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Endphase on Yu-Gi-Oh!
High risk/high
reward play is arguably best personified with First Turn
Kill decks. Either you win on your first or second turn, or
you lose. The Ronintoadin/Mass Driver FTK was the last
format’s most dominant FTK, now joining Last Turn and
Magical Scientist as decks that will live in Traditional
format for as long as this game exists.
Outside of FTK’s
though, any deck that can self destruct on itself without
major benefits won’t see much play outside of casual
matches. The Arcana Force monsters debuted alongside
Lightsworn as mono-attribute decks with unique, new
mechanics that included secondary effects meant to give the
deck a high risk for a high reward. While Lightsworn
duelists could deck themselves out if they weren’t careful,
flipping tails at an inopportune moment with Arcana Force
monsters could mean an imminent loss.
Lightsworn has
thrived since its creation due to the fact that the best
Lightsworn builds play several cards that they want milled
to the grave, turning a weakness into a strength, like
Plaguespreader Zombie or Necro Gardna in addition to their
powerful, game winning cards such as Judgment Dragon. You
can mill out most of your deck in an opening turn and win
the next with Lightwsworn, balancing or overcompensating for
the risk of playing the deck in the first place.
The same cannot be
said about the following archetype. With one direct support
card and no additional support since Light of Destruction,
the Arcana Force has stagnated since its release. This is a
shame, as a deck based off of something as cool as the Tarot
with wicked, chance based effects could have been a blast to
play if most of the effects were worthwhile, which as you
will see, is sadly not the case.
Arcana
Force
I won’t spend too
much time on the Magician, the Emperor, the Empress, the
Lovers, the Moon, and the Chariot. Gellenduo does the Lovers
job without a coin flip and with better stats, Goyo Guardian
is a generic Chariot without the coin flip, the Magician can
become slightly bigger than Cyber Dragon the turn a spell is
activated, the Empress can help swarm the field with
monsters that could as soon ruin everything with a bad coin
flip as they could
help win the game, the Moon can generate tokens that
can be tributed for larger monsters (like Goka, the Pyre of
Malice, only with a possible horrible effect and a higher
tribute summon cost), and the Emperor can give a smaller
boost to your Arcana Force monsters than Solidarity. All
this could be yours with a lucky coin toss, otherwise you
are just throwing the summoned monster (and possibly more)
away.
Temperance is
unique for a few reasons, so I’ll start with it. Odds are,
you’ll never find it in anyone’s main deck or even summoned
for that matter, although I suppose it would not be a bad
side deck choice against decks that attack for large amounts
of damage, such as Chimeratech Overdragon or Lightsworn.
It’s discarding effect differs from Kuriboh slightly
because unlike Kuriboh, Temperence can be activated on your
turn as well, possibly as a response to an Honest that would
cost you the game otherwise. While Battle Fader and Gorz,
Emissary of Darkness are popular “battle-stoppers” at the
moment, cards that restrict special summoning keep this card
in the back of my mind whenever I put together a side deck
for fairy builds. It’s not near as useful as the cards below
it, but it’s not near as bad as those above.
I have had
personally seen two different deck that played The World as
a win condition. The more recent of the two relied on using
Substitoad to mill enough frogs to the graveyard to continue
to fuel The World with enough Ronintoadins to ensure that
the opponent would never have a turn. The deck also played
Light Barrier to guarantee that The World would not be
giving extra cards to the person playing against it.
Substitoad’s ban stole what consistency the deck had (which
wasn’t too much to begin with) and in all honesty, the only
reason I think the person who played this deck played The
World was simply for the novelty (it was cool when it
worked). It’s not often that someone beats someone with
three direct attacks in three consecutive turns without the
person receiving the attacks getting to have a single turn
in between, but The World makes it possible.
The other deck ran
Strike Ninjas and DD Scout Planes to fuel The World. While
the strategy was somewhat outdated when I saw it (played not
long after Light of Destruction’s release), I think The
World would be a very fun card to play in a Macrocosmos
build, especially when even his tails effect won’t be
totally disastrous against a deck that destroys and even
prevents graveyards. I may come back to this idea in a much
later article, as I have much more to say about the
remaining three Arcana Monsters.
