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Pike16
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A Deck Worthy of Higher Expectations
Posted On 05/26/2008 16:53:50
As of  lately the latest craze in the current meta-game has been anti meta. For those of you oblivious to the little guy or the game entirely, anti-meta (as I like to think of it) is the concept of (if you don’t already know what anti or meta means) trying to beat the current meta-game without the use of said tier 1 decks. Decks include DAD, Six Samurai and the SJ winning Gladiator Beast build. I’m also expecting to see Judgment Dragon builds on the current tier 1 list as well. To go further in depth with this current craze I’d like to break down the concept of anti-meta.

Anti Meta

1. The First concept of anti-meta as I’d like to think of it (and possibly the most popular) is Budget Decks. This is the concept of trying to defeat and compete with the tier 1 decks we have in the current meta. Now while there have been popular budget decks (like Gadgets for instance) this is a very open concept. It is vast and can mean basically any deck under the cost of the tier 1 deck average price.

2. The second concept of anti meta (while sometimes related to Budget Decks) is the ability to come up with a cheap and/or original deck. That while sometimes may be pricey, has not yet seen too much play in big tournaments. Decks that used to be on this list for example where Six Samurai and Gladiator Beasts.

1. What is expected?

I’m here to show a deck that upholds the theme of the first concept, and shape it into the theme of the second. Meaning that I will show you my current, more inexpensive build, and transform it into the deck I’d like to have. A new anti-meta deck worthy of a top spot in a major tournament.

The Current Build

The deck I’ve ran for the past 2 months has been the best deck I’ve made in this current meta. Now while it’s close to tier 1, it lacks that certain tier 1 synergy. Being able to compete with DAD and having no issues with Six Samurai’s, this deck has proven to be a budget deck with some major control. Now I’d like to not leave you in the dark about the deck so here I have my current Plasma Control build.

Monsters 18

3 Destiny Hero – Plasma
1 Dark Magician of Chaos
2 Grinder Golem
2 Cyber Dragon
1 Jinzo
3 Cyber Valley
1 Elemental Hero Stratos
1 Marauding Captain
1 Phantom Skyblaster
1 D.D. Crow
1 Snipe Hunter
1 Sangan

Spells 17

3 Trade In
2 Reinforcement of the Army
2 Machine Duplication
2 Fires of Doomsday
1 Enemy Controller
1 Brain Control
1 Heavy Storm
1 Mystical Space Typhoon
1 Monster Reborn
1 Premature Burial
1 Scapegoat
1 Lightning Vortex

Traps 5

2 Destruction Jammer
1 Threatening Roar
1 Torrential Tribute
1 Trap Dustshoot

I made this build strictly around the support of Destiny Hero - Plasma. The deck concept revolves around the control of your opponents monsters, while protecting yours and hitting for what you can.

2. Cookie Cutter?  

No. When I built this deck I wanted it to be original. The concept of Plasma Control already existed, but it was a mere attempt at an anti meta deck, which basically was nothing more then DAD variant build. It composed the same build as DAD but with Destiny Hero - Plasma in it’s place allowing a more affordable deck similar to The Dark Creator build.

3. How can we improve this build?

Let’s just say I decided to splurge my cash into making this deck what I want it to be? What would it look like? And most importantly. How will it perform? This is the build I would like to achieve. Now while slightly more cookie cutter, it stands above the rest as original as well as playable due to the fact that is not a DAD variant, but an original concept all on it’s own.

The Deck-Plasma Control Tier 1

Monsters  18

3 Destiny Hero - Plasma
2 Destiny Hero - Malicious
1 Dark Magician of Chaos
1 Grinder Golem
1 Cyber Dragon
1 Jinzo
2 Phantom Skyblaster
1 Cyber Valley
1 Elemental Hero Stratos
1 Destiny Hero - Disk Commander
1 Marauding Captain
1 D.D. Crow
1 Snipe Hunter
1 Sangan

Spells 17

3 Destiny Draw
2 Allure of Darkness
2 Fires of Doomsday
1 My Body As A Shield
1 Reinforcement of the Army
1 Enemy Controller
1 Brain Control
1 Heavy Storm
1 Mystical Space Typhoon
1 Monster Reborn
1 Premature Burial
1 Scapegoat
1 Lightning Vortex

