WELCOME to Casual Yu Gi Oh with Andi!

Welcome, hello, hello and thrice hello to this here my new blog!

As the title suggests, this will blog will be all about playing casual Yu Gi Oh, but before I go more into depth a few words about my person:

It's me, Andi!

It’s me, Andi! (Wearing my Biomechanic Dino Battles Shirt)

My name is Andreas Propst, but you can call me Andi! I am a young freelance artist, graphics designer and designer of board and card games from Austria with a passion for playing (and designing) Customizable Card Games of all sorts. If you are interested in the games I designed (my main project being a fanstasy card game going by the name of “Elemental Clash”) please visit my website at www.elementalclash.com.

I have been avidly playing Magic: the Gathering for over 15 years and when I think back to my younger years, there have always been two “enemy” factions: The hardcore magic nerds and the hardcore Yu Gi Oh nerds. I was part of the former group until about a year ago. Previously, I detested Yu Gi Oh as it seemed way cheesier (the characters and artwork in the earlier sets were strictly inferior to the M:tG artworks, there were a ton of utterly useless cards, the tv-show sucked in my opinion and I, as a game designer, had identified a number of quite grave design flaws) than the other games on the market. If you are interested why I prefered M:tG over Yu Gi Oh, please read what I called “A rant rather than a review” here.

At this point you may ask yourself why the hell would someone like me start a blog about Yu Gi Oh. Well I am always trying to be open-minded and free of prejudice as far as possible. I like to give things a chance before I pass judgment on them. This is why I bought some  Starter and Structure Decks (the latter being in my opinion the best way for beginners to get into the game and get a hold of some decent cards on the cheap)  and convinced my younger sister Nora to try them out with me. And you know what, while some of my game design complaints still hold true (such as the lack of a proper resource system), I actually liked it. It was different than Magic, but in a fresh and exciting way!

Well about a year has passed and I have really taken a liking to building decks (my favorite aspect in any Customizable Card Game) and playing Yu Gi Oh casually. As of now I think I have like two dozen decks I built on a budget and each and everyone is fun to play in its own, unique way. I even got some of my old, dyed-in-the-wool Magic: the Gathering buddies to try the game – they liked it and I have some friends to play Yu Gi Oh with casually now.

And this is what this new blog will be all about. Building Decks on a budget and playing the game in a casual setting. I will mainly be posting about the many, many decks I have built over the past year or so and would invite anyone to comment on them and provide feedback, ideas, input, card suggestions and constructive criticism. Emphasize on constructive! 🙂

A few disclaimers: Firstly, please keep in mind that I am not a native english speaker so please kindly overlook any bad grammar or the likes of that. Secondly, we play with our own house rules when it comes to card limitations (they come closest to Traditional Format) and thirdly if you make card suggestions, please do not suggest any 10+ $ cards to be added to my decks. The decks I will be posted here will never see a tournament – again this is going to be about playing casual Yu Gi Oh at home with friends!

Well that’s about it for my brief introduction! All that remains for me is to wish you a good time and a good read on my new blog. I will start posting some first decks right after I finished this initial post. Please have a look around and tell your friends about this blog if you like what you read. I am very much looking forward to your many comments!

Game on!

Yours,

Andi

EDIT:

Here’s a list of links to the decks I posted on here in chronological order (which I will constantly update):

Rainbow Dragon Rulers

Recently I checked out the new Yu Gi Oh Collector’s Tins which are being released over here these days.

You guys, I simply have a soft spot for those classy metal tins so I pre-ordered both of the new tins which look pretty cool with that awesome dragon artworks. Then, inevitably, I checked out the two dragons – Blaster, Dragon Ruler of Infernos and Tidal, Dragon Ruler of Waterfalls – and found out that those Dragons, while having awesome effects (actually so many effects it becomes hard to read the rules text on the cards!), are in good company with two more Dragon Rulers, one Wind and one Earth Type, as well as proper “baby versions” of all 4 “Big” Dragon Rulers which allow you to search out their fully-grown counterparts from your deck.

So unlike the bedsheet-wearing, cross-burning Ku Klux Clan, I just LOVE mixing colors (well attributes in the case of Yu Gi Oh) to have a proper rainbow in one’s deck. I loved it back in my Magic: the Gathering days and I love it in the Yu Gi Oh TCG as for example my Rainbow Monarchs Deck, which I really enjoy playing, stands witness to. So I thought, “why not build a Rainbow Dragon Ruler Deck” running all the Dragon Rulers, big and small, plus a proper list of support cards, cards that would go well with the overall strategy and theme of the deck.

Before I will present you the deck list I have come up with, I wanna tell you a little more about the Dragon Rulers and their “baby versions”.

Here the “big” Dragon Rulers of the Fire, Water, Earth and Wind Attributes:

Big Dragon Rulers

As I said they all got a massive amount of text in like the tiniest font ever so I will tell you a bit about their abilities. Tell you what, it is better if I just quote from nexus of Yu Gi Oh related wisdom, the Yu Gi Oh Wikia:

“The “Dragon Rulers” all share three peculiarities: “If this card is in your hand or Graveyard: You can banish a total of 2 [corresponding Attribute] monsters and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card.” “During your opponent’s End Phase, if this card was Special Summoned: Return it to the hand.”, “When this card is banished: Add 1 [corresponding Attribute] Dragon-Type monster from your Deck to your hand. You can only use 1 “[corresponding Dragon Ruler]” effect per turn, and only once that turn.”, and a variable effect that triggers upon sending it and 1 other corresponding Attribute monster from your hand to the Graveyard.”

The variable effects mentioned above are pretty powerful and do the following:

Blaster (Fire) lets you destroy any one card on the field, Tidal (Water) lets you send a Monster from your Deck to your Graveyard, Redox (Earth) lets you Special Summon a Monster from the Graveyard and Tempest (Wind) lets you add a Dragon Type Monster from your Deck to your hand.

So to rephrase: Each Dragon Ruler has the following abilities:

  • Special Summon from hand or Graveyard if you banish 2 Monsters from hand or Graveyard.
  • Get an awesome effect if you discard this and another Monster.
  • Add a Dragon from Deck to hand when this is banished.

All those effects combined give you a very flexible deck which should in theory work together like the gears of a well-oiled engine. What makes a Dragon Ruler Deck work smoothly and consistent however are the “baby versions” of the Dragon Rulers. Thankfully, they got less card text and are thus a lot more readable. Take a look for yourself:

Small Dragon Rulers

As you can see, each Dragon Ruler “baby” can Special Summon its grown-up counterpart straight from your Deck if you discard it from hand along with another Monster. This only adds to the expected consistency of the deck, making sure you get out your “big” Dragon rulers easily.

The rest of the deck is comprised of support cards and, after having seen a few, even competitive Dragon Ruler deck lists on the internet, am trying to do my own take on the whole Dragon Ruler thing, trying to avoid just “netdecking” a successful dragon ruler deck. So my card choices may be a bit suboptimal – I also avoided a few cards like Sacred Sword of Seven Stars for instance, which were just too fucking expensive to buy for my taste – but as I said I wanted to give this a personal touch. Also I would like to note that the Monster-count in this deck is a bit higher than normal – something I have not dared to do before –  but I am not worried about this as the “big” Dragon Rulers all have very useful Spell/Trap-like effects so it should be fine in the end…

So without much further ado, here’s the deck list I have come up with. As always, I will give you my thoughts on the individual card choices afterwards.

Rainbow Dragon Rulers:

Monsters…25

3 x Dragunity Corsesca

3 x Burner, Dragon Ruler of Sparks

3 x Stream, Dragon Ruler of Droplets

2 x Reactan, Dragon Ruler of Pebbles

3 x Lightning, Dragon Ruler of Drafts

3 x Blaster, Dragon Ruler of Infernos

3 x Tidal, Dragon Ruler of Waterfalls

2 x Redox, Dragon Ruler of Boulders

2 x Tempest, Dragon Ruler of Storms

1 x Red-Eyes Darkness Metal Dragon

Spells…12

3 x Super Rejuvenation

3 x Solidarity

2 x D. D. R. – Different Dimension Reincarnation

2 x Dragon Ravine

1 x Card Destruction

1 x Book of Moon

Traps…3

1 x Return from the Different Dimension

2 x Spiritual Fire Art – Kurenai

Extra…5

2 x Stardust Dragon

3 x Red Dragon Archfiend

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And here come my thoughts about the individual card choices I made in this particular deck:

Dragunity Corsesca: 

“Why not add a bit of Synchro to this deck?” was what I said to myself when I realized that all the “big” Dragon Rulers were Level 7, which would make for great Synchro Material for Stardust Dragon or Red Dragon Archfiend for example when combined with Flamvell Guard, the Level 1 Dragon-Tuner that immediately came to my mind. Then, when researching a bit more, I came across another Level 1 Dragon that is a Tuner as well: Dragunity Corsesca. The decision to run some Dragon Ravines had been made already by then, so I thought it would be slightly better to run Corsesca over Flamvell Guard, as you can search out the former with Dragon Ravine’s first effect, although the latter has a very high DEF for a non-Tribute Monster, which could come in handy as well at times. In the end however, I went with Dragunity Corsesca.

The Dragon Ruler “Babies”:

Well these four just have the simple purpose of searching out the larger versions of themselves. Stats-wise they are not too exciting and they have no other useful effects otherwise.

The Dragon Rulers:

As discussed above, each of them can be Special Summoned from hand or Graveyard by banishing 2 of your Monsters (all are Dragons so all Monsters are eligible targets for this) from your hand or Graveyard. If you do so, the Dragon Ruler is sent back to your hand at the end of your opponent’s next turn. Furthermore, when a Dragon Ruler is banished, you can add a Dragon from your Deck to your hand and when you discard this along with another card from your hand, Blaster lets you destroy any one card on the field, Tidal lets you send a Monster from Deck to Graveyard, Redox lets you Special Summon a Monster from the Graveyard and Tempest lets you add a Dragon from Deck to hand. The Dragon Rulers, as the very name of this deck indicates, are the heart and soul of this deck and their effects work together really well all in all. The decks I like most include “toolboxes” which offer ways of searching for the card(s) you need most at any moment in the game of with any match-up and that run cards which go hand in hand with each other. This deck seems to be exactly that and appears to be right up my alley. I somehow have the feeling that all the possible interactions will only become evident when I will actually be doing some test runs with this, as soon as I get the cards which I ordered just today…

Red-Eyes Darkness Metal Dragon:

This one, while not being a Dragon Ruler, was just too good for me to skip. At the mere cost of Tributing any Dragon (Spare copies of the Dragon Ruler Babies or Dragunity Corsesca come to mind) you can Special Summon him and he will give you a free Special Summon of any Dragon from your hand OR your Graveyard on each and every turn, which is just very powerful in a Deck filled to the brim with big, nasty Dragon-type Monsters with great effects that even have inbuilt mechanisms for sending Dragons from Deck to your hand or Graveyard, only to be conveniently and at no additional cost by Red-Eyes Darkness Metal Dragon. The best you can do is either add him to your hand with Tempest’s ability or send it to your Graveyard right away via Tidal (or Dragon Ravine) to be Special Summoned from there by Redox’s effect.

Super Rejuvenation:

The ace draw card in this deck. These usually go for 10 bucks (US $) over here but I was able to grab 3 for like 2 dollars each on ebay! Anyways back to the actual card. At the End-Phase, Super Rejuvenation lets you draw 1 card for each Dragon you discarded and/or Tributed during the turn you activated it. This is simply amazing in this deck which makes Super Rejuvenation a kickass draw engine as you have tons of effects that let you discard cards from hand. The Dragon Ruler “babies” can be discarded along with another Dragon to Special Summon their grown-up counterparts from your Deck, which adds 2 cards to the “Super Rejuvenation count”. Then you can discard the “big” Dragon Rulers along with another Dragon to activate their awesome effects. Another 2 cards that Super Rejuvenation can draw you. Dragon Ravine requires you to discard a card to activate its effects and D. D. R. – Different Dimension Reincarnation forces you to discard a card as well. And let us not forget your lone copy of Card Destruction. If you discard a handful of Dragons with it, it will not only fill your Graveyard with Dragons to be reanimated or banished for an effect, it will also let you draw a bunch of new cards through Super Rejuvenation. Overall, this card seems essential to me to recover from the multitude of effects that require you to discard cards from hand as part of their activation costs!

