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Tomas's Duel School
Rebuilding Middle City
One Card at a Time
December
9, 2008
I apologize to everyone who reads my stuff that
sometimes I really lag when it comes to articles.
This only happens so often, so don't worry there
will be more from me soon. If you missed out
Shonen Jump Championship
Seattle, here is the featured match I had:
http://metagame.com/yugioh.aspx?tabid=33&ArticleId=10204.
Yes that is right, Bianca is my fiancé and I love
her.
There have been so many changes in the current
metagame. With so many new cards at the doorstep of
premier level play, even anti-meta decks have to
make a shift as well. With so many cards peaking and
so many more on the rise there has to be sacrifices
on some techy cards, additions of new better and
trendy cards as well. I told myself that I wanted to
make a new deck, a new idea, something that can
stand up to every deck out there. At first glance,
it was the Teleport Dark Armed Dragon deck that
really would be my focal point, then everything else
after. King Tiger Wanghu in my mind would be the
best tech against Teleport Dark Armed Dragon decks,
but it was finding more cards that would help the
deck survive in the competitive field that I was
searching for, and I found Burden of the Mighty.
This combo would become the cornerstone of the whole
deck and the foundation I was looking for to make
such a deck. I told myself before the regionals that
I ended up getting second at, that I would take this
deck to Shonen Jump Championship Seattle if it was
everything I expected it to be. It was, and even
more, dominating every major deck of the format.
Here is the decklist that I used at that regional
and Shonen Jump Championship Seattle:
Monsters: 17
3 King Tiger Wanghu
3 Kycoo the Ghost Destroyer
2 Banisher of the Radiance
2 Elemental Hero Neos
Alius
2 Elemental Hero Wildheart
1 Breaker the Magical Warrior
1 D.D. Warrior Lady
1 Ehren, Lightsworn Monk
1 Elemental Hero Stratos
1 Morphing Jar
Spells: 11
3 Burden of the Mighty
3 Reinforcement of the Army
3 Shrink
2 Book of Moon
Traps: 14
3 Compulsory Evacuation Device
3 Dark Bribe
3 Royal Oppression
3 Solemn Judgment
1 Mirror Force
1 Torrential Tribute
So many monsters, so many things they do to control
every matchup. First off King Tiger Wanghu can’t be
stressed enough for this deck. The ability to shut
down Krebons, Psychic Commander, Destiny Hero
Diamond Dude and especially Destiny Hero Malicious
made this a huge card to be used against Teleport
Dark Armed Dragon decks. Combining the power of King
Tiger Wanghu and Burden of the Mighty would be able
to shut down everything. Against Teleport Dark Armed
Dragon, Elemental Hero Stratos and Dark Grepher
become worthless as they get destroyed on being
summoned. Same with all Lightsworn Monsters that
aren’t Garoth, Lightsworn Warrior, Wulf, Lightsworn
Beast and Celestia, Lightsworn Angel. All Gladiator
Beast Monsters are also gone with this combo, which
will cause them to set everything, and with
Gladiator’s low defense, it won’t be too big of a
hassle to get around them.
