Concept: Generate tempo advantage utilizing Penguin Soldier, Skelangel, and Ryko.
Using Junk Synchron during the earlier stages of the game can garner advantage in the long run by forcing your opponent to waste precious removal cards on monsters such as Goyou, Magical Android.
Use Cyber Dragon + Junk Synchron or even a long shot 3 + 2 + 2 + 1 for a nice devastating Junk Destroyer.
When you get Treeborn frog going, you can shit into Monarchs, constantly hammering pain onto your opponents using Raiza, Gaius, and Light and Darkness Dragon.
Enemy Controller over book of moon for rather obvious reasons.
And Malevolent Catastrophe at 3. You're reading that right. Its an interesting card choice that will pretty much ensure your opponent Gold Sarcophagus-ing his Starlight Road and bringing in one more from the side.
While it is a very daring card choice, and wont even work against certain decks, its a card that might just garner you game. And will rip to shreds anyone whose skill isnt up to standard.
Activate it off 1:1 trades and 1:5 trades. Either way, its extremely jarring to Tempo.
And once you have the tempo advantage, theres not much that can stand up to Monarchs or Junk Synchron/Debris Dragon spam.
Today's deck is a rather simplistic one to play against 今日のデッキは割と使いやすいコンボの少ないデッキです
Debris Control デブリ・コントロール
Monsters/モンスター/22 3 Caius the Shadow Monarch/邪帝ガイウス 1 Raiza the Storm Monarch/風帝ライザー 2 Destiny Hero Plasma/Ｄ－ＨＥＲＯ Ｂｌｏｏ－Ｄ 1 Gorz the Emissary of Darkness/冥府の使者ゴーズ 2 Lonefire Blossom/ローンファイア・ブロッサム 2 Dandylion/ダンディライオン 1 Sangan/クリッター 1 Mystic Tomato/キラートマト 2 Krebons/クレボンス 1 Battle Fader/バトル・フェイダー 1 Spirit Reaper/魂を削る死霊 3 Debris Dragon/デブリドラゴン 1 Blackwing - Gale the Hurricane/ＢＦ－疾風のゲイル 1 Spore/スポーア
Spells/魔法/12 1 Brain Control/洗脳ーブレインコントロール－ 2 Mark of Rose/薔薇の刻印 1 Pot of Avarice/貪欲な壺 1 Foolish Burial/おろかな埋葬 1 Heavy Storm/大嵐 1 Giant Trunade/ハリケーン 1 Mystical Space Typhoon/サイクロン 1 Allure of Darkness/闇の誘惑 1 Miracle Synchro Fusion/ミラクルシンクロフューション 1 Mind Control/精神操作 1 Emergency Teleport/緊急テレポート
Traps/罠/5 2 Bottomless Trap Hole/奈良くな落とし穴 1 Wasteland Tornado/荒野の大竜巻 1 Call of the Haunted/リビングデッドの呼び声 1 Mirror Force/聖なるバリアーミラーフォースー 1 Torrential Tribute/激流葬
Extra/エクストラ/15 1 Elemental Hero Absolute Zero/Ｅ・ＨＥＲＯ アブソリュートＺｅｒo 1 Wave Dragon Knight Dragoequites/波動龍騎士 ドラゴエクイテス 1 Ultimate Psychicker/アルティメット・サイキッカー 2 Trishula, Dragon of the Ice Boundary/氷結界の龍トリシューラ 2 Stardust Dragon/スターダスト・ドラゴン 1 Scrap Dragon/スクラップ・ドラゴン 1 Thought Ruler Archfiend/メンタル・スフィア・デーモン 1 Black Rose Dragon/ブラック・ローズ・ドラゴン 1 Goyou Gaurdian/ゴヨウ・ガーディアン 1 Brionac. Dragon of the Ice Boundary/氷結界の龍ブリューナク 1 Ally of Justice Catastor/Ａ・Ｏ・Ｊ カタストル 1 Magical Android/マジかル・アンドロイド
So apparently decks that have a low monster count, or high monster count get flamed for "balance".
