First off, I
would hope you guys don’t perceive this as a
tournament report, because it really isn’t
necessarily supposed to be that way. First off, I
have a lot of shoutouts, just like in my featured
match, to Jerome for the first insight to any type
of Stardust Dragon/Assault Mode deck, to Jeff Jones
for his main deck in which really pushed me to side
Skill Drain even more because of the control factor,
and another huge one to Anthony Gospel, Charlie
Powell, and Jake Johnson for putting up with me and
my indecisiveness when it came to my deck every
night for 2 weeks before Shonen Jump Championship
Anaheim; and to all my friends who were there and
supported me throughout the tournament. Marc Glass
for having extra paper for me and being so cool in
person as well as online, and to my team for taking
care of me during the weekend, you’re all awesome!
Of course, lastly to Bianca, because you’re the
best. =]
For
those of you who don't know what Stardust
Dragon/Assault Mode is, it's:
Stardust Dragon/Assault Mode
Wing
Level 10
[Dragon/Effect]
This card cannot be Normal Summoned or Set. This
card cannot be Special Summoned except with its own
effect or with "Assault Mode Activate". You can
Tribute this card to negate the activation of a
Spell Card, Trap Card, or Effect Monster's effect,
and destroy that card. If you negate an effect this
way, you can Special Summon this card from your
Graveyard during the End Phase. When this card on
the field is destroyed, you can Special Summon 1
"Stardust Dragon" from your graveyard.
Onto
the deck I used at Shonen Jump Championship Anaheim,
in which I placed 20th.
Monsters: 20
2 Assault
Beast
2 Krebons
2 Stardust
Dragon / Assault Mode
2 Summoner
Monk
2 Destiny
Hero Diamond Dude
2 Destiny Hero – Malicious
2 Rose, Warrior of Revenge
1 Armageddon Knight
1 Dark Armed Dragon
1 Gorz the
Emissary of Darkness
1 Elemental
Hero Stratos
1
Plaguespreader Zombie
1 Sangan
Spells: 14
2 Upstart
Goblin
2 Allure of
Darkness
2 Destiny
Draw
1 Brain
Control
1 Emergency
Teleport
1 Giant Trunade
1 Heavy
Storm
1 Magical Mallet
1 Mind
Control
1 Monster
Reborn
1
Reinforcement of the Army
Traps: 6
3
Threatening Roar
2 Assault
Mode Activate
1 Crush Card
Virus
Side Deck:
3 Skill Drain
2 Beast King
Barbaros
2 Destiny Hero – Defender
2 Hanewata
2 Legendary Jujistu Master
2 Lightning Vortex
1 Mystical Space Typhoon
1 Mirror Force
The major
focus here is obviously to bring out Stardust
Dragon/Assault Mode whenever possible. I used a lot
of math to help this deck and to get it to the point
where the deck can be consistent, so even if then
numbers of some combos that I will outline are lower
than people would want to have, it still was enough
to push the deck. Speed is also the issue when it
comes to this version of Stardust Dragon/Assault
Mode.
We can really break this deck down in many ways, so
I’ll start with the monsters and why each card is
important to have the deck run the way is supposed
to.
Monsters: 20
2 Assault
Beast
2 Krebons
2 Stardust
Dragon / Assault Mode
2 Summoner
Monk
2 Destiny
Hero Diamond Dude
2 Destiny Hero – Malicious
2 Rose, Warrior of Revenge
1 Armageddon Knight
1 Dark Armed Dragon
1 Gorz the
Emissary of Darkness
1 Elemental
Hero Stratos
1
Plaguespreader Zombie
1 Sangan
We have 20
monsters, a perfect half of the deck and we start
with the basics here, Summoner Monk and Rose,
Warrior of Revenge. That combo alone fuels and
speeds up the deck so much. I felt that overall (and
with the input of friends) that 3 Rose, Warrior or
Revenge would end up being just a bit too
inconsistent. It’s not bad to draw, but it’s a lot
better to get out through Summoner Monk. 2 Assault
Beast in this deck is the best number. There
shouldn’t be more Assault Beast than Assault Mode
Activate, plus being a 1900 beatstick doesn’t hurt
either. The fact that I can just discard it to get
Assault Mode Activate faster by either Assault Beast
or hard drawing it helps with the speed of the deck.
