I have said again and again
during my short time as a writer to this blog that I hate loops for I not only find
them boring and unstable but even kind of unethical. Yet there is something
fascinating in discovering a loop all by yourself even though when you go to
Google you see that many people have found it before you do. This
happened to me about five weeks ago and even though it is not an extremely
powerful or consistent loop I have got it one step further by making adding a
winning condition and by making the deck that contains the loop as consistent as possible.
I have to say that even if the deck was creating in order to set up the loop in
the first turn and use it in the second with a consistency over 85% yet it is
not even close to the Traditional Format First Turn Kill Decks and since it
leaves the opponent with a turn to respond it's winning rate drops significantly.
So I would suggest no one to run this deck and I have uploaded for purely
academic reasons.
The loop begins with the
small and unused X-Saber Palomuro. This little Reptile Special Summon itself
from the Graveyard at the small cost of the 500 life points when a X-Saber is
destroyed in battle. The good thing is that it does not states another X-Saber
except himself ergo when a Palomuro dies you get another one from the
Graveyard. The bad thing is that since you pay life points this loop cannot be
used for an unlimited amount of times. And there the next card comes into play.
Rainbow Life, which can be
activated at the cost of a card at hand, allows you for a turn to gain as much
life points as you would have lost. So you activate Rainbow Life, attack with
Palomuro to something with more than 700 ATK, you get the difference between
the ATK of Palomuro and the opponent's monster and you summon the next Palomuro
and announce the number of times you want to repeat the combo. For example if
you suicide Palomuro to something like a Reborn Tengu with 1700 ATK you
get 1500 every time and minusing the 500 life point cost you get 1000 life
points every attack and if you say "I repeat the combo a million times”
you get yourself a billion life points. This is what most opponents need before
they scoop and burble something about broken loops and silly cards that kill
the game.
But one must not rely on
the opponent to win at any case. A smart opponent will count the rest of the
cards in both decks and considering the amount of Draw Power this deck contains
in order to set up the loop in most cases you are going to lose first. And such
one must find a way to abuse the loop even further. I have decided to do this using
another X-Saber, Axel. This little guy allows for every time an X-Saber is
destroyed by battle to draw one card. See the point? Draw all of your deck by repeatingly suicide the Palomuros in opponent's monsters. Yet
when Axel is on the field you cannot perform the combo with Palomuro for
unlimited amount of times since then you would be decked out by yourself
(Axel's effect is not optional).
But even having all of your
deck on your hand is not gonna guarantee you the game so I had to add a win
condition by stuffing to the deck as few cards cards as possible in order to
hurt consistency as less as possible. I have found a fitting win condition in
the face of Instant Fusion which is added to a single copy and used to summon
Musician King. This level 5 Spellcaster-Type monster is tuned with Palomuro in
order to summon Tempest Magician, a card known for it's ability to turn massive
hands to Burn Damage OTKs making the perfect win condition to this deck.
So to sum up the whole
combo since you will most likely have been confused. You need two Palomuro at
the Graveyard along with Rainbow Life on the field and an Axel on the field in
the first turn in order to begin the combo next turn. Since this is kind of
hard to happen I decided to make some changes to make the deck more playable.
First I have added Snake Rain which allows to send four Reptiles from the Deck
to the Graveyard making perfect to send multiples of Palomuro there and second
I ran XX-Saber Emmersblabe which allows me to suicide him in order to Special
Summon both Axel from my Deck and Palomuro from the Graveyard. Ergo all the
setup this combo needs is Emmersblade, Rainbow Life and Snake Rain first turn
in hand. And trust me this is not hard at all.
But enough with the
explanations, let's go to the deck build.
Monsters x 16
X-Saber Palomuro x 3
XX-Saber Emmersblade x 3
X-Saber Axel x 2
Broww, Huntsman of Dark World x 3
Evil Dragon Ananta x 3
Vennominon the King of Poisonous Snakes x 2
Obviously Palomuro and Emmersblade, the centerpieces
of the deck is included at the maximum allowed of three copies in order to sent
them to the Graveyard faster in the case of the former and add one to the hand
as soon as possible in the case of the latter. Next we have one of the major
flaws to this decks consistency but yet a necessary one. Two copies of X-Saber
Axel are necessary since this deck runs (as you will see below) Card
Destruction and Into the Void both of which will be unusable if the single copy
of Axel is stuck in your hand and you cannot sent it to the Graveyard as the
whole combo will be useless next turn.
Next Broww, Huntsman of Dark World is added paired as
you will see by Card Destruction and triple Dark World Dealings making a really
decent Draw engine.
