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There are 2 central concepts of a good position in Yugioh: card advantage and tempo. Card advantage is the most discussed one because of its effect on the game and it can be easily obtained by counting. Tempo on the other hand, is less discussed because tempo is so easily lost that it hardly guarantees a win in a normal deck and it's also harder to measure because there is no unit of measurement. But tempo is still crucial to the game. If a player is holding a 5 card all monster hand with nothing on the field staring down nothing but 2 E-Hero Blade Edge, she will be hard pressed to win. S/he surely has advantage, a +3 to be exact, but the fact that s/he can't keep up with the pace of 2 E-Hero Blade Edge spells doom for him/her. Of course, I'm not saying that tempo alone can win. It's usually better for tempo to be mixed with card advantage.
But achieving a fast tempo usually requires a heavy commitment to the field and that's extremely risky in a game where cards like Lightning Vortex, Mirror Force and Torrential Tribute are rampant. So a deck based on tempo must run cards that neutralize these threats. Solemn Judgment excels in this category, but now another problem arises: there's only 3 Solemn Judgments in a deck. Soul Exchange / Brain Control with a Raiza the Wind Monarch or Zaborg the Thunder Monarch is a horrific move no decks want to face, and particularly painful when a player has committed to a field. Solemn Judgment might negate it, but then that player can just now play down Lightning Vortex to clear the field. Having another Solemn Judgment is considerable less likely after using one.
But surely there is a way to make tempo work and the key lies in playing a lot of cards on to the field without emptying the hand. That way, if the field does get cleared, a second wave of assault can be promptly dispatched. Zombies does this through Card of Safe Return with a lot of recursion. Players in the last ban list did this with Card Trooper and Machine Duplication. But Zombies are quite vulnerable to graveyard hate or just random bad hands and Card Trooper is now restricted to one.
Six Samurai does this through another method. Special summoning a a lot of monsters with a built in protective effect in a turn can make it difficult for an opponent to mount a comeback. Grandmaster of the Six Samurai also allows for a second assault if the first on fails. Sadly, Six Samurai are inconsistent in that it is hard to win without Reasoning or Grandmaster of the Six Samurai, and drawing multiple copies of the same Six Samurai is often lethal, as seen in the Canadian Nationals when Matthew Lai drew 3 copies of Six Samurai - Irou.
Next we have Gadgets. They are able to replace themselves for the second assault, but they also suffer from the occasional random bad hands. 5 Gadgets starting hand? Well, I never got one but I did start with 4 before. They also lack means of special summoning so it's quite slow compared to the other decks, relying on 1 to 1 trades of removal with monsters to speed up the game.
So what deck is fast, has a lot of special summoning ability, doesn't use up cards as it commits to the field and uses high utility cards to minimize bad hands? DDT of course. But wait, doesn't DDT suffer from the occasional horrible hand? Well, yes, but...
2 Jinzo 1 Dark Magician of Chaos 1 Destiny Hero - Dreadmaster 1 Destiny Hero - Dasher
3 Destiny Hero - Diamond Dude 1 Card Trooper 1 Destiny Hero - Disk Commander 1 Destiny Hero - Fear Monger 1 Snipe Hunter
3 Destiny Draw 3 Lightning Vortex 3 Monster Gate 3 Reasoning 2 Divine Sword - Phoenix Blade 2 Reinforcements of the Army 1 Brain Control 1 Card Destruction 1 Dimension Fusion 1 Heavy Storm 1 Magic Stone of Excavation 1 Premature Burial
1 Bottomless Trap Hole 1 Call of the Haunted 1 Mirror Force 1 Phoenix Wing Wind Blast 1 Sakuretsu Armor 1 Torrential Tribute
Half of the monsters that are actually normal summoned pay for themselves in terms of cards. Diamond Dude does this by flipping a spell card. Although it doesn't always do this, the fact that flipping a Destiny Draw or something similar gives a +2 instead of a +1 in card advantage offsets the times when it doesn't flip a spell. Stratos immediately replaces itself with a search or destroys S/T. The other 2 monsters that are normal summoned, Snipe Hunter and Fear Monger (which is usually set instead), do not replace themselves. However, Snipe Hunter adds utility to the deck and Fear Monger's potential of reviving another Destiny Hero gives it the ability to replace itself as well as setting up a lethal field next turn when no monsters suddenly turn into 5. The rest of the monster line up are just dumped to the graveyard through various discard outlets or special summoned for the kill.