Traps 5

1 Destruction Jammer
1 Crush Card Virus
1 Threatening Roar
1 Torrential Tribute
1 Trap Dustshoot

4. The Concept of Deck Building

As a duelist who has been playing since the game came out. I’d like to express how important it is to adapt to each meta and learn from your own mistakes. Building your deck and changing it to adapt to how it plays overall. It must never be stoic, but must constantly be flexible. I’ll explain the deck in a minute but first I must say that from experience I have learned something important in this current meta game. And that is… NON CHAINABLE CARDS WILL BE DESTROYED! I will go into this concept while I explain the deck and move into the topic of the trap cards. So let’s start explaining how this deck works.  

The Monsters

First off let’s take a look at the star of the show, Destiny Hero - Plasma. He can negate the effects of all monsters on the opponents side field and suck up a monster to gain half their attack points. And while he requires 3 tributes, he’s special summoned and can sacrifice tokens as well. Seeing as how tokens can’t be used for a normal summon tribute only. I don’t have to stress how good he is but I will show how well he is supported. His synergy is amazing. First off he is searchable by Elemental Hero Stratos and can support his second effect to destroy a back row card. He can used with Destiny Draw, Allure of Darkness and is level 8 and can be used with Trade-In as well. In this lineup you’ll notice a card that many have long since forgotten. After the death of toolbox swarm this card has seen little if not any play, but in this deck I will explain why Marauding Captain is staple for me. First things first let’s just say he’s searchable by Reinforcement of the Army and Sangan. However it’s his support to Destiny Hero - Plasma that makes him so playable. First off when he is normal summoned successfully the player has the option to special summon another level 4 or lower monster from their hand. Broken? I think so. Let’s see why and explore the combos he can abuse. Marauding Captain first and foremost allows you to get an extra monster on the field to tribute summon for Destiny Hero - Plasma. Of course in this deck this is a big deal seeing as how Destiny Hero - Plasma needs 3 monsters to be summoned. He can be dropped with Cyber Valley to draw 2 cards and can also be dropped with Elemental Hero Stratos. This allows you to search out Destiny Hero - Plasma and have extra tribute fodder on the field. If he is summoned after Cyber Dragon you already have 3 monsters on the field and plenty of options. His second effect can come in handy as where if he’s on the field, no other warrior type monsters can be attacked but him. Meaning he can protect a low attack powered Destiny Hero - Plasma and keep your other warrior support monsters safe until you are ready to use them. To be honest he wont stay on the field long with a low 1200 attack, but even if he stalls for one turn. It can make all the difference. The only thing I regret is he can’t be used with Phantom Skyblaster, who needs to be normal summoned for his effect to activate. Phantom Skyblaster is another great support card in this deck. Originally meant to be used for Raviel, Lord of The Phantasms, this card can also work very well in this deck and is a well known staple for it. When he is summoned the player can special summon skyblaster tokens but not more the amount of monsters you currently have on the field. So if he’s summoned by himself. You get one token. If there is another monster on the field previous to his summon, you get two.  He also has a secondary effect to burn for 300 during the standby phase for every Skyblaster monster you control including the tokens. He is also removable for Allure of Darkness and is searchable by Sangan. Grinder Golem is a card that people read and look at it like, “just why?”  He can only be special summoned on the opponents side of  the field. When you do this you summon 2 Grinder tokens to your side of the field in attack position, each with 0 attack. Also you cannot normal summon this turn. Now this card as I’ve seen only goes in two decks. Dark Gaia OTK and Plasma Control. The reason he works well in this deck is because 1) he summons 2 tokens to your side of the field 2) he allows to suck up a 3000 attack monster, giving Destiny Hero - Plasma 3400 attack 3) the opponent doesn‘t always have a monster to suck up. He can be used with Trade-In (as seen in the former build not in this one) and Allure of Darkness. The use of one Cyber Valley in this deck may seem strange. But let me explain the value of this. First of all when ran in 3’s the player usually (like in my former build) must run Machine Duplication in multiples. Where as the chance of getting all three of them to the field is higher if so. But once it is used. The second Machine Duplication is a dead draw. Also, once you summon all three it usually results in the removal of two of them, which wastes one of their effects to support another Cyber Valley. With one I have the freedom to use his effect to my full advantage without worrying about the consequences. He’s there and he used, then that’s it. A good card completed his purpose. Not to mention the combos that go along with this card such as sacrificing you opponents monsters to draw 2 and using him on tokens. Where in this deck can be done very often.  Destiny Hero - Malicious was a card I had to choose over running Treeborn Frog. Not only is he usable by Allure of Darkness and Destiny Draw, but his ability to be special summoned as well as thin out the deck was something too hard to pass up, and overall was the better choice. He can also be used with Crush Card Virus.