Solidarity:

OK so here is where it starts getting (more or less) original. Most of the Dragon Ruler Decks I have seen on the Internet run some non-Dragon Monsters as well. I chose to run Dragons only and then realized that this would make this particular deck a great home for a card like Solidarity. Considering that I am running only one Monster-Type – Dragons – and have tons of ways to drop Dragons into my Graveyard, I figured Solidarity would work pretty well, giving each of your Monsters a whooping 800 ATK boost. That turns your, ATK-wise, strongest Dragon Ruler, Blaster, into a 3600 ATK behemoth, thus outnumbering pretty much anything your opponent will be throwing down when it comes to sheer attack power. Hell, even your strongest “baby” Dragon Ruler will be a non-Tribute 2600 ATK Monster. Overall I am pretty happy with the decision to give this deck some kind of personal touch by choosing to include a playset of Solidarities. Speaking of Playsets: Of course multiple copies of Solidarity will add-up. Go figure… 🙂

D. D. R. – Different Dimension Reincarnation:

Yeah, two copies of D. D. R. should be about right and a good addition to a Deck which forces… err gives you the opportunity to banish lots of (strong) Monsters to activate certain (powerful) abilities. The cost of discarding a card to activate D. D. R. might seem a bit steep and deplete your hand even furhter, but combined with the sheer draw-power of Super Rejuvenation it should be fine. And Monsters discarded to activate D. D. R. can be brought back by Redox or Red-Eyes Darkness Metal Dragon as well.

Dragon Ravine:

This one can be pretty useful by giving you (yet another) discard outlet while letting you either search your deck for Dragunity Corsesca and, much more important, send ANY Dragon (in this deck any Monster as all are Dragons) from your Deck to your Graveyard so they can be special summoned (or banished for Special Summoning the “big” Dragon Rulers) by Redox’s or Darkness Metal Dragon’s effects. I like search engines and this is a pretty good, reusable one in this particular type of Deck.

Book of Moon:

A versatile card in any Deck, Book of Moon lets you Set one of your “big” Dragon Rulers you Special Summoned through their effect so they will not be sent back to your hand at the end of your opponent’s next turn, but rather lets you keep them. I could think of more uses for this card but this is probably what you’ll find yourself doing with your lone copy of Book of Moon!

Card Destruction:

Best when used early on. Drop a handful of Dragons to have a well-filled graveyard, which is a great thing to have in this deck. Combine with Super Rejuvenation as discussed above and you’ll possibly draw a ton of cards.

Return from the Different Dimension:

With a ton of ways to banish Monsters in the deck, Return from the Different Dimension can be a one-turn-kill later on in the game, Special Summoning as many banished Monsters as possible to your side of the Field. As they will be banished at the end of the turn, you could even use your Book of Moon on one of the Special Summoned Dragons to make it stay on the field.

Spiritual Fire Art – Kurenai:

Here is the real oddball of the deck, which I added, again, in an effort to give this deck a bit of a personal touch. I find this card to work devastatingly well with one of the Dragon Rulers, namely Blaster. You can Special Summon him through his effect, attack for 2800 damage and, before he is returned to your hand at the end of turn, tribute him to Spiritual Fire Art – Kurenai to deal another 2800 points worth of direct damage to your opponent, which can be the finishing blow in some cases. I am trying my luck with running two copies of Spiritual Fire Art as I am planning on doing the same trick two times in a row! Blaster is easy to get out of your Deck and into play with Burner, Dragon Ruler of Sparks, Dragon Ravine etc and, once in your Graveyard, it is easy to reanimate him so I would argue that activating Spiritual Fire Art twice in a duel would not be too hard a feat to accomplish.

The Extra Deck:

Well with Stardust Dragon and Red Dragon Archfiend, the Extra Deck is pretty self-explanatory I guess. However I am, as always, open to your suggestions what to run along with those two in order to fill up the Extra Deck to 15 cards!

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Conclusion & Prediction:

Well I am really looking forward to trying this as soon as I have all the cards to assemble the deck and particularly to exploring in which (maybe more subtle and less obvious) ways this deck will be interacting. I have the feeling there is more to this deck than immediately meets the eye. All in all it seems like the individual cards in this build would work well together and go hand in hand with each other. Testing will show if this theoretical first assessment of mine is right or not.

Thank you once again for reading and until next time!

Game on!

Yours,

Andi

Old-School Blue Eyes

In my last post I shared my Red-Eyes Fusion Deck with you. Now, as I found myself with a playset of Blue-Eyes White Dragon due to disassembling my old Normal Monster Deck, I thought why not build a deck around ol’ Blue-Eyes just using unused cards I have available in my collection. A word of caution: The following deck is rather old-school, but it is that way on purpose. I know competitive Dragon decks look different nowadays but I simply like to do retro and old-school stuff. So here comes the deck list for the Old-School Blue Eyes Deck I have come up with. After the card list I will share some of my thoughts on the overall strategy and card choices I made – as usual.

Old-School Blue-Eyes Deck (Fully Powered):

Monsters…19

3 x The White Stone of Legend

3 x Kaiba Man

3 x Alexandrite Dragon

2 x Lord of D.

2 x Lady of D.

1 x Breaker, the Magical Warrior

3 x Blue-Eyes White Dragon

2 x Paladin of the White Dragon

Spells…15

3 x White Dragon Ritual

1 x Pot of Greed

1 x Graceful Charity

1 x Foolish Burial

1 x Monster Reborn

1 x Premature Burial

1 x The Flute of Summoning Dragon

1 x Raigeki

1 x Dark Hole

1 x Burst Stream of Destruction

1 x Harpy’s Feather Duster

2 x Stamping Destruction

Traps…6

1 x Solemn Judgment

1 x Mirror Force

1 x Torrential Tribute

1 x Ring of Destruction

1 x Bottomless Trap Hole

1 x Call of the Haunted

The Strategy:

Well, as the name suggests, this deck is all about good old Blue-Eyes White Dragon. Thanks to the many support cards this primordial Monster from the early times of the Yu Gi Oh TCG received over the years, an at least decent deck can be built focusses on Blue-Eyes, which I consider still a powerful card today, largely thanks to the abundance of said support cards. But even in and of itself, Blue-Eyes is a force to be reckoned with with 3000 ATK straight. This deck has many ways of getting out one or more Blue-Eyes White Dragons early and easily, while being truly an old-school deck, running many of the “power cards” that date back to the very beginning of the game like Raigeki, Pot of Greed and Harpy’s Feather Duster. Also, I think this is a deck that would be well suited for a beginner, as it is straightfoward and powerful at the same time, avoiding more complicated cards and concepts like XYZ- and Synchro-Summoning.

Let me explain a bit more as I go through the individual cards I chose to include in this deck:

The White Stone of Legend:

The White Stone of Legend, when run in a playset of 3 as I chose to do, doubles your odds of getting your Blue-Eyes White Dragons in your hand. It is best set to be destroyed in battle so its effect triggers and you’ll get to fetch a Blue-Eyes from your deck. Notably, the Stone’s effect not only triggers when it is destroyed in battle, but any time it is put into the Graveyard from anywhere. So in theory, you could send it from your deck to your graveyard via Foolish Burial and you still would get to add a Blue-Eyes from your Deck to your hand.

Kaiba Man:

This one goes hand in hand with The White Stone of Legend as you can tribute Kaiba Man to Special Summon a Blue-Eyes from your hand. Ideally, you’ll have both Monsters in your opening hand which will enable you to just slam down a 3000 ATK Blue-Eyes on turn one!

Lord of D.:

The classic Lord of D. prevents your opponent from targeting all your dragons (he can be targeted himself though so he can act as a buffer at the very least) plus if you happen to have him on the field and have The Flute of Summoning Dragon at the ready, you can conveniently Special Summon up to 2 Dragons from your hand, no matter how high their Level happens to be.

Lady of D.:

Lord of D.’s rather new partner prevents your opponent from attacking your Dragons. While you Blue-Eyes are hard to kill by opponent attacks anyways, I am more excited about Lady of D.’s other ability. When she would be destroyed through battle OR by an effect, you can send a Dragon type Monster from your hand to your Graveyard instead. This can be quite useful if you have Blue-Eyes in hand and ways to reanimate it such as Monster Reborn or Call of the Haunted. Just drop Blue-Eyes to save the Lady’s life and then proceed to Special Summoned the discarded dragon!

Breaker, the Magical Warrior:

Just a staple in any good deck, but otherwise totally unrelated to this deck’s overall strategy and theme. A 1900 ATK beatstick that doubles as Spell&Trap card removal is just a hell of a deal as far as I am concerned so I am running one in this deck as well.

Alexandrite Dragon:

Along with Gene-warped Warwolf, this is the most powerful Monster in terms of ATK in the Yu Gi Oh TCG. And it is a Dragon on top of that. This is why I am running a playset of 3. This is also a good target for your Flute of Summoning Dragon I am wondering when they will start releasing 2100 ATK Monsters! 🙂

Blue-Eyes White Dragon:

The main guy in this deck, the star of the whole show so to say. A vanilla 3000 ATK Monster with no inherent effects whatsoever. Still it has 3000 ATK. Combined with the many support cards this deck features, you should be able to get this one out quickly and consistantly.

Paladin of the White Dragon:

The oddball Ritual Monster in the deck. With 1900 ATK and the nice ability to destroy any face-down Monsters it attacks without activating its effects and without damage calculation, Paladin of the White Dragon is a fairly good Monster in and off itself. The real reason why I am running two copies in this deck is not only this and because it fits the theme, but because you can tribute Paladin to Special Summon a Blue-Eyes White Dragon from your hand OR FROM YOUR DECK! This is another way to get out Blue-Eyes without having to pay the tribute for Normal Summoning it – something that should happen very rarely if ever in this deck.

White Dragon Ritual:

I am, relunctantly, running 3 copies of White Dragon Ritual in this deck. Reluctantly because I am afraid it will be a dead card in your hand most of the times, as you have to have Paladin of the White Dragon in your hand to use the Ritual. I wished I had a “discard outlet”, (a) card(s) that requires me to discard cards so I could put the surplus or useless White Dragon Rituals to good use…

Pot of Greed:

Spend 1 card to get 2 new cards. Simple yet elegant. I love card advantage in any card game, hence this is my favorite card in the entire Yu Gi Oh TCG.

Graceful Charity:

A good way to cycle through your deck to find key cards when you need them while at the same time dropping cards you don’t need (like White Dragon Ritual) and possibly setting up the reanimation of a Monster from the Graveyard, preferably Blue-Eyes White Dragon.

Foolish Burial: 

Your main target to send to the Graveyard from the Deck is clearly Blue-Eyes White Dragon, which you can then conveniently bring back to life via Monster Reborn, Premature Burial or Call of the Haunted.

Monster Reborn:

The best reanimation Spell available. The most fun thing to do with this is to destroy your opponent’s Monsters and then nick the most powerful of them with Monster Reborn. Most of the times you will find yourself reanimating Blue-Eyes from your Graveyard though.

Premature Burial:

Same purpose as Monster Reborn, just at the cost of 800 Life Points and without the option to revive an opponent Monster to fight on your side.

The Flute of Summoning Dragon:

I included one copy just for the fun of it and because I am running Lord of D. anyways so if you happen to draw both cards and have some spare Dragons in your hand, this can make for some explosive instant Special Summons.

Raigeki:

Sheer power. Whipes out all opponent Monsters while leaving yours alive. Too good to be true! 🙂

Dark Hole:

Best used in situations when the opponent has the upper hand on the field. Release Dark Hole before you Normal Summon, then Normal Summon after Dark Hole cleared the field of Monsters to  have one more Monster than your opponent has.

Burst Stream of Destruction:

The backup-Raigeki in this deck which is kinda situational as you need a Blue-Eyes White Dragon in play to activate this. Also, the penalty that Blue-Eyes cannot attack the turn you activated this can be kinda harsh as you will be losing out on 3000 points of potential damage. Use only if really necessary.

Harpy’s Feather Duster:

The best Spell and Trap mass removal the Yu Gi Oh TCG has to offer, whiping out all opponent Traps and Spells while leaving yours untouched.

Stamping Destruction:

Spell and Trap removal that also deals a bit of damage to the opponent. Not too exciting but still I am running 2 copies.

Solemn Judgment:

Your solution for pretty much anything threatening, be it Monster, Spell or Trap. Solemn Judgment trumps them all, at a price I am willing to pay most of the times.

Mirror Force:

This card can whipe out your opponent’s whole army in one fell swoop if your opponent is careless enough to attack with all they got, running into a set Mirror Force.

Ring of Destruction:

Ah, another one of these old and powerful cards. This lets you destroy any Monster while dealing damage to each player equal to the ATK of the destroyed Monster. While this can be used efficiently on an opponent Monster, you can attack with your Blue-Eyes White Dragon, dealing 3000 damage and then activate Ring of Destruction to dish out another 3000 points of damage which should in most cases be enough to win you the game.

