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The Doctor
A new dimension - Neo Monarch
April 17, 2008
Hello, I’m back again
with another insight into the yugioh world. My last article
found it’s way into the tips and rants section, but this
should be another featured presentation.
With the advent of the Dark deck a lot of people have been
complaining that the current metagame is just too expensive
to compete in, and as a result of that have taken it upon
themselves to quit the game.
It’s not hard to see why this is, what with DaD selling for
as much as $300 a piece, getting hold of 3 of them could
prove to be quite tricky. Not to mention allure of darkness,
CCV and DMoC all slowly climbing the price scale.
For this reason I have decided to build a fairly obvious,
but effective deck for under $30, a tenth of the price of a
Dad. The deck itself will also be designed to counter the
Dark deck emergence, so not only are you getting a dirt
cheap deck, you’re also beating (hopefully) the most
expensive deck out there. If this isn’t worth a read, I
don’t know what is.
Ok , before I go into detail with each of these cards you’ll
need to get your heads around one mindset and discipline.
“If my opponent has monsters in the grave I am not winning”
The foundation that any DaD deck is built on is having the
correct value of darks in the grave, and then if not,
sending that number of darks to the grave. That’s why we’re
going right for the jugular with this one and cutting them
off at the source. No monsters, no DaD, simple as.
The deck I’m going to build, as you may have figured out is
from a compilation of cards from the recently released Dark
emperor structure deck. I have found this deck to be ,
without a shadow of a doubt the best structure deck yet
released. The changes made by upper deck, to my mind, have
really helped this deck along. I know there was some
controversy in that with many people eager to get their
hands on common monarchs and solemn judgements, but I feel
what they were replaced with makes this deck, as a deck all
the more powerful and consistent, and by buying 3 copies you
can make a GREAT deck.
Well, let’s start breaking these cards down shall we?
Starting with the big guy himself.
Caius the Shadow Monarch :
This is the 2nd best monarch. 2nd only
to the recently restricted Raiza, that’s undeniable.
However, because of that restriction, and in this deck in
particular , Caius stands amongst some of the best monsters
ever made.
For a simple tribute you get you’re standard 2400 atk
monarch with his individual effect of allowing you to remove
ANY card on the field from play. This versatility lends
itself to so many situations and is the key to Caius’s
strength. S/T or a monster card, whatever’s in your way and
it’s out of there.
As a bonus effect, if you were to remove a Dark monster
you’ll deal them an additional 1000lp damage. So, worst case
scenario, you’re opponent has brought out their DaD, you
simply zap it off and send them a 1000 lp bill. In today’s
fast paced meta this is a handy bonus, particularly with all
the Darks making appearances.
Caius should find his way into your deck in triplicate, as
he is the figurehead and heavy hitter required, as well as a
consistent form of removal.
Macro Cosmos
Possibly the most vital card in the deck. Macro Cosmos is a
continuous trap that I’m sure you’re all familiar with. It
forces any card that would be otherwise sent to the
graveyard to be removed from play instead. This means every
time a dark monster hit’s the deck, or any card for that
matter, instead of going to the graveyard it’s zapped off
through time and space instead to the removed from play
pile. This ability rids the opponent of any graveyard
resources as well as setting you up for combo’s as well.
DDWL, DDA & DDW
The DD warrior family has always been a welcome and powerful
addition to any team. With neither DDW or DDA making it on
the restricted list we are free to use as many as we’d like.
In the case of DDA this is definitely 3. DDA warrior has his
uses though, mainly removing walls such as Spirit Reaper or
marshmellon, as his effect of removing himself and the
opposing monster from play is entirely involuntary. This
proves useful.
DDA however is packing an impressive 1700 atk and 1600 def
with means it can hold it’s own as a standard beat down
monster. This means it can beat on some opposing monsters as
well as take a sizeable chunk out of the opposing lp. And of
course, when destroyed in battle it takes it’s opponent with
it.
DDWL is the most versatile of the 3, and for that reason
she’s considered the best. So good in fact, she still finds
her way onto the restricted to 1 list whilst her brother and
sister are allowed to roam free. By giving the player the
option to remove the card, as well as fairly decent atk at
1500 she definitely makes the cut.
The DD family definitely find their way into the deck making
up the majority of the monster removal and beat down in the
case of DDA.