One thing to note is that there is no Destiny Hero - Malicious. I find it leads to very inconsistent draw because it's just so bad without a discard outlet. I opted for the slower yet more utility Disk Commander + Fear Monger combo instead.
The spell line up is rather generic so I'll skip it. For the traps, I chose to run one of Bottomless Trap Hole, Phoenix Wing Wind Blast and Sakuretsu Armor rather than Threatening Roars because both Bottomless Trap Hole and Phoenix Wing Wind Blast stop Zombie Master. The Sakuretsu Armor is there as a random surprise, stopping a Mystic Tomato or something from destroying Diamond Dude.
So where's the utility in the cards? There's not much really in the individual cards, but it's based on the discard outlets. However, there will be randomly bad hands if no discard outlets are drawn. An opening hand of 2 Divine Sword - Phoenix Blade, Monster Gate, Destiny Hero - Dreadmaster and Dark Magician of Chaos is nearly auto lose (Destiny Draw or Card Destruction can save you). However, over 1/5 of the deck is a discard outlet so it's not that bad,although Destiny Draw requires a Destiny Hero discard but 1/5 of the deck are Destiny Heroes so it's not that hard to get one.
Everyone who has played against DDT will know that the deck is fast, and goes from slow tempo to extremely fast in a single turn. It's many card advantage engines mean that there will be cards to mount a second attack. It's weakness is probably it succumbs to random bad hands, but this is where bluffing comes in, which I will probably write about in my next blog.
Right now, I'm trying to design a deck using Forced Back. It's a powerful card that can make Perfect Circle cry. But more on that after it's been more developed.
For those who do not know, DMoC refers to Dark Magician of Chaos and OTK stands for one turn kill. Despite what a lot of people are calling the deck, Zombies are not OTK. Technically, any deck can perform an OTK (given the deck is not made of an army of 500 ATK monsters, but the term OTK should be reserved to decks whose goal is an OTK or can consistently produce an OTK, usually with speed. Demise OTK is an OTK because although it can win through just beatdown, it's primary goal is to perform its OTK and can do it quite consistently. Zombies, on the other hand, is not an OTK because it's primary goal is not an OTK nor is it able to perform is consistently.
DMoC infinite burn OTK has been around for some time as it revolves around 4 rather old cards: DMoC, Mass Driver, Spell Economics and Dimension Fusion. For those who do not know the combo, I'll leave it as an exercise for you to figure out it works. It shouldn't be too difficult.
The beauty of this OTK is that it does not involve battle and so can be performed even without a S/T clearer as the only commonly played S/T that can stop it are Dust Tornado, Mystical Space Typhoon and Phoenix Wing Wind Blast. It also is able to win without a clear monster field. The deck has 1 goal and 1 goal only: find the combo pieces and win. Of course, we'll have to include a bit of resistance for our opponents or they'll just ram the deck down with monsters but the speed of the deck should take care of most of that problem. Before I go any further, here's the deck list:
1 Dark Magician of Chaos
3 Lightning Vortex 3 Mass Driver 3 Monster Gate 3 Reasoning 3 Soul Exchange 3 Spell Economics 3 Toon Table of Contents 3 Upstart Goblin 2 Magical Mallet 1 Brain Control 1 Card Destruction 1 Dimension Fusion 1 Giant Trunade 1 Magic Stone of Excavation 1 Premature Burial 1 Scapegoat 1 Spell Reproduction 1 Swords of Revealing Light
1 Call of the Haunted 1 Mirror Force 1 The Transmigration Prophecy 1 Torrential Tribute
Sidedeck: 15 3 H - Heated Heart 3 Dark Bribe 2 Solemn Judgment 2 Jinzo 1 Call of the Haunted 1 Heavy Storm 1 Limiter Removal 1 Megamorph
The monster line up is rather obvious, but no other monster can be played as it'll mess with the Monster Gate and Reasoning results. The spell line up is quite long, but they all either are a combo piece, get out the combo pieces, or stop the opponent from dishing out damage. The trap line up is rather small. Most notable here is the use of Transmigration Prophecy, as there just times where DMoC will be drawn and Premature Burial and Call of the Haunted just won't come. However, if Transmigration Prophecy is used, Reasoning can not be used unless you suspect your opponent does not know what you are doing yet.
There seems to be very little resistance in the main deck but if you start out with an early Reasoning, the opponent will almost always call 4 or 6, and when DMoC comes out then it's pretty much game as hopefully by then, you'll either have drawn Dimension Fusion or have dumped Dimension Fusion into the graveyard to recur with DMoC. If neither of those happen, then hopefully you can dig into it as a major part of the deck should have been dumped into the graveyard leaving the deck size rather small. Of course, there's always the chance the plan will fail, but that plagues all combo decks and it's impossible to make the deck invincible.
