Sunday 19 June 2011

Deck Profile # 3: Tethys Turbo

With the release of Structure Deck: Lost Sanctuary some days ago, there are currently many Duelists trying to make Agent Decks (this means trying to find money for a Archlord Kristya). Excluding the absence of Kristya  (which I personally found unjust and unacceptable) this is probably the best Structure Deck I have seen. This is for two reasons. The one is that reprints many Secret Rare Fairies making them available to the more budget players but the primary reason is that allows the Duelist to follow many different paths in Deck Building.

After one have buy 3 copies of the Lost Sanctuary can choose which style he prefers and build his deck accordingly. Agent is the most common choice since almost all cards are included but there are also Heralds, a powerful control deck or Valhalla Beatdown, a deck that abuses Valhalla to summon powerful Fairies like Archlord Kristya and Athena or Chaos Fairies, a Fairy variant that abuses includes Dark Attribute Fairies making possible the addition of Chaos Sorcerer and the Sky Scourges. But in this article I will present you another Fairy deck, that focuses in one of the most underrated cards ever, Tethys the Goddess of Light.

In this great game of our cards that give you a plus two or more advantage in terms of field/hand presence are very limited. For example Dark Armed Dragon, Judgement Dragon, Dark Hole, Heavy Storm, Mirror Force and Torrential Tribute are all cards that can give you a massive advantage in terms of presence if used right. Hence all of them have won a place in the Ban List.

Even though sometimes Hand Advantage is not as important as Field Advantage no one can imply that it is not vital for the rise of a deck as a Top Tier. Take a look at the most powerful deck of the format and you will notice that all of them have ways to draw, to search and generally to replenish their hand. And of all the draw engines/cards there are out there including the banned one like Pot of Greed and Gracefule Charity the most powerful one is in my humble and honest opinion is that of Tethys.

I know what you are thinking: "If Tethys is so broken why then noone plays it? And why it is not in the Ban List?" The answer is that unlike Pot of Greed it needs a deck specifically builded for her. You can throw it randomly to any Fairy Deck but you cannot expect to get not even the ten percent of her true potential. This is for two reasons. The first and most important is that the monster line-up as in most decks it does not surpasses twenty maybe twenty-five monsters and such you have about 50% to get her effect even once. The only deck that could us her effect effectively to some decree is Heralds (with Dawn of Herald as the Ritual Spell). But even in that deck the second reason comes to cut the wings of Tethys. This is Tethys herself. When she comes to the field, the opponent will make tha impossible possible to destroy her before you get her effect even once. So it is not safe at all to leave her in the field and wait next turn in your Draw Phase to get her effect. The only thing you can do is use her effect in the same turn you used her. Simply activate a draw card and you will most likely get about four or five cards at least.

But be careful. Not all cards can be used with Tethys due to her following ruiling:
"You can only activate this effect when a Fairy being drawn was the last thing that happened."
For example you cannot use Upstart Goblin to get her effect since the last thing happened is your opponent getting 1000 life points.

And such I have assembled a deck focusing in getting the effect of Tethys at maximum and with all the support of the Fairies got I dare to say that the result is pretty impressive. Voila, Tethys Turbo!

Monsters x 27
Tethys, Goddess of Light x 3
Archlord Kristya x 2
Splendid Venus x 2
Master Hyperion x 3
The Agent of Mystery - Earth x 3
The Agent of Miracles - Jupiter x1
The Agent of Creation - Venus x 2
Mystical Shine Ball x 3
Herald of Orange Light x 2
Honest x 1
Zeradias, Herald of Heaven x 2
Hecatrice x 3

As you can see the Monster Line-Up is fairly big and Fairy-only to ensure great draw power through Tethys's effect. Tethys herself is included obviously at three copies for it is the core of the deck and a fairly good beater. Next is Archlord Kristya at two copies, the maximum possible. Personally my favorite Fairy (and generally card)  is Guardian Eatos as you will most likely have undertand by now but even I must admit that the best Fairy by far is Kristya and that is an undeniable fact. And such there is absolutely no reason to not included since all four of her effect are powerful and it finds incredible synergy through Trade-In and Valhalla, Hall of the Fallen that are included in the Spell Line-Up. Splendid Venus is also included for her powerful effects, her high attack and her eight stars that make her target of Trade-In. I have considered using Tualatin instead of her but I finally decided that both of her effects are nothing to laugh at. But Tualatin or any level 8 Light Fairy-type that can be Special Summoned can be used instead of th Venus.