The Spells

For those of you paying attention my the last build you’ll see a noticeable difference in the synergy of the spell lineup. The Machine Duplication’s ran in 2’s no longer have to be worried about being a dead draw. And the inconsistency of Trade-In is replaced by a more synergic Destiny/Allure engine. Already these changes allow the deck to be faster and work much better with the overall flow. To keep the deck at 40 I had to also think about using 1 or 2 Reinforcements of the Army. With only 2 targets the risk of a dead draw was too great, and with the added speed it just wasn’t necessary. The use of Fires of Doomsday and Scapegoat is a must in this deck. The cards are chainable and the Fires of Doomsday tokens can be sacrificed for Dark Magician of Chaos as well as Jinzo. And more importantly, these tokens can be used as tributes to summon Destiny Hero - Plasma and go well with other support combos abused by Enemy Controller. The tokens serve very well as not to burn your hand by summoning to many monsters only to have them sacrificed. I would like to explain the addition of My Body As a Shield in the trap section.

The Traps

Now some of you might be looking at the lineup and saying to yourself, “NO MIRROR FORCE?!” And you would be right to say so… not really. If you’ve been reading this you would have seen my earlier and at the time unexplained point about non chainable trap cards and how they will most likely be destroyed. But this is something I can’t stress enough. I do not feel that Mirror Force is right for this current format. If you look at my Quick Play Spell and Trap lineup, everything with the exception of Destruction Jammer and Torrential Tribute is chainable. I will go on to explain why I run Threatening Roar over Mirror Force. The first point is that Mirror Force fails to most of the meta-game’s most used cards. Dark Armed Dragon, Mobius the Frost Monarch, Judgment Dragon, The Six Samurai Yaichi, Snipe Hunter and Gladiator Beast Bestiari just to name a few. Not to mention all the Spells and Traps that destroy back row cards. If someone drops any of these cards on you and targets a Threatening Roar, you can chain it and they not only waste their priority, but they have no choice but to concede their strategy or even their turn. When playing against Gladiator Beasts or OTK’s, you already have a slight chance to stop them for a turn without the use of a side deck. Not to mention, in this deck, it would be better to stop the opponents monster from attack rather then destroying it. This way there is a monster that be sucked up by Destiny Hero - Plasma. If the monster is destroyed with Mirror Force, you face the risk of dropping a low attack Destiny Hero - Plasma or waiting a turn for another monster. You’ll notice the deduction of one Destruction Jammer for the addition of one My Body As a Shield. For those who are unfamiliar with Destruction Jammer it basically works just like My Body As a Shield except with a discard cost. Not 1500 life points. I added in My Body As a Shield as opposed to 2 Destruction Jammers because it’s faster. This is another prime example of learning and adapting. Destruction Jammer usually stalled me from summoning Destiny Hero - Plasma for a turn due to the fact that 1) I did not set it the previous turn for fear it would be destroyed 2) I have to wait to summon Destiny Hero - Plasma for fear that he will be destroyed without protection. Either that or summon and not attack. With My Body As a Shield I can summon him with no worry about him being stopped.

Why not Solemn?

This is something I’d like to go over. While Solemn Judgment is a great card and can stop just about anything. It has a great cost and one that should only be used when played by someone who knows the overall outcome of it’s use. Why don’t I main deck Solemn Judgment to protect Destiny Hero - Plasma? It’s simple. Usually people use Solemn Judgment on what? Mirror Force, Crush Card Virus, the summoning of monsters with destruction effects like Dark Armed Dragon, Judgment Dragon, etc. There’s no use in stopping a Grandmaster of the Six Samurai if he’ll just smack you for the same amount of life points. Destruction Jammer and My Body As a Shield get rid of the cards most people with would pay half their life points to stop. Only with less of a cost. But that doesn’t mean I don’t run Solemn Judgment. See the side deck list coming up.