Torrential Tribute:

Destroys all Monsters on the filed when activated. Similar in use to Dark Hole.

Call of the Haunted: 

Just another great way to reanimate dead Blue-Eyes White Dragons.

Bottomless Trap Hole:

Good pinpoint Monster removal that not only destroys the opponent Monster when summoned but banishes it altogether.

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Well this is my old-school, fully powered Blue-Eyes White Dragon deck for you! I hope you enjoyed this deck article and wish you all the best!

Game on!

Yours,

Andi

Red-Eyes Revisited

While ago I posted my Red-Eyes Fusion Deck on here but after some testing it seemed the original decklist did not work out all that well and I found myself unable to pull off the tricks involving Fusion Summoning B. Skull Dragon all to often, and even though the deck included all the “power cards” like Raigeki, Harpy’s Feather Duster and Mirror Force, I found myself losing most of the times.

This is why I revisited the deck, which I think has some potential, and implemented some more or less fundamental changes, adding what I consider a key Spell to make the “deck engine” run more smoothly, Summoners Art, cutting all the power cards in favor of more creative stuff while I was at it. And, without much further ado, here’s the deck list. After that I will provide you with some of my thoughts on the strategy and how the deck is intended to be played.

Red-Eyes Fusion 2.0 (Unpowered):

Monsters…15

3 x Red-Eyes B. Chick

3 x Red-Eyes Wyvern

3 x Summoned Skull

3 x Red-Eyes Black Dragon

1 x Red-Eyes Darkness Dragon

1 x Red-Eyes Darkness Metal Dragon

1 x Magician of Faith

Spells…22

3 x Ancient Rules

3 x Summoner’s Art

2 x Polymerization

2 x Fusion Sage

2 x Dragon’s Mirror

2 x Inferno Fire Blast

1 x Monster Reborn

1 x Re-Fusion

1 x D.D.R. – Different Dimension Reincarnation

1 x Foolish Burial

1 x Pot of Greed

1 x Graceful Charity

1 x Lightning Vortex

Traps…4

1 x Call of the Haunted

3 x Birthright

Extra…3

3 x B. Skull Dragon

The Strategy:

The goal of this deck is obviously Fusion Summoning B. Skull Dragon, but there is way more to the deck than that. The Deck runs only 15 Monsters but with what I consider a key Spell in this Deck, Summoner’s Art, it has virtually 17 Monsters. Summoner’s Art is crucial in getting either of your Fusion Material Monsters you need to facilitate the Fusion Summon of B. Skull Dragon, as both Red-Eyes B. Dragon and Summoned Skull happen to be Normal Monsters. I am also running three copies of Ancient Rules, which lets you Special Summon either Red-Eyes B. Dragon or Summoned Skull, which you may just have fetched from your Deck via Summoner’s Art in the very same turn, from your hand at no additional cost whatsoever. While the combo of Summoner’s Art and Ancient Rules may be powerful on its own, allowing you to slam down a 2500 / 2400 ATK Monster as early as turn 1 without even spending your Normal Summon, the real card combination I am trying to make use of is actually a chain of cards that go hand in hand. If you have the luck of the draw, you could, in theory, pull off the following:

If you don’t have both Monsters in your hand, use Summoner’s Art to fetch the missing piece for the Fusion Summon of B. Skull Dragon. Then use Polymerization (you are virtually running 4 copies – 2 Polymerization and 2 copies of deck thining Fusion Sage) to Fusion Summon B. Skull Dragon number 1. Then if you happen to be lucky enough to have that one in hand as well, use Dragon’s Mirror to banish Summoned Skull and Red-Eyes B. Dragon from your Graveyard to Fusion Summon into B. Skull Dragon number 2. That alone will get you two 3200 ATK Monsters which should spell trouble for your opponent. But the fun does not end there. You can, as the last piece in this chain of synergetic cards, use D. D. R. – Different Dimension Reincarnation to Special Summon one of the Monsters you banished for Dagon’s Mirror, giving you another 2500 / 2400 ATK Monster. Now I realize this chain of events is highly unlikely to happen all that often, but you do not have to do all this on one turn and the possiblility of pulling off such a combo alone is tempting. The perfect hand that would allow you to pull off the full combo would be Summoner’s Art, either Red Eyes B. Dragon OR Summoned Skull, Fusion Sage OR Polymerisation, Dragon’s Mirror and D. D. R. – Differnet Dimension Reincarnation plus any 1 card you draw during your first Draw Phase. If you are lucky enough to draw a hand like that, and again I realize it is HIGHLY unlikely but still POSSIBLE, you would be able to have two 3200 ATK B. Skull Dragons plus a Summoned Skull at 2500 ATK on your side of the field on turn 1. If the opponent has nothing to oppose that onslaught, you could in theory dish out a deadly 8900 damage.

Now enough of the theorizing and rambling about highly unlikely opening hands. This deck has a lot more to offer than an almost impossible to pull off One-Turn-Kill. There are some nice interactions and powerful cards which I would like to mention in the following:

As mentioned before, you can always use Summoner’s Art plus Ancient Rules, or just Ancient Rules if you have Summoned Skull or Red-Eyes B. Dragon in hand already, to apply some pressure early on with a Special Summoned 2500 / 2400 attacker. You can even Special Summon Red-Eyes B. Dragon with Ancient Rules or with Red-Eyes B. Chick’s effect, then play Inferno Fire Blast (I simply love that card – 2400 damage worth of direct damage is nothing to sneeze at!), deal a ton of direct damage to your opponent and then use your Red-Eyes to Fusion Summon into B. Skull Dragon, thus overriding the drawback of Inferno Fire Blast (Red-Eyes B. Dragon cannot attack the turn this is activated).

Red-Eyes B. Chick and Red-Eyes Wyvern are great ways to get your Red-Eyes B. Dragon into play easily. While Chick is best used early on, Wyvern is a great way to reanimate one of your slain Red-Eyes B. Dragons from your Graveyard. Moreover you can even use Red-Eyes Wyvern to reanimate another very powerful Red-Eyes Monster from your Graveyard: Red-Eyes Darkness Metal Dragon.

Red-Eyes Darkness Metal Dragon is one of the most powerful Dragons I am aware of – this is why it is on my personal restricted list and I limit myself to running only one copy per deck. It should be your main target for Foolish Burial, in order for you to reanimate it with Red-Eyes Wyvern’s aforementioned effect or with Monster Reborn or Call of the Haunted. Once in play, Red-Eyes Darkness Metal Dragon will allow you to Special Summon any Dragon type Monster from your hand or Graveyard each and every turn at no cost whatsoever. Just think about the Red-Eyes B. Dragons you sent to the Graveyard to Fusion Summon B. Skull Dragon for instance. Moreover, Red-Eyes Darkness Metal Dragon can be summoned easily from your hand as well. You just have to tribute one Dragon type Monster in play to do so. Red-Eyes B. Chick and Red Eyes Wyvern come to mind. And there’s even more synergy there as Red-Eyes Wyvern is quite useful when in your Graveyard.

I am also running one copy of Red-Eyes Darkness Dragon as it fits the overall theme well and you can upgrade your regular Red-Eyes to give it a bit more power, provided you have a few Dragon type Monsters in your Graveyard. Well by the time you Summon it, Red-Eyes Darkness Dragon will have at least 2700 ATK as you have sent a regular Red-Eyes B. Dragon to your Graveyard to Summon Darkenss Dragon. There is also a neat trick you can pull off when you have Red-Eyes B. Dragon and use Inferno Fire Blast to dish out some massive, hard to prevent direct damage and then “upgrade” Red-Eyes B. Dragon to Red-Eyes Darkness Dragon and attack right away. This way you avoid the penalty from Inferno Fire Blast which prevents Red-Eyes from attacking when Inferno Fire Blast is activated.

The oddball Monster in this deck is Magician of Faith. I simply included it as a way to recover a spent key Spell from your Graveyard. While there are many useful Spells worth retrieving, Inferno Fire Blast would be a great target. Activate it to deal 2400 damage, then Flip Summon Magician of Faith to add the spent Inferno Fire Blast to your hand and play it again. That will result in 4800 points of direct damage right in your opponent’s face!

Call of the Haunted and Birthright are extremely useful to reanimate any Monster from the Graveyard, but it is especially fun to target the Fusion Material Monsters you sent to the Graveyard in order to Summon B. Skull Dragon. Birthright’s restriction to Normal Monsters is not too limiting since both Fusion Material Monsters needed to summon B. Skull Dragon are Normal Monsters. Ideally, you could Fusion Summon into B. Skull Dragon and then activate one or even two Birthrights and/or Call of the Haunted to bring back both Fusion Material Monsters immediately. That way you’ll have a 3200 ATK, a 2500 ATK and a 2400 ATK Monster on the field which spells game over for a defenseless opponent. Re-Fusion can be used to reanimate a destroyed B. Skull Dragon with ease if necessary.

Conclusion:

IN THEORY, there are a lot of synergies and interactions going on in this new attempt of a Red-Eyes Fusion deck. There are just so many ways to Special Summon powerful Monsters from pretty much anywhere, be it from hand, from the graveyard or from the Extra Deck. All that may sound great IN THEORY. Testing will show if the strategy and what I intended to do will work out at all and if the deck as it currently stands is any good at all. The addition of Summoner’s Art, which highly increases your odds of getting the right Monsters for Fusion Summoning B. Skull Dragon in time, is what could make and break this deck. I will have a few test runs with it soon and hope that the deck is not only good IN THEORY. At least I am really happy about getting rid of all the “power cards” in favor of more original and exciting non-power cards which fit the deck’s strategy well. Diversity rules – uniformity sucks! 🙂

Once again, thank you for reading!

Yours,

Andi

 

Destruct-a-Tron (Experimental)

This time I am going to try something different, something original (well maybe something like the following has been done before and is not original after all, but it is quite hard to come up with something totally new in a game played by millions quite possibly) and I do not know if it will work out at all. All this is going to be highly experimental, and nonetheless I am going to try and see where it leads me. So bear with me in a rather lengthy and speculative article! 🙂

When I think back to my days when I used to play Magic: the Gathering more or less competitively, I have fond memories of my (nearly) creatureless “Mono Black Control” Deck which won me a tournament or two back then. I always liked to pursue strategies that were somehow different. That is among the reasons why I enjoy my Burn Decks in Yu Gi Oh so much, as they win without having to attack with a Monster once. Now something like MtGs Mono Black Control, a deck which runs lots of Creature (and hand) destruction while running very few to no Creatures at all is, as far as my knowledge goes, unheard of in the Yu Gi Oh TCG. What I am going to try to do is not make a Monster-less Yu Gi Oh Deck, as I think acomplishing such a feat would be quite impossible with the pool of available cards and the available strategies in the game in mind, but something which focuses on Monster destruction while running only few Monsters as “killers” or “game enders”. I have no clue if this will work out so please consider this an experiment.

I will show you a deck I came up with in my mind which runs a lot of pinpoint Monster destruction, kinda running by the maxima “Every Monster the opponent drops, a card in hand that gets rid of it, which forms one part of the deck. The other part of the deck I came up with, the Monsters (I tried to run fewer than I normally do) is actually not really set in stone. I could have come up with a band of Monsters that win in another way, but I will try it like this and see if it works.

So here is my VERY experimental deck list:

Destruct-a-Tron (Experimental):

Monsters…17

3 x Ryko, Lightsworn Hunter

3 x Royal Magic Library

3 x Apprentice Magician

3 x Old Vindictive Magician

1 x Breaker, the Magical Warrior

2 x Chaos Sorcerer

1 x Lightpulsar Dragon

1 x Dark Armed Dragon

Spells…20

3 x Fissure

3 x Smashing Ground

3 x Shield Crush

3 x Nobleman of Crossout

2 x Enemy Controller

3 x Book of Moon

1 x Pot of Greed

1 x Graceful Charity

1 x Dark Hole

1 x Lightning Vortex

Traps…3

3 x Raigeki Break

The Strategy (at least what I am trying to do :P):

Well as stated initially, I wanted to recreate the playing style of a Magic: the Gathering “Mono Black Control” deck so I am running tons and tons of Monster destruction, most of it in the form of pinpoint removal. The Deck features a mighty total of 17 Spells and Traps that destroy a Monster (or more in the case of Dark Hole and Lightning Vortex). Add 6 Monsters which let you destroy Monsters / Cards – virually 9 actually as Apprentice Magician can be counted as another 3 copies of Old Vindictive Magician – and you got yourself a well armed Deck, at least against Monsters. You even got a lot of ways to get rid of non-Monster cards in the form of 3 Rykos and 3 Raigeki Breaks. Breaker, the Magical Warrior adds additional Spell and Trap removal and can even be recharged under the right circumstances via Apprentice Magician.

