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Ed on YuGiOh
July 14, 2008

Deck Scheme: Total Containment

The game of YGO has been completely dependent on Effect Monsters for an extensive amount of time now. With every deck that shows up at SJCs having only Effect Monsters in their monster lineup, we can easily infer that Effect Monsters are the center of everything. If we didn’t have Effect Monsters, every single deck that is currently top tier would disappear, and the number of playable decks would reduce to two or three.

The top decks at the moment are filled with cards that can work well together to control the duel, like the Gladiator Beasts, Six Samurai, and more. Every deck at the top right now uses Effect Monsters to work together; even if they’re not as specific as Gladiator Beasts or Six Samurai (Monarch decks use Treeborn Frog for Tribute Fodder).  These are the reasons why, without Effect Monsters, every deck that’s doing well at the present will fall apart.

Through the years, UDE/Konami has released multiple cards that can negate Effect Monsters’ effects. Today I’ll be exploiting a deck that totally contains the opponent, controlling their every move, deciding which plays to let happen and which to prohibit.

Total Containment – Total: 41

Monsters: 17

3 Doomcaliber Knight
2 Harvest Angel of Wisdom
2 Bountiful Artemis
3 Chainsaw Insect
2 Goblin Attack Force
2 Mask of Darkness
2 Van’Dalgyon the Dark Dragon Lord
1 Marshmallon 

Spells: 6

1 Smashing Ground
1 Fissure
2 Lightning Vortex
2 Soul Taker 

Traps: 18

3 Solemn Judgment
3 Skill Drain
2 Forced Back
3 Divine Wrath
1 Mirror Force
1 Torrential Tribute
3 Dark Bribe2 Magic Drain

To organize the article to make it easier to read, I’ll go through the cards that I’ve included in the deck by the Card Type (Monster, Spell, and Trap). I’ll start with the Monster Lineup.

Monsters

3 Doomcaliber Knight

2 Harvest Angel of Wisdom

2 Bountiful Artemis

3 Chainsaw Insect

2 Goblin Attack Force

2 Fusilier Dragon, the Dual-Mode Beast

2 Van’Dalgyon the Dark Dragon Lord

1 Marshmallon

                There are only 3 cards in the monsters that can negate monsters’ effects, and those are 3 copies of Doomcaliber Knight. Doomcaliber Knight is a good beat stick that can run over most 4-star monsters, and its effect works very well even if the opponent knows it’s coming. I’ve decided to include all of the standard monsters that work well alongside Skill Drain. I didn’t include cards that would be extremely strong without their effects but just downright horrible with their effects because Skill Drain doesn’t always come up at the right times, and I wanted to reduce the number of dead draws.

                Because of the large number of Counter Traps that I’ve included in the deck, I’ve decided to include a couple of the normal Counter Fairy monsters: Harvest Angel of Wisdom, Bountiful Artemis, and Van’Dalgyon the Dark Dragon Lord. Marshmallon is there for the sole purpose of stalling, which almost always guarantees that I’ll draw a card the next turn. Its second burn effect also comes in handy in many situations.

Spells

1 Smashing Ground

1 Fissure

2 Lightning Vortex

2 Soul Taker

                I haven’t included too many Spell Cards, and I think you can guess why. We don’t need many of the staples traditionally included in the Spell Lineup. We have Counter Traps to take care of most of the opponent’s threats. The only important cards to include were Removal Agents. Because of the many monsters that will almost always be on my side of the field, it’s pretty likely that they can be used against me (Brain Control, Enemy Controller). Also, with Special Summoning going on left and right, it’s pretty easy for the opponent to pull out a big monster. These Spells give us an easy way to get rid of them.

Traps

3 Solemn Judgment

3 Skill Drain

2 Forced Back

3 Divine Wrath

1 Mirror Force

1 Torrential Tribute

3 Dark Bribe

2 Magic Drain

                The Traps are a pretty big part of this deck, and that may seem a bit crazy to some of you. However, cards that would destroy the deck like Jinzo or Royal Decree can easily be stopped with cards like Divine Wrath and Dark Bribe. Something that might seem a little strange: Forced Back. After some testing, I’ve found that it’s extremely useful. You can stop anything that your opponent summons, even if it’s a Jinzo. Forced Back has come in very handy in multiple situations when I was testing this deck. I’ve included Traps that negate everything, from Summons to activating Traps, there’s an answer to anything in this Trap lineup.

                That’s basically it; Give me all your feedback concerning this deck. It’s a bit rogue, I know, but after some testing, it may get a lot farther than we expect. Send all comments, feedback, deck fixes (remember, read my Submittal Guidelines for more information), questions, and Article Requests to me via email at lightningsaphira94@gmail.com!

Have Fun and Play Fair!

Ed

 


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