Speaking of the combo, we have 2 Stardust
Dragon/Assault Mode. 2 is the perfect number so not
only do I have 2 times I can bring it out, it’s just
overall good to have in case I draw 1 and have no
way to put it back into the deck.
Destiny Hero
– Malicious and Krebons go hand in hand here.
Destiny Hero – Malicious is used for Destiny Draw,
to be put in the Graveyard by Armageddon Knight, or
even for Crush Card Virus. Krebons is a quick way to
Synchro Summon thanks to Emergency Teleport, or just
a way to wait out a couple turns with the negate
effect it has on attacks. 2 Destiny Hero Diamond
Dude helped to give me the 2 to 1 ratio Destiny
Draw, but also it helps with the speed of the deck.
To be able to accelerate the deck and have the
chance to hit cards like Allure of Darkness or
Destiny Draw to get those faster draws help as well.
Also, it can push monsters away when they are not
necessary to draw. Elemental Hero Stratos is mainly
there for Reinforcement of the Army and getting a
Destiny Hero into my hand.
Armageddon
Knight is a one of that is able to send a Dark
Monster to the Graveyard from my deck, which would
be more or less only used for Destiny Hero –
Malicious or Plaguespreader Zombie. Sangan is
necessary to have an easy way to get Summoner Monk
into my hand and for Crush Card Virus. Dark Armed
Dragon is another support card in the deck. It’s not
meant to be the focus of the deck, even with how
great of a card it is. I felt that it was more of a
splash for more control on the game. Plaguespreader
Zombie was one of the MVPs of my deck at SJC
Anaheim. The fact that there were so many uses for
it. I was able to use it with Destiny Hero –
Malicious to be able to use it after drawing my
second copy, I could use it for Crush Card Virus, I
used it quite often for a Synchro Summon with
Destiny Hero – Malicious, it was easily accessible
in the Graveyard through Armageddon Knight, and most
importantly, it was able to get a dead Stardust
Dragon/Assault Mode in my hand, back into the deck.
Many times I could just put it on top and get the
deck shuffled with another effect; I could use
Armageddon Knight, Magical Mallet, Reinforcement of
the Army, etc. to get things mixed up in my deck
again.
Debate
Time!
There are
three main arguments that have come up with my
monster Lineup.
1. Gorz
the Emissary of Darkness vs. Necro Gardna.
The night
before SJC Anaheim I had this problem still. Necro
Gardna (even 1) could be gamebreaking against
Gladiator Beasts and sometimes even against
Lightsworn. The fact that it was easy to be utilized
through Armageddon Knight, and it would also be
another card I could use for Crush Card Virus. Yet,
I thought there would be more Lightsworn at SJC
Anaheim because of the popularity and the
explosiveness compared to Gladiator Beasts and how
Lightsworn can have a really easy time against
Gladiator Beasts. The thing that really pushed me to
think about Gorz the Emissary of Darkness would be
Anthony Gospel. We talked about our decks to each
other quite a bit (well more me than him) and he
said against Lightsworn, the real chance people have
to stop the One Turn Kill that Lightsworns
potentially have (under cold wave or in any
situation against them) would only be Gorz. I really
wanted to make sure my matchup against what I
thought would be the most popular deck would be that
much better. The fact that also, Gorz stops decks
from overextending, and you can be aggressive back
with Gorz and the token it provides. The only other
negative to it would be against Gladiator Beasts if
they had Gladiator Beast War Chariot.
2.