There are 2 options for side decking: counter your opponent's side deck and win with the same plan or change plans.
Option 1 can be done by siding in Dark Bribe, Solemn Judgment and Heavy Storm and siding out Reasoning among other stuff for obvious reasons. This plan is considerably slower as Reasoning provided a lot of the speed in the deck.
Option 2 relies on the following combo: get out Jinzo, play Megamorph, H - Heated Heart and Limiter Removal in that order and attack for game. This plans allows Reasoning to still be played and is immune to Twister and Dust Tornado, both which are probably sided in game 2. This route will have to side out Upstart Goblin, as there's no infinite damage anymore, and the previous continuous combo pieces, as they no longer do anything.
The deck plays rather fast but is extremely difficult to play. It is able to consistently win in the first few turns of the game but only if all the moves are perfectly made as usually every single card will be used, so every card counts. Expect to spend a few weeks playing the deck over and over again just to learn all the right moves to make.
A major problem with this deck is the potential bad hands. An opening hand of multiple copies of Toon Table of Contents and Mass Driver is pretty bad for example. Fortunately, those don't come up very often but can disable the deck during a long tournament.
Today I'm writing on a topic that few article writers will ever touch on: how to take advantage of end of match procedures.
What are end of match procedures?
End of match procedures are used to end a match quickly when a match is taking longer than the allotted time for a match. For those who are familiar with how this works, here's the procedure summarized:
1. End of match procedures are used at the end of the allotted time limit for a match. This is usually 40 minutes.
2. Players play for an additional 3 turns, counting from the start of the next turn.
3. The player with more life points at the end of the 3 turns wins the game.
4. If both players have equal life points, then play is continued until the first change in life points. (If life points change in a chain, the entire chain resolves first before game ends.) The player with higher Life Points wins the game.
5. If after the game, a player has more wins in the match, that player is declared the winner of the match. If both have the same number of wins, start a new game with a 4 turn time limit. The winner is determined similar to the previous game.
Making the deck
So how can we take advantage of this? We need to do 2 things: 1. Stall the game. 2. Deal quick damage when end of match procedures are in effect.
Before I continue, I want to say that stalling the game and win via end of match procedures is perfectly legal. That said, we still can't slow play in order to go to end of match procedures. So how do we stall the game then?
First, we have the generic continuous spell / trap stall in the form of Level Limit Area - B and the like. Next, we back it up with Self-Destruct Button to repeat the process for about 40 minutes.
To win, we either need to deal quick damage or gain life points. Using both is obviously the best course of action. Here's the deck list before I go any further:
3 Morphing Jar #2 2 Mystic Tomato 1 A Cat of Ill Omen 1 Magician of Faith 1 Morphing Jar 1 Sangan 1 Spirit Reaper
3 Inspection 3 Lightning Vortex 3 Nightmare Steelcage 3 Upstart Goblin 2 Messenger of Peace 1 Level Limit Area - B 1 Scapegoat 1 Swords of Revealing Light
3 Self-Destruct Button 3 Solemn Judgment 3 Threatening Roar 1 Gravity Bind 1 Mirror Force 1 Torrential Tribute 1 Wall of Revealing Light
Sidedeck: 3 Emergency Provisions 3 Dian Keto the Cure Master 3 Dimension Wall 3 Poison of the Old Man 2 Wobaku 1 Magic Cylinder
Playing the deck
This deck focuses on stalling for as long as possible then activate Inspection or Wall of Revealing Light and Self-Destruct Button, or just Self-Destruct Button if your opponent manages to attack you two the correct Life Point difference.
About 2 to 5 minutes before the end of the match, tie the game then side deck in all 15 cards and remove everything that requires Life Points are gives Life Points to your opponent.
The major enemy against this deck is Jinzo and Royal Decree so your Solemn Judgments are mainly for those. It's still a tough match up if your opponent has all 4 of them though, so try to stall game 1 as long as possible before they can side in Jinzo and Royal Decree.
If you're able to choose between going first or second in game 1 and manage to tie every single game, then you can have your opponent go first in the last game (if the previous game is a tie, the player who chose to play first or second in the previous game gets to choose again). When this happens, they have a single battle phase to defeat you, which can easily be rendered useless through Wobaku or Threatening Roar.
