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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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