Armageddon Knight vs. Dark Grepher
Both of
these Monsters are easily accessible by
Reinforcement of the Army. Dark Grepher is a card
that overall is a good card. The fact that if I had
Gorz or Destiny Hero – Malicious I could Special
Summon it, then Normal Summone Rose, the Warrior of
Revenge to have a quick 8-Star Synchro Summon. I
felt though that many times, it’s just too dependent
on having another dark in hand. I didn’t think
playing Dark Grepher, and the discarding a card, to
get another in the Graveyard was going to help my
deck in the long run. That I didn’t want to have
less cards to work with. Plus I didn’t want to have
another monster that would fall to the mercy of
Crush Card Virus. Armageddon Knight was perfect for
the deck. 1400 monster that would get under Crush
Card Virus and can send key cards like Destiny Hero
– Malicious or even more key, Plaguespreader Zombie
to the graveyard without losing another card would
be better overall. Also, as Anthony Gospel said to
me when we debated this with Charlie and others,
that when a deck isn’t based off being fast to get
Dark Monsters in the Graveyard for Dark Armed
Dragon, Armageddon Knight is better than Dark
Grepher.
3. Where
is Mystic Tomato?
I tried really hard to find a space for just 1
Mystic Tomato. Mystic Tomato would be an easy way to
get Summoner Monk to the field. I could get so much
from my deck with Mystic Tomato like: Sangan,
Armageddon Knight, Destiny Hero- Malicious or
Diamond Dude, and Plaguespreader Zombie. I just felt
that if I were to play it, I was just too afraid
overall of Gladiator Beasts and how its just too
easy for Gladiator Beasts to take total control by
attacking Tomato and the other monster I would bring
out. It would be good against Lightsworn, but with
the Celestia, Lightsworn Angel and Judgment Dragon
threat, I felt it wouldn’t be necessary.
Onto the
Spells!
Spells: 14
2 Upstart
Goblin
2 Allure of
Darkness
2 Destiny
Draw
1 Brain
Control
1 Emergency
Teleport
1 Giant Trunade
1 Heavy
Storm
1 Magical Mallet
1 Mind
Control
1 Monster
Reborn
1
Reinforcement of the Army
14 Spells I have and first I’ll just state the cards
that I feel don’t really need explanation: Brain
Control, Giant Trunade, Heavy Storm, Mind Control,
and Monster Reborn. Destiny Draw is for use with the
Destiny Heroes and could be a discard for Summoner
Monk if it’s necessary. Emergency Teleport is used
because of the 2 Krebons. Reinforcement of the Army
could get me 6 of the monsters in my deck: Elemental
Hero Stratos, one of 2 Destiny Hero Diamond Dude,
Armageddon Knight, and if necessary, one of two
Rose, Warrior of Revenge. Allure of Darkness is just
overall too good with the deck. With so many Dark
Monsters and the fact it can accelerate through my
deck even faster helps so much, and it doesn’t hurt
to get it when Destiny Hero Diamond Dude’s effect
goes off and sends Allure of Darkness away. Upstart
Goblin was just for a more turbo feel to the deck,
to make the deck faster overall and help change the
numbers mathematically to give me a better chance to
have a way to get Stardust Dragon/Assault Mode turn
1. Magical Mallet is also one of those tech cards in
here to really help bad hands here, meaning hands
with Stardust Dragon/Assault Mode or even two if
you’re that unlucky. Sure there are chances you
could draw Stardust Dragon/Assault Mode after you
send it back (like in my Round 2 Featured Match),
but it’s worth it to help reset your hand.
More
Debate!
4. Only 2
Upstart Goblin?!?!?!?!?!
The fact of the matter here is that, Upstart Goblin
has no reason to be played in 3’s if the deck isn’t
40 cards. I couldn’t drop any other cards to play a
3rd Upstart Goblin. That was the biggest
factor. I really wanted to fit a 3rd one
in, but to keep it at 40, but at this point even to
now is and was impossible. Too many other cards were
just better overall that I just couldn’t get that 3rd
copy in.