Let me give you some thoughts on the Monster Removal part of the deck, which is a huge part of it actually, before I will explain how I intend to even win with this build:

First of all you got Ryko, Lightsworn Hunter to destroy any bothersome card when flipped. Its drawback of sending 3 cards from your Deck to your Graveyard is actually a benefit in this deck, as we will see later. Then you got 3 copies of Old Vindictive Mage, which destroys any Monster regardless of position and can be fetched and set by Apprentice Magician, which virtually doubles the number of Old Vindictive Magician in the Deck. That is a total of (virtually) 9 Monsters in the Deck that can get rid of a Monster (or any card in the case of Ryko) easily.

Next up, I got 12 pinpoint Monster Destruction Spells, 6 that destroy face-up Monsters (Fissure and Smashing Ground) and 6 that can destroy set or Defense Postion Monsters (Nobleman of Crossout and Shield Crush). The latter can be combined with Book of Moon, which has uses beyond that I have to mention, and, to a lesser extent, Enemy Controller, as these two cards can flip Monsters face-down or put them in Defense Position so that they become eligible targets for Nobleman of Crossout or Shiled Crush. While you’ll be spending two cards to destroy one, that may come in handy at times although it creates card disadvantage for you. Book of Moon can also be used to stop a threatening opponent Monster from attacking for a turn, so you can destroy it on your turn with your pinpoint removal Spells, most of which can only be activated on your turn. Furthermore Book of Moon can be useful in flipping your Flip Effect Monsters Ryko and Old Vindictive Magician face-down again so you can make repeated use of their destruction effects. Overall I think this is one of the most versatile cards in this particular deck. Now Enemy Controller can be used in a similar fashion, putting a troublesome Monster into Defense Position for one turn so you can deal with it later (on your next turn if possible) and also makes any Monster a possible target for Shield Crush. Now the other effect of Enemy Controller can work out pretty nice as well in this deck, as you have many Monsters that are weak stats-wise which you can safely sacrifice for gaining control of a most likely stronger opponent Monster. Think of Ryko and Old Vindictive Magician whose Flip-Effect has been used already. Those are expendables you probably won’t need after they have served their purpose. Hence good targets for Enemy Controller.

Now that all sounds neat and fine, but how, you will inevitably ask yourself and ask me as well, does this deck actually win?

Well in true Mono-Black Control fashion I am running a few “killer” Monsters which can be summoned quite easily, have a high power level and devastating effects. As I am running lots of Light and Dark Monsters, I figured Chaos Sorcerer would be a good point to start.

With 7 Light and 6 Dark Monsters you should be able to Special Summon this guy sooner or later (hopefully before you run out of Monster removal) and his effect goes along well with the whole Monster destruction theme of the deck in my opinion. Plus, if you use Ryko repeatedly, you increase your odds of fulfilling Chaos Sorcerer’s requirements to Special Summon him.

Next on my “killer list” is Lightpulsar Dragon:

Lightpulsar Dragon goes hand in hand with Chaos Sorcerer as you can send a Dark and a Light Monster from your hand to your Graveyard to Special Summon the Dragon FROM YOUR GRAVEYARD, thus fulfilling the Special Summon conditions of Chaos Sorcerer, so if you have him in hand as well you can follow up with Special Summoning that one as well. You can also Special Summon Light Pulsar Dragon FROM YOUR HAND if you banish a Light and a Dark Monster from your Graveyard. The fact that you can Special Summon this one from your hand OR from your Graveyard pretty easily is important, as it is a one-of in the deck and might end up in your Graveyard by accident so to say through the effect of Ryko, Lightsworn Hunter.

Now the star of the whole show is this mighty dragon:

Now Dark Armed Dragon would truly qualify as a finisher / killer Creature in a Magic: The Gathering Mono-Black Control Deck. Its effect is captures the essence of M:tG Mono-Black Control perfectly, and goes along very well with the Monster destruction theme of this particular deck, allowing you to target ANY ONE CARD on the field and destroy that target just by banishing a Dark Monster from your Graveyard. Now its Special Summon conditions are a tad harder to satisfy than those of Chaos Sorcerer and Lightpulsar Dragon, as you have to get 3 Dark Monsters into your Graveyard in order to Summon Dark Armed Dragon FROM YOUR HAND. If all goes according to plans, you should try to stall and keep the opponent Monsters in check with your Monster removal cards while sending cards to your Graveyard via Ryko until you managed to get three of your 9 Dark Monsters (D.A.D. excluded) into your Graveyard. That can work out but relies on sheer luck for a good part. Now the real problem I am having with Dark Armed Dragon is that once it ends up in your Graveyard, it is dead for good. You might even send it there by accident through Ryko’s Deck depletion effect. I am considering to run one or two copies of Monster Reincarnation just to get Dark Armed Dragon out of my Graveyard (which would be handy to retrieve Chaos Sorcerer as well) but am not sure what to drop instead. Maybe running only two copies of Fissure and Smashing Ground in favor of adding two Monster Reincarnations would be a wise thing to do.

Anticipated Weaknesses:

My major concern with this attempt of mine to emulate the playing style of Magic “Mono Black Control” in the Yu Gi Oh TCG is that the one-for-one Monster removal strategy will run out of steam in the long run, especially when you are spending two cards on one (Book of Moon/Enemy Controller + Any pinpoint Monster Destruction Card) and your opponent will eventually overpower you with their Monsters. To amend this, to a certain degree at least, I am running 3 copies of Royal Magic Library, as you will be throwing down a considerable number of Spell cards which translates to one extra card for every 3 Spells you play with Magic Library. Additionally you may be able to put some additional Spell Counters on it with Apprentice Magician. I realize this is only a suboptimal draw engine, but the only one and best I could think of right off the top of my head. Plus Royal Magic Library is a Light Monster, which goes well with two of your killer Monsters, Chaos Sorcerer and Lightpulsar Dragon, and is a somewhat decent defender early on in the game.

The other issue that could, or in many games will come up is that you are relying on little more than a handful (4 to be more exact) Monsters that can win you the game, namely your two Chaos Sorcerers and the lone Lightpulsar and Dark Armed Dragon. By adding Monster Reincarnation, and I am growing more and more fond of the idea to run two copies, this problem could be amended to a certain degree, as you can retrieve your lost “killers” through it. Despite the, in this deck especially harsh cost of having to discard a card from hand as an additional cost, I actually prefer Monster Reincarnation over any other Monster retrieval or reanimation card as your finisher Monsters cannot be Special Summoned in any other ways than what is described on them, thus disqualifying them for let’s say Monster Reborn or Call of the Haunted. Hence, Monster Reincarnation should be a good way to retrieve any of your lost “killers”.

Conclusion:

So there you have it. My attempt to emulate the feel and playing style of a Magic: the Gathering “Mono Black Control” deck “ported” to the Yu Gi Oh TCG. I have to admit the deck is far from being Monster/Creatureless as its model in Magic: the Gathering is. I honestly think creating a nearly monsterless deck in the context of Yu Gi Oh is a next to impossible, as the whole game is more Monster/Creature-centered then its brother Magic: the Gathering, in which creatureless strategies are much, much more viable and supported. Overall I am quite happy with the initial card list I came up with for this deck, I like the interactions of the differnet cards and have the feeling this one could actually work. It has to be mentioned again that the Monster-part of this deck could well be exchanged for something completely different, but I think my Light&Darkness approach has a lot going on for it, with big beaters that can be Special Summoned rather easily and which sport effects that are very thematic and go along well with the overall strategy of “Destruct-a-Tron”.

Well I hope you enjoyed this rather lengthy article of mine with a fresh way to look at a deck taken right out of another game altogether.

Thank you for reading and please let me know your thoughts on all this!

Game on!

Yours,

Andi

Visual Impressions – Three New Decks

Three of my more recent decks. See card list in English below the pictures!

ALO Beatdown:

ALO Beatdown

Monsters:

3 x 7 Colored Fish

3 x Gagagigo

3 x Warrior of Atlantis

2 x Abyss Soldier

3 x Terrorking Salmon

3 x Gigo Gagagigo

2 x Mecha-Seadragon Plesion

1 x Levia-Dragon – Daedalus

Spells:

3 x A Legendary Ocean

3 x Dark Factory of Mass Destruction

2 x Double Summon

2 x Symbols of Duty

2 x Heart of the Underdog

1 x Water Hazard

1 x Monster Reborn

1 x Dark Hole

1 x Lightning Vortex

Traps:

2 x Aegis of the Ocean Dragon Lord

1 x Torrential Tribute

1 x Ultimate Offering

XYZ-Warriors (With a pinch of Synchro):

XYZ Warriors

Monsters:

3 x Marauding Captain

3 x Feedback Warrior

3 x Field Commander Rahz

3 x Goblindbergh

3 x Rose, Warrior of Revenge

3 x Trident Warrior

1 x Exiled Force

1 x D. D. Warrior Lady

Spells:

3 x Reinforcement of the Army

3 x Generation Force

3 x XYZ-Energy

2 x Overlay Regen

2 x XYZ-Territory

1 x Premature Burial

1 x The Warrior Returning Alive

Traps:

3 x XYZ-Effect

1 x Call of the Haunted

1 x Ultimate Offering

Extra:

1 x Scrap Archfiend

1 x Black Rose Dragon

1 x Stardust Dragon

3 x Colossal Fighter

3 x Number 17: Leviathan Dragon

3 x Gem-Knight Pearl

3 x Number 39: Utopia

XYZ/Synchro Normals:

XYZ-Synchro Normals

Monsters:

3 x Flamvell Guard

3 x Tune Warrior

2 x Genex Controller

3 x Jerry-Beans Man

3 x Gemini Elf

3 x Gene-Warped Warwolf

3 x Alexandrite Dragon

Spells:

3 x Symbols of Duty

3 x Swing of Memories

3 x Double Summon

3 x Heart of the Underdog

1 x Pot of Greed

1 x Mystical Space Typhoon

Traps:

3 x Justi-Break

2 x Skill Drain

1 x Call of the Haunted

1 x Ultimate Offering

Extra:

1 x Brionac, Dragon of the Ice Barrier

2 x Gaia-Knight, Force of the Earth

2 x Scrap Archfiend

1 x Black Rose Dragon

1 x Stardust Dragon

2 x Naturia Leodrake

2 x Number 17: Leviathan Dragon

2 x Gem-Knight Pearl

2 x Number 39: Utopia

XYZ Warriors WIP

Well maybe I am missing out on something, but at least as far as my knowledge of the huge card pool available in the Yu Gi Oh TCG goes, Warriors seem to be the most supportive Monster Type when you are trying to build a decent deck focused on XYZ Summoning and XYZ Monsters. What is more, many great XYZ Monsters I am aware of are Warrior Types, such as the powerful Number 39: Utopia of which I happen to own a playset as thankfully, they included it in more than one Starter Deck.

As I always like to grab some Starters (and Structure Decks) as soon as they come out, thinking they are offering great value for their price, I realized I had quite a few cards which would make for an at least half-decent XYZ Deck so I thought I should do just that. What I came up with is the first draft of a Warrior-XYZ Deck with some cards I would like to at least try out still missing. So here’s the card list for my Deck draft. Afterwards, as usual, I would like to give you some thoughts on the individual card choices.

So here we go:

XYZ Warriors (WIP):

Monsters…20

3 x Marauding Captain (Lv 3)

3 x Feedback Warrior (Lv 3)

3 x Giant Rat (Lv 4)

3 x Field Commander Rahz (Lv 4)

3 x Goblindbergh (Lv 4)

3 x Trident Warrior (Lv 4)

1 x Exiled Force

1 x D. D. Warrior Lady

Spells…15

3 x Reinforcement of the Army

3 x Generation Force

3 x XYZ-Energy

2 x Overlay Regen

2 x XYZ-Territory

1 x The Warrior Returning Alive

1 x  Premature Burial

Traps…5

3 x XYZ-Effect

1 x Ultimate Offering

1 x Call of the Haunted

Extra…12

3 x Number 17: Leviathan Dragon

3 x Grenosaurus

3 x Gem-Knight Pearl

3 x Number 39: Utopia

The Strategy:

This Deck is pretty straightforward. Swarm the field with lots of Warrior Type Monsters, facilitated through the Special Summoning effects of cards such as Marauding Captain, Trident Warrior and Goblindbergh, to XYZ Summon multiple times and early on at best. Use your XYZ-Support cards to dominate the field and overpower the opponent in battle. General Warrior support cards like the extremely versatile Reinforcement of the Army ensure the deck is running smoothly.

