Use Windex. Get
it? It’s a Wind Deck.
…
…[cricket]
…
…[cricket][cricket]
I hear the
thousands of screaming and adoring fans now.
Alright then.
This article marks part 6 out of 6 in my extensive
approach to elemental searchers. It was chosen last
because it took the longest to come up with a
product I thought decently presentable.
I want you all to
know that I really did my homework on this. By
asking friends and searching the net I gathered
quite a little bit to start this thing rolling.
But then I
decided to scrap the whole thing. People were
feeding me the same deck: Mindless Beatdown.
Ok. So should I
just grab some Slate Warriors, Spear Dragons, Armed
Dragons, and Rising Air Current and make the deck
like the game was still being played a few years
ago?
Here is how it’s
going down instead. I do not know if I’ve mentioned
this before but Invasion of Chaos is the greatest
set ever to be released. The general problem was
that those two completely broken chase-rares pretty
much set the competitive standard immediately. A
plethora of commons, rares, and supers went
muffled.
Don’t believe me?
What about that nice little short-print guy from
IOC: Smashing Ground. Did not see much play upon the
sets release but is now a format staple, selling for
ten bucks a pop.
In the desperate
search for all things Wind I find the following:
IOC-018
Chaosrider Gustaph
Wind
Warrior/4/1400/1500
You can remove up to 2 Spell Cards in your Graveyard
from play to increase the ATK of this monster by 300
points for each card removed from play until the end
of your opponent's next turn. This effect can only
be used once during your turn.
Super Rare
As if that wasn’t
enough (seriously) I keep looking in that same set
and find these two cards not that damn far behind
it:
IOC-036
Chaos End
Spell
Normal
You can only activate this card when 7 or more of
your cards are removed from play. Destroy all
Monster Cards on the field.
IOC-040
D. D. Borderline
Spell
Continuous
When there are no Spell Cards in your Graveyard,
neither player can conduct their Battle Phase.
And God looked
down and said it was good.
Let me explain
this to you. We have a Dark Hole. We have a deck
that can pack four of them in not-too-difficult
fashion. And then we have a much better stall then
any conventional ones previously seen. Messenger (I
have finally found) is about pretty damn useless in
this format. Toolbox grabs way too many things to
just crap all over it. Bind and Level Limit have
enough to beat under it also. This card right here
is a stall that can shut on and off at your relative
control. To shut it off just play a Spell Card. To
turn it back on use Gustaph.
With this central
theme we can get something nasty going. There is
still, however, a little bit that Flying Kamakiri #1
can toolbox with:
-
Sasuke
Samurai – I have to start with this before
anything else, because I have to ask you all a
question. Did you ever own an N64? There was a
game on it called Mystical Ninja: Starring
Goemon. One of the four guys you could play as
was this mechanical ninja that looked dead on
like Sasuke Samurai. Just thought I’d see if any
of you knew what I was talking about.
-
Sasuke
Samurai #2 – This might be a guy you would
consider if you were going for the beatdown
build I alluded to earlier. He is the monster
form of Cold Wave that can be an interesting
disruptive strategy to your opponent.
-
Twin-Headed
Behemoth – This card loves this format. This
card supports tributes. Along with…
-
Gyroid – What
an annoying stall tactic. Are you going to
overextend just so you can finally kill it?
Remember. I’m running four Dark Holes.
-
Troop Dragon
– Self searchers such as this, Nimble, Hyena,
Germ, etc I found make very interesting support
for Pot of Avarice along with their obvious
support for Tributes. Usually the biggest
problem is finding room. Can you squeeze in
three more monsters?
-
Hand of
Nephthys – We already know everything we need to
about this guy. Obviously he can work here.
-
Armed Dragon
LV3 – This card stretches to a different Wind
approach then mine, but he is good
none-the-less. It’s because of the timing. You
sacrifice to grab the next level at the standby
phase. Your opponent attacking you Kamakiri and
you searching sets it up nicely. Then you
surprise your opponent with a 2300 attacker that
can turn any card in your hand into Smashing
Ground. All by using absolutely no cards from
your hand.
-
Lady Ninja
Yae – People will get after me if I don’t
mention this card. Maybe I am still missing
something fantastic, but she just doesn’t cut it
for me. A discard cost (has to be a Wind
monster, mind you) that only bounces and stats
that are kind of crappy. However, she is
searchable and a Warrior, like Gustaph, so I
can’t leave her out of this list. She’s nowhere
near the deck though.
Let’s get the
deck list down. This was something that was refined
with help from you lovely readers on the message
boards.
[1] Sacred
Phoenix of Nephthys
[2] BES Tetran
[3] Flying Kamakiri #1
[2] Gyroid
[1] Twin-Headed Behemoth
[3] Chaosrider Gustaph
[1] Hand of Nephthys
[1] Sasuke Samurai
[2] Silpheed
[1] Breaker the
Magical Warrior
[1] Sangan
[1] D.D. Borderline
[1] Dark Hole
[2] Chaos End
[3] Smashing Ground
[1] Brain Control
[1] Reinforcements of the Army
[1] Nobleman of Crossout
[1] Snatch Steal
[1] Mystical Space Typhoon
[1] Heavy Storm
[1] Premature Burial
[1] Scapegoat
[2] Creature Swap
[1] Torrential
Tribute
[1] Call of the
Haunted
[3] Royal Decree
Let me explain
some of the other cards. BES Tetran is kind of cool.
For those of you who play Magic the Gathering you
can equate the whole BES family to Triskilion. It
gets three counters on it’s summon. It will not die
as a result of battle but will instead have a
counter removed. If it battles with no counters then
it will be destroyed at the end of the damage step.
With Tetran you can additionally use your counters
to destroy S/Ts on the field, but only once per
turn. It seems like a slower Mobius, but has the
potential to hit three cards.
Silpheed is just
a great card all around. Special Summoning means you
do not waste the Normal Summon for the turn. Usually
when your monsters are destroyed in battle it’s a +1
to your opponent: They destroyed a resource without
using up any of theirs. But Silpheed will always be
at least a 1 for 1. Either they use removal (i.e.
Sakuretsu or Smashing) or they kill it in battle and
still lose out from their hand.
At 1700 attack it
can also get the 2 for 1 by killing monsters in
battle. Doesn’t this sound familiar? It should. This
is the exact same advantage reasoning as D.D.
Assailant.
The rest of the
deck was designed to support Gustaph’s continued
use. By choosing to skip on traps I opened myself up
for the main-decked Royal Decrees. However, I also
had to up the removal in my Spell count to
compensate.
Anyway I hope you
guys like this. I can almost guarantee no one has
tried something like this before: A Wind deck that
works. What is this YGO world coming to?
Until next time…
Peace |