Next there are the new Agents. Master Hyperion has been included as the final level 8 Monster, his all powerful effect, his self-summoning ability and his raw attack. Earth is a searcher for Jupiter and Venus (and even Hyperion with The Sanctuary in the Sky in the field) plus she is a tuner giving the deck some Sychro Summon capabilities. Jupiter, the final new agent is a very powerful one, as it is not only has a massive main body of 1800 ATK and increase his attack (or any other Light Fairy) by 800 at the cost of an Agent in the Graveyard but also has a second effect that can be used with The Sanctuary in the Sky in the field allowing you to summon a Light Fairy banished Monster. And since there are no Nomi/Semi-Nomi or non Light-Fairy Monster in the deck, as long as you have something removed from play, he can bring it back (this is especially good with Kristya since the only way for your opponent to get rid of her properly is by removing her, then Jupiter can come into play and bring her back for a new round of assaults and special summon negating). Jupiter is the main reason for The Sanctuary in the Sky to be in this deck (even if it gives a good boost to every Agent) and he has been included in three copies for it is also fodder for Hyperion. The final Agent added is an old one Venus, who have been included along with three Mystical Shine Balls for her powerful effect providing the deck with easy Synchro fodder, mainly for Trishula.

Heralds of Green and Orange Light are for their synergy with the incredible draw power of Tethys. Plus the Orange one is a tuner allowing for more Synchro access if needed. Honest is obviously included since all the monsters are Light and he is Fairy and I have to say that if I could add five of him I would since he is really powerful in this deck. Finally Zeradias and Hecatrice can search for two very important Spells of the deck, plus they fill the Graveyard for Hyperion to use.

Spells x 10
Trade-In x 3
Magical Mallet x 3
Valhalla, Hall of the Fallen x 2
The Sanctuary in the Sky x 1
Monster Reborn x 1

Trade-In is the one of the two draw cards included at three copies since there are seven targets. The second card is a more unpopular one. Magical Mallet is almost never used in most deck and for a good reason: it returns the card in the deck (hence it does not thin the deck and it does not fill the grave with monsters) leaving you with a minus one. But in this deck Tethys will pay back for the minus one and I have prefered it over Hand Destruction since it does not give the opponent any draw power and it can be used always as long as you have one card in hand unlike hand destruction where you and your opponent must have two cards at least in hand. I have decided not to use Cards from the Sky due to it's awful drawbacks ,one may say that first turn it does not matter but you cannot have Tethys out first turn withoun Special Summon hence this cards sucks in this deck (if not generally).

Now for the Non-Drawing Spell Cards. These cards allong with the traps should be as less as possible to ensure maximum effectiveness from Tethys. Hence they are totally seven, four spells and three traps. Valhalla is a very important part of the deck and such I had added two copies, which along with the triple Hecatrice are sufficient. One The Sanctuary in the Sky along with double Zeradias are enough also since Sanctuary is not deadly important and even if you keep it in the field for one turn is enough to use the effects of the Agents. The reasons that I have prefferd to go with triple Hecatrice/double Valhalla and double Zeradias/single Sanctuary, even with the risk of drawing a dead Hecatrice, are I believe obvious but I will still explain them to give a more round view of the deck. First is the acceleration of Tethys that does not stop with the searchers as it does with the Spell Cards and the searchers can empty the deck from the brakes of Tethys in advance ensuring an even greater acceleration. Also they fill the grave with monsters for the Hyperion to use and they thinn the deck which is always good. The only staple card included is Monster Reborn due to the powerful cards that stack in the Graveyard though Trade-In I have preffered it instead of Dark Hole or Giant Trunade, even though here is mostly a personal choice.