And here’s some thoughts on my card choices:

Marauding Captain:

The “star” in many or most Warrior builds – for good reason. Not only does Marauding Captain provide you with a very easy to set-up two-card lockdown, he also has a secondary ability that goes extremely well with decks that make use of XYZ- (and Synchro-) Summoning. For no additional cost you can Special Summon any Level 4 or lower Monster from your hand when Captain is Summoned. This is a great way to set up an easy XYZ-Summon but can also be used defensively, setting up the “Marauding Captain Lock” easily if you drop a second Captain through the effect of the first one. Cards like Reinforcement of the Army and The Warrior Returning Alive work extremely well in helping to facilitate said lockdown. Overall probably the most useful Monster in this Deck and, in my opinion, any Warrior Deck.

Feedback Warrior:

This one is less thrilling than Marauding Captain, although it has a great synergy with the whole XYZ-Summoning theme of the Deck. When this one is Summoned  (Normal or Special – it does not matter) you can change the Level of any face-up Monster to Level 3. This means you can sync up another of your Monsters with Feedback Warrior, who is also Level 3, to power off XYZ-Summoning into one of your Rank 3 Monsters easily. Pretty handy, especially when combined with Goblindbergh or Trident Warrior, who are both Level 4. Otherwise, Feedback Warrior is pretty useless with a puny 800 ATK and 700 DEF. Best used for XYZ-Summoning!

Giant Rat:

Giant Rat is the only non-Warrior Monster I am running in this deck, and while it is great in replacing itself when destroyed in Battle and for searching some of the Monsters in the Deck, I am considering to drop it for a more useful card I am not aware of at the moment or may have missed. So 3 Monster Card Slots in this deck are not set in stone at all – your card suggestions would be very welcome here!

Field Commander Rahz:

Rahz is a great search engine in a Warrior Deck that lets you pick any Warrior Type Monster from your Deck and put it on top of the Deck, to be drawn during your next Draw Phase (or whenever you draw your next card). It may be a good idea to search for a second copy of Marauding Captain if you already got one in hand or in play, so you can either set up the lockdown I talked about above or XYZ-Summon through Captain’s secondary effect. Do not play Field Commander Rahz if you are planning on playing Reinforcement of the Army in the same turn! This is pretty obvious but I thought it should be mentioned… 🙂

Goblindbergh:

Like Marauding Captain, this airborne Goblin Warrior lets you Special Summon a Level 4 or lower Monster from you hand, providing an easy and fast way to XYZ-Summon into a Rank 4 Monster – or a Rank 3 Monster if you use Goblindbergh’s effect to Special Summon Feedback Warrior, with which you can conveniently demote Goblindbergh’s Level to Level 3.

Trident Warrior:

The third Monster in this Deck that allows you to Special Summon from your hand. Trident Warrior is somewhat like Marauding Captain’s little brother, letting you Special Summon a Level 3 or lower Monster from your hand when you Summon him. Probably the best target for this is, yet again, Feedback Warrior, which can turn your Trident Warrior into a Level 3 Monster so you will be able to use Feedback and Trident Warrior to XYZ-Summon into one of your Rank 3 Monsters.

Exiled Force: 

Just a one-of if you need to get rid of any troublesome Monster real bad. Searchable with Giant Rat and Reinforcement of the Army, you will be able to get it out of your Deck and use its effect to annihilate any Monster on the field, no matter how strong and in what position, easily.

D. D. Warrior Lady:

Similar to Exiled Force as I included only 1 copy in this particular deck and it should be used to get rid of a Monster for good. Sometimes destroying a Monster is not enough, but luckily your one-shot D. D. Warrior Lady will banish the Monster which is bothering you most.

Reinforcement of the Army:

This is a key-card in any Warrior Deck, letting you search out any Warrior in this particular build (as all your Warriors are Level 4 or lower). Reinforcment of the Army just turns your whole deck into one nice, big toolbox. Need another Warrior of a certain Level to XYZ-Summon? Need that second Marauding Captain to set up the lockdown? Wanna get rid of a Monster that is causing you troubles? Well look no further – Reinforcement of the Army is your all-in-one solution!

Generation Force:

This is a great way to add a copy of one of the many “XYZ-cards” from your deck to your hand. In the current build you can search for XYZ-Energy, which destroys any Monster if you have an XYZ Monster with some XYZ-Material still attached handy, search for XYZ-Territory, which will boost the power of your XYZ-Monsters in battle or search for XYZ-Effect which will destroy any one card on the field when you manage to XYZ-Summon a Monster. Also, Generation Force, while getting you a copy of the XYZ-card you need most at the moment, thins out your deck so your chances of drawing more useful cards from a slimmer Deck are increased. I would like to add more XYZ-cards as one-offs to be searched out by Generation Force, such as XYZ-Rebirth. I have to investigate a bit more regarding the different XYZ-cards availaible…

XYZ-Energy:

Nice Pinpoint Destruction in an XYZ-Deck. The penalty of having to remove one XYZ-Material from one of your XYZ Monsters is not too harsh, especially if you have Gem-Knight Pearl out, who has no inherent effect using up XYZ-Material and hence has no good use of those in itself anyways…

Overlay Regen:

This is somewhat of a semi-useful card. While it can, to some degree, “reload” your Leviathan Dragons, Grenosaurs and Utopias, this is the card that will most likely be replaced with more useful cards such as XYZ-Rebirth and Oni Gami Combo. More on that later.

XYZ-Territory:

This Field Spell should ensure the dominance of your XYZ-Monsters in battle, with Gem Knight Pearl being your strongest beater at a base ATK of 2600. XYZ-Territory gives your XYZ Monsters an ATK and DEF boost of 200 times its Rank. That will turn your Gem Knights for example into 3400 behemoths. A force to be reckoned with. And as a cool bonus, XYZ-Territory has an inbuilt protection mechanic against Spell and Trap Removal, as you can remove an XYZ-Material from any of your Monsters to prevent its destruction…

The Warrior Returning Alive: 

I should rather be running Monster Reborn instead of this but it was my intention to skip what I call the “power cards” which are useful in pretty much any Deck in this build (cards like Pot of Greed, Raigeki, Change of Heart and Monster Reborn to name a few). The Warrior Returning Alive kinda turns your Graveyard into a “Warrior Toolbox” which offers more and more “tools” the longer the game lasts and the more of your Monsters are sent to the Graveyard.

Premature Burial:

This is best used to reanimate one of your fallen XYZ-Monsters and serves the same purpose as Call of the Haunted or to a lesser extent The Warrior Returning Alive which I commented on above. Of course you can use Premature Burial to revive any Monster from your Graveyard in order to use it as Material for XYZ-Summoning.

XYZ-Effect:

Your solution to any problem. Well at least XYZ-Effect can and will get rid of any troublesome card your opponent managed to drop – be it Monster, Spell or Trap. The only thing is that you need to pull off an XYZ-Summon to activate this Trap. That should not be a big problem as all the deck is focused on XYZ-Summoning easily and repeatedly.

Ultimate Offering:

Well this one is a staple in any Deck trying to swarm the field and, provided your hand is filled with Monsters, which should be the case early on in the game, you can use Ultimate Offering repeatedly to pull of more than one XYZ-Summon in one turn.

Call of the Haunted:

As Premature Burial, this one is best used to reanimate your powerful XYZ Monsters that have been destroyed previously and can of course be used to get you some generic Monster from your Graveyard in order to pull off an XYZ-Summon easily.

Number 17: Leviathan Dragon:

Can become a 3000 ATK Monster (which cannot attack an opponent directly in that stage) which is pretty amazing for a Rank 3 Monster. With XYZ-Territory in play, it is a 2600 ATK Monster in its basic form (during damage calculation only).

Grenosaur:

A neat 2000 base ATK combined with a pretty powerful direct damage effect. In conjunction with XYZ-Territory, Grenosaur will be able to take out most of the early Monsters the opponent manages to Summon, dealing 1000 extra damage when you remove an XYZ-Material.

Number 39: Utopia:

A good beater at 2500 ATK with a useful effect. You can use Overlay Regen to keep it alive while you are using its XYZ Material for negating your opponent’s attacks.

Gem-Knight Pearl:

A “vanilla” XYZ Monster with a more than decent ATK of 2600, even outnumbering Number 39: Utopia in terms of sheer ATK power.

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Well, there you have it – my initial draft of an XYZ Warriors Deck. It is far from finished and I have the feeling that it could be improved a lot. so here are some thoughts of how I want to improve the current build. Your comments and ideas how to make this deck rock would be much appreciated!!

What I want to add to the Deck:

  • A replacement for Giant Rat:

Giant Rat is somewhat the oddball Monster in  the Deck. While it can search for quite a few of the other Monsters in the Deck when destroyed in battle, I think it is somewhat semi-functional and useful in this build so I am looking for Monsters to replace it. Maybe I should swap it for a playset of the Tuner – Warrior Monster Rose, Warrior of Revenge and add just a pinch of Synchro to the Deck. But more on that later…

  • XYZ-Rebirth:

As mentioned above, I really want to have a greater variety of cards with “XYZ” in their names so Generation Force will be the key to a toolbox of different XYZ-cards with all kinds of effects. XYZ-Rebirth would be a perfect candidate for that and I would gladly replace one of the Overlay Regens with a copy of Rebirth – If I would only be able to find a copy on ebay or somewhere else 😛

  • Oni Gami Combo:

Another card which I would like to add somehow to this deck but simply have no access to at the moment (my card trader of choice does not have it for once…). I think this would be a great addition to the deck (sadly it does not qualify for the Generation Force “XYZ toolbox” as it lacks “XYZ” in the card name) as enabling an XYZ Monster to attack twice in one Battle Phase sounds like a great potential for dealing a ton of damage and could quite possibly be THE finishing move in many games. This one is best suited for Gem-Knight Pearl, whose XYZ Material is pretty much useless on him anyways and the penalty of removing all XYZ Material from the Monster you use Oni Gami Combo on has no disadvantage to the Gem Knight as far as I understand.

  • A pinch of Synchro??

As mentioned above, I could just swap the Giant Rats for a Playset of Rose, Warrior of Revenge, who is a Level 4 Tuner Warrior Type Monster, meaning it can be searched via Reinforcement of the Army and Field Commander Rahz and would add a whole new dimension to this deck, which I had intended to focus on XYZ-stuff. Combined with Goblindbergh and Marauding Captain, Rose could be used to Synchro Summon into stuff like Red Dragon Archfiend, Stardust Dragon among others. I am a bit reluctant to add even just a pinch of Synchro to this XYZ-oriented Deck but it might be something to consider as adding this pinch would not be very hard at all and could offer alternative ways to victory… Heck, I could even add in some lowly Tune Warriors for some extra Synchro Action, which would enable me to Synchro Summon into powerful Level 6 Synchro Monsters such as Brionac, Dragon of the Ice Barrier. This could be done easily by combining Marauding Captain (Lv 3) with Tune Warrior (also Lv 3) starting on your very first turn.

  • Changes in the Extra Deck:

With the possible addition of the Tuner Monster Rose, Warrior of Revenge, I would have to add some Level 7 and 8 Synchro Monsters to the Extra Deck. Scrap Archfiend, Red Dragon Archfiend and Stardust Dragon come to mind. I am also looking for some other XYZ Monsters of Rank 3 and 4 to add to the Extra Deck. Please suggest if you think you know some that may be worthwile to add or replace some of the XYZs I am currently running.

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OK this is about all I can tell you about my XYZ-Warriors Work-In-Progress Deck. As you have seen, or read rather, it is far from finished and needs some serious tinkering. Please let me know what you think and if you happen to know of one or more cards that could be added to improve this first deck draft, do not hesitate and suggest the card(s) you have in mind to me right away!

So thanks a bunch for reading. Hope you enjoyed my XYZ-ramblings!

Game on!

Andi

 

EDIT: I forgot to mention: Of course if I go the XYZ road, Colossal Fighter would be a MUST in the Extra Deck!