So, let me introduce you to a concept we call "Recursion"
Its a concept that counts not the number of monsters in deck balance, but rather taking into account how often said monsters will be doing their job as monsters.
For example: Ideally, Honest doesnt even count in monster count balance.
However, Kalut may, because its not that uncommon for Kalut to be summoned/Shura'd
By packing some Hero Blast, and Call of the Haunted, for example, gives your monsters more recursion than regular.
Whilst the most common form of recursion is revival, salvage and recycling are also widely used.
Then there are those cards that get even more recursion because they can summon themselves. Examples include Machiners Fortress, for starters.
Recursing is essentially a concept of making the opponent see some monsters that cause problems as many times as possible.
Examples of decks which excercise recursion well:
Polymerization E-Hero Ocean Control -> You will see every monster be used thrice. If not more. Machiners -> Summon Gearframe. Revive Fortress. Rinse, repeat. Ran out of Gearframes? Of thats why Pot of Avarice and Peacekeeper is there.
One form of recursion not commonly used is summon from RFG.
Another thing to note is that recursion cant really be used to determine the opening percentages well, so one must strike a balance between the searching/sheer monster count and
1 Psychic-Type Synchro monster + 1 Psychic-Type monster. This card cannot be Special Summoned from your Extra Deck except by Fusion Summon. This card cannot be destroyed by card effects. During the battle between this attacking card and a Defense Position monster whose DEF is lower than than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. Also, when this card destroys a monster by battle and sends it to the Graveyard, gain Life Points equal to the ATK of the destroyed monster.
Pay 800 Life Points. Select 1 Fusion Monster from your Graveyard, Special Summon it, and equip it with this card. When this card is destroyed, remove the equipped monster from play.
Damn. Konami pulled a fast one on us...
Discard 1 card. Select 1 of your removed from play monsters, Special Summon it in Attack Position, and equip it with this card. When this card is removed from the field, destroy the equipped monster.
Or did they?
In the Ultimate Psychicker deck, youre going to be summoning him from Miracle Synchro Fusion most of the time, giving you a nice amount of monsters going from the graveyard to RFP zone. Run some Arms Hole, and turn D.D.R. into a "complete revival."
18 2 Gold Sarcophagus 1 Heavy Storm 1 Hurricane 1 Reinforcement of The Army 1 E- Emergency Call 2 Gemini Spark 1 Future Fusion 1 Parallel World Fusion 3 Miracle Fusion 2 Miracle Syncro Fusion 1 Super Polymerization 1 Brain Control 1 Mind Control
8 2 Hero Blast 1 Call of the Haunted 1 Mirror Force 1 Starlight Road 2 Bottomless Trap Hole 1 Paradox Fusion
Extra 15 1 Chimeratech Fortress Dragon 2 Surging Dragon Knight Dragoequites 3 Elemental Hero Absolute Zero 1 Elemental Hero The Shining 1 Elemental Hero Great Tornado 2 Stardust Dragon 1 Brionac, Dragon of the Ice Boundary 1 Goyou Gaurdian 1 Chain Dragon 1 Ally of Justice Catastor 1 Black Rose Dragon
When building this deck, I realized a VERY big problem with Miracle Synchro Fusion decks: Extra deck space!
As if the current extra isnt already pushing it, as you can see, I couldnt fit even Colossal Fighter and a second Shining, for starters.
Most decks function off a single concept, and build off this concept to perfection.
However, another way of constructing a deck is to build one with fluidity and adaptability, where you use not one but two or three deck concepts together in one deck.
Whilst not as good as the more specialized decks, it does bear an edge over them due to having many available choices.
Truly the Jack of All Trades.
Today, I bring to you a new deck concept, Black Hero Beatdown.
By mixing Black Feathers and Elemental Heroes, it gains elements of swarming and rush for early games, whilst still having the control element of Elemental Heroes to ensure you dont die.