Traps x 3
Royal Decree x 3

That was I believe somewhat expected. For quite some time I used to run triple Herald of Purple Light but due to Solemn Warning and Solemn Judgment I decided to change it to Decree which turned to be pretty nice and very rarely a bad card or a brake for the acceleration of Tethys in an early point.

In this deck Tethys is much like Magical Merchant except that it do not stop in draw spell cards and you get to keep all the cards before the Spell/Trap Card. My current record is twenty seven cards (including Draw Spells) and with almost all me deck in hand I had wreak havoc to my opponent (with a Brionac, a Kristya, a Tethys and a double Hyperion if my memory serves me well). This deck can beat with strong fairies like Kristya, Hyperion and Venus and can OTK fairly easily if you can summon any three of them in the field (Monster Reborn helps here). My by far favorite combo of this deck is summon Tethys through Valhalla or Monster Reborn or have it from the previous turn and use her effect as much as possible (by now you must have like nine cards in your hand at least), then summon Earth or Orange Light and Synchro for Black Rose and nuke the field. Then summon any three of the Beaters and attack for game. The best part: if Kristya is one of the beaters you do not have to be afraid of Gorz or Tragoedia or Battle Fader.

The Extra Deck is pretty much classic with some Light-only Synchroes just to break the monotony and three Level 9 Synchro since this deck has easy time Synchroing for this particular level (mainly with Venus/Earth combo which is easier to pull than in the average Agent deck due to Valhalla).

Extra Deck x 15
Ally of Justice Catastor x 1
Magical Android x 1
Brionac, Dragon of the Ice Barrier x 1
Gaia Knight, Force of Earth x 1
Ancient Sacred Wyvern x 1
Black Rose Dragon x 2
Avenging Knight Parshath x 1
Light End Dragon x 1
Red Dragon Archfiend x 1
Scrap Dragon x 1
Stardust Dragon x 1
Trishula, Dragon of the Ice Barrier x2
Mist Wurm x 1

All in all this is a very powerful beatdown deck and despite having many common cards with other fairy decks, plays really differently. Also this deck is very unique, from the perspective that is the only deck in Advanced Format that can draw more than twenty cards with unbelievable easiness and without any kind of loop. This is a deck that can proudly stand aside the other Fairy Variants and even do great against the current Meta. It is really a deck I am proud of.

Thanks for reading and till next time.
-Eatos

Bibliography

Kaiza, 2011,  Advanced Duel Academy, "Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck"
http://lsacademy.forumotion.com/t3180-kaiza-s-guide-to-the-tower-in-the-sky-designing-an-agent-deck

This is the 2nd version of the deck. Things changed :
Removed : Herald of Green Light x 2, The Agent of Wonders - Jupiter x 2, The Agent of Judgment - Saturn x 1
Added : The Agent of Creation - Venus x 2, Mystical Shine Balls x 3

Wednesday 15 June 2011

Deck Profile # 2: Gardens of Fenrir Lockdown

Generally I am against decks that torture the opponent by draining his life points little by little. Also I am against lockdown decks since they are boring to play both with and against. But this time I have found a deck that fits both categories and it is really interesting even though I would not suggest it for competitive play for reasons I will explain below.

This deck is build around an very old guy, who was for many years overshadowed by his more powerful friend Yata-Garatsu, Fenrir. His effect is similiar to that of Yata-Garatsu but his disability to be normal summoned and his pathetic attack which he needs more than Yata-Garatsu have stand as obstacles for him to see any competitive play.