Arcana Force 0 -
The Fool is most likely the only Arcana Force monster that
the average Yu-Gi-Oh player is somewhat familiar with, as it
is the only one splashed into other decks. Even then, most
don’t know about its effects outside of the one that doesn’t
allow it to be destroyed in battle. Basically, it cannot
manually change to defense position from attack (card
effects can circumvent this), and on the summon a coin is
tossed. If heads, your monster effects, spells, and traps
that target don’t effect it and on tails your opponent’s do
not. Oddly enough, tails seems to be the better effect of
the two, although both can be useful depending on what other
cards you are playing. Setting The Fool won’t give you his
coin flipping effects unless you flip summon it yourself,
but without a way to shift it back to defense mode, you open
yourself up to indirect attacks on your life through The
Fool.
While not being
able to be destroyed by battle is nice, on its own, The Fool
is no better or worse than the plethora of other monsters
that have this ability. There are several combos that make
the most out of him though that make him worth considering
in several strategies. As mentioned earlier, normal or flip
summoning The Fool would be a… wait for it… a foolish
choice. That is, so long as it stays on your side of the
field. Creature Swap does not target, so no matter what you
flip on the summon, you can give The Fool to your opponent
waiting to be attacked turn after turn unless they can do
something to remove him from the field. If you flipped tails
and sent it over, that Book of Moon they were going to use
to reset it won’t do them any good. Things that can attack
multiple times can slam into The Fool for as many attacks as
they can muster, each doing the equivalent of a direct
attack on their life. Outside of Creature Swap, Nova
Summoner is a great way to summon The Fool to defense mode
and get one of its effects, allowing it to serve as a near
unbeatable barrier between you and your opponent. One for
One, Kinkya-Byo, and Wolf in Sheep’s Clothing also provide
methods for you to summon The Fool to defense mode, the
latter of which will give you two Fools, doubling your
chances of getting the flip you want. Finally, while not
commonly played, cards like Shift that redirect card effects
can be useful provided you have The Fool in defense mode,
destroying whatever you redirect at The Fool. Against a deck
like Gladiator Beasts where virtually every monster targets,
The Fool could be an unbreakable barrier that provides you
with the breathing space you need, forcing them (or any deck
that plays several cards that target) to use up a valuable
syncro summon, forcing them to play Red Dragon Archfiend
instead of Stardust Dragon when it would be preferred.
The final two
Arcana monsters do not have corresponding cards in the
Tarot, hence the EX or Ex in their name (there is no typo,
the Light Ruler has a little ‘x’). Both have the same
summoning requirements: sending three monsters on your side
of the field to the graveyard. While this may mean that
tokens are not usable, anything else, provided it’s on your
side of the field is fair game. That means that Mind
Control, Archfiend’s Roar, Ronintoadin, Wiseman’s Chalice,
and anything else that has special conditions effecting the
monster in question are allowed for the summon.
With Obelisk
finding himself played mid-way through the last format, I
was honestly surprised nobody tried either of the two boss
Arcanas. The Dark Ruler, with heads strikes for 8000 damage
total with his two attacks and blows the field when he’s
destroyed from tails. The Light Ruler is even better. Heads
lets you hand pick anything from your grave if it can kill
something in battle. With four thousand attack, you would be
hard pressed to find something too big for it. His tails
effect is arguably the best between both the Light and the
Dark Ruler. If it’s targeted, your Arcana loses 1000 attack
and the card is negated. That means Ryko, Dimensional
Prison, even Effect Veiler do nothing once this is active.
Your opponent would have to burn at least two different
targeting cards before even hoping to be able to take this
down via battle, and unlike Light and Darkness Dragon, The
Light Ruler chains again to a second card activated.
Currently, there are no sets of monsters that can
consistently put three creatures on the board, although the
upcoming Chaindog does have my attention for a possible deck
using the Light and Dark Rulers.
Unlike Cloudians or
even Agents, salvaging Arcana Force as an archetype will
need more than a couple of new support cards to be make the
theme remotely close to competitive. If you play and or like
the deck, more power to you, it’s just something I fail to
see the allure of. While some themes have received that type
of boost in the past (like what The Shining Darkness did for
Infernities), the outlook for the Arcana Force as a whole is
grim indeed.
Not since Demise,
King of Armageddon (but really Advanced Ritual Art) has a
ritual monster seen the popularity of Herald of Perfection.
A bizarre looking fusion of the Heralds of Orange, Green,
and Purple Light, this monster is meant to do one thing and
do it well – prevent its foe from doing anything. Being able
to negate all spells, continuous and normal traps (but not
counter), and virtually every effect monster (even those
such as Honest that trigger during damage calculation),
summoning Herald of Perfection in an opening turn has beaten
countless duelists by invalidating their hand before they
even draw their first card.