If you lose a game, then try to tie every single game until the clock has around 5 minutes left. Then side deck in the burn and hope that you can win that game and the next through end of match procedures to win the match 2 to 1.
End of Match Procedure Deck Version 2
If stalling is not your type, you can try this speedier version:
3 Royal Magical Library 3 Thunder Dragon 1 Card Trooper
3 Inspection 3 Magical Mallet 3 Nightmare Steelcage 3 Toon Table of Contents 3 Upstart Goblin 1 Card Destruction 1 Giant Trunade 1 Level Limit - Area B 1 Magic Stone of Excavation 1 Reload 1 Scapegoat 1 Spell Reproduction 1 Swords of Revealing Light 1 Toon World
3 Self-Destruct Button 3 Threatening Roar 1 Gravity Bind 1 Mirror Force 1 Torrential Tribute 1 Wall of Revealing Light
The side deck is similar to the previous version. This deck can out speed Jinzo with a good hand but at the cost of having the chance of having horrible opening hands. This version tries to cycle through the deck until it gets both Wall of Revealing Light / Inspection and Self-Destruct Button. It plays considerable more games than the previous version which increases the number of opportunities to get undesirable opennng hands.
I hope this increased your understanding of end of match procedures and helped your formulate your own end of match procedure deck.
There were 3 Monarch decks in the last SJC top 16. The first one was Apprentice Engine Monarchs, using the Apprentice Magician engine to bring out flip effects and tribute fodder. The second is Perfect Circle which uses Destiny Heroes to cycle quickly through the deck while gaining advantage and tribute fodder. The last one was a less conventional one, running a Mystic Tomato tutor box and 3 Sasuke Samurai with a single Flying Kamikari #1.
I personally think that Perfect Circle is the strongest of the trio, but that's not the topic right now. I'm here to talk about how many Apprentice Magician work best in Apprentice Monarchs. To do this, how it works has to be understood.
Apprentice Monarchs require the opponent to attack Apprentice Magician in order for it to search out a Spellcaster with a flip effect. If the opponent does not attack, like against Burn matchup, then Apprentice Magician becomes a completely dead card short of adding a counter to Breaker the Magical Warrior. The good news is that with so many settable monsters, it will be difficult for an opponent to read when to attack a face down monster or not. A face down monster could be a Apprentice Magician but could also be a Magician of Faith. Only the most expert of players will be able to make the read to attack or not.
Sadly, one of Apprentice Monarch's greatest enemy is at 2 copies right now: Nobleman of Crossout. If the opponent is holding one in hand, then the decision to attack or not is greatly simplified:
Option 1: Attack. If the face down monster is an Apprentice Magician, use Nobleman of Crossout on whatever they search out. If the face down monster wasn't an Apprentice Magician, then the advantage change is still 0 at best.
Option 2: Use Nobleman of Crossout then attack. It's damage and a 1 for 1 trade.
Both options are not bad and this can be a major problem for Apprentice Monarchs. The solution is, then, to not play many Apprentice Magician at all. A lone copy of Apprentice Magician will be less expected than a full set. Even just one wrong attack into an Apprentice Magician can spell doom for the opponent. Mystic Tomato can be used to search out Apprentice Magician. Mystic Tomato's larger body can absorb more damage and deal it as well when the time calls for it.
One can argue that an Apprentice Monarch with a single Apprentice Magician isn't an Apprentice Monarch at all. However, I think the single Apprentice Magician with Mystic Tomato and many different flip effect monsters would be the best variation of it just because it does not get destroyed by Nobleman of Crossout.
The use of Soul Exchange in this version is also rather crucial just because some aggressive decks will just not allow any monster to remain on the field long enough to be sacrificed. The lone Apprentice Magician just won't always be drawn, but that's okay because not all games will require Apprentice Magician. If an opponent attacks one in game 1, then they'll be much more hesitant to attack in game 2 and that allows flip effect monsters to be set and flipped without being attacked.
Apprentice Monarchs is still rather slow and very reactive. For this reason, I think that Perfect Circle can be stronger than it, but that's a topic for another day.
Burn once again takes the center stage as it wins another Shonen Jump Championship. Although most of it operates like previous burn deck, the innovation of using Skill Drain has pushed the deck over to the top. Now combine that with the fact that most decks attack to win and that there are more attack prevention cards then stuff to get rid of them in most decks, it is not difficult to see why Burn is so strong. So how do we stop this Yugioh colossus? A deck geared towards killing burn usually suffers in its match up against other decks and let's face it, there are a lot of other decks out there. If we stick in all the Twisters and Dust Tornados, there's nothing stopping the opponent from beating your LP down with Zombie Masters and the like.
