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                      Dark 
					Maltos's 
						Dueling Dome 
						Well guys, im back with a Friday deck. Hopefully I’ll 
						get a few more of my 7 steps done next week, and write 
						another little rant about what I touched on in Rant 
						Mode.  
					
						Macro Control was a deck type hyped to be the end of the 
						dueling world, most noticeably by yours truly, but upon 
						initial release, no one even bothered using it. Well 
						that’s just silly.  
					
						The main focus of Makro is to purchase items for retail 
						in bulk at a reasonably lower price, thereby making a 
						profit upon resale , even after the addition of VAT. The 
						main focus of a Macro deck is something quite different. 
					
						Macro Cosmos basically revolves around the idea that 
						everything played by either player with indefinitely get 
						removes from play upon being destroyed, thereby negating 
						searchers of an kind essentially, as well as a few other 
						handy little things. Then your little things come back 
						and lay the smack down on an otherwise helpless 
						opponent, or be tributed for Monarch Control, or even 
						Dark Magician of Chaos.  
					
						There are a few certain cards that can benefit from 
						this, as well as induce it : 
					
						DD Survivor ; 
					
						Ahhh the ever elusive DD survivor. Used as a tech 
						against the up rise of DD Assailant back in the good old 
						Regressive format. Now he finds a use in this deck by 
						basically being revived every time he’s destroyed whilst 
						face up, if everything’s going to plan. Quite powerful 
						considering he’s boasting an effective 1800 atk. An ever 
						- present beat stick is always nice.  
					
						DD Scout plane : 
					
						Whenever this little beastie is removed from the game, 
						it finds its way back to the field at the end phase. 
						Very useful in this deck, being a continuous 1200 def 
						wall every turn, if all goes to plan.  
					
						Gren Maju Da Eiza : 
					
						Oh, yes, that’s more like it. For each of your cards 
						removed from play, this card gets 400 attack. So with 
						only 5 that’s 2000 , anything above that is surplus. At 
						8 you’re staring down the barrel of an incredible 
						monster.  
					
						Helios the Primordial Sun  
					
						Not a good card, at best a 2000 attacker, but it does 
						work with Macro Cosmos. A free monster merits its use, 
						but I’m not using it’s nomi form. Maybe I’ll squeeze it 
						in. 
					Golden Homunculus 
						Powerful stuff. It’s not as significant a boost as Eiza 
						gets, but it has a base 1500 attack, so already its 
						powerful. The scout planes and Survivors will be there 
						to help the tribute cost of this monster, considering 
						it’s a level 6 . Heavy beatdown. 
					
						Banisher of the Radiance ; 
					
						A great monster in its own right, definitely helping the 
						‘remove from game’ theme. 1600 attack can hold it’s own  
						against most commonly played cards, as well as run over, 
						and thereby negate any searcher card the opponent my 
						throw at you. (for the most part) 
					
						Banisher of the Light ; 
					
						The original. A large wall at 2000, and if you manage to 
						get it flipped face up, quite the deadly card, and 
						difficult to get rid of.  
					
						DD Warrior Lady & Co.  
					
						Might as well add the best remover in the game while 
						we’re at it, along with her family. Strategic DD its 
						great. 
					
						As well as monsters, there is a hell of a lot of spells 
						that can benefit, as well as traps. 
					
						The 2 most obvious of these are : 
					
						Macro Cosmos ;  
					
						I might as well mention this now and get it out f the 
						way. Macro Cosmos leads this deck, acting as both a 
						Helios searcher, as well as the key card for removing 
						cards played from the game. It’s effective, fast, and a 
						good counter to the suicide of a searcher. It will 
						slowly build up the RFG resources either for Homunculus 
						or Eiza, or lead the way for wave after wave of monsters 
						and tribute material, as well as the ever dominant 
						Return from the Different Dimension , possibly for the 
						kill later on.  
					
						Dimensional Fissure ; 
					
						To the same effect as Macro, except it’s a spell that 
						only works with Monsters. Still, it’s quick, and can 
						almost be as powerful.  
					
						Over the years, there have also been the release of 
						certain cards that can greatly benefit this deck, 
						uniting some of the banned effects all together : 
					
						Nobleman of Crossout : 
					
						A great card for nailing face downs.  
					
						Soul Absorption : 
					
						Staple in this deck, prolonging lp indefinitely. I love 
						this card soo much, 500 per card, so that’s roughly at 
						least 1000 a turn I’d say.  
					
						Chaos End : 
					
						A Dark hole allowed in 3’s because you need 7 cards 
						removed to activate it. Well in this deck, that won’t be 
						much of a problem, it’s worth a try. 
					
						Chaos Greed : 
					
						Pot of Greed , but requiring 4 cards removed from play 
						(easily done) , but having no cards in your grave. Not 
						impossible, but worth the inclusion of the below card 
					 
					
						Soul Release ; 
					
						Adds a significant boost to Homunculus and Eiza, as well 
						as helps the issues with the Chaos Spells.  
					
						Dimension Distortion : 
					
						Essentially a monster reborn for RFG monsters, except 
						you cant have cards in the grave. That should take 
						priority in this deck. Could be a dead draw, could be 
						game winning, as with all cards in this deck. 
					
						Magical Reflector ; 
					
						The main problem with this deck is the continuous cards 
						being ever present, and vulnerable to s/t removal. This 
						card is basically the best defense for your cards. 
					 
					
						DD Dynamite : 
					
						300 for every opposing card removed from play. The 
						opponent needs 30 cards for one of these to be game 
						ending, so that’s 10 for three . Noteworthy. 
					
						Return from the Different Dimension : 
					
						Currently, this is the biggest game ender we have. Macro 
						can abuse this to the extreme if played correctly.  
						Worthwhile to run.  
					So lets get building shall we? The deck needs Monarchs, as well as a possible DmoC if you were wondering about the tribute set up: 
						Monsters : 
					Mobius the Frost Monarch (x2) Zaborg the Thunder Monarch Golden Homunculus (x2) 
						Banisher of the Radiance (x3) 
					Banisher of the Light (x2) DD Scout Plane(x3) DD Survivor (x3) Gren Maju Da Eiza (x2) DD Warrior Lady DD Assailant Spells ; 14 
						Dimensional Fissure (x2) 
					Chaos End Chaos Greed Soul Release (x2) Soul Absorption (x2) Dimension Distortion Nobleman of Crossout (x2) Graceful Charity Mystical Space typhoon Magical Reflector 
						Traps ( 6) 
					
						Macros Cosmos (x3) 
					Torrential Tribute Mirror Force Return from the Different Dimension 
						Side Deck : 
					
						Helios the Primordial Sun (x2) 
					Dark Magician of Chaos Heavy Storm Bottomless Trap hole (x3) Dark Core(x2) (good for this huh?) DD Dynamite Snatch Steal Swords of Revealing Light Scapegoat Spirit Reaper (x2) 
						So there we have it. Hopefully a powerful RFG deck 
						that’ll negate searchers, form huge power up, or hit 
						them hard with monarchs. Hope you Like it. 
					
						Have a good one guys.  
					
					
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