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TheMcShakeAlchemist on Yu-Gi-Oh!
Blast from the Past! Cookie Jar and Infernity Randomizer profiles
March 7, 2012
Hey everyone! The McShake Alchemist here, bringing you
another article for this week (I'm trying to be more
dedicated to having an article each week for Magic and Yu-Gi-Oh!,
but, between working 50-60 hours a week and actually keeping
in practice enough to write it can be hard sometimes). Today
I'm going to start another series that I can revisit
preiodically about my favorite decks from over the course of
Yu-Gi-Oh!. In this article, I'll be outlining what might be
my two favorite decks of all time, Cookie Jar, and Infernity
Randomizer.
Firstly, I'll outline the decklist from cookie jar when
Cyber Jar was still legal
Monsters
2 Mystic Tomato
1 Morphing Jar
1 Sangan
1 Cyber Jar
3 Thunder Dragon
1 Sinister Serpent
Spells
3 Book of Taiyou
3 Book of Moon
3 The Shallow Grave
2 Upstart Goblin
1 Card Destruction
2 Serial Spell
2 Spell Reproduction
3 Feather of the Phoenix
3 Dragged Down Into the Grave
1 Pot of Greed
1 Graceful Charity
1 Mystical Space Typhoon
1 Heavy Storm
1 Premature Burial
1 Monster Reborn
1 Sword of Revealing Light
2 Creature Swap
By today's standards, this deck may seem like a less
consistent empty jar, but, for it's time, this deck was a
menace to be reckoned with, thwarted only by Royal command
(this card never saw play). For those who don't know here's
how the combo worked.
Set Cyber Jar
Flip Jar via Book of Taiyou/Creature Swap tricks, etc.
Draw 5 cards (essentially)
Shallow Grave to get back Cyber Jar
Use Feather of the PHoenix/Spell Reproduction/etc. to recur
book of Taiyou and Shallow Grave to repeat process
Card Destruction
Chain Serial Spell
Your opponent has roughly 15-20 cards in hand, while, due to
Serial spell, you have 0. This causes your opponent to
discard their hand and draw that many cards twice, thus
decking them out on the first turn.
The deck had several little synergies that a lot of people
never noticed
Creature Swap
This card was in the deck in order to easily flip your Cyber
Jar via other means than book of Taiyou through two main
means
1. If your opponent had an attack position monster, you
could just set Cyber Jar, swap, and attack
2. If you had Swords of Revealing Light, you could set Jar,
swamp it, then activate Swords to start the chain.
Dragged Down Into the Grave
For those who don't know the ruling, you cannot active the
Shallow Grave if your opponent doesn't have a monster in
their graveyard. This card was a great enabler, as well as
having synergy with Feather of the Phoenix.
Feather of the Phoenix
You only have 3 Shallow Grave, and 3 Book of Taiyou, you
have to get them back somehow. This card was essential spell
reproduction that you could discard Thunder Dragon to, due
to the high amount of card draw in the deck.
Premature Burial/Monster Reborn
There are 3 Book of Moon in the deck after all.....
Mystic Tomator
This guy grabs Cyber Jar. I would like to reiterate that
there are 3 Book of Moons in the deck. There are so many
times where after grabbing Jar, they attack it, and you book
of moon in response to get the chain started.
Morphing Jar
This guy was mostly in the deck to try and get Cyber Jar,
there aren't enough book of moon effects to make this an
Empty Jar* deck all of a sudden
Sinister Serpent
Recurrable for Feather of the Phoenix if you fizzled for
some reason. Also something that could block over and over
and over.
A lot of people wrote the deck off as an auto-pilot deck
(people still do this with Empty Jar), but, realistically,
the deck takes a lot of precision to pilot correctly. There
are several plays that will be auto-pilots, but, at the same
time, there is a lot of order to be recognized with the
plays you make, as playing one card out of place, could
result in you fizzling.
The next deck I'm going to outline is Infernity Randomizer,
so, firstly, for the decklist
Monsters (8)
2 Infernity Archfiend
2 Infernity Randomizer*
2 Infernity Necromancer
1 Infernity Avenger
1 X-Saber Pashuul
Spells (13)
1 Reinforcements of the Army
2 Mystical Space Typhoon
1 Infernity Launcher
1 Monster Reborn
1 Dark Hole
3 Pot of Duality
3 Offerings to the Doomed
1 Book of Moon
Traps (21)
2 Solemn Warning
1 Solemn Judgment
1 Mirror Force
2 Dimensional Prison
2 Infernity Break
3 Infernity Barrier
1 Call of the Haunted
3 Reckless Greed
1 Reinforce Truth
1 Phoenix Wing Wind Blast
1 Torrential Tribute
1 Seven Tools of the Bandit
2 Bottomless Trap Hole
This deck is one that I wanted to feature in this article,
though I have featured it before, is beause it ties in well
with my previous article about card advantage. The whole
strategy of the deck is to use Infernity Randomizer's effect
to grind out your opponent and try to out card-advantage
them. I had been working on a deck that used randomizer as a
centerpiece, it was just a bit too cute, as it only had
randomizer in the deck in the way of monsters. About a week
later, there was an Infernity Randomizer deck that was
tearing up YCS Anaheim in feature matches (but ended up not
topping to breakers....) and I wanted to try to perfect
their list.