Fortunately, there's an answer and it's given to us in the form of cards that have an surplus in amount of support. Yep, they are E-Heroes.
The key card would have to be E-Hero Wildheart. This is an absolute beast against Burn. Apart from Card Trooper and negation via Solemn Judgment, Burn has no way to get rid of it. Messenger of Peace can serve as a deterrent, but E-Hero Wildheart remains to be very strong. Hopefully you are all aware of the Big City deck. If you are not, you can search it up elsewhere. Skyscraper 2 - Hero City does a fine job of preventing E-Hero Wildheart from getting permanently destroyed by Card Trooper and the recursion element makes Solemn Judgment a joke most of the time. Here's a deck list:
3 Cyber Dragon
3 E-Hero Ocean 3 E-Hero Wildheart 2 Exiled Force 1 E-Hero Stratos 1 Breaker the Magical Warrior 1 Spirit Reaper
3 Skycraper 2 - Hero City 2 Lightning Vortex 2 Nobleman of Crossout 2 Reinforcement of the Army 1 Scapegoat 1 E - Emergency Call 1 Fissure 1 Heavy Storm 1 Mystical Space Typhoon 1 Premature Burial 1 R - Righteous Justice 1 Smashing Ground 1 Terraforming 1 The Warrior Returning Alive
3 Bottomless Trap Hole 1 Call of the Haunted 1 Mirror Force 1 Threatening Roar 1 Torrential Tribute Sidedeck: 3 Pulling the Rug 3 Seven Tools of the Bandit 3 Twister 2 Royal Oppression 1 R - Righteous Justice 1 The Warrior Returning Alive 1 Threatening Roar
Burn is very consistent because most of it cards to the same thing. This deck is also consistent. The 2 Reinforcements of the Army and the E - Emergency Call will make summoning a E-Hero Wildheart on turn 1 extremely consistent. If the Burn player is going second and you are able to drop both Skyscraper 2 - Hero City and E-Hero Wildheart on turn 1, the Burn player will have a slim chance of winning because they have no way of getting rid of the field card nor E-Hero Wildheart.
A defense mode E-Hero Ocean with Skyscraper 2 - Hero City is also a strong play because the Burn player again have next to no way of breaking out the loop. With this setup, it's just a simple matter to draw into E-Hero Wildheart then summoning it for the win.
The biggest problem is if the Burn player can resolve a Skill Drain before you can do anything. Fortunately, the Burn player will not know that you are playing Big City in game 1 and hence will wait for an effect to negate before playing Skill Drain, but a summoned E-Hero Wildheart will make that to late. In game 2, the Seven Tools of the Bandit and Twister should make the game much easier seeing as how the Burn player almost always resort to a massive Wave Motion Cannon for the win and traps to stall.
The deck does not completely lose to other match ups. Bottomless Trap Hole is a great card against Zombie Master and the numerous methods of S/T removal can kill Card of Safe Return. It's a normal duel against Monarchs so it's about a coin toss for the win.
A lot of decks can destroyed by Dimensional Fissure (D. Fissure) right now. Zombies don't do much when it's on the field. Pot of Avarice is much harder to use, and become downright deadly when a player draws 2 of them while staring down a Dimensional Fissure. So where are all the D. Fissure decks?
The problem lies with them inhibiting the use of many good cards. This means that the D. Fissure player can not use any of the good stuff it negates. This still doesn't seem much of a problem yet because this applies to both players, but what happens when the D. Fissure player doesn't draw D. Fissure? The opponent can now play out all of this good stuff while the D. Fissure player is stuck with a hand full of D.D. Survivor and friends that do nothing except deter the use of Bottomless Trap Hole without D. Fissure.
So what's the solution? Well, we need to review one more problem first. Raiza the Wind Monarch is able to bounce a D.D. Survivor to the deck regardless if a D. Fissure is on the field or not. Sure, a Sakuretsu Armor might kill it and D.D. Survivor can reign supreme again next turn, but sometimes that just doesn't happen. Sometimes, the D. Fissure will have nothing except his D. Fissure and knowledge of that his next draw won't be very effective staring down a Cyber Dragon and a Raiza.
There are 2 ways to go about solving these problems. The first one is to include specific counter cards against these scenarios, such as adding Solemn Judgment and Pulling the Rugs to the deck. While this might work, it also increases the chances of having a hand full of dead cards because the counter cards are now stuck in the hand while the opponent is just beating down some LP quite quickly with a Sangan.