Lowlands (Low Level Wetlands Deck)

Just a couple of days ago, when I was filling a binder with more or less playable cards that I had lying around in a rather unorganized manner I came across this Field Spell…

… and thought immediately “This needs a deck built around it”. Wetlands seemed so tempting, giving the eligible Monsters a huge boost of 1200 ATK. Well the Monsters this Field Spell boosts have to be Level 2 or lower Aqua Type Monsters, which limits the advantage it gives to them considerably, but that is exactly one of  the Deckbuilding Challenges I like in (trading) card games like YU Gi Oh. So I set out to scour the endless reaches of the World Wide Web in search for cards that would form a deck built around the Wetlands Field Spell, and this is what I came up with. As always, I will first give you the full deck list I have come up with and then discuss my card choices in a more detailed manner. So here comes…

LOWLANDS DECK (Low Level Wetlands): 

Monsters…

3 x Ooguchi (Lv 1)

3 x Unifrog (Lv 2)

3 x Starboy  (Lv 2)

3 x Penguin Soldier (Lv 2)

3 x Cryomancer of the Ice Barrier (Lv 2)

3 x Mother Grizzly (Lv 4)

2 x Skreech (Lv4)

Spells…13

3 x Salvage

3 x Terraforming

3 x Wetlands

3 x Moray of Greed

1 x Dark Hole

Traps…7

3 x Aegis of the Ocean Dragon Lord

3 x Gravity Bind

1 x Torrential Tribute

Extra…6

3 x Gachi Gachi Gantetsu

3 x Number 39: Utopia

The Strategy:

The overall strategy of this Deck is to lock down the opponent with Gravity Bind and Cryomancer of the Ice Barrier as your backup while attacking with low level aquas which receive a whooping 1200 ATK boost from the centerpiece of the deck, Wetlands, and some of which can attack your opponent direclty, getting around the Monsters your opponent will most likely rally to block your offense. The Deck I have come up with sports a number of very nice interactions which I will describe in detail in my card choices below:

The Card Choices:

Ooguchi:

This can attack your opponent direclty and will be a 1500 ATK Monster under Wetlands.

Unifrog:

Another low-level Aqua Type Monster with the ability to attack direclty which will have an ATK of 1600 boosted by Wetlands. Together with Ooguchi, Unifrog will be vital to get around the Monsters your opponent will without any doubt drop in order to stop your onslaught of low level Aquas, which won’t outpower the opponent’s Monsters even with Wetlands in play in most cases.

Starboy:

Starboy will be a respectable 2250 ATK Monster with the aid of Wetlands plus it gives all other Aqua Monsters a considerable additional ATK boost of 500. The more Starboys you manage to drop the better!

Penguin Soldier:

While this will be boosted to an ATK of 1950 by Wetlands, you will want to set these little Penguin dudes to bounce up to two troublesome opponent Monsters, considerbaly disturbing your opponent’s plans and strategy. Still at 1950 it will kill off most non-Tribute Monsters so the Penguin can be used offensively as a fairly powerful beatstick as well.

Cryomancer of the Ice Barrier:

While, in this particular deck, you can ignore the fact that this is a Tuner Monster, Cryomancer of the Ice Barrier is you backup plan for the Gravity Bind Lockdown. This deck has various ways to get two copies of this one into play, activating its effect that no Level 4 or higher Monsters can attack. I have to mention that Cryomancer will become a 2500 ATK beatstick under Wetlands, so it doubles as a major attacker as well.

Mother Grizzly: 

Along with Skreech, Mother Grizzly is the oddball in this deck as it is a Level 4, Non-Aqua Monster which will not be able to attack under Gravity Bind or the Cryomancer Lock and which will not get the ATK Boost from Wetlands. The thing is, I do not intend to use it as an attacker, but it is a great search engine for any other Monster in the Deck, as none have a base ATK of more than 1500. Mother Grizzly is best used to get you the second copy of Cryomancer to facilitate its inbuilt Lockdown. But as I said you can use Mother Grizzly to Special Summon ANY Monster in this particular deck and you should best run it into a bigger Monster – kamikaze-style – so you can get out the Monster you need most at that point. Plus Mother Grizzly thins out your deck (There is actually a lot of deck thinning involved in this particular build, which is never a bad thing to do…).

Skreech:

The other oddball Level 4 Monster I am running – for good reasons! Skreech is not in the deck to attack, but to be destroyed in battle. If it is, you can send any 2 Monsters from your Deck to your Graveyard directly. Combine this with Salvage, which lets you return any 2 Water Monsters with 1500 ATK or less from your Graveyard to your hand, and you got yourself an exquisite Monster Toolbox. Just let Skreech die in battle and send any two Monsters from your Deck to your Graveyard only to retrieve them at once with Salvage. What a great synergy IMHO! Usually your targets for this combo should be two Cryomancers, which will let you set up its lock easily, but again, you can grab any 2 Monsters you need most at that time!

Salvage:

Salvage is great in this deck. As none of your Monsters have a higher base ATK than 1500, you can retrieve any 2 Monsters from your Graveyard with Salvage, which creates card advantage for you – always a good thing to do – as you spend one card (Salvage) to get 2 cards. Combine with Skreech as mentioned above.

Terraforming:

Running 3 copies of this one may seem a bit much and may result in dead card in the form of surplus copies of Wetlands in your hand, but it doubles your chances of getting a hold of Wetlands, which is, as mentioned before, without any doubt THE key card to the success of this deck. So yeah, I am running a playset of 3.

Wetlands:

The card which makes and breaks this deck. Increases the ATK of all Level 2 or lower Aqua Type Monsters by a phenomenal 1200 ATK, making your Lv 2s into powerful attackers that have to be reckoned with. For example it turns your Cryomancers into 2500 ATK beasts and your lowly Ooguchis and Unifrogs into 1500 and 1600 ATK Monsters respectively that can attack direclty, which will apply considerable pressure to your opponent.

Moray of Greed:

A powerful draw Spell for any Deck with a considerable number of Water Monsters. As this is a deck with only Water Monsters, I included three copies of Moray as it, while not creating card advantage, can replace two Water Monsters from your hand (to be shuffled into the Deck) with 3 new cards which may be more useful than what you shuffled into the deck for it.

Dark Hole:

Dark Hole is never a bad idea to run, as it can clear the field in cases where the opponent has the upper hand when it comes to Monsters. Also, it interacts greatly with Aegis of the Ocean Dragon Lord in a Deck where all your Monsters except 5 are Level 2 or lower.

Aegis of the Ocean Dragon Lord:

I simply could not pass on this card and included 3 copies because it works so well on so many levels in a deck with 15 out of 20 Monsters with a Level of 2 or lower. Aegis can protect nearly all your Monsters from pinpoint or universal destruction (field wiping effects like that of Lightning Vortex for example) and in the worst case lets your army survive a massive opponent attack for one turn. What is really nifty is the fact that with Aegis of the Ocean Dragon Lord, you will be able to set off your own field sweepers like Dark Hole and Torrential Tribute without harming yourself or with at least part of your Monsters surviving. Wiping out all your opponent’s Monsters while most of yours surive under the protection of Aegis can give you considerable field advantage and may well be decicive in winning you the game. Hence, 3 copies of this powerful Trap.

Gravity Bind:

Besides Cryomancer of the Ice Barrier, your main way of stalling and preventing your opponent’s higher level Monsters from attacking. As this is a Trap it will most certainly fall victim to Spell and Trap removal cards such as Mystical Space Typhoon, Heavy Storm and/or Breaker, the Magical Warrior to name a few. This is why this deck does not rely solely on Gravity Bind, having the option to achive the same lockdown with two copies of Cryomancer out. I was considering to add Level Limit- Area B to have a Spell with the same lockdown capabilities as Cryomancer and Gravity Bind as well to serve as another backup for those. Testing will show if I need a third way of preventing the opponent from attacking…

Torrential Tribute:

Serves pretty much the same purpose as Dark Hole and works equally great when combined with Aegis of the Ocean Dragon Lord.

Gachi Gachi Gantetsu: 

I decided to run a few XYZ-Monsters as well (please suggest some more if you know of any that would go well with this particular deck) and Gachi Gachi Gantetsu is ideal in a deck with plenty of Level 2 Monsters. You best Summon it in Defense Position and remove its XYZ-Material only if absolutely necessary, as it will give all your Monsters a 200 ATK and DEF boost for each XYZ Material attached to it.

Number 39: Utopia:

XYZ-Summoning into a copy of Number 39: Utopia would be a great alternative use for your Level 4 Monsters. You should be able to drop some Skreeches and Mother Grizzlies easily under the protective lockdown of Cryomancer and/or Gravity Bind and, if my personal interpretation of the rules is correct, the 2500 ATK Utopia will be able to launch it attacks even under said lockdown(s) as it does not have a Level, but rather a Rank. I may be wrong about this so please correct me if this is the case! I wanted to run Number 17: Leviathan Dragon as well but alas, no Level 3 Monsters in this particular deck 😦

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Well there you have it, my attempt at a deck that maxes out on the effect of Wetlands. Yet again I made a deck that is as budget as budget gets and I think what I got here is not only cheap to assemble but has some nice interactions going on, with a flexible “Monster Toolbox” in the form of Mother Grizzly, Skreech and Salvage, and with some nice lockdown/stall effects plus a pinch of XYZ, which may just be able to catch an unprepared opponent off guard. Definitely looking forward to trying this one! 🙂

As always, your comments and suggestions would be more than welcome and much appreciated!

Until next time!

Game on!

Yours,

Andi

My take on Flamvell-Synchro

As far as I can tell Flamvell-Synchro is quite popular even in a competitive environment due to the explosive Synchro- and XYZ-Summoning capability of the key Spell in such decks: Rekindling

Combined with the powerful ability of Flamvell Firedog

Synchro- and XYZ-Summoning is made easy early on in the game. As I noticed I had about all the cards  needed for my own take on Flamvell Synchro at the ready (like tripple Rekindling and other cards I had found in my three copies of the Onslaught of the Fire Kings Structure Deck I wrote about just a few days ago) I just thought, what the hell, why not try my luck at one of those. So here is the decklist I have come up with: My take on Flamvell Synchro (with a pinch of Lightsworn 😉 ):

A Word of Caution:

Regular readers of this here blog will already know that official Banned and Restricted Lists mean nothing to me and my buddies over here. We are just a couple of guys who enjoy playing the Yu Gi Oh TCG for fun in a casual environment. Yeah, we are outlaws – take that Konami! 🙂 This being said, don’t be confused when you see that I am running banned cards like a copy of Card of Safe Return (at least I think it is banned…) or three copies of restricted cards like Card Trooper (at least I think it is restricted…). We have our own restricted list over here so that is why. But let’s move on to the actual deck…

Andi’s Flamvell Synchro:

Monsters…20

2 x Flamvell Poun (Lv 1)

3 x Ryko, Lightsworn Hunter (Lv 2)

1 x Flamvell Archer (Lv 3 Tuner)

3 x Flamvell Firedog (Lv 4)

3 x Flamvell Magician (Lv 4 Tuner)

3 x Summoner Monk (Lv 4)

3 x Card Trooper (Lv 4)

1 x Breaker, the Magical Warrior (Lv 4)

1 x Cyber Dragon (Lv 5)

Spells…17

3 x Rekindling

1 x Pot of Greed

1 x Graceful Charity

1 x Card of Safe Return

1 x Charge of the Light Brigade

1 x Change of Heart

1 x Lightning Vortex

1 x Dark Hole

1 x Monster Reborn

1 x Premature Burial

1 x Mystical Space Typhoon

1 x Giant Trunade

1 x Heavy Storm

1 x Magical Stone Excavation

1 x Swords of Revealing Light

Traps…3

1 x Solem Judgment

1 x Bottomless Trap Hole

1 x Torrential Tribute

Extra…13

3 x Colossal Fighter

3 x Red Dragon Archfiend

2 x Stardust Dragon

1 x Black Rose Dragon

1 x Brionac, Dragon of the Ice Barrier

3 x Number 39: Utopia

The Strategy:

For those who are not familiar with Flamvell / Flamsworn types of decks, the basic strategy of this deck is to Synchro Summon and/or XYZ Summon into something big (like Stardust Dragon or Number 39: Utopia) early and repeatedly. This is typically achieved through Flamvell Firedog and its great ability and through the key Spell of this deck: Rekindling.

The Monsters:

Let’s start with the “star of the show”: Flamvell Firedog is in itself a real Snychro-XYZ-engine as it lets you Special Summon any Fire Monster with 200 or less ATK from your Deck whenever it destroys a Monster in battle. With an impressive 1900 ATK this should happen quite often early on. Your prime targets for Firedog’s effect would most of the times be Flamvell Magician, a Lv 4 Tuner and the lone copy of Flamvell Archer, which is a Lv 3 Tuner, allowing you to Synchro Summon into Stardust Dragon or Red Dragon Archfiend easily. You could also opt for XYZ Summoning into Number 39: Utopia.

Summoner Monk serves a similar purpose as Firedog, as it lets you Special Summon a Level 4 Monster from your Deck at the cost of discarding a Spell card from your hand, setting up massive Synchro- and XYZ-Summons easily. A good target for Monk would be for example Flamvell Magician.

