Dark Maltos
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Dark
Maltos's
Dueling Dome
Maltos’s Friday deck
Responses
June 16, 2006
A while back, I made a
deck I was very pleased with, and I got a lot of responses
from it. I was very happy, as you can imagine, but one
response in particular caught my attention, and I thought I
should bring it to you today. This is a one off, I’m not
going to be posting everybody’s separate ideas up, so don’t
bother asking, I just thought I’d get this idea out there
ok? So without further ado, here’s the reply ;
Dear Dark Maltos, in reference to your ‘Piercing
Punishment deck’
Using the vast amount of simulated dueling experience that
Yu-gi-Oh, Ultimate Masters 2006 has provided, I think I've
found both the deck that can break up the dominance of CCC +
Return and serve as the perfect foil for your piecing deck.
Yours will have a LOT more attention paid to it once mine
becomes popular, because seriously I think the only real
threat to mine is a deck like yours. Here's a couple of
hints on the nature of this deck-it aims to actually GIVE
card advantage to the opponent, it stalls like crazy, and it
requires a lot of skill to play properly. But fortunately,
it's exactly the type that could introduce a new style of
play to the game. I give you:
Miller Lite: (43 cards)
Monsters x 17
Goblin Zombie x1
Hiro's Shadow Scout x2
Malice Ascendant x3
Morphing Jar x1
Morphing Jar #2 x2
Needle Worm x 2
Nimble Momonga x3
Spirit Reaper x3
Spells x12
Book of Moon x1
Card Destruction x1
Graceful Charity x1
Level Limit-Area B x1
Messenger of Peace x2
Nightmare's Steelcage x1
Nobleman of Crossout x1
Nobleman of Extermination x1
Swords of Revealing Light x1
The Shallow Grave x2
Traps x14
Assault on GHQ x1
Curse of Royal x1
Divine Wrath x1
Gravity Bind x2
Needle Ceiling x2
Mirror Force x1
Negate Attack x2
Threatening Roar x3
Waboku x1
Side:
Nightmare's Steelcage x2
Des Wombat x3
Needle Worm x1
Morphing Jar #2 x1
Scapegoat x1
Anteatereatingant x1
Sangan x1
Messenger of Peace x1
Nobleman of Crossout x1
Curse of Royal x1
Needle Ceiling x1
Negate Attack x1
(Curse of Royal is SO useful in this deck it isn't even
funny. Something that no-cost negates MST, DT, Seven Tools,
Magic Jammer, and Magic Drain? If you haven't yet noticed,
it's the ONLY negator you even need!)
It's with this particular deck that I won 17 duels in a row
in the GBA game with no life point regeneration in between
(and darn it, if the computer hadn't been using a real-world
banned Tribe-Infecting Virus to kill off my Spirit Reapers,
it would have been 20, and I could have unlocked all that
extra content...sob...) I realized very quickly that my
greatest fear would be those ST destroyers, so I put as many
chainable traps in there as possible to draw their fire away
to useless targets (or, as in the case of Needle Ceiling,
make the opponent have nothing to attack with AFTER using
Heavy, MST, DT, Breaker, Mobius, and/or Chiron.)
Why am I bothering with all this? Because while my deck
would definitely have either a losing proposition or at
least an uphill battle against yours, IT BLOWS ANYTHING
RESEMBLING THE CCC STRATEGY OUT OF THE WATER. In other
words, the best way for your deck to get noticed is not by
competing directly with the dominant archetype (I'll kindly
say that your chances of doing that are middling to
terrible, given how focused the experts are on the various
directly attacking counters too it) but by letting an
archetype that ignores most of its proscriptions rise up,
then showing how IT can be beaten. (Honestly, piercers are
the only things I fear with my deck, and I just realized
that for my deck not to be COMPLETELY unfair, Konami really
needs to introduce a few nice, 1450-or lower, Level 3
piercers in the next set.)
You have a great idea that's one dominant decktype away from
its time. Right now, those Majestic Mechs and Chainsaw
Insects are going to be hurting your playstyle terribly,
since the new card releases are focusing mainly on hard
counters to common plays(and I see that they've finally
realeased a TRIBUTE NEGATOR, Mobius and Jinzo haters! That
one might have to go in my side deck too!)
Now, if all of a sudden people started moving away from the
CCC practice to focus on deck and hand protection, started
siding or maining PENGUIN KNIGHT, of all things, started
focusing on ways to win without killing your opponent
directly (Better Burn decks, Exodia of some sort? Final
Countdown? My deck definitely wouldn't lke Final Countdown
that much either...) you'd definitely have a much better
shot at having designed the Next Big Strategy Thing. The
irony of decks that can take apart dominant archetypes is
that LESS-dominant archetypes can often beat them in the
preliminaries. If you want to see the game change for the
better, you have to make sure as many people as possible are
united in their desire to change it, otherwise the only good
new card releases you get will focus on finessing the
dominant archetypes.
Give my deck some publicity, since i'm going to be going
into the Army at the end of July and won't have much time or
money to buy it or play it off the GBA. I absolutely
guarantee that once you get used to playing it, you can take
apart almost any tournament dominanted strategy. (And as
soon as I can, I'm going to copy the latest CCC decks into
YGO 2006's automated duel computer and start having fun
defeating them:)
epoetker@hotmail.com
And there you have it. Feel free to send him your responses,
Dark Maltos out !
Toddyhole@aol.com
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