This list was the last time that I played the deck and it
was the week before the release of Hidden Arsenal 4 (I know
because there was a regional in Piedmont, SC, on Sat, and a
reg in Atlanta, GA on Sun, the week before the release).
There aren't many players who think that this deck is
moderately difficult to pilot, a majority of players think
that the deck is auto-pilot and you just summon Randomizer
and proceed to win, and, on the other side of the spectrum,
there are players who think that grinding out your opponents
with the deck using a 900 ATK beater will be incredibly
difficult.
Generally, the amount of searching in the deck, as well as
the fact that most of the 1-for-1's in the deck stalled the
game longer, the deck itself was almost hyper-consistent as
far as always doing what it wanted to do, all the time. In
the vein of Infernity decks, I think that this is the
closest thing there was to a 'perfect' infernity deck. I am
not saying that my list is, particularly, but, the
Randomizer deck itself was generally more consistent than
the combo deck, and didn't straight up lose to a D. D. Crow
or Necrovalley (Though I will concede Valley could be
difficult to deal with).
What was easily my favorite part of the deck was how often
the deck was completely ok with going second (anyone who
knows me in real life knows that I absolutely suck at dice
rolls). The Reckless Greeds and Offerings to the Doomed's
effects work well together, for example, if one were to
activate two Reckless Greeds and one Offerings in the same
turn, that player would only skip two draw phases. With a
Randomizer in play, this loss was martginal, and it turned
Reckless Greed into a trap card version of Pot of Greed.
Like most decks of the time, Giant Trunade could be a
problem, unlike most decks at the time, there were four
cards in the deck that negated it (barrier x3, judgment).
The biggest drawback of the deck, was that you HAD to know
what to do, almost instantly, every game, because it can
take a great deal of time to win with a 900 atk monster if
you don't draw an archfiend. 9 Turns of direct attacks, to
be exact. I would also like to point out, for that clock to
be the correct one, they also have to not have a monster, or
a way to stop the randomizer. There were several times in
tournaments that I would go to time, andthe deck would have
a +8 on my opponent, including more than one "counterspell"
(warning, judgment, barrier, etc.) and they would be in
topdeck mode, but, they would have 7000 lifepoints, and I
would have 2200 from all the life the deck played.
Generally speaking, anyone who understands card advantage
well could play the deck somewhat successfully, but, in a
strictly timed event such as a YCS or a Regional, one has to
know all the plays they are going to make the instant they
know what cards they have. This is obviously not always the
case, and there are variations on almost every situation out
there, but, if the pilot of this deck didn't have a general
idea of what it is they are trying to accomplish before they
actually sit down to play, they will most surely go to time,
and, it is rare that you have higher lifepoints when going
to time.
There are some times when one would play this deck, and it
would just so happen that they would have the ability to
combo like an infernity deck, while their opponent watched
helplessly. This would cause opponents to board incorrectly,
bringing in cards such as dimensional fissure, and D. D.
Crow. While neither or these are 100% dead in the matchup,
neither of them are incredibly relevant either. If my
opponent opens up with a D. D. Crow in their opening 6
cards, the odds of that crow actually helping them before
that are essentially already locked out of the game, are
slim to none.
Many people reading may ask or think: "Sean, if this is such
a great deck with so few flaws, why aren't you playing it
now, and why shouldn't I play it?" Simply put: The format
isn't right for it.
Since the printing of Reborn Tengu, Control styled decks
(that don't spam Prehistoric beasts from Jurrasic Park) have
fallen out of favor, due to a few reasons
1. This deck had an incredibly hard time against a reborn
tengu, since the entire plan of the deck was thrown off by a
monster that was bigger than everything that wasn't
archfiend (if it had horn you were truely screwed). The
Tengu couldn't simply be Dimensional Prisoned, Doomed, or
Mirror Forced. You had to use 3 removal spells to deal with
one card, and the deck had an incredibly hard time coming
back from that. Especially if you didn't have a Randomizer
yet
2. Currently, if the deck doesn't go first, it loses. This
is the case with a lot of other decks that are out right
now, the biggest difference being that this deck's lock may
be better (assuming you get a randomizer), unfortunately,
though, the clock you present them is so slow that you
almost cannot kill them by the time they can pull out of it.
Simply put, the other threats and soft-locks that decks can
present as early as turn one are better than the one that
this one can present, especially against anything with a Toy
or a Rabbit.
I hope that a deck like this will be viable one day, as it
is a great deck to hone your skills with, all the while
gaining a better understanding of card advantage.
Feel free to contact me on any of the social networking
sites that I use, I also will hopefully start using Dueling
Network soon to test some ocg cards before they come out.
Feel free to add me on any of these, if anything just to
chat and talk strategy, or, try to meet up at a big event,
I'd love to meet any of my readers!
facebook: facebook.com/shakezilluh
twitter: paper_gangsta_
email:
andro_sphinx@yahoo.com
youtube: Themcshakealchemist
Never Stop Learning
Sean Handy
"The McShake Alchemist"
*Empty Jar is a similiarly stlyed mill deck that is legal
today and uses Morphing Jar as the centerpiece of the deck.
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