5. No Deck is Perfect

This stands to be very true as to where no deck can go around beating everything always without the use of a side deck. Certain decks need them. This one for example can greatly boost it’s chance of winning with the use of a side deck.

1 Twister (For stall decks and Marco)
1 Destruction Jammer (If extra protection is needed)
1 Dust Tornado (Also for stall and Macro)
1 Threatening Roar (Also for extra protection and against Gladiator Beasts)
1 D.D. Crow (Against OTK decks that abuse graveyard effects, also increases his efficiency in multiples)
1 Silva, Warlord of Dark World (Against FTK’s and Dark World)
2 Pulling The Rug (Against Monarchs)
2 Neko Mane King (Just in case the FTK does not use Dark World Dealings)
2 Solemn Judgment (Against Gladiator beasts and Six Samurai’s. Because we all know the only thing that can stop a Solemn Judgment is a Solemn Judgment)
3 Puppet Plant (Against Six Samurai’s)

Conclusion

I would hope to believe this deck is tier 1. While I do not possess the ability to spend the money on this deck at the moment, I know it’s power due to the fact that my current build can stand against tier 1 decks even at it’s capacity. That makes the potential of this deck unlimited and hopefully will see major play. It’s best to look at your play style and know your deck and how it works. The outcome can be something original that you can pride yourself on. Not only for it being different. But worthy.    

Tags: Yugioh Deck Metagame Format DAD Affordable Pike16


Local Tournament Report. Playing on Neutral Ground
Posted On 05/16/2008 20:40:52

Today I participated in a local tournament in NY’s Neutral Ground. Surprisingly there wasn’t as many people as usual entering. (Must have been the rain) But nonetheless, I decided to be in the tournament. I usually don’t end up winning tournaments. For those of you who know me you know I refuse to run any Tier 1 deck. And for those who don’t. See last sentence. Why? Two reasons. 1- I’m a non-conformist. 2- $300 bucks for cardboard just doesn’t seem right. I like the challenge and while running a deck more tier 2 or 3 based, the victory is just so much sweeter.

Now on to the tournament. In this tournament, I ran my main deck. Plasma Control. The deck list is:

Monsters

3 Destiny Hero – Plasma
1 Dark Magician of Chaos
2 Grinder Golem
2 Cyber Dragon
1 Jinzo
3 Cyber Valley
1 Elemental Hero Stratos
1 Elemental Hero Wildheart
2 Marauding Captain
1 Snipe Hunter
1 Sangan

Spells

3 Trade In
2 Reinforcement of the Army
2 Machine Duplication
2 Fires of Doomsday
1 Enemy Controller
1 Brain Control
1 Heavy Storm
1 Mystical Space Typhoon
1 Monster Reborn
1 Premature Burial
1 Scapegoat
1 Lightning Vortex

Traps

2 Threatening Roar
1 Trap Dustshoot
1 Solemn Judgment
1 Torrential Tribute

Side Deck

1 D.D. Crow
1 Twister
1 My Body As A Shield
1 Dust Tornado
1 Mirror Force
1 Threatening Roar
1 Return From The Different Dimension
2 Pulling The Rug
3 Silva, Warlord of Dark World
3 Puppet Plant

First match-Plasma Control Vs. Dark Gaia OTK

Round One

The first match went by pretty fast. I won the dice roll and opened up Reinforcements to get Stratos and I searched out Plasma. Then set scapegoat and ended my turn. He opened up with reasoning. I then assumed he was running Samurai, so I called 3. And out comes Dmoc. He then retrieved his reasoning and activated it again. Still not convinced I called 3. And he milled his entire deck to the graveyard. He then activated Phoenix Blade and put Dark Calling to the top of his deck, which now was the only card he had remaining in his deck. He attacked my Stratos and ended his turn. At his end phase I activated Scapegoat. I had in my hand Plasma and no other real back up. So I summoned Plasma and set some spells for a bluff then sucked up Dmoc. He activated dark calling and brought out Gaia at 6500. After a good smack with him against my Plasma, he realized he didn’t have enough to OTK me and scooped.