Because there isnt many cards that openly support both archetypes, it is possible and well advised to play one side completely for one game, swap to the other the second, and only reveal the true nature of the deck by the third game, if ever.
Black Hero Control ブラック・ヒーロー・コントロール
Monsters/モンスター/17 3 Elemental Hero Neos Alius/Ｅ・ＨＥＲＯ アナザー・ネオス 1 Elemental Hero Stratos/Ｅ・ＨＥＲＯ エアーマン 2 Honest/オネスト 2 Cyber Dragon/サイバー・ドラゴン 1 Blackwings - Sirocco the Dawn/ＢＦ－暁のシロッコ 2 Blackwings - Shura the Azure Flame/ＢＦ－蒼炎のシュラ 3 Blackwings - Kalut the Moonshadow/ＢＦ－月影のカルート 1 Blackwings - Blizzard the Far North/ＢＦ－北極のブリザード 1 Blackwings - Gale the Hurricane/ＢＦ－疾風のゲイル 1 Chaos Sorcerer/カオス・ソーサラー
Spells/魔法/12 3 Gemini Spark/デュアル・スパーク 3 Book of Moon/月の書 1 Smashing Ground/地砕き 1 Reinforcement of the Army/増援 1 E - Emergency Call/Ｅーエマージェンシーコール 1 Giant Trunade/ハリケーン 1 Heavy Storm /大嵐 1 Mystical Space Typhoon/サイクロン
Traps/罠/11 2 Icarus Attack/ゴッド・バード・アタック 3 Hero Blast/ヒーロー・ブラスト 2 Bottomless Trap Hole/奈良くな落とし穴 1 Torrential Tribute/激流葬 1 Whirlwind of the Wastelands/荒野の大竜巻 1 Call of the Haunted/リビングデッドの呼び声 1 Mirror Force/聖なるバリアーミラーフォースー
Side/サイド/15 1 Dust Tornado/砂塵の大竜巻 2 Scrap Iron Scarecrow/くず鉄のかかし 3 Trap Stun/トラップ・スタン 3 Crack to a Different Dimension/異次元への隙間 2 Mirror of Oaths/呪音の鏡 2 Shadow Imprisoning Mirror/暗闇を吸い込むマジック・ミラー 2 Light Imprisoning Mirror/閃光を吸い込むマジック・ミラー
Complete with a disturbingly trap filled side deck.
So, at first glance, its Elemental Heroes without any fusions, and BF without any Whirlwind(and Synchros, and Boras, and just about everything).
How does it work then?
Like I mentioned, the element of Suprise is crucial in the playing of the deck. Try to conserve your BF side if you intend on applying beatdown with the Lighter side of the deck, and try to conserve your Lighter side if youre playing dark.
While cards such as Cyber Dragon can be found in BF decks, Honest usually isnt, so using Honest on your Cyber Dragon does ruin a lot of things.
Assuming you get hit by a Trap Dustshoot in early game 1, and your battle plan is already revealed, this element dissapears, allowing you to play everything.
Despite looks, this deck is, in fact, a very conservative decktype. Before using cards, think things through.
For example, Gemini Spark and Hero Blast. You dont need to fire off spark the first threat that comes to Alius, because Hero Blast gives you a LOT more recursion than you need, so play your cards in ways that net you the best advantage.
Bottomless Trap Hole is another example, especially against BF.
Because Hero Blast, God Bird Attack and Gemini Spark handles just about everything else for Black Whirlwind, save the Bottomlesses for Sirocco.
Any questions on playing are welcome by MSN or Comment.