Finally I had to add some Reptile-Type Monsters other
than Palomuro since Snake Rain cannot work if you have less than 4 Reptiles in
your deck. I have looked carefully to every Reptile in both TCG and OCG and I
found none non-Archetype specific that can provide some sort of advantage from
the Graveyard or even at the hand (with the exception of some crappy Worms that
you get to Draw a card when they are Flip Summoned, but they were obviously
ruled out as they offer nothing essential to the deck). I chose then to add Level 8 Dark Reptiles in order to have some valid targets for Trade-In and
Allure of Darkness. Ergo I have added triple Evil Dragon Ananta and twice
Vennominon the King of Poisonous Snakes. A total of 8 Reptiles in the deck
makes sure that you will get to activate Snake Rain in the vast majority of
occasions (I had tried with 7 and it was not an uncommon phenomenon to have
draw 4 of them and a Snake Rain, making it completely dead). Also with 5 Dark
Level 8 triple Trade-In and a single Allure are justified in a deck that works
much like a First Turn Kill in terms of Draw Power.
Spells
x 21
Snake Rain x 3
Instant Fusion x 1
Pot of Duality x 3
Momentary Truce x 3
Into the Void x 3
Trade-In x 3
Allure of Darkness x 1
Dark Word Dealings x 3
Card Destruction x 1
Now for the Spells, we begin with
triple Snake Rain a really great card as it is the primary way of dumping
Palomuro in the Graveyard and also it thins the deck. Foolish Burial could be
used as well but I found that there was absolutely no need.
We continue with the single copy of Instant Fusion. By the time you
would need this you will have theoretically drawn all of your deck so adding
more of this is unnecessary and unneeded. If you draw it when you have Card
Destruction or Into the Void you can simply set it (If your opponent haves Mystical Space Typhoon/Heavy Storm/other form
of back row hate then it would have used it in Rainbow Life anyway but then
again as I said before this deck is here for purely academic purposes and it is
not actually combatant).
Next we have the Draw Spell Arsenal.
First there is Pot of Duality, which is an obvious choice in triplets since
this deck does not uses any kind of Special Summons during the first turn in
which it only draws (a lot!). Second Draw card is a currently OCG-only (do not
worry, this card is coming out in November in Photon Shockwave) and it is one
hell of a card in certain decks; Momentary Truce. Both players draw a card making it a 1-for-1
for you and a plus one for the opponent but all damage is reduced to zero
during yours and your opponent’s turn,ensuring that you will not be
OTK’d. But both Pot of Duality and Momentary Truce can be used only by the
first turn when you draw and not in the second where you Special Summon like
hell (possibly even a billion times) and when you want to do a Burn OTK through
Tempest Magician (Momentary Truce is reducing to zero both Battle and Effect
Damage). Finishing with the 1-for-1 draw cards we have Into the Void a simple
card that allows you to thin your deck at the cost of discarding your entire
Hand in the End Phase but if everything goes ok then you would have set up the
combo and no longer needed your Hand. I guess that by now you have noticed the
absence of Upstart Goblin. The reason of this is pretty simple; this deck wins
by inflicting a certain amount of Burn Damage, if you have used 2 Goblins then
the opponent haves 10000 life points, and this means that Tempest Magician
needs 20 cards to fuel him in order to win. But with the rate this deck is
thinned in the first turn it is not uncommon to draw more than 20 and so you
may not have enough to discard for Tempest Magician.
Continuing with the Discard/Draw
Spells, we have Trade-In a great Draw Card with 5 targets in this deck making
it almost never dead. Allure of Darkness is even better since it targets every
non-X-Saber monster in the deck but obviously it is better not to discard Broww
as he does not get his effect. Dark World Dealings is a great card even though
it helps the opponent along with you and it is a minus one since it lets you
draw further into your deck without worrying about the other cards in hand
(unlike Trade-In or Allure) and it makes a great pair to Broow since with him
it is an ordinary 2-for-2 Draw Card much like Trade-In and Allure. Closing we
have possibly the best Draw Card; Card Destruction can turn massive dead hands
into great ones, plus it also combos well with Broww or even better Browws.
Traps x 3
Rainbow Life x 3
In the Trap Line-Up we have only the
last necessary piece of the combo and no other card. I tried to add Solemn
Judgment or even Dark Bribe/Debunk to protect the combo and the setup but for
every Dead Card loses at least 3% of its ability to perform the setup during
the first turn (and with 3 dead cards: 2 Axel and 1 Instant Fusion, without
counting the possibly dead Broww/Trade-In/Dark Reptiles), I decided to cut off
any even a little unnecessary card.
In the last test I have done to this
Deck it was able to setup the combo First Turn in 87 out of 100 times but this
does not mean I would have won (since this works as a First Turn Kill I tried
it by myself and not in a real Duel most of the time). This deck does not have
what it takes to win in a consistent and reliable rate as Mystical Space
Typhoon, Heavy Storm and Effect Veiler; cards in almost every deck nowadays
can easily counter the combo. If you have the cards make this deck for fun, it
is truly funny to see other people faces when you have 1 billion life points or
when you draw all of your deck and summon a single Synchro to claim game. If
you do not have the cards then do not spend on this deck (if you like this
style of decks try Traditional Format Makyura FTK or Dimension Fusion FTK).
Thanks for reading and till next
time
-Eatos
Bibliography
Neither this time I have any Bibliogrphy Link to present but this time it is due to me, thinking and developing the loop by myself and so I haven't found any article or video to help me further.