DD Survivor
The lost cousin of the DD family, DD survivor. His initial
function was to serve as their downfall, y being able to
attack them freely and return to the field at the end of the
turn. Times have changed however and he now finds himself
working alongside them, thanks to the brilliance of Macro
Cosmos.
With Macro on DD Survivor becomes virtually impossible to
get rid of, as every time he’s sent “to the grave” he finds
himself back where he started moments before because of
Macro’s power. Think Captain Jack from Torchwood and you get
the idea.
This means that DD Survivor can be used as both a defensive
wall, and offensive repetitive force (boasting 1800 atk) and
tribute fodder all whilst Macro is up and running.
This helps facilitate Caius as well as making up for that
lost Spirit Reaper.
DD Scout Plane
This card does Survivor’s job to what could be described as
a lesser extent, possessing virtually the same effect, but
with lesser stats. However, if you look closely Scout plane
can be a lot more than that.
Were DD Scout plane removed by any effect it’ll find it’s
way back to the field. That way NoC is built in. It’s a
small difference, but one I feel is worth bringing up. Also
Scout plane will work when sent from the hand to the removed
from play zone, as opposed to Survivor’s from the field to
the removed from play zone condition.
Kycoo the Ghost Destroyer :
I was so glad that this monster found his way into this
deck. Kycoo is awesome. I said that in my last featured
article.
1800 atk is great, and marks him out as a heavy hitter in
today’s environment, hitting for roughly ¼ 0f the opposing
lp with a direct hit.
He’s Dark, which does have it’s obvious benefits , and he
also has the ability of preventing the opponent from
removing any cards in either grave from play. This in itself
shuts down DaD, but Kycoo’s primary effect is where the fun
begins.
When Kycoo hit’s the opponents lp, you are able to remove up
to 2 monsters from it. This helps the cause dramatically if
you’re finding it hard to come by Macro at the right time.
He makes it difficult for the opponent to amass any
graveyard resources which is where most DaD decks slow down.
A vital and worthy inclusion.
Banisher of the Radiance :
This is a 1600 atk monster with a built in Macro effect,
translating as another essential monster. Asides from acting
as a back up Macro, 1600 is enough to hold it’s own, making
Banisher a great card to have, and a lifeline in this deck.
Great Maju Da Eiza :
In terms of consistency Maju falls a bit short, I’ll give
you that. But as the game goes on he becomes a god card.
400 atk for each of you cards removed from play means his
attack power could reach over 3000 easily in the late game.
For a no tribute monster this is outstanding. I’m sticking
him in just because of his power potential. If it all goes
wrong he can just be used as discard fodder or a defence
monster if need be. If you’re on top of things this won’t be
the case, but I’m looking at the worst case scenario here.
Return From the Different Dimension
With all the removal going on I’d be a fool not to include a
copy of this masterful card. This card, in this deck
particularly is a game ender.
Bring back all your huge 1700 + monsters for a final swoop
no matter what the lp situation is, or even al your DD
family for a mass field clearance. RftDD can even be used
defensively, to foil and opposing attack.
Must have.
DDR - Different Dimension Reincarnation
A new card from the deck, and one that you just must use in
order to take the place of the monster reborn’s and
pre-mature burials that everyone else will be using.
DDR is the removed from play version of Premature burial but
instead of using lp as a cost the designers instead opted
for a discard. This is arguably more of a cost, but if you
combo it with DD Scout plane, or a multiple copy of Macro
it’s not really that must of a big deal.
A useful and vital card for the deck.
Reinforcements of the Army:
With all the warrior in this deck it makes sense that this
card would be included. RoA adds much needed speed to the
deck, and allows you to search out a DD whenever you need
it.
DD Dynamite
In my recent experience this card has proved very potent.
For every opposing card removed from play, deal them 300 lp
damage.
If the deck had been fully committed to this cause then it
could have proved quite a valid strategy and this card would
have been used in triplicate, but as it stands it’s only a
card with potential for hefty burn. I must say, not for
everyone.
Bottomless Trap hole
This card is truly one of the best inclusions of the deck.
Whenever the opponent brings out a big monster you just flip
this and it’s removed from play. It’s as simple as that.
It’s more monster removal, suited to theme.