Secondly we find all the support we need to combat
all the major matchups. With King Tiger Wanghu being
the MVP of the deck, we had to have the best
supporting card, which was to me, hands down, Kycoo
the Ghost Destroyer. Amazing can’t even describe the
power he brings to the table. The continuous effect
is what drew me the Kycoo, besides the 1800 attack
it was packing as well. This was a picture perfect
card to use against Teleport Dark Armed Dragon,
Lightsworn and Gladiator Beast decks. Kycoo’s brute
1800 attack is already a big hurdle for Dark Armed
Dragon decks with Elemental Hero Stratos being the
only easily accessible monster that isn’t a Goyo
Guardian with the help of Krebons. With Kycoo on the
field alone, you have just taken away a big engine
of the deck. Malicious is no longer a threat or
problem card, and many are even hesitant to discard
it with Destiny Draw because of the other effect of
when Kycoo does battle damage you can remove up to 2
monsters in your opponent’s graveyard. This works
well against Lightsworn decks as well, the fact of
the matter is, people would play 2 copies of Jain,
Lightsworn Paladin and or Garoth, Lightsworn
Warrior, the rest would be easy to counteract, plus
any other monster would require the use of an Honest
in the early game to get rid of just a Kycoo, the
Ghost Destroyer. The big factor was being able to
shut down Lumina if they had no honest and also my
opponents inability to negate my attacks with Necro
Gardna being worthless. This helped for big swings
on my side of the field with huge monsters to take
control of the matchup. Gladiator Beasts was another
big reason behind the use of Kycoo the Ghost
Destoryer, the 1800 attack would only see a problem
with Elemental Hero Stratos and the usually played
in 2s Gladiator Beast Laquari. Removing monsters as
well would help with the scare factor of a big
Gladiator Beast Heraklinos.
Banisher of the Radiance was more of a card to be
centered around Lightsworn, though it is also an
amazing card against Teleport Dark Armed Dragon
decks. I initially used
Elemental Hero Ocean on my first ever list of
this deck, with the help of Austin Kulman and
others, they found Banisher of the Radiance to be
that card that will help stun the other major
matchups. Also, Elemental Hero Ocean being a turn
slow didn’t help my cause either because not only do
I have to wait until the next turn, my opponent
would finall have a use for D.D. Crow, and you want
your opponents to have as many dead cards as
possible to keep total control of the duel.
Lightsworn’s inability to use Honest and Celestia,
Lightsworn Angel, most of my cards would be safe
from harm, especially with Burden of the Mighty,
Banisher just gets that much better. The use of
different Elemental Heroes
is a support for the deck, being able to search out
cards easily with Elemental Hero Stratos, with 1800
attack, it’s nothing to scoff at. Elemental Hero
Neos Alius, the effect really isn’t key, it’s the
1900 attack that makes it even better against a deck
like Gladiator Beasts because they would have to use
multiple cards to just get rid of it, and the more
cards they use, the better off you are in the long
run. The card also held in my picture was Elemental
Hero Wildheart. This was the key card for my
featured match, and I liked it for two reasons.
First, Bottomless Trap Hole was a problem for me,
and being able to make another card dead in many
decks just helped out the cause of my deck. Second,
the rise in Phoenix Wing Wind Blast caused me to use
it as well. It was always an easy 1500 attack and
cause wrong reads from opponents, from reading Skill
Drains to even Gravity Binds, it gave a false
message to my opponents, making them believe I was
using a Big City variant.
D.D. Warrior Lady, my searchable get rid of anything
in my way card. Anything that would cause me a
problem I could handle with D.D. Warrior Lady.
Mainly cards like Thought
Ruler Archfiend and Colossal Fighter. Being
able to say goodbye to Colossal Fighter is key
because even with Burden of the Mighty and Shrinks,
it just keeps coming back, over and over again.
Thought Ruler Archfield also made my Compulsory
Evacuation Devices dead and even added as a card
that would still be 1900 with Burden of the Mighty
on the field, so only my Elemental Hero Neos Alius
could come to the rescue. People always wondered
about Ehren, Lightsworn Monk, and the answer is
simple, once my opponent knows he can’t summon
monsters with King Tiger Wanghu and Burden of the
Mighty face up, they could only set monsters. King
Tiger Wanghu also doesn’t stop flip-summons, so
Ehren was able to make sure they didn’t even get a
chance to do so. Lastly, Morphing Jar, an overlooked
card in the game. This card can help me play out of
bad hands. Also, the little jar helps me regain
cards after using so much to get my combos afloat.
People argue it can give your opponent outs, but
then again you usually are going to use him when you
have nothing left or just digging for more control
over the match.
With the release of Thunder King Rai-Oh, all
anti-meta decks can flourish even more than before.
