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Baneful's Column
January 20, 2014

A Very Baneful Deck Garage (Episode 1)

I usually have a test for my articles to see before I ask for Mr. Pojo to public them, and that is "In 5 years, if someone were to read this, would people know what the heck I'm talking about?". This has left my deck construction to a minimum and allowed me to explore other topics. Personal topics, contentious ones, often unexplored ones. That, and my editorial on archetypes sort of outlines why I won't be making lots of deck lists on popular meta decks, because most are practically the same.

But I can't be entirely without comment to our contemporary format.  Much of the time, we make statements without even trying to make them.  A deck list can say a lot about who we are as people, what our goals are as duelists, the mentality of the era we're dueling in.  The spirit of Pojo.com is found in the articles that might not be timeless at all, but that take us to a certain time period.  That triple Shi En samurai lock down deck was an era.  The triple Dark Armed Dragon DARK deck was an era. The Last Turn + Jowgen the Spiritualist deck was an era.  They bring back memories. And Pojo.com is still capable of making memories of 2014.

So, I built 5 decks.

These decks won't win Nationals, but they are very well capable of winning local tournaments, with enough skill and enough luck. And here they are!

Exodia Obliterate!

Monsters (14)

1 Exodia the Forbidden One --- (The win condition of the deck.)

1 Left Leg of the Forbidden One
1 Right Leg of the Forbidden One
1 Right Arm of the Forbidden One
1 Left Arm of the Forbidden One
3 Cardcar D --- (A plus-one opener if you're okay with being a little vulnerable)
3 Emissary of the Afterlife --- (Used to add the Arms and Legs to the hand)
3 Vortex Trooper --- (Some draw power. Also recycles dead draws)

Spells (11)

3 Upstart Goblin --- (Quick easy draw. Helps the card Hope for Escape.)

3 Pot of Duality --- (Great for first turn. Be careful with Special Summoning)
1 Allure of Darkness --- (Banish Emissary to draw 2 cards)
1 Dark Hole --- (Easy removal for life point protection. Triggers Vortex and Emissary)
1 Gold Sarcophagus --- (Searches out the head of Exodia with ease, or anything else)
1 Magic Planter --- (Combo with an already used Call of the Haunted. Draw power!)
1 One Day of Peace --- (Life point protection and draw power)

Traps (15)

3 Call of the Haunted --- (Revives Vortex and Emissary as meat-shields. Chainable)

3 Hope For Escape – (Can realistically expect to draw from 1-3 cards)
3 Reckless Greed --- (Massive draw power if you combine them. But still good alone)
3 Legacy of Yata-Garasu --- (Draw power.)
3 Jar of Greed --- (Draw power.)

Commentary:

With the loss of Sangan, Exodia is having a tough time, but isn't necessarily down for the count. Exodia is typically ran as either Stall or FTK. Winning over the course of 10+ turns, or in one. Mine strikes a balance between the two. While this deck is probably not consistent enough to win a national tournament, it's way more balanced than the two alternatives. It balances speed and also has some line of defense. Basically, each card replaces itself or nets a +1 in a combo.

Crystal Beasts

Monsters (15)


3 Crystal Beast Sapphire Pegasus --- (A must-have. Fuels the engine of this deck.)
3 Crystal Beast Topaz Tiger --- (2000 ATK beater is good for offense)
2 Crystal Beast Ruby Carbuncle --- (Special Summoning helps defense, control and aggro)
1 Crystal Beast Cobalt Eagle --- (Yes, it's a bad card, but helps summon Lightning Chidori)
1 Crystal Beast Emerald Tortoise --- (A good defense option for some occasions)
1 Crystal Beast Amber Mammoth --- (Decent beater. Magnet ability can be useful)
2 Malefic Cyber End Dragon --- (A really strong beater, assisted by Rainbow Ruins)
1 Summoner Monk --- (Helps bring out Sapphire Pegasus, despite a costly discard)
1 Neo-Spacian Grand Mole --- (Used to help aggro, or anti-Synchro/XYZ)

Spells (24)

