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6.09.04 Article 2: The Fiend Deck ConstructedToday's article is a follow-up to my first; using a specific deck fix, I will illustrate the principles of a well-built fiend deck. Before we get started, let me offer a few words about my column. 1) Each article for the imminent future will feature a deck type that I'll analyze and review. Each week, I will choose a submitted deck that fits that type to fix-- that deck will be posted on pojo's pages and comprehensively tweaked. 2) Every e-mail sent to me will be answered; I take my job here seriously and appreciate the support and feedback given by you. 3) Deck tweaks/fixes in these e-mails will be given. The decks that users submit to me do not HAVE to fit the theme of the week; however, the decks that are posted weekly on pojo.com will have to match with the type I review in the article. 4) In summary, I will answer and fix every question and deck sent to me; one lucky deck will be posted on the site, but it must fit the current theme. This week's submission is Rob Kurkowski's fiend deck. 44 Cards: Monsters: 21
1x Necrofear
1x Dark Ruler of Hades
1x Jinzo
2x Giant Orcs
2x Archfiend Soldiers
2x Slate Warriors
1x Mystic Tomato
1x Newdoria
1x Dark Jeriod
1x Magician of Faith
1x Opticlops
1x La Jinn
1x Sangan
1x Witch
1x Kuriboh
1x Sinister serpent
1x Strike Ninja
1x Fiber Jar
Magic: 13
1x SORL
1x MSt
1x Nobleman of crossout
1x Graceful Charity
1x Pot of greed
1x Change of heart
1x Raigeki
1x Premature burial
1x HFD
1x Heavy Storm
1x Dark Hole
1x Monster Reborn
1x Dimension Fusion
Traps: 10
1x IO
1x Magic Jammer
1x Seven tools
1x Ring of destruction
1x Waboku
1x Mirror Force
1x Torrential Tribute
1x Trap hole
1x Call of the haunted
1x Nightmare wheel
DECK ANALYSIS: This deck runs 44 cards, which is quite a bit heavy. The Monsters/Magics/Traps ratio is skewed at 21/13/10. The deck fix will focus on enhancing the power of fiends while achieving a more favorable ratio of 17/18/6 or something along those lines. DECK REMOVALS Monsters: 1. On the Monster Side, we want to slim down to about 17 or so monsters. Our first cut will be the venerable La Jinn the Mystical Genie of the Lamp, a basic 1800 attack fiend with no power or purpose in today's environment. 2. Our second cut will be Opticlops, another basic 1800 attack monster, for the same reasons. 3. Our third cut will be the otherwise excellent Magician of Faith. She has no real business being in a dark fiend deck. 4. Finally, we will remove Strike Ninja; he does not play well with others and tries to hog the necrofear food. Spells: 1. Simply put, there aren't enough spell cards in the deck. Dimension Fusion will be the only removed card; its effect is too situational for a one necrofear deck. Traps: 1. A heavy load of 10 traps will have to be pared down greatly. The first candidate is Nightmare Wheel-- it belongs in burner/lockdown decks and is ill-suited for beatdown fiend decks. 2. Magic Jammer will be removed because it promotes bad hand management and remains too passive in today's fast moving environment. 3. Seven Tools of the Bandit will also be removed; with all of the Spell/Trap removal, and the lack of traps in the metagame, this card proves useless more often than not. 4. Our final cut is Trap Hole, a veritable ancient relic of the SDY-SDK-LOB days. There are far better traps than this, we do not need it here. DECK ADDITIONS: Monsters: 1. There are no monster additions. FINAL MONSTER COUNT: 17 Spells: 1. We will start by adding Snatch Steal. The three tribute monsters in this deck necessitate another option for achieving tribute bait; snatch steal is essential. 2. Next, a Painful Choice will be added. This card is downright essential in a fiend deck. Typical dump will be sinister serpent and 4 fiends. 3. We will add 2 Mystical Space Typhoons to achieve versatility and remove threats. 4. The Forceful Sentry will be added; it is a low cost card that provides great value, and allows you to remove threats. FINAL MAGIC COUNT: 17 Traps: 1. We will hold fast with 6 solid traps. FINAL TRAP COUNT: 6 AIMS OF THE REVISED DECK: Opening Game: Newdoria, Mystic Tomato, Fiber Jar, Witch of the Black Forest, Sangan, and even slates/archfiends/orcs serve as great opening plays. Your opponent will either be forced to lose card advantage, or react to huge 1900+ attack threats. Mid Game: The strength of the opening plays should spur you on to life point advantage here. In this stretch, hand management becomes crucial. You do not want to needlessly burn resources and leave yourself open to reversal. The drastic losses of field advantage in the environment can really kill the fiend deck. Take care and do not overextend. End Game: Fiend decks are hard to combat in the later stages of the duel. The graveyard becomes ripe with threats, including a Necrofear special summon, and the sheer force of the beatsticks will often swing the game. Strengths: Powerful monsters abound, along with cards that protect the hand and the negation of effect monsters( Ha Des) often lead to domination. Weaknesses: Do not burn your hand out and overextend. Fiends will often overpower the field and crowd it, leading to ripe raigeki/darkhole/tribe-infecting virus attacks. Be very careful and manage traps carefully. FINAL DECK 40 CARDS: Monsters: 17
1x Necrofear
1x Dark Ruler of Hades
1x Jinzo
2x Giant Orcs
2x Archfiend Soldiers
2x Slate Warriors
1x Mystic Tomato
1x Newdoria
1x Dark Jeriod
1x Sangan
1x Witch of the Black Forest
1x Kuriboh
1x Sinister serpent
1x Fiber Jar
Magic: 17
1x Swords of Revealing Light
3x Mystical Space Typhoon
1x Nobleman of crossout
1x Graceful Charity
1x Pot of greed
1x Change of heart
1x Raigeki
1x Premature burial
1x Harpie's Feather Duster
1x Heavy Storm
1x Dark Hole
1x Monster Reborn
1x Snatch Steal
1x The Forceful Sentry
1x Painful Choice
Traps: 6
1x IO
1x Ring of destruction
1x Waboku
1x Mirror Force
1x Torrential Tribute
1x Call of the haunted
Well that does it for this article. Thank you for your submission Rob. My next article will deal with Constructing the Warrior Deck. E-mail me with decks, questions, and feedback at pojojaelove@yahoo.com.
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