Thunder King people say can conflict with Elemental
Hero Stratos and Reinforcement of the Army, but a
1900 attacker with the ability to negate any special
summon seems to me, a worth price when it comes down
to it. Your opponent no longer has Charge of the
Light Brigade or Reinforcement of the Army as well.
If they are playing Lightsworn they better hope they
open with Jain, and Teleport Dark Armed Dragon decks
really have to have awesome hands to play around
this guy first couple of turns. Not to mention
Gladiator Beasts, getting over Thunder King Rai-Oh
can be a pain, but the new builds out there with
Smashing Ground and Hammer Shot have an easy out, if
they are to draw it in time, because those builds
are packing Gladiator Proving Ground as well.
Now the monster line-up has changed to:
Monsters: 18
3 King Tiger Wanghu
3 Kycoo the Ghost Destroyer
3 Thunder King Rai-Oh
2 Banisher of the Radiance
2 Elemental Hero Neos Alius
1 Elemental Hero Wildheart
1 D.D. Warrior Lady
1 Ehren, Lightsworn Monk
1 Elemental Hero Stratos
1 Morphing Jar
Spells don’t have to change too much, though with
the end of the Gladiator Beast era in the game, Book
of Moon is no longer as needed as it used to be. So
a drop of Book of Moon is in order, to make room for
Smashing Ground. Smashing Ground’s ability to not
target is able to help combat that pesky Thought
Ruler Archfiend and take down cards like
Red Dragon Archfiend
and Colossal Fighter, the big guns that get in the
way of yours. Many players shy away from using
Stardust Dragon as it falls to a dismal 1700 attack
with Burden of the Mighty. Burden of the Mighty,
makes every monster card in the deck unbelievably
great. All your monsters will have a serious power
boost over everything, and with 2 Burden of the
Mighty and that one King Tiger Wanghu, I don’t see
your opponent playing a monster face-up at all.
Three Reinforcement of the Army and Three Shrink is
being able to max out on cards that will be able to
keep consistency of the deck. Shrink is the best
card to grace this deck spells wise when it comes to
combating Crush Card Virus. This deck at times can
be susceptible to a game ending Crush Card Virus,
but people think with all the hate against it, being
Solemn Judgment and Dark Bribe it wouldn’t be a
problem, but many times it will come up and it’s an
answer to keep control still. Reinforcement of the
Army is the consistency card. Being able to search
out eight of the eighteen monsters, you can pretty
much guarantee a monster you need for all
situations.
No Heavy Storm, no Mystical Space Typhoon, no
problem! A big thing this deck lacks is Spell and
Trap control. I made it this way because the
monsters are more important to control because
overall they make biggest difference. Lightsworn
doesn’t play too many traps, 2-3 Beckoning Light,
Crush Card Virus and maybe some other teched traps.
Teleport Dark Armed Dragon decks biggest key against
Middle City is Phoenix Wing Wind Blast, and they’re
going to chain it anyways when you are to play a
spell or trap removal card. Don’t fret though
knowing they just used 2 cards to get rid of your
one. The last card many people notice that is left
out is Monster
Reborn. I tried to really work hard to get all the
dead draws out of the deck, and with Royal
Oppression as a deck
fuel, it really becomes that. You want overall
control throughout the match, and with so many
combos going on, Monster Reborn can just become a
dead card when you have control of the field and
have your Dark Bribes or Solemn Judgments waiting
for anything out there.