I have really try to use him effectively with many different cards such Umiruuka (making him a 1900 ATK beatstick) or Legendary Ocean (1600 ATK plus the ability to pass under Gravity Bind and Level Limit - Area B, cards I have included in that deck) but the opponent will just summon a stronger monster to run over Fenrir or he can summon no monsters so Fenrir's effect would be useless. And such I have thought about a different card that not only helping Fenrir overcome his low attack but also summons monster on the opponent's side of the field. This card is none other than Black Garden. The main combo is pretty much like that : Summon Fenrir, activate Black Garden, summon a monster (usually a reusable one like a Spirit) which will trigger Black Garden's effect halving your monsters attack and summoning an 800-ATK Token on your opponent's side of the field. Attack with Fenrir, lock your opponent from drawing and next turn repeat.

I have assebled a deck that focuses on creating the lock as possible but due to the nature of the combo (time consuming and slightly boring ,dropping opponent's life points by 600 each turn may take even 14 turns, even though it is interesting from an academic point of view) I have not playtest and refined the deck as much as I would like to and such I am not sure if it has the perfect balance possible.

Monsters x 17
Fenrir x 3
Swap Frog x 3
Treeborn Frog x 1
Ronintoadin x 1
Fishborg Blaster x 1
Hino-Kagu-Tsuchi x 1
Thestalos the Firestorm Monarch x 1
Mobius the Frost Monarch x 1
Mother Grizzly x 3
Deep Diver x 1
Sangan x 1

Three copies of Fenrir have obviously included as it is the main piece of the combo. Then as you see I have included almost the whole Frog Engine along with a Fishborg Blaster. This have been done for a wide variety of reasons. First and foremost Swap Frog have been included in lieu of the more commonly seen in this deck Izanami and Yaksha for the reusable monster with the purpose of generating tokens due to his searcability (Dupe Frog, Mother Grizzly and Sangan), his more flexible effect "return to hand" effect, his "special summon" and his power to send water monsters from deck to Graveyard. As you can see Swap Frog is perfect for this deck and such him have been included along with his friends. Treeborn Frog and Ronintoadin have been included as targets for Swap Frog, their ressurection abilities and in some cases Water Food as well (especially Treeborn since when Black Garden hits the field is useless). Fishborg Blaster helps the second and third purpose of the Frog Engine which are a bit of draw power in the form of Formula Synchron and Synchro Summoning (a big Synchro is never bad) respectively.

Now let's move to the Tribute Summon Monsters. Thestalos and Hino-Kagu-Tsuchi are both powerful monster with hand disruption effects and they are very easy to summon due to the Frog Engine. I will explain later why I have chose to add hand distruption so for now I will simply add that Hino-Kagu-Tsuchi must CAN be used with Fenrir and the opponent will simply discard at the start of the Stanby Phase. Mobius is here for some Spell/Trap hate and for his Water Atributte. Mother Grizzly, the Water-Attribute searcher is included for it's ability to search for Swap Frog, Fishborg Blaster and the next card I will talk about plus it is a great way to fill the grave easily with Water monsters for Fenrir. But the reason that justifies the use of Mother Grizzly is none other than Deep Diver. He is like a Sangan with a different kind of steroids, his effect activates in end of the battle phase with all the things that mean and he do not add cards in your hand. But it let's you tranform your next draw to ANY monster you want: mainly Fenrir, Swap Frog, Hino-Kagu-Tsuchi, Mobius or Thestalos. Plus he is Water Food for Fenrir and searchable as stated above for Grizzly and Sangan. Last Sangan is the most commonly seen searcher and can search for many important cards such as :Fenrir,Swap Frog and Mother Grizzly. As you can see there are more than one ways to search Swap Frog and such Dupe Frog was uneeded

Spells x 15
Black Garden x 3
Terraforming x 3
Upstart Goblin x 2
Mesenger of Peace x 3
Mystical Space Typhoonx 2
Monster Reborn x 1
Dark Hole x 1

Black Garden along with Terraforming have been included to ensure maximum possibilities of having one of the main pieces of the combo in your hand really as soon as possible. Upstart Goblin is here for obviously increasing the speed of the deck and I would really like to include a third one but simply there was no space. The next card is the most debatable one. Messenger of Peace have been included as the primary way of protecting Fenrir from nasty monsters that are already on the field before Black Garden or have 3000 attack so even if they are cut in half can run over Fenrir or strong level 4 or lower monsters like Kizan or Neos Alius that the opponent have seted and then flip summoned so it's attack remain intact. I have considered a huge amount of cards to include insteasd of Messenger but this is possibly the best I have tested (except one that you will see in the Trap Line-Up). Be careful though for 1400 ATK monster that are on the field or 2800 monsters that can be summoned like Tytannial or Colossal Fighter since your opponent can suicide them on Fenrir. The last four Spells are what I consider as the staples in the current Format.

