Control: The Overplayed Deck
Type
11.30.04
Hey everyone!
Sorry for the long wait. I was recently in
Colombia for Thanksgiving and I just got back.
So anyway, I’m back to share my thoughts on
Control: The overplayed deck type.
Control first made its debut at the 2003 YuGiOh
World Championships. The metagame at that time
was flooded with Beatdown variants. The more
popular Beatdown cards at the time were
Injection Fairy Lily, Gemini Elf, Bazoo the Soul
Eater, Dark Ruler Ha Des, Jinzo, Marauding
Captain, Goblin Attack Force, Exiled Force, and
the fearsome crow Yata-Garasu. The main
stratagem was to attack as fast and as brutal as
possible to win the game quickly. This was
accomplished by using a combination of Pot of
Greed, Graceful Charity, and the 3 Reborn cards
to set up a deadly over extension that was
nearly unstoppable. Equip Spell cards were also
key to the success of Beatdown. United We Stand,
Mage Power and Axe of Despair were quite popular
then since they were able to grant the user
large amounts of offensive force to conquer
his/her opponent quickly.
When Control came into the picture, it naturally
fitted with its name. This deck was designed to
Control the tempo of the Beatdown’s game. Mystic
Tomato’s effect was perfect for stopping the
large over extensions made by the beatdown
variants reducing the damage taken considerably.
His effect can reduce the damage of 4
consecutive attacks; searching out another
Mystic Tomato each time it is destroyed in
battle and then finishing up by fetching a Witch
of the Black Forest or Sangan to get the monster
needed to clean up. In the previous World
Champion’s deck he also combined the Beatdown
tactic to fluctuate his strategy in response to
his situation. Gemini Elf was run in three’s by
him and Don Zaloog was also one of his key
cards. The Beatdown/Control deck formerly known
as the Hand Destruction Deck also spawned the
“net-deck” craze since it was truly the #1 deck
out there at the time. I must admit that I was
one of the many duelists out there who tried to
adopt his strategies and use them as my own.
Most if not all duelists in 2003 tried out this
deck type to see how it functioned and attempted
to master its complexities.
Control has shaped the YuGiOh metagame since its
birth. Control led to the increased usage of
Torrential Tribute and Exiled Force in nearly
every deck to trump the Yatas and Mystic Tomatos.
Every card expansion after Pharonic Guardian
provided Control with new weapons for its vast
and deadly arsenal. Shortly after the 2003 World
Championships, Magician’s Force was released and
brought with it three of Control’s key cards;
Breaker the Magical Warrior, Magical Scientist,
and Tribe-Infecting Virus. The Dark Crisis
expansion brought D.D. Warrior Lady, Reflect
Bounder, and Vampire Lord. Invasion of Chaos
brought Chaos Emperor Dragon-Envoy of the End,
Black Luster Soldier-Envoy of the Beginning,
Dark Magician of Chaos, Berserk Gorilla and
Smashing Ground. Ancient Sanctuary brought with
it the multi purpose quick-play; Enemy
Controller and Soul of the Duelist brought
Mobius the Frost Monarch and the Horus family of
monsters. These cards also brought about the
creation of a myriad of Control variants: Horus/Control,
Metamorphosis/Control, Beatdown/Control,
Warrior/Control, Zombie/Control, Gravekeeper/Control,
and Chaos/Control just to name a few. When
attending a Regional event in the coming months,
don’t be surprised if you encounter many Control
variants running around as well as the other
popular decks out there.
Strengths
Now as I move on to the strengths of the Control
type I would like to let all of you know
something you must remember. When I am speaking
of Control for the rest of this article I am
speaking in general terms of the Control deck
type and I will not be discussing the intricate
details of the many Control variants that exist
in this game.
Control boasts the uncanny ability to control
the tempo of the game. The Control deck takes
advantage of the shortcomings of every other
deck type. The key stratagem of the Control deck
is to make the opponent do what you want him/her
to do. Basically, nothing the opponent does
should be out of your immediate control and you
should be able to quell any threats to your
board position or your tempo. When the tempo of
the Control deck gets going, it functions like a
well oiled machine. At one point during the game
your opponent will find that you have a response
or rather a way to stop everything he can bring
out against you.