The spell line up looks like this:
Spells: 10
3 Burden of the Mighty
3 Reinforcement of the Army
3 Shrink
1 Smashing Ground
Traps have seen only one major change as well, from
Compulsory Evacuation Device to Bottomless Trap
Hole. This is a really debatable card to change, but
the biggest problem with Compulsory Evacuation
Device is that your opponent will just play the card
again next turn, and you just wasted a card unless
you win with it. Also with many players bringing out
Thought Ruler Archfiend and not Stardust Dragon
against you when you play this deck, Compulsory
Evacuation Device gets completely shutdown and you
have to find a new way to get rid of it which can be
a problem. Bottomless Trap Hole’s ability to not
target makes it the perfect counter to Thought Ruler
Archfiend and even Colossal Fighter. Also, it
becomes an easy way to get rid of a Dark Armed
Dragon, Judgment Dragon, and anything else that gets
in the way. The other big reason is because of
Breaker the Magical Warrior and Lyla, Lightsworn
Sorceress. The ability to get them away for good is
better than putting them back into your opponent’s
hand to deal with again next turn.
Royal Oppression is the MVP of the traps, being the
other big support to take control of every major
match up out there. Dark Armed Dragon, Judgment
Dragon, any tag out effect of a Gladiator Beast,
Test Tiger and even Monster Reborn all hit the dust
with Royal Oppression in control. Every major deck
takes a huge hit, not to mention saying goodbye to
Lumina, Lightsworn Summoner, and to stop Special
Summons across the board. Three Solemn Judgment and
three Dark Bribe are key to keep all your combos in
tact. To be able to stop anything with Solemn
Judgment and to stop all spells and traps with Dark
Bribe make your back row almost invincible. Just one
of these can thwart any comeback your opponent has
in mind. Giving your opponent one card to stop that
potentially game-ending Heavy Storm or Monster
Reborn isn’t too bad either. Also, it can be the
last card you need to make that last aggressive push
to win.
Mirror Force and Torrential Tribute round out the
traps. Mirror Force will be the anti-swarm card for
you, as well to getting rid of monsters when your
opponent is too aggressive, it puts you into the
driver seat when mounting your comeback. Torrential
Tribute is a great card in here as well, many people
were wondering why I played it. This is one of the
changes Team Fusion helped me make, which was to
include this card, sometimes you just don’t get the
combos off and you need to just control the field,
and your opponent sometimes can just go crazy and
you have no other way to make sure you’re safe from
harm and you and your opponent can start over. This
is the perfect card for it. Also, the synergy with
Elemental Hero Wildheart makes it just that much
better, with Elemental Hero Wildheart on the field,
only your opponent will feel the wrath of Torrential
Tribute, and you will have your extra monster ready
for even more damage.
The final trap line-up:
Traps: 14
3 Bottomless Trap Hole
3 Dark Bribe
3 Royal Oppression
3 Solemn Judgment
1 Mirror Force
1 Torrential Tribute
The game is always changing, and that’s something
you have to keep in mind when you make changes to
decks like this. You have to find out the new
trends, the normal plays and what you can do to
disrupt as many decks as you possibly can. Control
is something that is hard to come by for many decks
because decks are too fast now. With so many OTK
oriented decks lurking the only thing you can do is
find a way to slow them down, and to use everything
in your arsenal to do so. Many cards have been over
looked and underrated because they don’t fit into
the mold of the meta now.
Explore something new, pick up a pile of cards and
see what you can combine it with to make the next
big combo because there is always a new deck ready
to be made, you just have to find the right cards
for it. Who knows, you could end up making the deck
that defines the format. Everything takes time, it
won’t just shape up in a few minutes. Do all the
research into cards you can to make all your card
combos work well. The thing that really makes this
deck work is synergy. There is a lot of it because
so many cards are combined to have the same task.
Keep that in mind when making your next deck.
That’s the great thing about card games; the ability
to make something new with just a few cards.
Something no one has seen, and something new that
works. I will stress one thing to anyone playing
this deck and to everyone in the format. Especially
for this deck, the side deck is a really important
factor to how you do against the various match ups
games two and three. Take a lot of thought and do a
lot of testing. Every little bit can go a long way.
You can email me at
theone162120@yahoo.com or PM me on the forums,
I'm THe ONe PG 16 on the message boards, if you have
any questions.
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