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Carrotizer on YuGiOh
So What, Twister Is
Nothing!
April 9, 2007
Macro Cosmos. Dimensional Fissure. If you are a serious
duelist who likes varieties, I’m sure you either used these
cards against someone or couldn’t alter your strategy fast
enough against these annoying continuous. Don’t be ashamed.
No, don’t be, because this type of decks shuts down a lot of
strategies, which would be otherwise perfect. One heck of
anti-meta, huh? Macro decks disrupt any effects that
activate in the graveyard, or target cards in the graveyard;
these effects are often destructive, such as Card Trooper,
Sangan, Hydrogeddon, Mystic Tomato, and Newdoria, along with
other potent cards. First let’s take a look at those two key
cards and support cards.
Macro Cosmos is a Continuous Trap with 2 different effects.
Usually, it is the 2nd effect that troubles opponents;
remove from play all cards that would be sent to the
graveyard (they do not “hit” the graveyard, just straight to
the RFG pile). This effect needs Macro Cosmos on the field
to be active, meaning that your opponent chaining Dust
Tornado/Mystical Space Typhoon will be able to negate it.
However, first part is different. You can Special Summon 1
“Helios – The Primordial Sun” from your hand or deck. This
is immediately +1 upon activation, much like Royal Decree.
Dimensional Fissure is a Continuous Spell with an effect
that reads, “Any monster sent to the graveyard is removed
from play instead.” We’ll run 3 of each, and although
extremely vulnerable to Mobius the Frost Monarch and Heavy
Storm, setting these condition is necessary.
The beauty of this deck is that it shuts down most of the
staples, along with many other tech cards. For example,
Treeborn Frog? 1-time 100 ATKer. Though Monarchs have their
ways, Zaborg the Thunder Monarch or Thetalos the Firestorm
Monarch won’t be much of a use against D.D. Scout Planes
since they’ll just come back. Searchers, Pot of Avarice,
Dark World monsters, Overload Fusion, Strike Ninja, Freed
the Brave Wander, Kaiser Glider…wow!
To maximize the effects, we’ll use cards that have great
synergies with Macro cards. Grand Convergence is a
Quick-Play (THE best spell/trap type) Dark Hole with extra
300 damage. However, you need a Macro Cosmos to play it, and
with 3 in our deck, that’s not a problem. Chain the spell to
Ring of Destruction and you won’t take any damage! Or, use
it during End Phase to wipe your opponent’s field and bring
back your D.D. monsters.
D.D. Survivor is a Dark Warrior with 1800 ATK, and a pretty
low 200 DEF. However, with Macro and Dimensional Fissure, he
will sorely bother your opponent! If he is removed from play
from the field face-up, then he’ll come back during End
Phase. D.D. Scout Plane is a Dark Machine with 800 ATK that
will come back during End Phase in Attack Position during
End Phase if RFGed. Though a lot weaker, he makes opponent’s
Nobleman of Crossout or D.D. Warrior –1. Both of these,
along with 2 Reinforcement of the Army to thin deck, will be
run in 3’s. With these, we can use a lot more high level
monsters!
Confiscation, Heavy Storm, Mystical Space Typhoon, Ring of
Destruction, Mirror Force, Torrential Tribute, Nobleman of
Crossout, and Spirit Reaper are all good cards. Return from
the Different Dimension works great with “DMoC,” and it can
also bring back D.D. Warrior Lady and D.D. Assailant, as
well as 1 or 2 Exiled Forces, which will be removed by
Macro. With DMoC, that’s a free spell, and if your Survivors
are stuck, brining them via Return will make them come back
during End Phase again.
Now you have numerous choices: stick to powerful Monarchs
with infinite Tributes, rush at your opponent by clearing
field with Lightning Vortex/Smashing Ground, burn them with
D.D. Dynamite, or have a little more Warrior theme, such as
Don Zaloog/Mystic Swordsman LV2/Big Shield Gardna?
These choices depend largely on your personal preference, as
you can mix these around. Just make sure you don’t lose the
original theme by stepping over the border. Can’t think of
techs? Try Yamata Dragon or Hino-Kagu-Tsuchi! Any cards that
use Tributes or similar costs will work! Also, Remember to
use your sidedeck for more choices!
Now, Dark World saw too little play when this deck succeeded
at a Shonen Jump Championship. When Six Samurai succeeded,
this type disappeared into the shadow. Kamon will definitely
give extra edge to Six Samurais, and Twisters seem to be in
sidedecks. Though some decks work well against another,
Kamon will be more threatening than Twister because Kamon is
searchable with Sangan (though it may be RFGed), and
Reinforcement of the Army.
Some backup plan will be required against Heavy Storm,
Twister, and Mobius the Frost Monarch, as well as the
infamous Kamon. Pulling the Rug seems to be the choice
against Monarchs, Gadgets, and Advanced Ritual Arts, but
Spells will be used by many. Magic Drain in your sidedeck
can be brought out in Game 2 to stop those spells. 3 Twister
will not be easy to use. Kamon…well, nothing you could do
about priorities, except with Solemn Judgment or Horn of
Heaven.
Not RPG…RFG!! (This is one way of basic structure; decorate
it with techs!)
Monsters: 13
1 Spirit Reaper
1 D.D. Warrior Lady
2 D.D. Assailant
3 D.D. Survivor
1 D.D. Scout Plane
1 Dark Magician of Chaos
1 Mask of Darkness
1 Helios – The Primordial Sun
1 Night Assailant
1 Exiled Force
Spells: 13
3 Dimensional Fissure
1 Heavy Storm
1 Mystical Space Typhoon
1 Book of Moon
2 Reinforcement of the Army
1 Card Destruction
1 Confiscation
1 Enemy Controller
1 Nobleman of Crossout
1 Smashing Ground
Traps: 8
1 Ring of Destruction
1 Mirror Force
1 Torrential Tribute
1 Return from the Different Dimension
3 Macro Cosmos
1 D.D. Dynamite
Total: 44
Sidedeck: 13 (you got slots to abuse your intellectual
creativity =D)
1 Yamata Dragon
1 Lightning Vortex
1 Smashing Ground
1 Thestalos the Firestorm Monarch
1 Mobius the Frost Monarch
2 Solemn Judgment
2 Magic Drain
1 Horn of Heaven
3 Pulling the Rug
Make sure to draw out all those Sakuretsu Armors and
Bottomless Trap Holes with D.D. Survivor, and D.D.
(excluding Survivors) monsters should work both as
aggressive and fuels for big Return. Once enough damage is
done, D.D. Dynamite or Ring of Destruction should end the
game.
Careful Sidedecking will get you 2nd and 3rd games, should
1st game be lost by big margin. Too many Solemn Judgment
with Return from the Different Dimension will lower your LP
rapidly, although that in return will reduce the payment
cost. Because this deck has a dedicated theme, Sidedecking
for opponent will be easier, and that will make your
Sidedecking easier also.
You will find that plethora of M/T removal will cause you
troubles. Just be careful with Solemn Judgment and Return
from the Different Dimension. Chaining Return at the wrong
moment will cost you a game. Likewise, not saving Solemn
Judgment can put you in a bad situation.
If everything fails, including good old heart of the
cards…use the Force!
By Paul Yeem – Carrotizer
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