A large hand size is another typical
characteristic of a Control deck functioning at
its full potential. The Control deck is known
for its large hand size and this is very
important since the Control player needs options
and counters to nearly every one of the
opponent’s actions. As arbitrary as it may sound
to have a counter to everything, this concept is
key to the Control deck’s success. On the
offensive, the Control deck is designed to limit
the usage of the opponent’s hand and field. This
deck employs the services of the 2 pre-negators,
Drop Offs, Time Seals, hand manipulating
monsters like Don Zaloog and Spirit Reaper,
battle searchers; like Mystic Tomato, Shining
Angel, Giant Rat, and Pyramid Turtle, monster
removal, Beatdown type monsters and field
manipulating cards like Enemy Controller and
Creature Swap. On the defensive, Waboku, Magic
Cylinder, Ring of Destruction, Book of Moon, and
Enemy Controller are just a few of the cards
that are main decked or side decked by this deck
type.
Weaknesses
So, how do you combat a deck type that matches
up well against nearly every deck type? The
answer is that you fight back with the same
weapons it uses against you. You essentially
“Fight Fire with Fire” as the proverbial phrase
exclaims. Using Control cards against a Control
deck is very effective. However, not every
Control-type card will work so pay careful
attention.
Since Control decks are more dependent on the
hand than anything else, it would make sense to
use cards that either deplete the hand or limit
the hand size to “cut off the supply lines”. Don
Zaloog, Drop Off, Spirit Reaper, Time Seal, The
Forceful Sentry, and Confiscation are all the
weapons of war used against you but are just as
effective when used against a Control deck. The
only problem is proper timing when using these
cards. Keep in mind that sticking these in the
Side Deck or Main Deck to combat will not work
if you do not use them properly. The sense of
timing and efficiency when using Control cards
comes with experience and testing.
It does take quite a bit of time for the Control
deck to reach its correct tempo. If some of you
readers are wondering what tempo is, look up the
Beatdown/Control list of the 2003 World Champion
and test it out for a while. You will begin to
get a feel of the nature of Control and how the
“engine” gets up and running. You will also
notice how you will seem to have the card you
need to respond to almost anything that comes
your way. Your opponent will not only be
frustrated but he/she will be at a disadvantage
most of the time.
Another weakness of the Control deck is its
initial speed which is relatively slow. Since
Control is naturally slow, it would make sense
to use cards that would make your deck faster
than Control. The goal is to outwit and
out-speed the Control player and fast decks can
do that. Warrior decks, Earth decks, and other
decks that deal damage quickly will force the
Control player to over commit resources to
defend and re-establish field dominance.
Swiftness forces to the Control player to use
his/her hand faster than usual. Speed and
Control is an effective combination which is why
Warrior/Control, Zombie/Control, and Gravekeeper/Control
can be extremely effective but difficult to
master and build. Now I’ll leave you all with an
Aggro/Control deck list built by my brother for
competitive play. If you have any questions
about this deck list feel free to email me at
deathjester86@yahoo.com
Remember to play hard, play well, and most
importantly have fun.
Deck Total: 40
Monsters: 15
3x Blade Knight
3x D.D. Warrior Lady
2x Berserk Gorilla
2x D.D. Assailant
1x Jinzo
1x Exiled Force
1x Tribe-Infecting Virus
1x Breaker the Magical Warrior
1x Kycoo the Ghost Destroyer
Spells: 18
2x Reinforcement of the Army
2x Scapegoat
2x Nobleman of Crossout
2x Book of Moon
1x Swords of Revealing Light
1x Pot of Greed
1x Change of Heart
1x Mystical Space Typhoon
1x Snatch Steal
1x Heavy Storm
1x Painful Choice
1x The Forceful Sentry
1x Confiscation
1x Premature Burial
Traps: 7
2x Solemn Judgment
2x Sakuretsu Armor
1x Torrential Tribute
1x Call of the Haunted
1x Ring of Destruction