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GeneralZorpa on Yugioh
Black Hole
October 3, 2008
She Can't Take Much More of This Captain!
Tele-DAD, Gladiators, Lightsworn and Zombies. These are the
decks to beat right now. So the obvious question is how to
stop them in their tracks. Well, you can negate their
effects, but this is often unreliable and hard to do. You
can stop them from having cards in their hand, but that
doesn't really work against zombies and gladiators. You can
have bigger monsters, but again, the Big 3 will just rain
death and destruction upon your head.
So what to do? Well, we have to combine the three anti-metagame
styles into one cohesive whole. The obvious choice for this
is a warrior based strategy. They have the searchability and
effects that we need to match the speed of the Tele-DAD and
Lightsworn as well as the ATK strength to deal with
Gladiators and Zombies. But how do we do this where all
other decks have failed? I think that the answer is in Adam
Corn's side deck from SJC Tulsa. He used Skill Drain and
Destiny Hero Defender to shut down effects and the battle
phase, which is extraordinarily effective against the top
decks this format. I did the same thing, except I made it
into a deck.
Kahn!
Monsters-18
3x The End of Anubis
1x Fusilier Dragon the Dual Mode Beast
3x Zombyra the Dark
3x Destiny Hero Defender
3x Destiny Hero Malicious
3x Krebons
1x Elemental Hero Stratos
1x Sangan
Spells-14
3x Destiny Draw
3x Allure of Dakness
3x Reinforcement of the Army
2x Enemy Controller
1x Monster Reborn
1x Heavy Storm
1x Brain Control
Traps-8
3x Solemn Judgment
3x Skill Drain
1x Crush Card Virus
1x Torrential Tribute
Extra
3x Goyo Guardian
2x Stardust Dragon
2x Colossal Fighter
2x Red Dragon Archfiend
2x Thought Ruler Archfiend
2x Magical Android
2x Gladiator Beast Gyzarus
I'm
Giving Her All She's Got!
Well the deck plays very much like Tele-DAD, except minus
the extremely expensive dragon. You race through your deck
to get the Malicious/Krebons combo off asap. Then after we
have a big monster on the field, Skill Drain shuts down
opposing card effects. Mainly this is so that our Goyo
Guardians and Red Dragon Archfiends can control the battle
phase without fear of being blown away by Gyzaurs, DAD or
Judgment Dragon.
The Skill Drain does negate your own effects as well, but
that is less of an issue in this deck. This is all about ATK
and DEF. You are going to dominate the battle phase, just by
sheer brute force when you take destruction effects out of
the picture. Once this happens, your opponent will need to
rely even more on their Special Summon monsters as they have
decent ATK. But it will be hard to get their effects off
without using other monster effects to help them out. This
means that your lone Zombyra can do some serious damage to
your opponent's monsters and lifepoints while it is on the
field.
I am going to devote a special place to the forgotten
menace, The End of Anubis. I am going to say that it was a
toss-up between this guy and Summoned Skull, really. But the
extra 1200 DEF was not worth sacrificing an effect for. Even
though his effect will not come into play very much, he does
stop all recursion effects, which is especially potent
against Lightsworn. As far as I know, Lumina, Wulf and
Monster Reincarnation will be negated as long as this bad
boy is on the field. Did I mention that he had 2500 ATK?
yeah, that's enough to suicide with Stardust and take out a
monarch or stuck Gyzarus. Plus he is almost as dangerous
should Skill Drain come to the field.
Fusilier Dragon is another off the wall pick. But the
ability to drop a 2800 ATK behemoth with just a Normal
Summon is too good of an opportunity to pass up. 2800 is
huge, and with Skill Drain, your opponent will need to get
Judgment Dragon, Dark Armed Dragon or Goyo Guardian real
quick or they're gonna be hurting. He is also a prime
removal target with Allure of Darkness, allowing you to get
an otherwise dead card without Skill Drain out of the way
and preserving your more important DARK monsters for winning
the game.
Zombyra the Dark is a card that I have loved since it's
introduction in LON. The ability to take out any level 4
currently played is simply too good to pass up. Add in that
he is searchable, a Warrior and a DARK monster and we have a
winner all set up, and a bruiser when Skill Drain hits the
field. I have written close to 3 articles where I have
touted this guy's abilities and maybe now that a Shonen Jump
Champ has used it, people will finally begin to see just how
great he is. Thanks Adam, you ruined my tech card for the
upcoming Regionals!
Beam Me
Up Scotty!
Before we do any beaming, it is only fair to access the
shortcomings of this deck. It is a lot less explosive than
the traditional Tele-DAD, which makes it a lot less deadly
int eh early game, but still more explosive than Gladiator
Beasts. The ability to draw a lot of cards and thin the deck
is the same though, being able to thin the deck by 15 cards
with just spells is amazing. The average battle stats of
monsters is going to be higher than the average bear simply
because of Zombyra and Defender, but without Skill Drain
those cards (along with Fusilier Dragon) are less than truly
effective on their own.
This means that getting to Skill Drain early is almost the
biggest priority of this deck, so that your superior ATK and
DEF can take care of the game. However, Cold Wave use in
Gladiator Beasts and teched in Lightsworn can totally ruin
your day. Both of these decks are monster based, which is
good for Skill Drain, but bad in that you can't activate it
under Cold Wave. That is easily solvable, but Cold Wave's
big brother, Giant Trunade, is a bit trickier to deal with.
Along with Heavy Storm , Dust Tornado and Mystical Space
Typhoon it will destroy/remove your Drains so that they can
explode out and kill you.
To this I say "That's What Solemn's For!". Solemn Judgment
is kind of like a catch-all counter to whatever is bugging
you. Throw in it's relatively cheap activation cost and we
have both the savior of the deck and it's Arch-Nemesis.
Using Solemn on a Skill Drain is rough, as you often need
the Drain to go off at that moment, completely ruining your
plans and costing you 1000 lp in the process. There is no
true answer to Solemn except, well another Solemn. and then
you get into the Solemn Wars where there are 2 even 3 copies
springing up on either side. Nobody likes those, because
whoever pays the most will likely lose.
Anyway, besides spell and trap removal, the deck flies
pretty solid. Shadow Mirror just makes your day easier, as
you want your effects to be negated, and big monsters are
rarely a problem with Enemy Controller forcing them to be in
their weak state. In fact this deck is sooo anti-meta that I
was considering dumoing the Synchro aspect and making it an
Oppression style deck. That would have lost the deck so much
of it's power and speed though, so I stuck with the Cornish
version.
You can even add Dark Armed Dragon to the deck if you have
the copies of it. It doesn't control the graveyard as well
as previous DAD incarnations, but that is almost a
non-issue. I would also suggest Jutte Fighter instead of
Krebons if you are running into speed problems. The deck
doesn't run Emergency Teleport, so it is hard to get the
Tuner you need at the right moment. Reinforcements of the
Army takes care of that, searching out the elusive Fighter.
He doesn't have Krebons ability to negate attacks, but
switching battle position is a very common trick in this
deck, and more of it couldn't hurt all that much.
That is all for this article, but my next two should be
interesting. In Getting In the Game, we will look at trading
and the article after that will be about catching cheaters.
Then after SJC South San Francisco (which I'll be at), I
will take you through the months of preparation that I will
have done to get ready for it.
Thanx for reading!
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