Finally
Traps! (Or Lack Thereof)
Traps: 6
3
Threatening Roar
2 Assault
Mode Activate
1 Crush Card
Virus
I’ll start here with Assault Mode Activate. I don’t
and won’t ever agree with more Assault Mode
Activates than actual /Assault Mode Monsters in the
deck. The same goes with Assault Beast. So the
balance of 2 of everything when it came to the
Stardust Dragon/Assault Mode part of the deck was
perfect. Crush Card Virus is not, and I repeat, not
necessary. I just felt it was too good not to play
in the deck. With what I could hit with it was just
too much to not play and could be gamebreaking.
Speaking of gamebreaking, Threatening Roar was just
too good at SJC Anaheim. The fact that it gives you
outs to the onslaught of Lightsworn and Gladiator
Beasts was amazing. To save key monsters and to just
keep yourself alive and afloat as well was very key.
The thing about this format is how Cold Wave was and
still does dictate many decks. To have a way to have
an answer when Cold Wave is used is key to stop a
big turn (especially for Gladiator Beasts).
Can We
Just All Stop Fighting and Get Along?!?!?!
5. Where is Solemn Judgment?!?!??!!
The honest
truth behind Solemn Judgment and this deck is that,
it’s not necessary. I will explain more of this when
I go more into the deck in the end, but really, a
deck that already has a Solemn Judgment on legs
doesn’t need more. I feel that it would end up being
a dead draw and could end up being the demise of my
own deck if I took the blows of half my life points
to stop 1 card.
6. No
Mirror Force? No Torrential Tribute? No Problem!
Out of the
two, I really only considered using Torrential
Tribute. I say this for one reason, Lightsworn. In
the end though, I didn’t feel it was necessary
because once the deck takes control, drawing
Torrential Tribute is going to be dead. I wanted to
make sure that overall I could have the deck be as
consistent as possible. Mirror Force is a good card,
but it’s not really chainable and I just didn’t see
it fir for game 1. So it went into the side deck
(last minute anyways).
Side
Decks Win Matches!
Side Deck:
15
3 Skill Drain
2 Beast King
Barbaros
2 Destiny Hero – Defender
2 Hanewata
2 Legendary Jujistu Master
2 Lightning Vortex
1 Mystical Space Typhoon
1 Mirror Force
I seem to do
well with a lot of transitional side decks. That
means when you side out a lot of cards and side in
the same amount for a new deck, or seemingly new
deck. The best thing about this side deck I used, is
that it caught a lot of people by surprise. Before I
move into the Skill Drain focus in my side, I want
people to understand some key things in the side
deck and things I wish I changed.
Hanewata is where I will start. Out of all honesty,
I felt that with a new meta, and first SJC in a long
time, there could be a lot of burn variants and
especially with all the talk of the new versions of
Magical Explosion and Blasting the Ruins first turn
kills, I didn’t want that deck to be the reason
behind why I lost a match. Yet, it retrospect, I
wish I would have kept in Zombie World instead
seeing that I lost to Little City siding into
Monarchs in Round 5 against Mario Mathieu. Lightning
Vortex is another major card. Lightning Vortex I
knew ahead of time would be key in games 2 and 3 for
when my opponent would take total control. Against
Lightsworn, there is nothing they can really do
against Lightning Vortex. Against Gladiator Beasts,
it would either force them to play Solemn Judgment,
or it would make a 2 for 2 or even 2 for 3 trade in
the end. Lightning Vortex ended up being a key card
as the tournament went on.
Mystical
Space Typhoon was my only answer to Burn decks or
any deck with Royal Oppression, I know it was
limited, but overall I felt it would be adequate
enough, plus to destroy Royal Decree if Lightsworn
was able to get it in the early game would be
important to work myself to have a chance to win.
Legendary Jujistu Master would be my other answers
to Gladiator Beasts, beatdown decks and other
Anti-Meta decks.
Onto the
workings of Skill Drain and the support I had in my
side deck. 3 Skill Drain is where we start. Skill
Drain would end up being such a force against so
many decks I played. Gladiator Beasts and Lightsworn
had a lot of problems when it came out against them.
For Lightsworn, they didn’t really side in Royal
Decree because I played such little traps, so they
could only have a hard draw Heavy Storm to stop it.
