Welcome to the
fifth of our six part analysis of elemental
searchers. Today we get to do one that many people
feel is the weakest in the group. Good light
monsters seem a bit too hard to come by. With the
restriction of D.D. Warrior Lady back in the day
most people do not feel that there’s enough in store
to use this guy in any “multi-situation” capacity.
While you definitely won’t be able to truly
“toolbox” with it, the card actually carries a lot
of needed support if you pick the right theme.
That theme,
interestingly enough, is Machines. Light Machines.
Let’s start the list:
-
D.D. Warrior
Lady – The main non-machine card Shining Angel
pulls. She’s too good not to use. There’s barely
a good reason to leave her out of standard agro
decks and I certainly can’t think of a reason to
leave her out of here either. Many people will
argue that she’s the best monster-for-monster
removal card out there.
-
Y-Dragon
Head/Z-Metal Tank – Yup. These guys can be quite
cool if used properly. For starters they have
very nice stats. 1500 tops the list for
searchability and gives you decent survival and
capitalization on a clear field. Its third
counterpart, X-Head Cannon, is a decent
beatstick in and of itself. Where these three
guys will truly shine is in their Fusions that
don’t need Polymerization. While not the highest
priority I do find it nice to use Limiter
Removal on my guys then bring out their fusion
MP2 to keep presence.
-
Roulette
Barrel – It got a lot better than I previously
had thought. It gives you two chances to kill
any of your opponent’s face up monsters for
absolutely free. The chances of it backfiring
are extremely small also. Say your opponent only
has a Mobius on the field. You roll a 4 and 2. I
used to think that you’d have to choose 4 and
lose Roulette. Not so. You can choose 2, despite
there being no targets, and just fizzle the
effect. As a chance card most people won’t like
it, but you have to think about it in other
ways. This card has no drawback. You stand only
to gain. And if you don’t get the effect off,
THEN go ahead and use that Smashing you’ve been
holding onto.
-
Proto Cyber
Dragon – This is a card scheduled to be released
in the next set, Shadow of Infinity. It’s got
stats that aren’t that special, but its effect
states that while face-up on the field its name
is treated as “Cyber Dragon”. Notice how this is
not the same as all of the Harpie Lady
derivatives released. It is only treated as a
Cyber Dragon on the field, not in deck
construction. You can have three of these guys
and three real Cyber Dragons in one deck. Its
effect does restrict it a bit though. You can
only Polymerization or Miracle Fusion while it
is on the field. In the grave or in the hand
won’t cut it. Shining Angel should make that
very easy to work around though. We’ll most
likely just be teching one.
-
Banisher of
the Light – I want you all to know that I really
took my time with this article and I think I’ve
got something to interest even the competitive
metagame. We will be teching one and when you
see the deck list you will definitely understand
why.
Those five cards
form a decent searching backbone, but now we come to
the real meat of the deck. I took quite a while with
this article because I was always at a loss as to
the real direction I could take it. Now I’ve found
the answer.
This deck is all
about Remove From Game (RFG for short) and the
completely new spin on swarming used with Return
From a Different Dimension. Here’s the deck. Shield
your eyes from its shining beauty!
3x Thunder Dragon
3x Cyber Dragon
Proto Cyber Dragon
D.D. Warrior Lady
2x X-Head Cannon
2x Freed the Brave Wanderer
2x Shining Angel
Z-Metal Tank
Roulette Barrel
Iron Blacksmith Koitetsu
3x Fusion Gate
Terraforming
Dark Hole
Megamorph
Limiter Removal
2x Smashing Ground
Nobleman of Crossout
Snatch Steal
Premature Burial
Mystical Space Typhoon
Heavy Storm
Reinforcement of the Army
Call of the
Haunted
Torrential Tribute
3x Dust Tornado
3x Return from a Different Dimension
Fusion Deck:
3x XZ-Tank Cannon
3x Cyber Twin Dragon
3x Cyber End Dragon
3x Twin-Headed Thunder Dragon
This deck is so
beautiful it makes me cry a little. I have
absolutely no idea how stable it is, but I am
getting goose bumps (Look at my arm!) from just
thinking about making this. Some of you do not yet
understand so let me explain it in a different way:
You hit my
Shining Angel and I search for Proto Cyber Dragon.
On my turn I pitch Thunder Dragon and get two more.
I activate Fusion Gate. Remove both the Thunder
Dragons for Twin-Headed. Activate Fusion Gate again.
Remove the Proto and the Cyber in my hand for Cyber
Twin. Activate Return from a Different Dimension.
Bring back two Thunder Dragons and a Cyber Dragon.
Fusion Gate the Thunder Dragons again for a second
Twin-Headed.
2800 + 2800 +
2100 + 2800 +2800 (Oh wait! I did not even summon
yet!) = GG times 2
The real kicker,
when you think about it, is that this deck has a TON
of synergy with itself.
Koitetsu and RotA
both have three search targets a piece. For Koitetsu,
we both know that Premature Burial and Snatch Steal
are good choices, but is Megamorph also? Considering
the fact that I am running three Returns that all
require I pay half my lifepoints then I would say
so.
For RotA, is
Freed the Brave Wanderer worth running? Are you
kidding me? Kill any monster with a higher attack by
removing two light monsters from your graveyard.
Does that fit the theme? I thought so. 1700 beater
packaged inside.
Is three Dust
Tornados worth it? Destroy the opponent’s facedown
threats at the end of their turn THEN OPT TO SET the
Return. Does that seem good to you?
I just am so in
love with this deck. Share my euphoria. I need to
pat myself on the back. Kudos to Konami for
restricting Limiter before this just got
stupid-good. Well, there you go. Now that I got done
drooling over it I can more thoroughly explain how
it should work.
Playing this deck
will most likely be all about timing. The barrage of
different swarm options might confuse you but you
should be able to plan the route of your choice. The
example I gave was only one way to an OTK. But that
is what you should look for. Really and truly
conserve your resources until you can actually
launch all that to end the game. It should not be
too bad. Return will most likely never be too far
off since there are three in the deck, and you can
always make the payment. The same goes for the Cyber
Dragons.
For actually
building this deck, though, it may take time to get
all those rare fusion cards together: Because you
actually do need three of them all. One of the main
themes of the deck is to use Return from a Different
Dimension to use Fusion Gate multiple times. So it’s
not just one Cyber Twin (which is a nightmare to see
in Stein decks) but two or even three.
I fully encourage
play test of this idea to see how great it works.
Honestly, its one of the prettiest looking things on
paper, but will it hold any real water?
Until next time.
Peace.
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