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GeneralZorpa on Yugioh
Descent From Dark World
July 9, 2009
Born From Lightning!
After looking at PJs results from the European Championships
as well as my own experience in Locals and a Regional in
Northern California, I feel that I have a pretty good idea
of the metagame for the world at the moment. Decks are based
upon massive monsters and massive amounts of monsters that
can control the field very well with their effects. Spell
cards are used to sift through the deck and to eliminate
opposing problem cards. Trap Cards stop your opponent's OTK,
which is a reason for many copies of Threatening Roar to see
play in main decks, even in Lightsworn.
Now, the fastest deck is easily Blackwings, able to explode
with a single monster and a Black Whirlwind. The second
fastest is probably Lightsworn, with more power to back up
their speed than the spindly little birds. Cat Synchro takes
the next spot as far as speed goes, with a few more cards to
add to the control aspect of it. Gladiators come in fourth,
the slowest of the decks, but the best at getting and
maintaining field presence as well as card advantage. Skill
Drain DARK can be put in as a fifth deck, but it is not
controlling enough to be able to withstand massive swings,
as evidenced by PJs report.
Well, when I was sifting through my spare cards ( I have a
lot of them) I came across a common Sillva from the Gold
series. You wouldn't be activating his effect very much, but
it was properly devastating when it went off. I put him
aside and then came across Goldd, also a singularly
devastating card. Now I was beginning to put it all
together. I had built a version of this deck for my little
brother last year, but the game was not yet at a point where
the deck could flourish. So I give you my completed Death
Lightning Deck and I hope you can enjoy it.
I Love
Lightning! It's My Best Invention Since the Rock!
Monsters-20
3x Goldd, Wu-Lord of Dark World
3x Sillva, Warlord of Dark World
1x Gorz, Emissary of Darkness
1x Dark Armed Dragon
3x Beiige, Vanguard of Dark World
3x Blackwing, Gale the Hurricane
2x Krebons
1x Psychic Commander
1x Paguspreader Zombie
1x Sangan
1x Morphing Jar
Spells-17
3x Dark World Dealings
2x Gateway to Dark World
2x Allure of Darkness
2x Dark World Lightning
1x Mind Control
1x Card Destruction
1x Monster Reborn
1x Heavy Storm
1x Giant Trunade
1x Mystical Space Typhoon
1x Brain Control
1x Emergency Teleport
Traps-3
3x Threatening Roar
Faster
than Thunder!
Well, there is one thing to say about the deck, it is
blindingly fast, almost as fast as Lightsworn and Blackwings.
There are a whopping 8 cards that will sift through your
deck so that you can get what you need. Out of nowhere the
deck can Synchro and swarm with a single Card Destruction.
The basic idea of the deck is to use Dark World monsters as
fodder for Synchros, dropping them every so often as you
sift through your deck. The deck can make level 7, 8 and 6
easily, so it is not hard to Synchro up some monsters.
Goldd and Sillva are the heart of the deck. They have 2300
ATK and can be Special Summoned both through discard as well
as from Gateway. If your opponent decides to have some
discard stuff (which is unlikely but not impossible) you can
activate their devastating effects easily to disadvantage
your opponent completely. Reign Beaux did not make the cut
as he does nothing when YOU discard him, not even Special
Summoning himself. Sillva and Goldd are
also level 5, making
them good fodder for Synchros with Krebons and
Plaguespreader for 7 and Gale and Psychic Commander for
level 8.
Gorz is too good in this deck not to use. As the deck only
typically sets 6 cards (3 Roars, 1 Teleport and 2 Gateway)
it is incredibly easy to bluff that you have him in game 2.
He is also a very strong 2700 ATK, which makes him great to
Reborn if you absolutely have to. Basically he is a headache
for your opponent to deal with. A Gorz summoning can also
pave the way for your wave of Dark World cards, drawing out
destruction like Lightning Vortex as your opponent is in a
panic to deal with him. You will also get him more often
than not thanks to the deck sifting itself well.
Dark Armed Dragon is in here because I love the big guy to
death and he can really make for some massive OTKs. It is
really hard for the deck to manage the graveyard
effectively, so it might be prudent to switch him out for
the more utilitarian Dark Nepthys. DAD does what he always
does, dealing massive damage and destruction. If all else
fails, you can discard him with little remorse as nowadays
he does little more than support from the shadows.
Beiige was used her over Broww mostly because he had bigger
ATK and also was able to be Special Summoned by Discard.
Previously, only Goldd and Sillva were used, but a massive
Card Destruction or Morphing JAr play, even with these guys
can really blast a hole in your opponent's protective shield
as well as lifepoints. He also Synchros for levels 5 and 6,
something that is underrated, but necessary in many
instances.
Gale is the best Tuner in the game right now. He is able to
take down 90% of Synchros with his own ATK and effect and he
is a level 3, which is great for making level 8 and 7
Tuners. Though he cannot be Special Summoned from the deck
like Psychic Commander, he makes up for that by being vastly
more utilitarian. As Synchros are the name of the game right
now, it is prudent to play a card that kills them easily as
well as getting your own Synchro monsters to bast a chunk
out of your opponent's lifepoints.
Krebons stalls. That is what he is here for. He draws
destruction, survives on the field, Synchros to bring out
the big guys and has a decent ATK to boot. He can be Special
Summoned from the deck with Emergency Teleport and more
importantly we can play more than one of him. He is a
standard that is hard to beat when it comes to monsters and
is able to dish out a large amount of damage and keep a
retaliation at bay by only paying a few lifepoints.