Traps x 8
Dark Bribe x 3
Solemn Judgment x 1
Spiritual Water Art - Aoi x 3
Wall of Revealing Light x 1

First of all I will say that these eight traps interfere as less as possible with Treeborn Frog. For a long time in lieu of Dark Bribe I had Malevolent Catastrophe but I find Dark Bribe more flexible and more compatible with Treeborn Frog. As I have said again in the previous article, in decks that abuse Field Spells I prefer Dark Bribe over Seven Tools of the Bandit since it can stop Mystical Space Typhoon and an opponet's Field Spell before your own, is destroyed. Solemn Judgment needs no justification as it is the most flexible trap and peronally whenever I can try to include it to my builds. Spiritual Water Art - Aoi is my personal favorite from the Spiritual Arts. The reason is simple: a well-timed Trap Dustshoot can win games and Aoi is even better since it can discard all those nasty surprises in the form of Spell or Traps. The best part: with Treeborn Frog it is free! Trap Dustshoot itself is a tough substraction but there was absolutely no space. Finally Wall of Revealing Light is the fourth and the best form of protection for Fenrir but since it is limited and such I had to include the three copies of  Messenger of Peace.

The Extra Deck here is really typical aside from the triple Formula Synchron and such I will present the one I use with no further comment.

Extra Deck x 15
Formula Sycnhron x 3
Armory Arm x 1
Ally of Justice Catastor x 1
Magical Android x 1
Brionac, Dragon of the Ice Barrier x 1
Gaia Knight, Force of Earth x 1
Gungnir, Dragon of the Ice Barrier x 1
Black Rose Dragon x 1
Stardust Dragon x 2
Scrap Dragon x 1
Red Dragon Archfiend x 1
Shooting Star Dragon x 1


I have stated above that ths deck is not really competitive due to it's weakness to any form of card destruction: Caius, Mystical Space Typhoon, Scrap Dragon, Brionac (even bounce can hurt if the opponent bounce only Fenrir, if you special summon him again his attack will be halfed and cannot run over the Tokens) and Black Rose Dragon are all popular answers to this combo. And such I have added as much Hand Destruction as I could to exterminate all these threats before they happen for this is the best way to counter them all for good.

Overall this is not a bad deck. With a good side deck and in the hands of a great player can win some local events and also can be a good fun deck if you like Lockdowns. But I do not believe it can hold it's own against the current Meta in a big tournament. But do not be dissapointed, this is one from those deck that only better can turn over the years, for new cards are released and some of them may help this deck to be more competitive, so stay alert!

Thanks for reading and till next time.
-Eatos

Bibliography

Ryan Murphy, 2009, Metagame, "The Budget Builder: Black Garden"
http://gillysgonnawalk.com/metagame/yugiohd9da.html?tabid=33&ArticleId=10605

Jerome McHale, 2008, Metagame, "Almost There: Garden of Nightmares"
http://gillysgonnawalk.com/metagame/yugiohac30.html?tabid=33&ArticleId=10330 

Jerome McHale, 2009 , Metagame, "Almost There — Back In Black (Garden)"
http://gillysgonnawalk.com/metagame/yugiohf883.html?tabid=33&ArticleId=10593 

Matt Peddle, 2008, Metagame, "The Champions: Jerome McHale"
http://gillysgonnawalk.com/metagame/yugioh3b7a.html?tabid=33&ArticleId=10504

Ryan Murphy, 2008, Metagame, "The Forgotten Format: Water Monarchs"
http://gillysgonnawalk.com/metagame/yugiohd712.html?tabid=33&ArticleId=9216

Thursday 2 June 2011

Deck Profile # 1: Elemental Fenix OTK

Some days ago I have heard people saying about the Fusion Monsters ,that are completely dead and only Synchro are worthing making a deck about them. I disagree. Fusion Monsters with all the support out there they are more powerful than ever and in hands of good players they can really shine.