Monsters: 17 3 Warrior of Atlantis 3 Sin Stardust Dragon 3 Sin Blue Eyes White Dragon 2 Blue Eyes White Dragon 2 Destiny Hero Plasma 1 Elemental Hero Stratos 1 Elemental Hero Ocean 2 Berzerk Dead Dragon
Spells: 23 3 Miracle Fusion 1 Destiny Draw 3 A Legendary Ocean 3 Advanced Draw 3 Trade In 1 Allure of Darkness 3 Parallel World Fusion 1 Reinforcements of the Army 1 Giant Trunade 1 Heavy Storm 3 Deal with The Dark Ruler
Extra Deck: 3 Stardust Dragon 3 Elemental Hero Absolute Zero 3 Elemental Hero The Shining 3 Elemental Hero the Great Tornado
Trishula is awesome. We got that. Being a card that is impossible(or nigh impossible) to play around, since its effect triggers on Synchro Summon, its almost impossible to avoid the "+2" that it nets you.
But, people are playing it, and yet, they end up losing!
Summoner of Trishula: Why!?!? Trishula is aweseom!
Me: Because. You. Suck.
Well, not quite. You're just misplaying just about every time you summon it.
There are decks out there that can spam trishula blindly, because their deck is built to do so: Dandy Debris Trishula Spam Ver./Infernity/Frogs
But, thats about it for what can spam Trisula.
Ok, so how DO you play it?
First off, its a 3 monster summon. Its a level 9. Whilst bearing similar conditions as Mist Wurm, Trishula sports more ATK and more than just bouncing away some cards.
Inherently, by just summoning it, you are losing 3 cards to bring out 1, a -2.
Its effect allows you to balance out said lost advantage in the form of Hand, Field, and Graveyard advantage, a +1 in each.
In the return turn, its just a 2700 Vanilla waiting to be eaten by something. Smashing Ground or other simple removal cards balance out the advantage gained/lost.
So, how do 90% of players play it?
*Look at hand* "Oh I can summon a level 9 with this hand! Must summon Trishula!"
This type of thinking leads to overextending, possible loss of advantage in plays, and wasting precious Limited Cards.
What these players are failing to see is that Trishula is not always the most optimum play possible.
The Extra deck remains a diverse and technical toolbox of effects, all at your disposal.
Lets have an example: Your hand contains Black Whirlwind, Bora, and Blizzard. Your graveyard has a Kalut. Your opponent has 1 hand and 1 Goyou Gaurdian on his field.
In this situation, it would be optimal to summon Trishula.
Another example: Your hand contains Black Whirlwind, Bora, Blizzard, Vayu, and some other cards. Your graveyard contains a Kalut, Shura, Armor Master, and a plethora of other awesome cards. Your opponent is sitting behind a stolen Gale, Goyou Gaurdian, and has around 3 or 4 hand.
In this situation, you would be in a better position if you used Whirlwind with Blizzard to summon out Brionac and search Vayu, bounce both cards, discarding 2 Vayus, then provoking a Gorz or Battle Fader play by direct attacking. In the return turn, you're holding Gale, Bora, and your whirlwind is still out there.
On top of this, most BF decks, and most decks in general, only run 1 trishula in their extra deck, tops. Only specialized decks can use more than 1.
Another factor to contribute to this is Cost, but mainly Extra deck Space.
15 cards used to be a lot, but now with so many Syncros out there, its becoming a hard call on what to hide there, especially in Debris Heroes with Starlight Road.(Most builds even pass up Trishula completely)
So, why waste dropping your Trishy bomb when you have so many other options to play around with?
Keep in mind that Smashing Ground is at 3 this format, making it a 1 card advantage balancing play against Trishula
Mist Wurm should dissapear off the scene completely though. While it doesnt net you card advantage it sure as well throws all the opponent's momentum advantage in the air, providing you with different and less thought of forms of advantage.
So, in conclusion:
Trishula is overpriced, overhyped, and overused.
Doesnt stop it from being really good, but you should think before playing it.
No Trishulas were harmed in the making of this post.
Today I will bring to you "THE Simple Side", a side deck for those who really dont know how to side.
The concept behind "THE Simple Side" is to have a fluid, effective, yet at the same time, easy to use and simplistic.