Round 2

He opens up the round strong with reasoning, and I call 8. He drops Phantom of Chaos and summons Grinder Golem to my side of the field. Then mimics Norleras in the Graveyard and blows up everything. Then uses Reborn on Grinder Golem. I call the judge to ask if the move is playable. He looks it up and confirms it. Apparently after a card is successfully special summoned they can be summoned again even though it says they can’t. It’s funny because I used to think that. Guess I was right. Either that or judges are incompetent. (Not all) I draw into nothing and can’t recover.

Round 3

I side deck into another threatening and 2 D.D. Crows. I open up with Stratos search out Plasma. I set Threatening and end. He opens up again with reasoning and I call 4. He drops his Phantom of Chaos to the graveyard. I look though his graveyard and see Norleras. He then activates card destruction and I drop Plasma, Wildheart, Grinder Golem, and Marauding and chain D.D. Crow to remove his Norleras. Only to see him drop another one. I draw into another D.D. Crow, Plasma, Trade In and Premature Burial. He sets and ends. I draw a Grinder Golem and attack with Stratos for 1800. Then I summon GG on the opponents field and I sack Stratos and the tokens and drop Plasma and I suck up GG. He opens his turn up and uses Premature on Phantom of Chaos, then he activates another reasoning and I call 8. He drops his Dmoc, then Reborns him and gets back Dark Calling. He summons Gaia again at 6500. He attacks with Dark Gaia and I activate threatening. He Solemns and smacks me for 3200 and 2800. I immediately activate D.D. crow and remove his Norleras. He ends. I draw a monster reborn and bring back Stratos who I use to search for Plasma, I Trade In Plasma and draw Sangan and Lightning Vortex. I Vortex and summon and smack for game.

Second Match-Plasma Control vs. Dark Armed Dragon

This was my best match and basically I wont be able to describe it in too much detail because of all the combos played.

Round 1

He wins the dice roll and opens up with Strike Ninja and a face down. I Space his face down Torrential Tribute and Brain Control his Strike Ninja. Then sack for Jinzo and attack for 2400. I set Scapegoat and end. This was followed by basically me summoning Plasma for a half lockdown. He scooped around 3rd turn.

Round 2

He opens up with Card Trooper and mills 3 he drops CCV, DAD and another card I don’t care to remember. I was too psyched about the first two. He sets a back row and ends. I start with Reinforcements for Stratos and Plasma and he Torrentials. I set Scapegoat and Threatening and end my turn. He sets a monster and special summons Dark Grepher through Dasher. Then did some other draw stuff. He sets 2 and summons another monster somehow and I can’t remember. He attacks I TR and he ends. I Scapegoat at the end phase and draw. I premature Stratos and search Wildheart then summon Plasma. I normal summon a Cyber Valley and remove a goat to draw two. I suck up that monster I can’t remember and attack his Grepher and face down. I set a BS card and end. He Heavies my back row and somehow destroys my Plasma. I think it was Cyber Dragon but I think I’m wrong. Some cool combos blah blah lost memory. Basically. I lock him and not a damn DAD was big enough to stop me. Take that metagame. I basically come out on top and woop DAD 2-0.

Third Match-Plasma Control Vs. Judgment Dragon

I was up against one of my “friends” in this match and basically this is what happens both rounds. Mill, Mill, Swarm, Mill, Phantom of Chaos, Norleras, Blow up, No card advantage. I get beat 2-0.

Final Match-Plasma Control Vs. Six Samurai

From what I heard the guy I was playing was a stacker. I tend to believe this and I’ll tell you why.

Round 1

I open up with Dustshoot only to see a hand with Shogun some magic card and 3 GRANDMASTERS! I should have 40 card shuffled this guys deck. But I wasn’t worried at all. Six Samurais have never been a problem for my deck. I summon Stratos and set Fires of Doomsday. I end. He summons Grandmaster and Yaichi and smacks Stratos. I FOD at the end phase, summon Marauding and summon Plasma. This is where it goes to hell. A strong start leads to a normal summoned Snipe which he Solemns for half his life points. I suck up Grandmaster and smack Yaichi. Did some crap then ended. Basically something happens I smack a Zanji instead of Grandmaster, he wins off of Space Typhoon and smacked my Plasma. He stack swarms and I can’t recover.