The truth is that Synchro have an advantage over Fusion and that is the ability to be summoned without the ability of a special card like Polymerization and they are more generic. For example almost every deck can summon Stardust Dragon and the only think they need is one tuner and one non-tuner monster on the field. In the other hand not every deck can summon Cyber-Twin Dragon and the one that can must use a Polymerization and two specific monsters. This is a minus two by its nature when the synchro summon is a minus one and also Synchro have more flexibility since tuner and non-tuner in the field with eight stars in total can mean Stardust Dragon or Scrap Dragon or Red Dragon Archfiend or Thought Ruler Archfiend and so on.

But there are cards out there that neutralize those weaknesses. Duelists use for some time now Miracle Fusion to use Fusion Materials from the Graveyard. There are also the Semi-Generic Elemental HERO Monsters like Absolute Zero or The Shining with great effect plus can be summoned using anything as the second material. But even those advantages cannot help the Fusion reach the level of Synchro. But what if there was a combo, that allow you to Fusion Summon unlimited times for a turn using Fusion Material from anywhere including your field ,your hand ,your graveyard ,even your deck. I am talking of course for the Fusion Gate - Chain Material Combo.

This combo have been tried out through the years but it was never good due to the two negative effects of Chain Material. But how to use this combo to it's fullest? The best approach I have seen and the first I have tried out is with a very powerful fusion, Destiny End Dragoon. Due to his reviving effect and his ability to destroy and inflict damage without attacking make him seem like the perfect monster for this job plus he is a target for Eradicator Epidemic Virus and Deck Devastation Virus. But unfortunately it is not because of his reliance for Destiny Heroes to the Graveyard, the time when it revives (it leaves you open for a turn) , it's reliance of what your opponent has out and his weakness to many popular cards like Stardust Dragon or Effect Veiler. Also this deck had many dead draws since it was necessary to include 3 x Plasma and 3 x Dogma. I will rethink this deck when Destiny Draw and possibly Allure of Darkness are in the Semi-Limited or Unlimited list.

The second attempt I made was the Semi Generic Elemntal Heroes. Specifically Absolute Zero and The Shining both have an effect when destroyed and such I could use summon the turn I activates chain material 3 The Shining and an Absolute Zero and in the end phase get a plus six in my hand and clear my opponents front row ,and next turn use the Heroes I took and summon a swarm of monster that could attack and bring my opponents life to zero. But this plann has more holes than a swiss cheese and so I abandoned it without much thought.

The third and final approach is by far the best one. It abuses two currently OCG-only cards (sorry guys) but can wipe your opponent's life points in an instant. I am talking about Blaze Fenix ,the Burning Bombardment Bird and his little friend Ignition Beast Volcannon. The first ones effect is the most important. Since it inflicts 300 points for every card on the field with Fusion Gate-Chain Material can be summoned all three of them in a turn wiping out all your opponents life points. It only needs 9 cards on the field (3 Birds x 300 x 9 =8100) and since you can summon as many as Five fusion monsters plus the Fusion Gate means that your spell/trap zone and your opponent's field must have three or more cards in total ,a very often situation. But if you play against something like Frognarch and there is only a Caius in the field you can fuse one of your birds along with a Machine from your Deck/Graveyard ,summon Ignition Beast Volcannon ,activate it's effect on Caius and wipe out your opponents remaining life points.