Also, a major worry of this deck is that the opponent can
just pop out a copy of their own RftDD on you and end the
game with all the cards that you have worked so hard to
remove. Well, bottomless addresses this issue nicely.
If the opponent brings out their hoard of removed monsters,
pop this bad boy out and remove all of the monsters brought
back that have more than 1500 atk. Not too bad huh?
The Deck :
Here’s how an initial draft of the deck should look simply
with cards from the structure deck itself :
Neo Monarch
Monsters (20)
Caius the Shadow monarch (x3)
DDWL
DD Assailant (x3)
DD Warrior (x3)
DD Survivor (x3)
DD Scout Plane(x2)
Kycoo the Ghost Destroyer (x2)
Banisher of the Radiance (x2)
Great Maju Da Eiza
Spells (8)
DDR (x3)
Reinforcements of the Army (x2)
Nobleman of Crossout
Mystical Space typhoon
Brain Control
Traps (12)
Macro Cosmos (x3)
Return from the Different Dimension
Bottomless Trap hole (x3)
Sakuretsu Armour (x3)
DD Dynamite
Torrential Tribute
I chose the name Neo monarch meaning new monarch, and that’s
what I think it is. Although I could see it being known as
Macro Monarch.
Problems, solutions and other options :
The deck itself is fairly consistent, as it’s packed with
one for one’s, but it’s immediately obvious that it’s very
trap heavy. Royal Decree practically shuts the deck down if
you can’t get rid of it, and Jinzo also presents a problem.
Still, Caius can take care of both problems by himself.
The deck is also fairly slow, that is compared to DaD, and
I’m aware that one of their key strengths is speed., still
the deck can stand strong against any deck.
Other options (From the deck)
Karma Cut :
With face-up removal lacking this is a decent wall-removing
card. The discard cost is a little bit risky, but it’s
fairly solid nevertheless.
Helios the Primordial sun:
With Macro playing such a significant role this could be
interesting, as it present a free tribute fodder monster and
defensive wall, but if picked up outside of this situation
it’s fairly pathetic and unusable, especially with Maju
flexing his muscles more effectively.
Soul Release :
A fairly decent card with the ability to remove up to 5
cards from either grave. If you’re missing you’re Macro’s
then this is a definite benefit.
Dimensional Fissure ;
With Macro and Banisher this card is fairly redundant, but
it still helps the cause.
Lightning Vortex ;
A decent form of face up removal. Again, a good way to
remove walls.
Enemy Controller:
A great utility card, with many options in any deck.
All of the above mentioned cards would be decent support in
the side deck, as well as multiple copies of the cards in
the actual deck.
Other options (From outside the deck)
Mirror Force :
This is a major one to definitely get a hold of. No
explanations necessary.
Heavy Storm :
With a lack of S/t removal this is a good card to run, just
be weary of activating it with Macro on. Giant trunade may
be a better option.
Mobius the Frost Monarch:
A great way of addressing the S/t issue. The deck is already
formulated for monarchs and with Mobius around you’ll be
hitting the opposing backfield for 2 when necessary.
Cyber Dragon :
A great card from tribute fodder and reliability.
Marshmellon / Spirit Reaper:
Two great walls that can only help the cause.
Snipe Hunter:
An excellent form of varied removal. Easy to come by, and
fairly consistent.
Morphing Jar ;
If you need hand replenishment then look no further. A good
card this format.
Shrink :
A decent card to help on the Kycoo Vs DaD front.
Grand Convergence :
A truly great card with Macro out, but otherwise it is a bit
risky to include. Without macro it’s useless, so you’re
call.
Book of Moon :
Very resourceful and effective.
Dimensional Prison:
This card is a must as a replacement for the Sakuretsu
Armours, as it does the same thing , but more suited to
theme. In the mean time, the Sakuretsu’s will suffice,
that’s what I’m gonna be using.
Ok, well that about covers it. The above listed cards aren’t
what’s required for this deck to work, indeed if you put all
the above cards into a deck I’m fairly sure it wouldn’t
work, but you’ll have to find out what works for you on your
own. I started out by trying to make a good deck for under
$30 and I think I’ve done that. Hopefully it’ll be enough.
Remember, if they have a monster in the grave, you’re not
winning.
The_doctor_@live.co.uk
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