Round 2

I side in 3 Puppet Plant and open up with Reinforcements Stratos and 2 back row. He stack swarms and I block with TR. I use puppet Plant and take his Shogun, Retrieve Stratos from the grave and get Wildheart. I smack and sack and bring out Plasma. He Solemns. Some other crap happens, I block I summon Plasma and and attack. He Mirror Forces, Solemn, he Solemns. I loose 2-0.

Lessons learned.

1. Always attack the monster with the higher attack then your Plasma’s original. It makes Space Typhoon win games.

2. If someone tells you you’re playing a stacker. 40 Card shuffle their deck.

3. My deck CAN compete with DAD and OTK‘s. And that makes me happy. I made mistakes when playing the Samurais, but I wont next time.

 

4. ALWAYS STOP PHANTOM OF CHAOS.

5. Stratos loves everyone who plays him. WHY DOES HE ALWAYS COME FIRST TURN!? If it’s not him it’s Reinforcements to get him out.

 

So I came out 2-2 and got nothing. But hell a win over OTK and DAD. Thta's a victory for me. Until next time. Play with all you got. And no stacking. =O


Can't spend 1K for a good deck? An inexpensive solution to the format.
Posted On 04/20/2008 22:23:45

As we all know the current Metagame is busted. From DAD running amok to unpromising Gold Series crap, people are either taking a break until the next banned list or waiting for Light of Destruction to pull through. However this isn’t another “answer to stopping DAD decks” blog. Because as far as I’m concerned, there are plenty of other decks out there that are very powerful. Ohm and Cybervalley FTK have unstoppable speed, Necrovalley lockdown can be amazing, Magical Explosion is pure speed, and Plasma control is at it’s peak. But what do most of these powerful decks have in common? Expensive cards. Very expensive cards. Even for one of the more inexpensive decks like say Gladiator Beats or Zombies, would still need a CCV (and stacking) to run efficiently. So that makes the people who can’t afford (or will refuse to spend money on like me) a $300 draw engine (Allure & D Draw), 3 $250 DAD’s, stacks of support cards that all cost well over $15 each, $80 dark support monsters such as DZ, and a hell of a lot of other over priced cards. We have a few options.

1. Quit

2. Wait for a more reasonable banned list

3. Wait for LOD

4. Rob a bank

5. Prostitute yourself

6. Prostitute someone else

7. Get a job

8. Get a better job

9. Burn down your house for the insurance money (You’ll always have Yugioh =D )

10. Make an inexpensive deck that can fair well

For those of you who picked anything but ten, hold on because there’s hope. Sort of. (I’d like to state that I do not support, do, or advise choices 4,5, 6, and 9.) People nowadays say the answer to beating DAD is not out powering it, but out speeding it. This is hard if you can’t obtain D Draws or Allures because those cards are what make the metagame's deck's so fast. So for those of you like me who either will not pay that much money for cardboard, and for those who just can’t, I have tried to build a deck using what I like to call the poor mans draw engine. Now while this deck isn’t the best out there. Play testing it has proven that it is very fast and consistant.

 

The Deck-Zombie Plasma

Monsters 19

3 Destiny Hero - Plasma
1 Dark Magician of Chaos
2 Light and Darkness Dragon
2 D.D. Crow
3 Zombie Master
3 Pyramid Turtle (Or Goblin Zombie if you can get them for cheap)
1 Elemental Hero Stratos
1 Destiny Hero - Disk Commander
1 Spirit Reaper

1 Snipe Hunter

1 Sangan

 

Spells 19

3 Book of Life
3 Trade In
3 Card of Safe Return
2 Hand Destruction
1 Brain Control
1 Heavy Storm
1 Mystical Space Typhoon
1 Monster Reborn
1 Premature Burial
1 Scapegoat
1 Reinforcement of the Army
1 Foolish Burial

Traps 7

1 Mirror Force (For those who can’t get one will have to resort to something else)
1 Torrential Tribute
1 Trap Dustshoot
1 Mind Crush
3 Solemn Judgment

 

Total 45

 

Deck Breakdown

The Engines

This deck plays with multiple engines. The first and most obvious being the Zombie engine. For those who don’t know what it is it consists of resurrecting ZM continuously while COSR is on the field. When done correctly or in multiples, this combo can be extremely fast. Not to mention the fuel with other resurrecting spells. The second is the poor man destiny engine as I like to call it. For those who can’t afford or wont buy D Draw or Allure, this deck uses Plasma as the substitute in conjunction with Trade In. LADD and DMOC also fuel the Trade In Engine. Let’s not forget our Destiny Hero - Disk Commander, who in this deck (especially in conjunction with COSR) gives a good boost. And lastly the thinners such as Pyramid Turtle, Reinforcement of the Army, etc.