Psychic Commander is here to deal with Gladiators as well as
being a Special Summonable level 3 so that you can quickly
Synchro with Goldd and Sillva for some massive amounts of
Synchro Summoning. Importantly Commander is not a DARK,
which can help you manage Dark Armed Dragon a tiny bit. He
can take down powerhouses like Thunderking Rai-Oh as well,
which can really shut the deck down with it's effect.
Plaguspreader Zombie is a perfect fit. It is a level 2
Tuner, allowing you to Synchro for level 7 easily with Goldd
or Sillva, which is important access to Dark Strike Fighter
and Black Rose Dragon. He can be Special SUmmoned by his own
effect, allowing you to do a max of 2 Synchro Summons with
him. Combine this with your Normal Summon and Emergeny
Teleport and you can Synchro Summon a whopping 4 times in
one turn, something unheard of since Tele-DAD was banned.
Sangan searches out a great deal of the Tuner monsters that
you need to use as well as the all-important Morphing Jar.
He also makes a great beater in a top deck war, as your
opponent is likely to not want to kill him and you care
poking away fro 1000 damage each turn. There is not point in
glorifying Sangan, he's good and he knows it.
Morphing Jar is one of 2 cards that Special Summons multiple
Discard DArk World Monsters. Since he does not give away any
advantage when attacked, you earn a lot more than you lose
if you discard multiple Dark World monsters. He also
replaces discarded cards, a key component as the deck runs
out of cards extremely quickly due to the discarding of
cards and sifting. Morphing Jar is also not a common sight
nowadays, so an unaware opponent will attack into it
thinking that it is a Gravekeeper, and end up furthering
your strategy.
I
Special Summon 5 monsters. Whatcha Gonna Do?
For the spell and trap cards I will go over only the unique
cards, as I am running out of time to read this and frankly,
I'm tired.
Dealings is your key card. It sifts through your deck
quickly as well as disrupting your opponent's hand of cards
that he would likely desire to keep. You also drop your own
monsters in a line, drawing out opposing Trap Holes as they
think that that is the only card you are likely to play.
Dealings allows you to control your massive monsters as
well, discarding dead DAD and Gorz cards as well as setting
up Synchro Summons.
Gateway is the most underrated Dark World card. The ability
to Special Summon ANY Dark World monster from your graveyard
at Quickplay speed is unheard of. You will generally use it
on your opponent's turn, like Scapegoat, so that you can
follow it up with some Synchro Summoning and Special
Summoning more Dark World monsters. This can also block with
a monster during your opponent's turn, stopping a potential
OTK in it's tracks. You can also play it during the Battle
Phase, tricking players who did not chain Threatening Roar
to your Battle Phase Transition.
Dark World Lightning is amazing. As the Discard is part of
an effect, you can Special Summon Dark World monsters with
it. It can also hit monsters as well as Spell and TRap
cards, removing opposing Solemn Judgment cards with ease as
well as face down monsters like the Gravekeepers and Mystic
Tomato. As it can potentially add to your Special Summoning,
it is a key card in the deck, clearing the way for as well
as providing victory.
Mind Control is one of those cards I love to hate. It can
clear out opposing monsters for a direct attack, equal some
extra damage with Dark Strike Fighter, clear out opposing
Synchros (I'm looking at YOU Stardust!) and provide Synchro
material itself if your opponent is careless enough to leave
a Tuner out there for you to take. There are so many things
this card can do in this deck it was a shame I could not fit
another in.
Giant Trunade is pretty much standard nowadays, but in here
it is golden. You cannot safely run Cold Wave, so opposing
Spell and Trap cards are a problem for the deck. If your
opponent chains a Threatening Roar, or better, a Solemn
Judgment, you will know that you have made a great trade as
it makes up for it's -1 cost to activate in card advantage.
This is being run instead of Mystcial Space Typhoon in some
decks as it is more powerful.
Emergency Teleport is a key card for the deck. It will
Special Summon Krebons or Psychic Commander to join your
cause at Quickplay Speed. It allows for Extra Special
Summoning as well asproviding a great defense. It is a bit
more useful than Gateway, but the banlist says I can only
run one :( It is a great card, and it really helps the deck
out as well as thinnig up the deck even more than it already
does.
Threatening Roar is the lynchpin of defense in the current
game. Chainable, and leaving Gladiators nowhere to Tag Out,
this card often decides who wins and loses. As players
attack and counter attack attempting to overcome defenses,
this card keeps your precious monsters (Again Stardust) safe
from an opponent that would otherwise have beaten them down
or kiled off your lifepoints. People argue that Mirror Force
and Torrential Tribute are better,but I disagree in this
meta. It is not so much how many cards you have, but which
cards that wins you the game now, and this card will stop an
opposing OTK dead in it's tracks and keepyou alive long
enough to strike back. This card shoul be in EVERY side deck
and most main decks to deal with the top decks this format.
Well, that is allfor this deck today. it's all you can eat
pizza time and I'm starvin'. If you have any questions or
comments onthis deck or any others, or have tips, ideas and
decks you thnk need working on, gimme an email at
raptor1k@hotmail.com and I will get to you asap. I do
not have internet now, so please give me time to respond as
well as type YGO in the title so that I do not throw your
email out.
Thanx for reading!
GZ
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