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Ed on YuGiOh
March 13, 2008

Format of March 1, 2008: Rapid Exodia Part 1

And it’s Ed back here on Pojo with another article, and if you guys haven’t noticed, my section has been cleaned up a bit, and I’ll resume writing articles for my readers with a fresh new start, which is exactly what I wanted after I made the mistake on my last Deck Fix. I’m sorry, and it won’t happen again! I’m trying something new this time: with every format, I’ll put the date of the new ban list, and I’ll go over and talk about something new about the format. These articles will all be in two parts, as I’ll thoroughly go over what I chose to talk about.

Many, many years ago, the Yu-gi-oh began its great TCG game from scratch with an extremely infamous deck type: Exodia. Since the first couple episodes, many fans have held the Exodia deck to be the ultimate deck type, and it was, up until we were smart enough to figure out that it was too difficult to pull off. Then, many people began to run Beatdown instead, and now the deck type is forgotten and the five pieces are thought of as pieces of trash and sold or traded as soon as possible. Well, Chris Moosman thought otherwise and piloted an extremely quick Exodia deck at Shonen Jump Championship Costa Mesa.

Let’s take a look at the decklist:

Monsters: 18

1 Exodia the Forbidden One

1 Right Arm of the Forbidden One

1 Right Leg of the Forbidden One

1 Left Arm of the Forbidden One

1 Left Leg of the Forbidden One

3 Destiny Hero – Dogma

3 Destiny Hero – Plasma

3 Cyber Valley

1 Elemental Hero Stratos

1 Sangan

1 Dark Magician of Chaos

1 Destiny Hero – Disk Commander

 

Spells: 19

3 Trade-In

3 Destiny Draw

3 Allure of Darkness

3 Upstart Goblin

3 Machine Duplication

1 Monster Reborn

1 Premature Burial

1 Spell Economics

1 Dimension Fusion

 

Traps: 3

3 Reckless Greed

            Yes, we can really notice all the different kinds of cards that were released over time that allow a player to draw 2 cards from there deck, which is an effect that used to be thought of as a broken one. This deck makes use of many of those released cards, showing us how Destiny Hero’s mostly have DARK Attributes and how many Destiny Hero’s are Level 8. Destiny Hero’s can then easily fulfill the costs of the draw engines Trade-In, Allure of Darkness, and Destiny Draw. This gives a tremendous amount of speed to the deck, not to mention to extra draw power provided by the three copies of Cyber Valley and Machine Duplication. An extra card for each category is also added into the deck; Sangan for the DARK attribute, Dark Magician of Chaos for the Level 8 monster, and Destiny Hero – Disk Commander for the Destiny Hero.

            Yeah, all these spell cards that let us draw two cards per activation are awesome, but we also have to notice those cards that AREN’T spells that also act as major draw engines. The first one I’d like to focus on is Cyber Valley. Cyber Valley is an extremely useful card, since it can supply you with 2 cards from your deck and one card from your Graveyard, which are the two out of the three effects that you would be using most with this deck. Cyber Valley combined with Machine Duplication is a very deadly combo, considering what Cyber Valley can easily do with another face-up monster on the field. Here is the sequence of events in this great combo.

  1. Summon Cyber Valley

  2. Activate Machine Duplication, Special Summoning two more Cyber Valley’s.

  3. Remove from play two Cyber Valleys to draw 2 cards from your deck.

What you do with the last one is entirely up to you. Another thing I’d like to notice is the never-ending cycle that not too many people notice when looking at the decklist. With Spell Economics, this combo is easy to set up and it guarantee’s a win, unless the opponent has a chainable spell/trap facedown on their side of the field that can negate one of these effects. Otherwise, the opponent loses once you set this one up. You have to first have to have 2 Cyber Valleys and another monster in the RFG zone. You also have to make sure that you have a card in your hand that you can discard for Cyber Valley’s third effect. Here is the sequence of events in this combo.

  1. Activate Spell Economics

  2. Activate Dimension Fusion, Special Summoning 2 Cyber Valley’s and the extra monster onto the field without paying 2000 Life Points.

  3. Activate the other Cyber Valley’s third effect, discarding one card from your hand to retrieve Dimension Fusion back to the top of your deck.

  4. Activate Cyber Valley’s second effect, removing from play one Cyber Valley and the other face-up monster on your side of the field to draw 2 cards, getting Dimension Fusion back into your hand.

  5. Repeat steps 2-4, drawing 2 cards every time until you get all five pieces of Exodia in your hand and win the duel.

This deck is indeed a great advancement in the Exodia type and I think it’ll change the Meta with a couple more changes. If anyone has this type of deck and wants me to fix it in an article, I’ll definitely take it in. Send all the decks and ideas to me via email at lightningsaphira94@gmail.com. I love emails and I almost always reply to them, good news or bad!

Hope you liked the article!

 

Have Fun and Play Fair!

Ed 

Next Time: I’ll go over what each card does and why Chris Moosman chose to include it in Part 2!


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