3 Ancient City Rainbow Ruins --- (The most important card of the deck)

3 Crystal Beacon --- (Always get Pegasus. Or sometimes Carbuncle)
3 Crystal Promise --- (Re-use Pegasus. Or activate Carbuncle)
3 Crystal Release --- (Lets your CB's run over monsters. Speeds up the engine)
1 Crystal Abundance --- (Only 1 is needed as it's situational. Devastating on the right occasion)
3 Upstart Goblin --- (Thins out the deck. Helps you draw into your key cards)
1 Forbidden Lance --- (All-purpose card. Can work well with MCED.)
2 Terraforming --- (Searches Rainbow Ruins, the heart of the deck)
1 Rare Value --- (Good draw power, though there is a such thing as too much Rare Value)
1 Crystal Blessing --- (Good for recovery and helps set you up with lots of combos)
1 Dark Hole --- (Fuels your effects and also great removal against opponents)
2 Pot of Duality --- (Needed. Helps you get Pegasus and others in opening hand.)

Traps (1)

1 Treacherous Trap Hole --- (Yes, I like to keep it light on traps)

Commentary:

Some basic rules for Crystal Beasts. Amythyst Cat is bad. Don't use Rainbow Dragon or Hamon. They're bad. You can use Torrential Tribute over Treacherous Trap Hole, but be sure not to use more than 2 traps in this kind of deck.

Froggy Monarchs

Monsters (24)

2 Light and Darkness Dragon --- (Negates opponent's cards; provokes an attrition war)

1 Gorz Emissary of Darkness --- (A last resort defense and strong beater)
1 Tragoedia --- (Strong early game. Good defense and tribute fodder.)
3 Caius the Shadow Monarch --- (An all-around strong tribute monster)
1 Raiza the Storm Monarch --- (The second best monarch, to Caius)
1 Dark Dust Spirit --- (A great removal option that you can re-use)
1 Sea Lancer --- (Well protected with a frog engine. Your opponent discards.)
1 Spirit Reaper --- (Defense wall, and makes your opponent discard)
3 Dupe Frog --- (Good defense wall and opener. Replaces itself. Searches)
2 Swap Frog --- (Fuels the frog engine with graveyard power)
2 Ronintoadin --- (Banishes frogs for Lancer. Tribute fodder too)
1 Meklord Emperor Wisel --- (Underrated. Excellent beater with spell negation)
2 Maxx C --- (Anti-meta card, draw power, blocks special summons)
1 Mother Grizzly --- (Searches out Frogs like Swap. Combo with Creature Swap)
1 Treeborn Frog --- (Essential to the engine. But more than 1 is redundant)
1 Neo-Spacian Grand Mole --- (Aggro, and control against XYZ/Synchros)

Spells (16)

3 Soul Exchange --- (Staple to the deck. Free tribute and removal)

3 Creature Swap --- (Give ATK position Frog. Take their powerful monster.)
3 Enemy Controller --- (Abuse during Standby Phase with Treeborn)
3 Pot of Duality --- (Excellent draw option early game)
2 Mystical Space Typhoon --- (Breaks some combos. Helps set up plays)
1 Allure of Darkness --- (Great draw option with 6 possible targets)
1 Dark Hole --- (A removal option most decks should have)

Traps (none)

N/A

Commentary:

This is a pleasantly balanced Monarch deck that uses Frogs as an engine, yet is subtle with 1 Lancer, enough to benefit from the Frogs and re-use them, but not enough to dominate the deck. Lack of traps will render your opponent's spell/trap removal useless. Be sure not to set any backrow cards with this deck. Creature Swaps and Enemy Controllers can help power big plays. And LADD for the lockdown!

Stall Burn

Monsters (13)


3 Lava Golem --- (Good for control, and inflicting damage)
3 Des Lacooda --- (Draw engine. Essential. Early game)
3 Worm Linx --- (Draw engine. Essential. Early game)
3 Stealth Bird --- (Does damage. Great for mid to late game)
1 Marshmallon --- (Defense wall that inflicts damage)

Spells (14)

1 Clock Tower Prison --- (Magnet for removal. A necessary annoyance)

1 Dimensional Fissure --- (Disrupts certain decks heavily)
3 Messenger of Peace --- (Excellent stall card.)
3 Swords of Revealing Light --- (Excellent stall card.)
3 Pot of Duality --- (Deck never Special Summons. Easy search power)
3 Wave Motion Cannon --- (Inflicts serious damage. Can win games)

Traps (13)