The Monsters

Note: You may find the following breakdowns vague because the decks main speed was explained in the engine section. For those of you who need more fret not there will be a question and combo section afterwards.

I must first start off by saying that yes, I run D.D. Crow in every deck. I highly recommend the card if you have not used it. He has saved my butt so many times and is one powerful and irritating card. I’ll continue with the key cards, the star of course being Plasma. Now while people may look at Plasma’s costly tribute effect they must keep I mind… Zombie’s! The swarming in a Zombie deck is unbelievable, and rarely do I find that I can’t summon him, and even if I can’t he’s usually there to fuel Trade In. I need not go into further detail with Plasma, we all know the basics about his effects. Next I’d like to go over Light and Darkness Dragon. “LADD? No one plays him anymore.” well this deck does and it does it well. Like with Plasma he is very easy to summon but mainly acts as fuel for Trade In, when he is needed is usually end game when I’m assured I need the negation without messing myself up.

The Spells

What can I say the basic engine I explained above and some staples. Look in the combo and question section for further detail.

The Traps

Also staples. See the combo and question section below.

Questions

1. Why 3 Solemn Judgments?

In the current metagame you have to be willing to sacrifice for the greater outcome. Divine Wraths and Dark Bribes only serve to fuel the current already fast DAD decks with +1’s and they don’t need. Solemn can stop just about anything, and when you’re looking in the face of a DAD -3 or half of your soon to be or already reduced life points, I’d pick the life points.

2. Does the engine work well?

Yes. Most of the time. While every deck can get bad hands, this deck when fueled with the right cards is EXTREMELY FAST and powerful. For such a cheap deck I’m surprised at it’s ability to pull off OTK’s and draw so many cards.

3. How good is the comeback capability?

Back when I ran zombies I noticed that no matter how bad things got, the deck had the ability to pull through. This deck is no different.

4. Pyramid Turtle or Goblin Zombie?

I would have to say it depends on the deck you’re playing. If the deck has good field presence and swarm, such as Six Samurai or Gadgets, then I’d suggest Pyramid Turtle. If the deck has high destruction like DAD or Circle, I’d suggest Goblin Zombie. If it has both I’d go with Goblin Zombie as well.

5. I don't like D.D. Crow.

 

You suck.

 

Combos

1. Zombie take too much space.

This is what sets this deck apart form other Zombie and Plasma decks. Lets’s say for instance you have COSR on the field and just drew 4 Cards from swarming with Zombie master and have no space on the field and a BOL or MR to bring back something. Well simply send those ZM’s to the graveyard and summon Plasma. Then Bring them back and start the swarm all over again. It’s possible by now you haven’t even normal summoned. I’ve drawn out the whole deck with this combo and 2 COSR.

2. I got a mixed hand.

This is where Hand Destruction comes in handy. The main issue with this deck is drawing Zombies with Trade In support (With no LV 8 cards of courses) and visa versa. Sending cards to the graveyard wisely can overall result in good hands.

3. Combos to pay attention to.

A. Use scapegoat during the opts end phase, that way when you can summon Plasma during your turn without having to wait or worry about getting them destroyed.

B. Zombie Master discard Zombie Master summon Zombie Master repeat. Use with COSR

C. D. D. Crow ownz.

That just about sums up this deck. Give it a try if you don’t have the cash to buy more expensive cards. Now while this isn’t the metagame answer, it's an answer to those who can't afford an expensive deck. But remember have fun. It’s hard nowadays when you lose first turn. Or you can always rob a bank.

Tags: Yugioh Deck Metagame Format DAD Affordable





*** MyTCGplayer ***