graveyard-based strategies by completely removing the Graveyard aspect from the game. With control of the game established in such a way, more options are available to you in terms of how to approach victory; this article will focus on utilizing hand control to take overall control of the game and thus fueling the win condition.

 

Monsters (24):

 

3x Caius the Shadow Monarch

2x Thestalos the Firestorm Monarch

1x Dark Dust Spirit

2x Cyber Dragon

1x Neo-Spacian Grand Mole

2x Marauding Captain

3x Don Zaloog

3x D.D. Warrior Lady

3x D.D. Survivor

3x D.D. Scout Plane

1x Armageddon Knight

 

At first glance this deck resembles a very odd Macro Monarch build; however, when you look at both Caius and Thestalos, both create advantage – Caius is a near-staple in any Macro deck, and Thestalos gives you that hand control aspect. With that, three copies of Don Zaloog directly fuel your hand control aspect, and this is furthered with the speed of Marauding Captain and the overall addition of a Warrior Toolbox, albeit without certain key cards. Your D.D. Survivors have immediate synergy with Macro Cosmos, and D.D. Scout Plane combos well with Armageddon Knight as well as Marauding Captain. Overall, the speed given to the deck by the Toolbox mechanic lends itself well to the overall strategy of controlling the hand.

 

Cyber Dragon is your general beatstick/Monarch summoner, but doesn't need to be run in threes in this deck as the focus is on the Toolbox and hand control mechanics as opposed to the Monarchs; Caius is simply there as field presence, with his destruction effect merely an added bonus; Thestalos, therefore, is there at two, because while he does what Caius does in terms of field presence, he takes from the hand and not the field; this can, in turn, lead to an overwhelming swing in advantage, because the hand control aspect does take some time to deal its damage; the deck must control the game in a different manner during the early game so as to not get overwhelmed. This is also why one copy of Armageddon Knight is included because it goes to fuel your D.D. Macro mechanic, removing D.D. Scout Plane by pitching it to the Graveyard while Macro Cosmos or Dimensional Fissure is in play, resulting in an immediate +1 to your numerical advantage and an additional swing in situational advantage as you get another monster onto the field because D.D. Scout Plane is removed from play.

 

Spells (10):

 

3x Smashing Ground

2x Mystical Space Typhoon

1x Dark Hole

1x Reinforcement of the Army

3x Dimensional Fissure

 

The Spell lineup here is incredibly simple, but it does what it is designed to do: destroy your opponent's cards. With your Monster lineup handling most of the hand control duties, your spells have to pick up the slack in terms of field control; some of your Monsters will inevitably generate field control, as that is what they are generally designed to do, but your Spell lineup will function as the main destruction force in the deck. Therefore, three copies of Smashing Ground are included in order to help clear the field and maintain your presence to help your hand control monsters (such as Don Zaloog) do their job; Mystical Space Typhoon, too, helps destroy pesky Spell and Trap cards, and Dark Hole is a staple in any format it is allowed in. Reinforcement of the Army is obviously included to fuel the Toolbox mechanic, and Dimensional Fissure the same for the Macro mechanic.

 

Traps (6):

 

3x Macro Cosmos

1x Mirror Force

1x Torrential Tribute

1x Return from the Different Dimension

 

Since the deck is based around Macro Cosmos, I hope I have provided sufficient reason for its inclusion; Mirror Force and Torrential Tribute are near-staple defensive cards, and Return from the Different Dimension provides you with an alternative win condition, should you fall on hard times (or need to swing quickly to win the game). There are actually several different routes one could take in terms of the Trap lineup; I had debated several cards including Drop Off, which would be an incredibly powerful card in this particular build considering its known hand control aspects. Dust Tornado could be another good inclusion in this build as it would supplement the Spell lineup, adding more destruction to the deck; I included Mirror Force and Torrential Tribute in this particular build because I personally believe it is the most reliable and safest course of action, considering the fact that the current metagame is so incredibly diverse – defensive Trap Cards are almost an immediate conclusion because of this, in my opinion.

 

Obviously the deck relies heavily on the Toolbox mechanic; without the inclusion of Giant Rat, however, the deck is forced to find speed elsewhere, hence the Marauding Captains. I chose to omit a card such as Solidarity, which is considered a staple in most Toolbox variants, mainly because of the Monarch mechanic that is also present. There are instances where, if too many different mechanics are present in a deck, the deck doesn't function as well as it could if it were streamlined; however, the synergy that is generated between the Macro mechanic, the Monarch mechanic, the Toolbox mechanic, and the Destruction mechanic (with Smashing Ground and Mystical Space Typhoon), and with all mechanics including cards that can also be found in another mechanic, the deck's synergy is virtually through the roof.

 

As with any deck, there will be players who want to tweak the deck and put their own personal spin; some will enjoy the deck as is, and others will find it abhorrent for whatever reason. I work, at the moment, with a small card pool, and my choices for cards are limited. I work with what I know and what I have, and I present what I believe are the best decks that I can make out of them. Some work, others don't, but ultimately the game is about having fun and trying new things. The more we experiment, the more we learn, and the more we grow as players of the game.

 

As always, you can e-mail me at anteaus44@hotmail.com

 

Thanks,

Anteaus

 


 


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