Against Gladiator Beasts, a GB player has to have
the experience against Skill Drain to really make a
huge difference. A lot of people aren’t too familiar
of Skill Drain and the cards the deck has. There are
ways to play around things, and I feel it would take
a lot more skill and challenge my opponent to play
around it.
2 Destiny
Hero – Defender was great because it’s still a
Destiny Draw target, Elemental Hero Stratos target
and also Reinforcement of the Army target. The fact
that I could easily side deck out Destiny Hero
Diamond Dude made it perfect, and with a 2700
Defense, with Skill Drain out, it’s really hard to
get around. Beast King Barbaros is an amazing card
with Skill Drain. That even without Skill Drain it
can be a field-wrecking card, or even a 1900
beatstick. With Skill Drain it’s a 3000 ATK Monster.
With Skill Drain out, there isn’t really too much
out there to stop it. That also is the best thing
about Skill Drain. It puts a lot of pressure on your
opponent to do something to take it down or get
around it. The last card on the list would be Mirror
Force. This was a VERY last minute choice. I chose
to take out the 3rd Beast King Barbaros
for Mirror Force because I felt that it would be key
with Skill Drain out. I guess I noticed that I
didn’t have enough removal when it came down to it,
and I felt Mirror Force would be a better card
overall than Torrential Tribute. Even until now, I
wouldn’t change the side deck except Hanewata. With
2 Lighting Vortex and 1 Mirror Force, I feel that
can be adequate enough. Plus Lightning Vortex would
help against any deck that would swarm.
The thing I want to stress about a deck that has
Stardust Dragon/Assault Mode or any /Assault Mode
cards in general, is that you don’t make the whole
deck dependant on just that monster. The problem
with having a single Boss Monster is that what are
you going to do if they find a way around it? You
want to make sure the deck is good enough without
them to win. I didn’t always get out Stardust
Dragon/Assault Mode and I was able to win the
majority of my matches. The thing that really helped
to make that all happen was the deck itself.
When it
comes to the deck, I felt speed and consistency
would be the key to victory. I felt that a lot of
people didn’t really understand how fast and also
how slow this format has been. Gladiator Beasts
usually can’t OTK you and Lightsworn can. Anti-Meta
decks and Monarch decks would all tend to be slow.
Many people would think that Solemn Judgment is very
important and necessary for the deck to run well but
it’s not. I felt that Solemn Judgment would be
taking too much life from me and the fact is that I
don’t want to draw it at just the wrong times. I
felt that Solemn Judgments didn’t really help
overall. I didn’t think it would be fast enough and
that I didn’t want to slow my deck down because I
wanted to go off fast with the deck. I know Solemn
Judgment may look good to help protect Skill Drain
and stop other cards, but just overall I feel Solemn
Judgment wouldn’t accomplish everything I would need
it to. Sure it keeps control and can stop anything
pretty much, but the focus of the deck made it so
that it wasn’t needed for the deck’s success.
One last note I will stress to people is that you
should explore new deck ideas. That constructive
criticism is okay, but don’t let people put you or
your ideas down. The idea you have may not be
accepted by the “best” in the game or even the best
in your area, but that doesn’t automatically mean
it’s bad. One thing that can throw people off are
combos that they have never seen before or they are
not very comfortable playing against. If you can
rattle your opponent with what you’re playing and
keep the pressure on, your opponent can feel it.
Some people make different plays under that
pressure. Sure, not all of the “pros” feel that way,
but even they can make mistakes against decks they
aren’t ready against or fully understand the inner
workings of. I feel that I play a lot of different
decks like I do because I want to show people that
there are other options out there, and to not be
scared to play them at a major tournament. SJCs to
me are a hit of miss type of thing, why go there
being like everyone else?
Remember, it’s a game, have some fun! The mindset of
just having fun can really change how good you do
and just your overall attitude. Stay focused when
playing, and remember, it’s never over, until your
life points are at 0.
- Tomas Mijares