Of course, that alone doesnt make it the best side deck out there, but it is the one that can combat several decks alone.
Side Deck/15 3 Crack to A Different Dimension 2 Dust Tornado 2 Scrap Iron Scarecrow 2 Dark Imprisoning Mirror 2 Light Imprisoning Mirror 2 Trap Stun 2 Mirror of Oaths
Why this lineup?
Well, we have to consider what the meta is comprised of, in this format: Top Class: Infernity, Frogs.
Almost Top Class: BF, Magoushin, Frembel Cat(Depends on your area, though)
Following closely Class: Gladial Beasts, Machiners, Removal Beatdown or Meta Beat, Lightsworn, Elemental Heroes
So, what cards counter what decks?
First off, Crack to a Different Dimension. Two D.D. Crows in one. Its a trap card, so you can net advantage and screw up plans with free chaining.
What does it kill: Everything.
Seriously. It kills just about everything imaginable. Free chaining and killing potentially two cards at once, its surprising people dont even main deck this.
Specifically, its really good at killing: Machiners, Infernity, Magoushin, Frogs. To a lesser extent, it kills Lightsworn, Elemental Heroes.
I dont think that how it kills stuff needs explanation. Chain to removal and effects to end a loop.
Notably, not Wasteland Whirlwind because Wasteland Whirlwind is much more main deck material, but also that Dust Tornado can be used to end phase destroy things.
Works well against: Infernity, Black Feathers, Elemental Heroes, Frembel Cat, Gladial Beasts.
Scrap Iron Scarecrow:
Actually the only card used to specifically combat beatdown and removal beat.
Whilst Removal Beat eats away your monsters easily, and scores constant direct attacks to curb enough life advantage for game over time, Scrap Iron Scarecrow can end this by stopping one attack a turn.
What this does is not stop the removal outright, but instead helps A LOT with the life advantage problem. Which, in turn, translates to victory.
Has the added benefit of ripping apart Gladial Beasts, and work to an extent on Frembel Cat and Black Feathers.
Dark Imprisoning Mirror:
Kills Infernity. BF is nigh Immune. Nothing else is significant. Infernity, being a high tier deck, needs more counters in the side than other decks.
Light Imprisoning Mirror:
Contrary to its darker half, the Light Mirror works well this format, but not to the point of 3's, as last format demanded.
The prime targets this format are Lightsworn again, but also Magoushin.
The biggest threat that Black Feathers have are Icarus Attack and Black Whirlwind. With Dust Tornado taking out Whirlwind for you, all you need to curb are those 3 pesky Icarus Attacks. Hence, Trap Stun.
Works also in Game 3 where Beatdown decks side in their Scrap Iron Scarecrows. Especially in the mirror. Also helps a lot when you're facing someone else who has read this.
Mirror Of Oaths:
Kills: Gladial Beasts(again), but more importantly, Frembel Cat. Both components of the deck, and the gravekeeper engine can be killed for advantage with Mirror of Oaths.
That concludes THE Simple Side for March 2010.
Note how each individual card can combat at least 2 decks. Hence, each card sided in is simple to use to combat the deck youre up against.
21 3 BF - Shura 3 BF - Kalut 1 BF - Gale 3 E.Hero Alius 1 E.Hero Airman 2 Honest 1 Gorz the Emissary of Darkness 3 Paladin of Cursed Dragon 1 Mezuki 1 Zombie Carrier 1 Morphing Pot 1 Chaos Sorcerer
25 3 Gemini Spark 3 Book of Moon 1 Book of Life 3 Fissure 3 Smashing Ground 1 Reinforcement of the Army 2 E - Emergency Call 1 Giant Trunade 1 Heavy Storm 3 Double Cyclone 1 Single Cyclone 1 Allure of Darkness 1 Foolish Burial 1 Miracle Fusion
14 2 Claymore Dud 3 God Bird Attack 3 Hero Blast 3 Whirlwind of the Wastelands 1 Mirror Force