Monsters x 13
Elemental HERO Stratos x 1
Elemental HERO Neos Alius x1
Elemental HERO Ice Edge x 1
Elemental HERO Voltic x 1
Elemental HERO Heat x 3
Card Trooper x 2
Cyber Valley x 3
D.D. Warrior Lady x 1

Stratos in this deck just unfolds his true potential. When he is summoned when Fusion Gate is in the field you can bring one of the other HEROES in  your hand and Fusion for an Absolute Zero or The Shining or Nova Master or Great Tornado. You wanted flexibility in fusion ,there you have it! Neos Alius is added due to his high attack and his Attribute (The Shining is the best in this deck since when he dies you get back two HEROES ,most likely Stratos and Alius and use them to make another The Shining). I have decided to include Ice Edge instead of Ocean as a Hero of the Water Attribute due to his spell/trap hate, his immunity to trap hole and bottomless trap hole and his direct attack , but in most occasions is just Fusion Material for summoning Raigeki-With-Feets a.k.a. Absolute Zero. Voltic is the second Light-Attributed HERO, and is added instead of a second Alius due to his awesome effect that allows for mass swarms and multiple huge Fusions at once.

Elemental Hero Heat serves many purposes in this deck. His eighteen hundred attack points making him quite a beatstick (he gets 200 by himself and with another E-Hero in the field jumps up to two thousand) plus he can be used for the summon of Nova Master , a very good Fusion Monster with fairly good attack and an awesome effect (he is planned to come to TCG with Generation Force). Finally he serves as the Pyro source for summoning Blaze Fenix and Volcannon. Card Trooper serve as a beatstick and draw power and along  with Cyber Valley and it's multiple drawing/stalling/retrieving effects as the Machine source for the second half of the requirements of summoning the OTK Fusions. The reason I have include only 3 Pyro-Type in contrast of the 5 Machine-Type is that Blaze Fenix itself is Pyro and can be used for fullfilling the requirements of another Fenix or Volcannon. Finally D.D. Warrior Lady have been included for her ability to remove opposing threats such as Stardust.

Spells x 18
Fusion Gate x 3
Terraforming x 3
E - Emergency Call x 3
Reinforcments of the Army x 1
Pot of Duality x 3
Mystical Space Typhoon x 2
Dark Hole x 1
Monster Reborn x 1
Machine Dublication x 1

Fusion Gate is the core of this deck and so  three copies have included along with three Terraforming to ensure maximum consistency. Three copies of E-Call and 1 RotA have been included to search for Stratos (or other Heroes) and perform Fusion Summons before the OTK. A playset of Pot of Duality are here for it's ability to make any deck more consistent ,a thing very important in this deck (I apologize to everyone who has not Dualitys ,including myself , but the deck was just to good with them to ignore ,alternatively you could use A Cat of Ill Omen for searching Chain Material). Two copies of Mystical Space Typhoon and a single copy of Dark Hole and Monster Reborn have been included as pretty much staples in this format. Machine Duplication in this deck serves as Draw Power as it can summon two Card Trooper or three Cyber Valley in the deck which in the first case mean two nineteen hundred beatstick along with two free cards and in the second can mean too many things: Two draws and the third Valley left for stall and a third draw or four draws at the cost of another card or retrieval of a card from Graveyard to top of the deck and then two draws to bring the said card to the hand. As you can see this can bring some amazing combos but I prefered to keep it at minimum in order to avoid it becoming a dead draw.

Traps x 9
Chain Material x 3
Dark Bribe x 3
Mirror Force x 1
Torrential Tribute x 1
Solemn Judgment x 1

Chain Material is the second piece of the OTK and obviously should be included in three copies. Dark Bribe, well I was always a fan of this card over Seven Tools despite the advantage it gives to the opponent but this deck really needs it because the OTK cannot be ruined only by something like Seven Tools or Trap Stun but also Mystical Space Typhoon and such I have decided to include it and this is a decision I stand by. The final three cards have been included for their awesome effects that earned them all a spot in the Limited list.