The second way is to make the deck a lot less dependent on D. Fissure so drawing the combo will be nice and all but not drawing it won't mean an automatic game loss. It's all about finding the right mix of utility and synergy.
So how can we achieve this? First, we include the basic combo of D.D. Survivor and D. Fissure. Next, we add in good cards that don't need either the combo or D. Fissure to function, but work better with the combo or D. Fissure.
3 Cyber Dragon 3 Raiza the Wind Monarch
2 Apprentice Magician 2 D.D. Survivor 2 Elemental Hero Wildheart 2 Gravekeeper's Spy 2 Old Vindictive Magician 1 Breaker the Magical Warrior 1 Crystal Seer 1 Elemental Hero Stratos 1 Exiled Force 1 Magician of Faith 1 Morphing Jar 1 Snipe Hunter
3 Dimensional Fissure 2 Nobleman of Crossout 2 Reinforcements of Army 1 E - Emergency Call 1 Heavy Storm 1 Mystical Space Typhoon
3 Sakuretsu Armor 2 Solemn Judgment 1 Mirror Force 1 Torrential Tribute
The use of only 2 D.D. Survivor shows that this deck does not rely on the combo. Really, against many decks in the format, a single D.D. Fissure is more than enough trouble. There's not much of a need for 3 D.D. Survivor, especially when Reinforcements of the Army searches it out. The Elemental Hero - Wildheart is rather crucial in the deck. If it were any monster except for Tenkabito Shien, it would die to Sakuretsu Armor and friends. It is important that this doesn't happen as after getting the right read on a face down Pyramid Turtle or something similar, playing D. Fissure and then summoning Elemental Hero Wildheart allows the Pyramid Turtle or something similar to be removed that turn. We do not want that face down monster to survive the turn so that the opponent has a chance to destroy the D. Fissure after the non-Wildheart monster gets destroyed with a Sakuretsu Armor.
Every single monster in the deck does not get impeded by D. Fissure nor with the exception of D.D Survivor, rely on it. This allows the deck to go into 2 modes: one with D. Fissure, one without.
I hope this article has given you some ideas when you build your own combo deck with any kind. Every deck has to be able to survive without the combo because there is just no way said combo can be used in every single game.
I'm appalled at some of the so called articles. First, we have some guy who doesn't know what Perfect Circle is writing an article to "analyze" it, which essentially repeated obvious deck building skills, and some article talking about how to recreate Demise, but with a different deck strategy altogether and nowhere as fast. I realized many of the blogs provided much more and useful information, although I must emphasize that not all of them are useful. So I decided I would write on my blog too to share some o my thoughts. This blog talks about a casual deck, I repeat casual deck that I've been thinking about. Here's the deck: 3 Cyber Dragon 3 Thunder Dragon 1 Raiza the Storm Monarch
3 Agent of Creation - Venus 3 Mystical Shine Ball 1 Breaker the Magical Warrior 1 Magician of Faith 1 Mystic Tomato 1 Sangan 1 Snipe Hunter 1 Spirit Reaper 1 Treeborn Frog 3 Lightning Vortex 2 Nobleman of Crossout 2 Pot of Avarice 1 Card Destruction 1 Fissure 1 Heavy Storm 1 Mystical Space Typhoon 1 Scapegoat 1 Smashing Ground
3 Sakuretsu Armor 2 Dust Tornado 1 Mirror Force 1 Torrential Tribute
The deck operates by removing any monsters through Lightning Vortex, Smashing Ground and Fissure then attacking with Venus and Mystical Shine Balls. Lightning Vortex is fueled by Thunder Dragon and any useless cards like Mystical Shine Balls in hand or Venus after all the Shine Balls are searched out. The deck easily supports 2 Pot of Avarice through the use of Venus, Mystical Shine Balls and Thunder Dragon. Thunder Dragons can be played as normal 1600 attackers with Treeborn Frog out, which can be fetched via Sangan which in turn gets Mystic Tomato. Snipe Hunter is also extremely powerful with Thunder Dragon and Pot of Avarice in hand. The deck has many ways of getting advantage but the main problem is keeping the advantage because Mystical Shine Balls and Thunder Dragons don't do much by themselves. This deck is susceptible to hands plagued with Mystical Shine Balls or multiple copies of Thunder Dragon. If this happens, it is best to stall the game until you can discard them via Lightning Vortex or something then use Pot of Avarice to recycle them.
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