FanatikMonk on Yu-Gi-Oh!
Pimp My Hat!
August 29, 2006
First
off, I want to thank all of the e-mailers that were kind
enough to tell me that I put 2 Mirror Forces in my
“Devastating” deck. That second one was supposed to be a
Ring of Destruction and the Deck list should have read:
Monsters (21)
Goldd x 2
Silva x 2
Dark Scorpion- Meanae the Thorn x 3
Mystic Tomato x 3
Exiled Force x 2
D.D. Warrior Lady x 1
Strike Ninja x 1
Spirit Reaper x 1
Treeborn Frog x 1
Morphing Jar x 1
Sangan x 1
Breaker the Magical Warrior x 1
Magician of Faith x 1
Night Assailant x 1
Spells (13)
Graceful Charity x 1
Premature Burial x 1
Nobleman of Crossout x 1
Mystical Space Typhoon x 1
Heavy Storm x 1
Book of Moon x1
Dark World Lightning x 3
Rush Recklessly x 2
Reinforcement of the Army x 2
Traps(6)
Mirror Force x 1
Torrential Tribute x 1
Ring of Destruction
x 1
Call of The Haunted x 1
Deck Devastation Virus x 2
Now that
that’s through, I’d like to highlight one of my favorite
deck ideas. Soul Control, the invention of Evan “SandTrap”
Vargas was a purely genius anti-meta deck and while our meta
changes to conform to the new ban, new life is breathed into
this old deck-type. While Evan’s original build was strong,
fast and effective, the environment soon turned to handle
this tempo-manipulating monster. More defensive soul
control builds were necessary and the deck changed into
stall, draw and burn engine. Needless to say, Soul Control
fell out of the lime light and many stopped preparing for
the match-up.
Now, for my job. How
can we rebuild Soul Control into something crazy, again.
How do we breathe new life into this deck and give it back
what it once had, restoring it to it’s spot of prestige?
How do we Pimp this Deck? Well lets start by looking at the
strengths and weaknesses.
Strengths:
-
Could Deal
with strong, defensive decks.
-
Provided
Compensation for a single Nobleman of Crossout.
-
Created
Advantage through fake floaters (Monarch + Soul Exchange =
Fake Floater)
-
Provided
consistent way to control tempo
Weaknesses:
-
Poor hands
often resulted in lost games.
-
One hit
from a zaloog could turn the game around quickly.
-
Dark World
Appearance hurt Thestalos Playability.
-
Required
Soul Exchange to fuel combos and power deck.
So my course of action
to remedying this problem in a creative way was the
introduction of a new card: Magical Hats. Many people have
never actually read this card (seriously it’s different from
the show so check it out), so read below:
Normal Trap
Select 2 non-Monster Cards from your Deck and 1 of your
Monster Cards on the field, then shuffle your Deck. Shuffle
the 3 selected cards and Set them on the field in face-down
Defense Position. The 2 cards selected from your Deck are
treated as monsters (ATK 0/DEF 0) and are destroyed at the
end of the Battle Phase. You can only use this effect during
your opponent's Battle Phase.
So, lets
break this down. You flip a monster face down and can bring
2 spell or trap cards from your deck, they act as monsters
and are automatically destroyed at the end of the battle
phase. Jeez! Broken much? Maybe not right now but let’s
keep looking. Now cards that combo well with this:
Dark Coffin
Normal Trap
When this face-down card is destroyed and sent to the
Graveyard, your opponent selects and executes 1 of the
following effects:
• Discard 1 random card in their hand.
• Select 1 monster on their side of the field and destroy
it.
Statue of the Wicked
Normal Trap
When this face-down card is destroyed and sent to the
Graveyard, Special Summon 1 “Wicked Token”
(Fiend-Type/DARK/4 Stars/ATK 1000/DEF 1000) in Attack or
Defense Position on your side of the field.
So, you
flip your hats pull a combination of these guys out
(depending on the situation) and if your opponent fails to
hit one of these traps then the effect activates at the end
of their battle phase and you’ll gain +1 for each card that
went undamaged.
Now let’s
idealize and conceptualize this scenario. Your opponent has
a Cyber Dragon in atk going after your face up mask of
darkness, you chain this and flip your mask of darkness face
down. If they choose to atk (or can attack) then you’ll
gain +2, either a magical hat back from the grave and a loss
of one of their cards, or a loss of two of their cards. So
there is a +2 for you right off the back, combined with the
+2 from thinning your deck, +1 more if you can manage to
stop their attack with another card (wow that would turn
Magic Cylinder into a 1 for 1 with burn, that’s nice).
So how do we take
advantage of this concept? Fill the deck with flips that’s
right. How could we abuse this concept a little more?
Throw in a few Penguin Soldiers and Compulsory to bring our
spells and traps to our hand instead of tossing them away.
Great ideas, here’s the deck.
Monsters (17)
Mobius x 2
Thestalos x 2
Zaborg x 1
Sangan x 1
Breaker the Magical Warrior x 1
Night Assailant
x 1
Magician of Faith x 1
Mask of
Darkness x 1
Dekoichi x 3
Legendary Jujitsu
Master x 1
D.D Assailant x 1
D.D. Warrior Lady x 1
Twin-Headed Behemoth x 1
Spells (9)
Graceful Charity x 1
Heavy Storm x 1
Nobleman of Crossout x
1
Mystical Space Typhoon x 1
Premature Burial x 1
Book of Moon x 1
Confiscation x 1
Soul Exchange x 2
Trap (14)
Call of the Haunted x 1
Torrential Tribute x 1
Mirror Force x 1
Ring of
Destruction x 1
Magic Cylinder x 1
Magical Hats x 3
Statue of the Wicked x
3
Dark Coffin x 3
Side Deck (15)
Mobius the Frost
Monarch x 1
Legendary Jujitsu
Master x 1
Penguin Soldier x 2
Kuriboh x 2
Metamorphosis x 1
Enemy Controller x 2
Ceasefire x 1
Giant Trunade x 2
Compulsory Evacuation
Device x 3
Now on top
of the fact that this deck thins like a monster, it also
plays with your opponent’s head like a puppet on a string.
Most duelists after being hit with one Dark Coffin will
refrain from destroying your spell-traps without a decent
back-up plan. The flipside could also happen, if you hit
them with a magical Hat early on they’ll be eager to blow
away spells and traps before your battle phase. Hit them
with a hat bluff (leave a flip monster face up and
vulnerable with one s/t behind them) and set a coffin or
statue and watch them blow it away and waste a resource.
During Game 2 they’ll side out destruction for decrees and
trunades, but you’ll have sided in your penguin soldiers,
Mobius and 3 compulsory instead of your regular statues and
coffins, and when you tutor for just the spells you need and
let the deck run like a soul control deck, they’ll be shut
down.
Some
advice when playing this deck:
-
Bluff your mind
away! Set anything and everything knowing they’ll fear
destroying just about any card.
-
Abuse your floaters
and the fact that your opponent will expect everything
to have a flip (meaning that second jujitsu in your side
deck will be your best friend).
-
Don’t be afraid to
overextend and announce that you have a magical hat f/d
to your opponent through your play style.
-
Don’t forget that you
can activate Magical Hats at the end of your opponent’s
battle phase! No phase begins or ends without the
consent of both players.
Like always, I hope
this helped and I encourage everyone to send me their
thoughts on this deck or other deck ideas that you have!
Happy Dueling!
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