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SiphonX
Enter the Labyrinth
1.19.05
Battle Position is one of the most important, and yet, most
overlooked aspects of the game. A player able to
successfully manipulate the Battle Position of a card can
willingly exploit the opponent’s ability to control the
field, and furthermore, tilt the chances of winning in their
favor.
Today’s article focuses on a card able to successfully do
this without sustaining any repercussions.
Very few excellent cards pass through the clutches of the
always-hungry Yu-Gi-Oh! players without being readily
abused. Within an otherworld, a such card exists, living
among the clandestine and speaking to no one. It shows no
powerful external effects, but when examined closely, is the
bane of all conventional decks’ existences, annihilating
Scapegoat, reducing Berserk Gorilla to ruin, keeping Spirit
Reaper in check, and supporting a vast amount of Monsters.
In all seriousness, Labyrinth of Nightmare is the most
underplayed card and deck theme, but is one of the most
powerful.
Before I proceed any further, here lies its text:
AST-108
Labyrinth of Nightmare
TRAP
Continuous
During the End Phase of each turn, change the Battle
Positions of all face-up monsters on the turn player's side
of the field.
Right from the start, an even sporadic player can see the
potential for this card. By switching the Battle Positions
of their own and their opponent’s Monsters, one can
manipulate the playing field to their will and possibly be
able to win the game through their manipulation.
Combinations with it include those with Monsters that switch
to defense position and Monsters with high defensive
strength.
It’s a Continuous Trap, meaning that it needs to remain in
play for some time before its effect can be achieved. With
the right amount of protection and support, it can become
one of the most powerful forces acting against any
attack-based deck. However, it can be exceedingly
situational in some decks and is therefore reserved for only
a deck based upon position changing.
The deck itself only incorporates the most powerful Monsters
to use in conjunction with Labyrinth of Nightmare.
Old-school Beatdown players rejoice as finally they can use
their Spear Dragon, Goblin Attack Force, and the like again.
Of course, there is some technical usage with it, as it can
be advantageous to use alongside heavy defending decks, but
for the time being, I would like to incorporate it into a
technical Beatdown deck.
17 Monsters:
3 Goblin Attack Force
3 Spear Dragon
3 Command Knight
3 D. D. Warrior Lady
1 Exiled Force
1 Breaker the Magical Warrior
1 Magical Scientist
1 Tribe-Infecting Virus
1 Sinister Serpent
14 Spells:
1 Pot of Greed
1 Painful Choice
2 Reinforcement of the Army
2 Nobleman of Crossout
1 Heavy Storm
1 Mystical Space Typhoon
1 Premature Burial
1 The Warrior Returning Alive
1 Change of Heart
2 Enemy Controller
1 Swords of Revealing Light
9 Traps:
1 Call of the Haunted
1 Torrential Tribute
1 Ring of Destruction
3 Zero Gravity
3 Labyrinth of Nightmare
As you can see, the Monster selection of this deck is mainly
Warrior based.
This is an odd coincidence, but I decided to capitalize on
it at any rate.
The Monster selection is made from cards that excel at
attacking or supporting others while remaining synergetic
with the Battle Position changes inflicted by Labyrinth of
Nightmare. Goblin Attack Force and Spear Dragon were already
covered, but Command Knight may be a bit of an odd card.
However, in this deck, it excels supremely at what it does
best: defending and supporting. Its 1600 Attack point base
can easily be transferred to its 1900 Defense points. I also
added a few Monsters I felt that would be folly to leave
out.
The Spells in this deck exude support to the Monsters
through their Battle Position changing effects, but they are
somewhat rare. Included were two copies of Enemy Controller,
but also some supporting Spells for Warrior-based decks and
Monster and Spell/Trap destruction. The essential Pot of
Greed, Premature Burial, and Change of Heart were also
added. I feel that the Spell selection is often times a
large sign of the deck’s speed, but this particular deck
focuses on Monster strength.
Aside from three copies of Labyrinth of Nightmare, I also
included three copies of Zero Gravity, its half brother.
This enormously chainable Trap functions the same way as
Labytrinth of Nightmare, but its effect is immediate. Thus,
it can be seen as Spell/Trap destruction fodder and also a
nice technical booster in a time of need. Call of the
Haunted was included for some additional recursion, as well
as what I feel to be two of the best destroying Traps
available, Torrential Tribute and Ring of Destruction.
This deck’s ability to succeed is centered on one key
factor: its ability to control the Battle Positions of the
opponent’s field. The Monsters act as a gate through which
Labyrinth of Nightmare manipulates the playing field, but
are not so dependent on it that they do not work without it.
In this manner, I feel this deck could compete at a
large-scale tournament, possibly a Regional. As a fun and
effective deck, I think that Labyrinth of Nightmare serves
as an excellent controller.
Until next time, duel hard, play well, and most importantly,
have fun.
~SiphonX~
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