Ryko, Lightsworn Hunter and Card Trooper are in the deck primarily to load your Graveyard with lots of Monsters, setting up massive Synchro- and XYZ-mayhem powered through Rekindling. What is more, both Monsters have very useful effects to boot. While Ryko lets you destroy any one card on the field when flipped, Card Trooper can grow huge for the cost of discarding cards from your deck AND draws you a card when it is destroyed, conveniently replacing itself.

Flamvell Poun can be quite useful, particularly to get you a much needed Flamvell Firedog as you can set it and have it killed in order to search your Deck for one of your Flamvell Monsters.

I included a copy of Cyber Dragon because you can combine it with Flamvell Archer to Synchro-Summon into any Lv 8 Synchro Monster and a copy of Breaker, the Magical Warrior for some additional Spell and Trap Removal. I am considering to replace either of them with another copy of Flamvell Archer but am not sure about that yet. Testing the deck will show.

The Spells:

I am virtually running four copies of Rekindling, THE key Spell in the whole Deck, in this particular build. 3 copies of Rekindling, and I have discussed what it does already, and one copy of Magical Stone Excavation. The latter may create serious card disadvantage, requiring you to spend a total of 3 cards (Stone Excavation itself plus discarding 2 cards from your hand) but allows you to retrieve a spent or lost Rekindling, or any Spell Card, from your Graveyard. In a Deck that is all about sending tons of cards to the Graveyard, Magical Stone Excavation can give you access to a “Graveyard Toolbox” if you draw it, as your Graveyard is bound to be full of useful Spells and this card just lets you retrieve any, the one you need most at the moment. Also, you can discard surplus, otherwise useless Monsters from your hand in order to Special Summon them from your Graveyard through Rekindling.

Speaking of Special Summoning from the Graveyard: I simply had to include a copy of Card of Safe Return. Seriously, this card simply rocks when combined with Rekindling and a well-filled Graveyard, allowing you to draw up to 5 (!) cards if you are able to use Rekindling at its full potential. Even if you Special Summon only 2 or 3 Monsters from the Graveyard through Rekindling, Card of Safe Return will create some massive card advantage for you. This one is on my personal restricted list for good reasons! 🙂

The rest of the Spells is a mix of general power and utiltiy Spells. Some card draw in the form of Pot of Greed and Graceful Charity (the latter can be especially useful for loading your Graveyard with Monsters), some Mass Monster Removal like Dark Hole and Lightning Vortex as well as Reanimation like Monster Reborn and Premature Burial and Spell and Trap Removal in the form of Mystical Space Typhoon, Giant Trunade and Heavy Storm, ensuring your freshly Synchro- and XYZ-Summoned Monsters can launch a deadly attack safely.

The Traps:

I am running only 3 Trap Cards in this build and the card choices are pretty standard with a Solemn Judgment, one copy of Bottomless Trap Hole and Torrential Tribute each.

The Extra Deck:

As you can see in the above card list, the Extra Deck is pretty generic and not-so-exciting either, with some Synchros such as Stardust Dragons, Red Dragon Archfiends and Number 39: Utopia as the lone XYZ-Monster. And this is where I would appreciate your help and input. I am still not very knowledgable when it comes to the huge mass of Synchro- and, more recently, XYZ-Monsters they have been releasing over the course of time so if you have any suggestions which Synchro- and/or XYZ Monsters to run along with this particular Deck, please feel free to write me a comment or two. That would be much appreciated!!

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Anyways this is my take on Flamvell Synchro for you. I feel it is a bit uninspired and generic and maybe less original than some of the decks I have posted about previously on here, but I am looking forward to playing and trying this one out. As I said I had pretty much all the cards I needed to build this handy so it was only natural for me to try my luck with a Flamvell Synchro Deck!

Well thank you for reading nevertheless. And please don’t hesitate to drop me a line or two with your suggestions and feedback down in the comments! Thanks in advance!

Game on!

Yours,

Andi

 

P.S.: I know that you typically see three copies of Book of Moon in this type of deck! I had my reasons not to include them but am willing to reconsider if I feel they are missing in my initial plays with this deck! 🙂

A Legendary Ocean Beatdown

Among the over 1000 random Yu Gi Oh cards that were included in the “box-o’-cards” I had ordered some while ago were, besides some copies of A Legendary Ocean (in the following ALO for short)…

…two Normal Monsters which raised my interest in conjunction with ALO. Here they are:

These two may seem average stats-wise for one-Tribute Normal Monsters at 2450/2400 ATK but combined with ALO, those two are a force to be reckoned with. The thing here is that both are Level 5. Now ALO decreases the Level of each Water Monster by one, turning these one-Tribute Monsters into Monsters requiring no Tribute to be Summoned at all. PLUS ALO gives a +200 ATK and DEF Boost to all Water Monsters. This turns your Giga Gagagigos and Terroking Salmons into 2650 / 2600 ATK Beasts which can be played at no cost, without having to offer Monsters as Tribute. Now if you have been following this blog for a while you will know that I have a soft spot for Decks revolving around Normal Monsters (largely due to the existence of, in my opinion, excellent support cards) and like building unusal Decks on a buget. Now what I have come up with, while not being a purely Normal Monster Deck, is as budget friendly as it gets (Mirror Force is not really necessary, I just happen to have access to a couple). Please have a look at the decklist I have come up with. It is far from final as my knowledge of different cards is still somewhat limited – any suggestions would be more than welcome. Also, please keep in mind this is a fun, casual, budget deck not aiming to be competitive and not built for a tournament context!

ALO Normal Beatdown:

Monsters…21

3 x Seven Colored Fish

3 x Gagagigo

3 x Warrior of Atlantis

2 x Abyss Soldier

3 x Terrorking Salmon

3 x Giga Gagagigo

2 x Mecha Sea Dragon Plesion

2 x Levia-Dragon – Daedalus

Spells…14

3 x A Legendary Ocean

3 x Symbols of Duty

3 x Double Summon

3 x Dark Factory of Mass Production

2 x Heart of the Underdog

Traps…5

2 x Aegis of the Ocean Dragon Lord

1 x Torrential Tribute

1 x Mirror Force

1 x Ultimate Offering

Extra…3

3 x Number 17: Leviathan Dragon

Well that’s my budget ALO Normals Beatdown deck list or draft for you. Let me share some of my thoughts about the card choices I made.

Warrior of Atlantis vs Terraforming:

In this particular Deck, and most of you will probably agree, I prefer running 3 copies of Warrior of Atlantis

…over Terraforming…

…for various reasons. First of all, ALO is your only Field Spell in this Deck and while Terraforming thins out your Deck, Warrior of Atlantis serves the same purpose and even circumvents any Spells or Traps that negate Spells. The best reason to run Warrior over Terraforming is probably that Warrior of Atlantis never is a dead card in your hand, as you can summon it rather than use its effect which will give you a respectable 1900 ATK beatstick. Moreover if you have ALO out it will be a 2100 ATK Monster, a level of power which is not even surpassed by Genewarped Warwolf or Alexandrite Dragon for example. I think running 3 copies of Warrior of Atlantis is more than justified as ALO is without any doubt THE key card in this particular build (besides other things it reduces your Salmons and Gagagigos to level 4, allowing you to summon them at no cost/without Tributes required) and 3 copies of Warrior double your chances of getting one. I refrained from adding any copies of Terraforming though as I think those would just be dead cards with 3 copies of ALO and 3 copies of Warrior already in the Deck.

The Normal Monsters:

I am running Normal Monster support cards such as Dark Factory of Mass Production and Heart of the Underdog, hence a decent number of Normal Monsters are included in the Deck. In total I am running 12 Normal Monsters which may or may not be enough to ensure the Normal Monster support cards work at their best. Anyways, these are the best ones I was able to find (if there are even better ones I am not aware of, please kindly point me to those in a comment!):

Seven Colored Fish & Gagagigo:

As I am running several Normal Monster support cards I think those two, while substandard in other decks, should work quite well with 1800 and 1850 ATK respectively. ALO, which you should be able to drop consistently early on, turns them into more than decent 2000 and 2050 ATK beatsticks. Besides, I have a soft spot for Seven Colored Fish which has a certain nostalgic charm to it – which of course is not a good reason to play it…

Giga Gagagigo & Terrorking Salmon:

As discussed already, those two Monsters just kick major butt when combined with ALO, turning them into no-Tribute 2650 / 2600 attackers, which should apply considerable pressure to any opponent. Giga Gagagigo would, at 2650 ATK, even trump a Frostosaurus, the strongest one-Tribute Normal Monster ATK-wise that I am aware of at the moment.

The Effect Monsters:

This is not a purely Normal Monsters deck as there are some terrific Effect Monsters which I simply could not resist to run in an ALO-centered deck like this. Here they are (once again, card suggestions would be more than welcome):

Warrior of Atlantis:

As discussed above…

Abyss Soldier:

This one just rocks in a Deck where all Monsters are of the Water Attribute. Abyss Soldier is a decent beater at 1800 ATK (2000 with ALO out) and is a bit like Brionac the Dragon of the Ice Barrier’s little brother with great capabilities to disrupt your opponent’s plans. I wanted to run Brionac but did not want to bother wasting space with Tuners (like the less than exciting Royal Swamp Eel) so I am running Abyss Soldier instead. Abyss Soldier combines very well with the sheer draw power provided by Heart of the Underdog and the Monster retrieval provided by Dark Factory of Mass Production. These two cards pretty much guarantee you that you won’t run out of Monsters to discard to active Abyss Soldier’s ability.

Mecha Sea Dragon Plesion:

While not a Normal Monster, this one is another Level 5 Water Monster (with decent ATK power and great disruptive capabilities) which makes it possible to Summon without Tribute if the centerpiece of the deck, ALO, on the field. With ALO out, this will be a 2500 ATK beast for no Tribute with the great ability to Tribute any of your Monsters (cause all are WATER in this particular deck) to destroy ANY card on the field. Say goodbye to troublesome Spells or Traps, or any Monster that causes you worries. The potential draw power of Heart of the Underdog, Dark Factory of Mass Production combined with Double Summon and Ultimate Offering should supply you with ample amounts of Tribute Fodder to keep this one running…

Levia-Dragon Daedalus:

A trump Monster Card in pretty much any ALO Deck, so I woudln’t have wanted to skip this one for this Deck. Daedalus can be summoned for just one Tribute with ALO out. What you’ll get is a 2800 ATK behemoth (or leviathan rather 🙂 ) with the powerful option of just sacrificing your ALO (you should have backup with tripple ALO and tripple Warrior of Atlantis in the Deck) to destroy ALL cards on the fields except the Levia-Dragon himself of course. This one is pretty much a game ender.

The Spells:

There is a considerable amount of Normal Monster Support Spells in this deck, as mentioned before as well as some Spells that go along well with the whole WATER / ALO theme of this deck. Let’s start with the heart and soul, the centerpiece of this deck:

A Legendary Ocean:

This is the card that makes and breaks this deck. I have already discussed what purpose it serves (mainly to reduce your level 5 Monsters down to Level 4 so you can Normal Summon them without any Tributes required and, to a lesser extent, to give them an ATK and DEF boost). Due to its importance, I am running 3 copies plus 3 copies of Warrior of Atlantis to max out the odds of having acess to a copy in my opening hand and to have ample backup in case of facing Spell&Trap Removal.

Symbols of Duty:

I have a soft spot for this Spell, which is the first of many Normal Monster Support cards I am running in this deck. You have plenty of ways to destroy opponent Monsters (be it via Mecha Sea Dragon Plesion’s or Levia-Dragon – Daedalus’ effects or through Torrential Tribute etc) and this card just lets you steal an opponent Monster from their graveyard which is a nasty but fun thing to do, at least for m, at the mere cost of Tributing one of you many Normal Monsters. You can just revive one of your Monsters as well of course if there is no good target in your opponent’s graveyard (yet). Combine with the swarming abilities granted by Double Summon and Ultimate Offering and you will have Monsters aplenty to Tribute for Symbols of Duty.

Double Summon and Dark Factory of Mass Production:

This “infamous duo” of Spells greatly improves the Deck’s swarming capabilities and ensures field advantage and dominance. Double Summon allows you to drop two Monsters on one turn and Dark Factory of Mass Production makes sure you have enough Monsters in hand to keep up the pressure and not run out of steam while doing so. With ALO on the field you can unleash two 2500 – 2650 Attackers as ealry as turn one, which should apply some pressure to your opponent indeed.