The trick, if you
want to call it that, is simply summoning Herald. Dawn of
the Herald, the ritual spell used to summon it, adds a
monster used in Herald’s summoning back to the owner’s hand.
This is especially useful if a level 6 Fairy is used. The
cost is paid and then returned for Herald fuel. Advanced
Ritual Art is possibly even more effective though, summoning
Herald of Perfection and then strategically filling the
grave with fairies that are normal monsters. Archlord
Kristya, which can be summoned if exactly four Fairies are
in grave, cuts off all special summons, meaning that
overpowering Herald of Perfection is all but impossible.
Backup Soldier, Salvage, and Dark Factory of Mass Production
can pull multiple Fairies back to the owner’s hand (the
lattermost of which is the most often used) for even more
Fairy fuel for Herald.
There are several
problems that I’ve seen that the deck has (not counting
cards side-decked specifically to combat Herald of
Perfection). The issue are hands in which Herald of
Perfection cannot be summoned. Even with Manju of the Ten
Thousand Hands, Senju of the Thousand Hands, Sonic Bird, and
Preparation of Rights, it’s not always possible to put
Herald of Perfection on the field. This gives your opponent
time to prepare for it and counter the main cards needed for
Herald’s summoning. The problem of bad hands is something
all decks have, but opening with a hand full of Mokey Mokeys
and Smoke Balls is just one of the worst case scenarios
Herald of Perfection has.
The second problem
is one that anyone who has summoned Herald of Perfection can
tell you about. If Archlord Kristya is not summoned on the
first turn or two, and you have no way to summon anything
larger than Herald of Perfection, then you are in for a very
long game. Clocking in at 1800 attack points, Herald of
Perfection can’t stand up to much, even with up to two
Honest in the deck at their disposal. The game ends up being
a long, drawn out match in which the winner is eventually
decided by deck out.
Decking out can
also happen even if Herald and company find themselves face
to face with something that cannot be destroyed by battle.
Due to the high monster count and several cards the deck
plays to speed up Herald of Perfection’s summon, there is
very little room for monster removal, such as Smashing
Ground or Fissure. What’s more, if the Herald player does
achieve the Herald/Kristya lock, they cannot use Herald of
Orange Light or any other tuners to syncro summon something
to take out the defensive monster.
Of course, the
older the deck becomes, the more answers become available
from either new cards or entirely new builds. As mentioned
on the Konami Strategy page, Forbidden Chalice could become
a key card in Herald of Perfection, blocking Archlord
Kristya for special summons for a single turn or negating
the ability of a monster that prevents Herald from getting
rid of it. Older cards such as Mudora may find their way
into Herald builds, providing offense that only grows as
Herald of Perfection continues to negate threatening cards.
There’s also
untapped potential in several other series of monsters. The
Darklords are all fairies, providing Herald with fuel and
loading the grave for a well timed Superbia, as well as
giving the deck more muscle, access to Trade In (which the
deck can already run with level eight ritual Fairies,
Kristya, and Majestic Mech – Goryu), and DARK support like
Allure of Darkness and even Dark Armed Dragon. The Djinn
monsters, while not Fairies, can give Herald of Perfection
even more effects, such as a one sided special summoning
lock and an immunity to traps (such as to counter traps like
Gladiator Beasts War Chariot and Divine Wrath). Also, as
Dark Fiends, the Djinns open up the full potential of the
Sky Scourge monsters. Sky Scourge Invicil, in particular,
can block out all spells or traps depending on what was used
for his summon. The Djinns don’t mind being tributed like
this, as they can be used for a ritual summon while in the
grave! A Djinn/Herald deck would have to be mindful that
Perfection requires exactly six stars for its summon, but
pairing a Djinn with a matching Fairy shouldn’t be too hard.
For example, Marshmallon pairs with Djinn, releaser of
rituals and Tethys pairs with Djinn, Disserere of Rituals.
Since more than one Djinn can be tributed for the summon,
pairing Disserere with perhaps a Skelengel would do the
trick.
Even though it’s a
young deck, Herald of Perfection has already made a name for
itself as a very competitive choice that will more than
likely only improve when more cards to assist it are printed
and new builds are innovated. Next week, Valhalla Fairies
and Vairons! |
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