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WiCkEd's Deck Garage Well, due to the success of the last one of these deck formula articles I’ve decided I’ll do another one of these this week. I find them fun to do, but, if for some reason you do not enjoy this, just return back to the Main site. What exactly am I going over now? Spellcasters (upon request) of course. Although I do not remember who exactly recommended them, I am doing them, so, yeah. Let’s move on. Picking a Mold: Spellcasters BASE OF DECK: Dark Magician Now, luckily, since all of you are acquainted with what the words I use mean from the first article of this series, we can move along without delay. The Monster Line-Up 1x Dark Magician- He’s a normal monster, nothing amazingly special, but, in the spirit of Spellcasters and Yugi alike, he’s here. Why? Just ‘cause. Also, he is Dark. What advantage will this bring? I’m not sure. 1 x Mobius the Frost Monarch- Magic and Trap removal, one tribute, not so bad. Just don’t miss his timing. I’m simply using him over Cyber Dragon because, for the most part, this deck won’t have to worry about immediate field rape. :: copied from last article and edited a bit :: 1x Sangan- The searcher, a Fiend, versatility in a hand basket. Also a Dark. He’s fairly cool when it comes to being a monster card. 1x D.D. Warrior Lady- Although neither a Dark nor Spellcaster, she fits the removal theme. Also she provides removal that is REQUIRED to gain field presence in the game. 1x Breaker the Magical Warrior- He’s a Dark, AND Spellcaster, which, alone is sexy. He provides a strong beatstick when coming out at a solid 1900, and doubles as MAGIC/TRAP removal when his counter is removed (thus dropping him to 1600 ATK). All around an amazing card. 1x Magician of Faith- Magician of Faith herself provides advantage through recycling. Given the fact that she is neither removed by Nobleman of Crossout nor hit by a Mystic Swordsman LV2 she provides a versatile way to gain advantage. 1x Morphing Jar- Hand replenishment is VERY important with this deck. You do not want Mobius or Dark Magician sitting in your hand with an open field. If any card is vital to this deck when it comes to advantage, this would be the one. 1x Injection Fairly Lily- She’s small, but she gets to a 3400 with the cost of 2000 LP. Not bad if you ask me. She also can be used with Magician’s Circle, another rentsy card for this deck. I like her since, most of the time; she is handy RIGHT when she is draw. 2x D.D. Assailant- Removal. Solid Beatstick. More or less a staple to all decks right now, or at least, non-budget ones. Using two is fine, moving down to 1 or up to 3 could throw things off a bit and lead to abusing the removal (and at the wrong time being tempted to use them). 2x Skilled Dark Magician- Well, he’s a beatstick. Dark and Spellcaster. This alone is alluring. He tutors out Dark Magician at the cost of 3 Spell Counters. He helps with beating off those Don Zaloogs (when set) and any other pesky monsters. He works in both positions (no pun intended), ATK and DEF. 2x Apprentice Magician- He gives out Spell Counters like candy to Breaker and Skilled Dark, tutors out Old Vindictive Magician and Magician of Faith. Also Dark and Spellcaster. 1x Strike Ninja- Now, I know the Ninja is popular right now. But this came upon he earlier today and I realized that this would work quite well in this deck. Remove Dark Magician, Skilled Dark Magician, dodge, chain Return from a Different Dimension and poof. You have magic. 1x Old Vindictive Magician- A quick bit of removal splashed in so Apprentice Magician has more than one use, and we’re getting something out of his ability (removal). He’s Dark, so working with the Ninja is obvious. 1x Spirit Reaper-
Solid blocker. Opponents will often find themselves wasting Snatch Steal on
this thing just to get it off the field. Also, supposing you are in an all
advantage situation, you could attack direct with it, pick from hand, and
possibly screw up a plan. Need I mention he too is a Dark? This line-up can easily be toyed with, mostly in the sense you could drop the Apprentice Magician and Old Vindictive for 2 Tomato and a Don Zaloog if you want more control. I find that later takes away from the use of Magician’s Circle. But, each to his own. If you do go with the Two Tomato idea, drop the Magician’s Circles for Widespread Ruin. The Magic and Trap Line-Up NOTE: Some will be a direct copy from yesterday. It is easier this way, since; they are still serving the same purpose. 1x Dark Hole- Obviously the best form of monster removal out there. Stapled. 1x Heavy Storm- Obviously the best form of Magic and Trap removal. Stapled. 1x Snatch Steal- Take your monster and tribute it for mine. =) Stapled. 1x Mystical Space Typhoon- chainability + Magic or Trap removal = hot. 1x Book Of Moon- You already know. Versatility in a box. 1x Nobleman of Crossout- Removal. Could be mass removal. Depends. Either way, kickass card. 1x Premature Burial- Revival at the cost of 800. You know me likey. 2x Smashing Ground- Removal. It’s always sexy to destroy a defender that has pissed you off for a turn or so. 1x My Body as a Shield- 1500 LP for the possibility of keeping field presence? I think so. Especially in this deck. 1x Wave-Motion Cannon- Alternate win condition. Also feeds out Magic/Trap removal. Psychological tech I call it. 1x Swords of Revealing Light- Stall. Gives time to recoup and regain advantage (assuming you could do that in a theoretic three turn time period) 1x Creature Swap- This is viable when flipping Old Vindictive of Magician of Faith (or simply getting rid of something that you do not need) and getting a card that would provide advantage in return. 1x Messenger of Peace- A quick form of Stall that works better than Swords of Revealing Light in my opinion. Since attacks can still be made, you do need some form of defense. 1x Lightning Vortex- A costlier form of removal. Very viable still though. Can also feed Strike Ninja. 2x Magician’s Circle/ Return from a Different Dimension- For competitive players, this should be obvious. Go straight for the RFTDD. Casually you could use Magician’s Circle. With the use of Strike Ninja, D.D. Assailants, etc, using this can give you back field presence and possibly shift the game in your favor and/or win it. 2x Sakuretsu Armor- Kills off attackers. One of the most addicted Traps to ever be used. It’s the crack of Trap cards. Really. 2x Dust Tornado- Magic/Trap removal. Pretty much MST in Trap form, we all love it. 1x Torrential Tribute- Massive removal in time of need. Also note, when you are dueling and feel the need to use this, it is most likely SMART TO DO SO. 1x Call of the Haunted- Revival. Well, to explain the Magic and Trap line-up you have plenty of SOLID removal. For the most part, it’s accenting the Beatdown strategy of the deck: to clear the field, go in for the kill. It’s quite easy to change if you feel the need to tech it more.
Also, before I go. Try this for tech, see how you like it: Use NO Sakuretsu Armor in your deck, replace the 2-3 with Trap Hole. Then main 2 Nobleman of Extermination. Thus, when you nail a Sak. Armor you lose nothing, and Trap Hole keeps up the immediate death. -WiCkEd Send Decks/Feedback to: plasmamullet696@yahoo.com NOTE: If I give the wrong deck count, I ENCOURAGE you to think for yourself and add in as many cards as it takes to make the deck playable. Use your heads kids, I know you can do it. Sometimes, I may do this on purpose.
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