Extra Deck x 15
Blaze Fenix, the Burning Bombardment Bird x 3
Ignition Beast Volcannon x 2
Elemental HERO The Shining x 3
Elemental HERO Absolute Zero x1
Elemental HERO Nova Master x 2
Elemental HERO Gaia x 1
Elemental HERO Great Tornado x 1
Chimeratech Fortress Dragon x 1
Dragon Knight Draco Equiste x 1

Since the Extra Deck is not all that packed I have added Gaia ,Draco-Equiste and Great Tornado for my side decked Super Polymerization.

About the OTK you should proceed very carefully. If your opponent does not activate something in response of Chain Material ,do not let your guard down. Solemn Warning to a Fenix is not a problem since it cannot be activated in response to a summon though Fusion Gate but Torrential, Bottomless and Veiler are all a problem. For Torrential the best you can do is summon  Fenixes one by one(so if they  and try activating Torrential in your last one they will take some damage at least). For Bottomless and Veiler there are not many things you can do just remember that if you can't win in this turn ,summon an Absolute Zero and punish your opponent with a Raigeki in your End Phase. Also it is always good to summon The Shining first since it can tempt your opponent to use Bottomless on him (this works if he do not know your deck obviously) and in case of Torrential you get two HEROES to perform a Fusion Summon without Chain Material that will protect you in the opponent's turn.

All in all this deck is in my opinion one of the best Fusion Decks out there with the ability to unleash a Burn OTK with only two cards (and remember ,noone is prepared against burn decks) or beat down his opponent with powerful Normal Summons such as Neos Alius or Fusion Summons such as The Shining. I apologize again for using OCG-only cards but I really liked this deck and loved to write about it.

P.S. After I have created the deck I have seen that there was a similiar one abusing the same combo but in a First Turn Kill using Bubble Illusion for activating the Chain Material and Elemental HERO Electrum to repeatedly summon Blaze Fenix and wipe out the opponent's life points. I found this deck as all FTK inconsistent ,situational and most of all boring. But if someone wants to take a look I have added in bibliography a video of this deck I found.

Thanks for reading and till next time.
-Eatos

Bibliography

Jason Grabher-Meyer, 2008, Metagame, "The Apotheosis: Dragoon Control"
http://gillysgonnawalk.com/metagame/yugioh7f4b.html?tabid=33&ArticleId=9711

Percival18, 2011, Youtube, "Yugioh WC 2011 Blaze Fenix FTK"
http://www.youtube.com/watch?v=hniFVj8UIu4

This is the 2nd version of the deck. Things changed :
Removed : Cyber Dragon x 2, Solemn Warning x 1, Elemental HERO Neos Alius x 1
Added : Card Trooper x 2, Machine Duplication x 1, Elemental HERO Voltic x 1

Wednesday 1 June 2011

Introduction

Deck Building is the most difficult part of Yu-Gi-Oh! game but it is also the most exciting one. Despite this many Duelists decide to follow the trends and use Top Tier Decks that more or less you can find the biggest part of them to be a packet. For example about 35 cards are staples in a good Dragunity Deck leaving you only 5 open spots to express your creativity.

But this is by no mean deck building. Deck Building is about creating a deck from a scratch, not deciding if you will fill your last spot with an Effect Veiler or a Spirit Reaper. Deck Building is about study the cards, recognize the viable combos, calculate the chances , you chose wrong ,choose again ,select the engines and cards you will use and then keep refining the deck till it becomes as good as possible.

No one said Deck Building is easy. But when you make a deck that works fine and can keep up with the very strong decks that rule the meta the current period of time ,yes, all of your work is justified and you are very proud of your creation. This is my opinion the meaning of this game ,fun through creation ,creation through fun (yeah ,I know this is too much).

The reason why I created this blog is to tell everyone about the decks I have made up and to hone my deckbuilding skills since I am not all that good. But if I can do it you can too ,so I will be the most pleased if you not only read my articles but to comment them ,with suggestions or your builds. I hope I am not asking for too much.

To be honest I just made up everything above. I play Meta Decks like anyone but I get bored easily and so  I enjoy creating different decks and researching interesting combo. Ergo I made this blog in order to publish my experiments.

Thanks everybody (for reading my verbiage) and expect my first article soon.