1 Ceasefire --- (Inflicts massive damage: often 1500-2500. Chainable)

3 Fiendish Chain --- (Protects your spells/traps from monster effects)
1 Macro Cosmos --- (Very disrupting, like D Fissure)
2 Magic Cylinder --- (Protects from ATK and inflicts damage)
2 Scrap-Iron Scarecrow --- (Long term stalling)
2 Secret Barrel --- (Chainable and quick damage)
2 Ojama Trio --- (Locks opponent's field. Does damage. Helps Barrel)

Commentary:

Yes, Stall Burn has heavily benefitted from Heavy Storm being banned. But, when Heavy Storm was around, I simply used 3 Starlight Roads (to bring out Stardust Dragon) which only helped to further lock down the opponent. The rules here are simple. Overwhelm the opponent with so many Spells and Traps, that they can't even begin to destroy them. Big threats are cards like Black Rose Dragon which is why Fiendish Chain is so good.

Traditional Format

Monsters (19)

1 Black Luster Soldier --- (Envoy of the Beginning. Nuff said?)

1 Chaos Emperor Dragon --- (Nuclear option to turn the tables or OTK opponent)
1 Dark Magician of Chaos --- (Heavy beater. Free spell. Reborn and Graceful are nice)
3 Light and Darkness Dragon --- (Attritionary lockdown. Main theme of the deck)
1 Yata Garasu --- (Can cause a deck lockdown, or help establish card advantage)
1 Witch of the Black Forest --- (Great searcher. Helps with CED/Witch/Yata combo)
1 Sinister Serpent --- (Helps pay for discards. Also, an infinite defense.)
1 Treeborn Frog --- (Tribute fodder, great for graveyard power)
1 Glow-Up Bulb --- (Tribute fodder, great for graveyard power)
1 Blackwing Zephyros --- (Tribute fodder, great for graveyard power, returns Premature)
3 Wulf Lightsworn Beast --- (Tribute fodder, great for graveyard power.)
1 Lyla Lightsworn Sorceress --- (Decent spell/trap removal. Lightsworn subtheme)
1 Ryko Lightsworn Hunter --- (Okay removal option. Lightsworn subtheme)
1 Ehren Lightsworn Monk --- (Handles walls and flip effects. Lightsworn subtheme)
1 DHERO Disk Commander --- (Combo with Reborn, Premature, LADD for +1)

Spells (20)

1 Pot of Greed --- (Insert marijuana joke here)

1 Graceful Charity --- (You wouldn't want to be without her)
1 Painful Choice --- (Dump DMOC, Disk, Glowup, Wulf(s), Frog. Maybe Sinister too)
1 Monster Reborn --- (DMOC is the first choice of course)
1 Premature Burial --- (Just as good as reborn. Zephyros can recycle it too)
1 One For One --- (Graveyard power. Brings out a monster. And tribute fodder)
1 Foolish Burial --- (If you don't happen to draw Painful Choice)
1 Forceful Sentry --- (Prevents opponent from making gamebreaking plays)
1 Snatch Steal --- (Helps with aggro, control. Also, helps summon LADD)
2 Monster Reincarnation --- (Brings back LADD, BLS and CED)
2 Trade-In --- (Draw power. Discard any available target you can)
3 Solar Recharge --- (Draw power. Works with Lightsworn subtheme)
3 Upstart Goblin --- (Speed. You do want all your best cards first turn.)
1 Charge of the Light Brigade --- (Uses Lightsworn subtheme to speed up the deck)

Traps (1)

Imperial Order --- (The king of all Trap Cards. Only one you need here.)

Commentary:

Banned cards. Banned cards. Banned cards. You can't go willy-nilly though. Cards like Ring of Destruction and Delinquent Duo haven't found much room here, as broken as they are. This deck aims to win by locking down the opponent with LADD, whittling away their card advantage by attrition and then going aggressive for the kill. CED + Yata combo works too. BLS for some aggro. Overall, with speed (including the Lightsworn engine) and tribute fodder, you can often get LADD out first turn. May not be as effective as an OTK deck (like Magical Scientist, which in hindsight might have been a good card to add), but it's still mostly consistent and can win games with a certain personal flavor.

Quick Outro

That's pretty much it for now. I do plan on posting bunches deck lists periodically. Baneful's Deck Garage has some more decks to work with, so there will be more episodes. I also do deck fixes. If you e-mail me your deck list, I can suggest improvements (and possibly even work them into an article). For now though, enjoy and take care.

Contact: banefulscolumn@gmail.com

 

 

 


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