Heart of the Underdog vs Moray of Greed:

This being a deck with Water Monsters only, I have been considering to run this…

…over this…

…but decided to go the Heart of the Underdog route after all for several reasons. While Moray of Greed gets you 3 new cards immediatley when activated (you should be able to pay the cost of shuffling back 2 Water Monsters into your Deck easily at the beginning of the game), it does not actually create card advantage. You have to spend 3 cards to draw 3 cards – Moray itself and the 2 Monsters you need to shuffle in your deck from your hand as part of its cost. Now Heart of the Underdog, which is, in the right deck, probably the most potent drawing card I know, while being more vulnerable to Spell removal, has the potential of creating card advantage for you, and that repeatedly. With the 12 Normal Monsters this deck is running, your chances that you’ll at least draw another card at no cost whatsoever during your Draw Phase are one in three. So on average, for every third card you’d draw, Heart of the Underdog will draw you another one. As I pointed out before, Heart of the Underdog will fall victim to Mystical Space Typhoon or Breaker, the Magical Warrior every so often but the potential of creating free card advantage repeatedly conviced me to run two copies of this Spell, which has a very special place in my card-advantage-loving gamer’s heart!

Well let’s move on to

The Traps:

I run very few Traps in this particular deck and some are pretty genergic. The only “Water-themed” Trap in the deck is

Aegis of the Ocean Dragon Lord:

I had overlooked this card previously but it seems to interact very well with how this particular deck works. While you do not have any Level 3 Monsters to be protected from destruction by Aegis of the Ocean Dragon Lord, you will realize, if you paid attention or know what ALO does anyways, that all my Level 4 Monsters – there are 11 in total – will drop down to Level 3 under ALO. This means Aegis can protect them against being destroyed in battle OR by effects, which lets you stall and keep your army alive AND protects you against both pinpoint and universal card destruction. Moreover, you can use your own Torrential Tribute or the devastating effect of Ocean Dragon – Daedalus ot wipe the field while all your Level 4 Monsters will survive to attack a probably defenseless opponent. All this justifies the inclusion of 2 copies of Aegis of the Ocena Dragon Lord in this deck for me.

Torrential Tribute & Mirror Force:

Rather random but powerful additions to any deck. I am willing to drop these however for more flavorful cards that run well with the deck’s theme. Suggestions are welcome!

Ultimate Offering:

THE card for establishing and keeping field advantage next to your 3 copies of Double Summon.

The Extra Deck:

My Extra Deck just consists of 3 copies of Number 17: Leviathan Dragon.

With ALO out you will have ample supply of Level 3 Monsters and Double Summon / Ultimate Offering provides you with great ways to XYZ-Summon Leviathan Dragon easily. The Dragon itself will start out as a 2200 ATK beastick and can grow to be a 3200 ATK Monster (which cannot attack directly alas). I think it is a worthy addition to the deck!

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Well this is my ALO Normal beatdown deck for you. I think considering how cheap it is to actually assemble I will get a hold of the ccards I am still missing and give it a hurl some time soon. The prospect of droping two 2500+ Attackers on turn one is certainly intrigueing.

As always, your suggestions are very welcome, but please keep in mind that this is supposed to be a budget Deck and is not supposed to be in any way competitive in a tournament environment!

So thanks for reading!

Game on!

Yours,

Andi

Kings of Fire

I just love Structure Decks, which I think provide great value for what they actually cost and as I have a soft spot for Fire Decks (I have several different builds presently) I recently got myself 3 copies of the Onslaught of the Fire Kings Structure Deck…

…because I found it came with some kickass cards, some of which would actually be somewhat costly to get. For instance there are Rekindling and Flamvell Firedog, which are key cards which I will be needing for my Flamvell Synchro Deck I am in the process of assembling. Then there’s Horn of the Phantom Beast, which is a phenomenal card and draw engine for any deck running Beasts or Beast Warriors. Also you’ll find Pot of Duality in the Onslaught of the Fire Kings Structure Deck which is, in my opinion, a great card to have in pretty much any deck.

So after “cannibalizing” my three copies of the Onslaught of the Fire Kings Structure Deck, I had a bunch of cards lying around and so I decided to build an at least decent deck from what was left over.  And the result of this attempt is what I wanna show you in the following deck article.

First, as always, I wil give you the decklist I came up with followed by my thoughts on the cards I am running. So here we go:

Kings of Fire:

Monsters…20

3 x Fire King Avatar Kirin

3 x Fire King Avatar Barong

3 x Flame Ruler

3 x Flamvell Firedog

2 x Spirit of Flames

3 x Sacred Phoenix of Nephtys

3 x Fire King High Avatar Garunix

Spells…12

3 x Onslaught of the Fire Kings

3 x Circle of the Fire Kings

1 x Graceful Charity

1 x Change of Heart

1 x Foolish Burial

1 x Premature Burial

1 x Monster Reborn

1 x Dark Hole

Traps…8

3 x Spiritual Fire Art – Kurenai

3 x Horn of the Phantom Beast

1 x Call of the Haunted

1 x Torrential Tribute

The overall strategy of this deck is to get out your high-cost / high attack Monsters like Sacred Phoenix of Nepthys and Fire King High Avatar Garunix out fast through various tricks and retain field advantage through their resurrecting capabilities as well as hand advantage through the extremely powerful Horn of the Phantom Beast. But let me explain in detail as I am going through my card choices:

Fire King Avatar Kirin:

The first of three different Fire King Monsters this deck features. Kirin’s main purpose is to send a Fire Monster of your choice from your deck to your Graveyard directly. This happens when Kirin is destroyed, be it by battle or through card effects. This is extremely useful when combined with reanimation cards like Premature Burial and Call of the Haunted. Your main target for Kirin’s effect should be High Avatar Garunix which is your strongest Monster in terms of ATK. Kirin’s inbuilt “Foolish Burial” is ideal for setting up targets for one of your key Spells, Circle of the Fire Kings, with which I will deal later on.

Fire King Avatar Barong:

Fire King Avatar Barong has a decent ATK of 1800 and searches not only for your other Fire King Monsters but for any card with “Fire King” in its name such as Circle of the Fire Kings and Onslaught of the Fire Kings which are both key cards in this deck.

Flame Ruler:

The Main Purpose of Flame Ruler in this deck is to enable you to summon both Phoenix and High Avatar with just one Tribute.

Flamvell Firedog:

A decent beatstick at 1900 ATK in and off itself, Firedog has an awesome effect: Whenever it destroys an opponent Monster in battle you can Special Summon any Fire Monster with 200 or less ATK from your Deck. That includes Fire King Avatar Kirin and Barong. Now if this would not be awesome enough on its own, combine Firedog with Horn of the Phantom Beast and you got yourself one kickass card advantage machine. You’ll have a 2700 ATK Monster which will kill most of what your opponent is going to summon and when it does, you will get to Special Summon a Monster from your Deck AND draw a card on top of that. That simply rocks!

Sacred Phoenix of Nephtys:

While its ATK and DEF are substandard for a two tribute Monster, there are plenty of ways to bring this one into play without having to offer two Monsters as tribute. Like Fire King High Avatar Garunix, the Phoenix resurrects when it is destroyed by card effects and wipes out all Spells and Traps on the field when it does. You can use your own Dark Hole and Torrential Tribute to clear the field and have Phoenix respawn the turn after to put your opponent in a tough situation.

Fire King High Avatar Garunix:

Your biggest beater. With 2700 ATK it is a huge threat to your opponent which resurrects during your next Stanby-Phase if destroyed by a card effect and kills off all other Monsters on the field when it does. On top of that it lets you Special Summon a Fire King Monster from your deck if you opponent should manage to destroy Garunix in battle. Combined with Flame Ruler and the Fire King Spells you can bring High Avatar Garunix into play easily…or easier.

Onslaught of the Fire Kings:

A key Spell in this deck. Searchable with Fire King High Avatar Barong you can Special Summon High Avatar Garunix (or any other Fire Beast, Beast-Warrior or Winged Beast type Monster) and attack for 2700 damage right away. Combine that with Spiritual Fire Art – Kurenai to double the damage. It is a bit risky to run a playset of 3 of this card as there is a limitation to one Onslaught of the Fire Kings per turn. Testing the deck will show if this is an issue or not. If it is I will either reduce the number of copies in this deck to 2 or add some cards that require you to discard a card such as Lightning Vortex to the deck as “discard outlets” to put surplus copies of Onslaught of the Fire Kings to good use.

Circle of the Fire Kings:

Another key Spell in the deck which, as it has “Fire King” in its name, can, again, be searched from your Deck via the effect of Fire King Avatar Barong. In my opinion, this one is even more powerful than Onslaught of the Fire Kings as you can “sacrifice” one of your weaker Fire Monsters in order to Special Summon ANY Monster, preferably Fire King High Avatar Garunix from your Graveyard. As opposed to Onslaught of the Fire Kings, the Monster you Special Summoned stays in play and is not destroyed at end of turn. Neither does it lose its effects. You can set up summoning a 2700 ATK Garunix easily through the effect of Fire King Avatar Kirin or by discarding Garunix to Graceful Charity. Again, it is questionable if a full playset of 3 copies of this powerful Spell are too much, as it has the one per turn limitation as well. It has to be noted that Circle of the Fire Kings can be played “at instant speed” which can make for very nasty surprises for your opponent who has to be prepared that you swap the lowly Monster they attacked for a 2700 ATK Garunix or 2400 ATK Phoenix any time, which may result in them losing their attacker and possibly taking battle damage.

Graceful Charity:

Great draw card and helps you get strong Fire Monsters into your Graveyard to be resurrected by Circle of the Fire Kings and your regular reanimation cards like Premature Burial, Monster Reborn and Call of the Haunted.

Change of Heart:

Taking over your opponent’s Monster is always a good thing. It gets rid of a nasty blocker and gives you additional attack power at the same time, and that with an element of surprise. In this particular deck you can use Change of Heart to get additional tribute fodder to summon your two tribute Monsters Garunix and Phoenix. That way the opponent doesn’t even get back the Monster you have stolen.

Foolish Burial:

Your prime target for this lone copy of Foolish Burial should be Fire King High Avatar Garunix. You can send him to your Graveyard and reanimate him through Premature Burial/Monster Reborn/Call of the Haunted or Circle of the Fire Kings as early as on your very first turn, without having to wait for Kirin to show up and getting destroyed to have its effect trigger.

Premature Burial & Monster Reborn:

Besides Circle of the Fire Kings, you should use these to resurrect a Garunix you have sent to the Graveyard from the Deck previously through Kirin’s effect or through Foolish Burial.

Dark Hole:

A powerful card in and off itself, Dark Hole works so well with Garunix and Phoenix.  You just clear the field of all Monsters and wait for your next Standby-Phase to have Garunix and/or Phoenix respawn. If you manage to have multiples of Garunix and Phoenix out when you activate this, your opponent will be in severe trouble. On top of that, if Garunix was destroyed by Dark Hole and the opponent manages to summon (a) Monster(s) after the Dark Hole, Garunix will destroy all these Monsters when he resurrects in your next Standby-Phase, which guarantees you an unprotected opponent in any case.

Spiritual Fire Art – Kurenai:

This card has great potential to deal massive damage to your opponent as this deck features many high-ATK Fire Monsters and ways to get them out fast and even reanimate them to use another copy of Spiritual Fire Art – Kurenai for another massive amount of direct damage on your opponent. This works best with Onslaught of the Fire Kings. Use it to Special Summon Garunix from your deck, attack for 2700 damage and then, before Garunix is destroyed as part of Onslaught’s effect, activate Spiritual Fire Art -Kurenai tributing the High Avatar for another 2700 damage for which your opponent has probably no way of preventing it.

Horn of the Phantom Beast:

All has been said about this card and how awesome it is above. You will find a good target to equip it to easily as the deck runs a total of 9 Beasts and Beast-Warriors. A 800 ATK boost is nothing to sneeze at but when you can add that bonus as a surprise, Horn of the Phantom Beast being a trap, and getting to draw a card when the equipped Monster kills another one in battle just kicks major ass. The best target for Horn of the Phantom beast is probably Flamvell Firedog, which is turned into a relentless 2700 ATK card and field advantage machine by Horn, but you can also use it on Barong or even Kirin, which will have 2600 and 1800 ATK respectively when equipped with Horn of the Phantom Beast.

Call of the Haunted:

Just another way of reviving your High Avatars.

Torrential Tribute:

Torrential Tribute serves the same purpose as Dark Hole, clearing the field of all Monsters with your Phoenixes and Garunixes respawning the turn after you blew everything up. In general anyone will probably agree that Torrential Tribute is a great card to have anyways.

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Well this is my Fire Kings Deck article for you. I think for a deck made from leftover cards it sounds fund and may have potential. Not for tournament play but for the casual environment I use to play the Yu Gi Oh card game in. Well I am looking forward to trying this out in the very near future!

Thank you for reading and

Game on!

Yours,

Andi