Wrom: YCGPKYLEJGDGVCJVTLBXFGGMEPYOQKEDOTWFAOBUZXUWL [themightymollusk@yahoo.com] Sent: Tuesday, October 15, 2002 3:31 PM To: Bill Subject: Deck Archetypes Update--The Mighty Mollusk Hello one and all. It seems that every time I get an article posted on Pojo, I get some interesting feedback (yes, my tourney report got feedback). I can always use interesting mail through the wall of spam. Anyway. Last month (September 2002), I wrote an article on deck archetypes, analyzing each kind of major deck. Now with Magic Ruler out in force, there are a few new types, as well as updates to older ones. So, with the old article now out of date, here's a new one. (Note that I will not be discussing the argument over the cheapness of beatdown decks. I find the entire debate pointless and boring.) Beatdown: Yeah, like you didn't see this one coming. Beatdown is the single most common deck type, and is among the easiest to build. It focuses entirely on powerful attackers to overwhelm an opponent's defenses and slap them around directly. Signature cards include Summoned Skull, Seven Colored Fish, La Jinn, and (to a somewhat lesser degree) Blue-Eyes White Dragon. Axe of Despair is showing up quite a bit lately as well. Fiend/Spellcaster Beatdown is quite amusing as well, using specific equipment cards to power up monsters even further. Maha Vailo is a new favorite of this type (remember, MV is a Spellcaster). Strengths: Beatdown is the easiest type of deck to build; slap in strong monsters, good magics and traps, and go to town. It's also among the easiest to use, since it's all about attacking. Beatdown will only get stronger with later sets, when we get even better cards. Gemini Elf comes to mind, a level 4 1900/900 Spellcaster with no effect; this is currently the highest nontribute noneffect power available in the game (shared by a couple other cards I can't remember the names of). Also, many of the cards good for this deck are easy to find: Seven Colored Fish is a common, and the others mentioned above (except Maha Vailo and Axe of Despair) are all in starter sets. BEWD and SS are in those nifty new tins, as well. Weaknesses: Again, I'm not getting into that whole debate about the cheapness of it. Beatdowns rely on high attack low defense monsters (Summoned Skull, for example, has terrible defense); Shield and Sword is a death card here. Fiend/Spellcaster Beatdown, with its high amounts of equip cards, is vulnerable to Reverse Trap and Heavy Storm. Overall: If nothing else, most people will agree with me that this is a good deck choice for beginners. Beatdown will never go away, whether you want it to or not. Exodia: The obvious second one, Exodia decks rely on the auto-win condition. Signature cards include Sangan, Witch of the Black Forest, Pot of Greed, and (of course) the five pieces of the Forbidden One. New cards such as Upstart Goblin and Painful Choice also help to thin out the deck. Strengths: Simple enough. Get Exodia and win. Weaknesses: The Exodia pieces are all Ultra Rare to begin with, AND from Legend of Blue-Eyes, which according to my information is out of print. Individual pieces sell for $40-$50 easily, so good luck getting 'em. I'm still not sure how I managed to get three of them. Card Destruction, Robbin' Goblin, Delinquent Duo, and other hand-disruption tricks are Exodia's worst enemy, dumping a piece into the graveyard (in one of my many duels, an opponent discarded three Exodia pieces to a Card Destruction, then drew the other two pieces from it. Needless to say, he wasn't happy). There's also very few card-drawing options right now, and two of them (Card Destruction and Cyber Jar) are Exodia's worst enemies. Overall: Leave Exodia in the binder for now. Later sets give us better search mechanisms, but right now, there's simply not enough drawing power in the game for out friend the Forbidden One. Gate Guardian: Believe it or not, this is almost a viable option now. Gate Guardian decks rely on...well... summoning the Gate Guardian. Anything for cheapening tribute costs is good here; discarding for Monster Reborn is commonplace. Spear Cretin gives this deck a shot in the arm, allowing more special summoning fun. Three Cretins can make it a lot easier to pull off. Strengths: The Gate Guardian. 3750/3400. 'Nuff said. Weaknesses: GG himself again. He's a Secret Rare and his pieces are Super Rares, so they're hard to assemble. Getting all three pieces into your hand at the same time can be tough, never mind getting them into play and having GG in hand. Man-Eater Bug kills the Spear Cretin plan. Then, of course, someone could do what I did: Change of Heart the Guardian, tribute it to a Catapult Turtle, and Reborn it. }=]> Oh yeah, and GG can't be Reborned unless it came into play via its special summon requirement. Overall: Good luck with this deck type, because you'll need it. Unlike the other deck types, not much upcoming will be of a big help. I foresee GG completely disappearing fairly soon, aside from the occasional casual deck. Lord of D: Dragons galore. This deck abuses Lord of D and the Flute of Summoning Dragon, dropping high-level beasts such as Blue-Eyes White Dragon, Tri-Horned Dragon, Red-Eyes Black Dragon, Hyozanryu, and Ryu-Ran quickly for high-speed kills. Dragon Treasure and Mountain can help quite a bit. Strengths: Dragons. Lots and lots of dragons. Lord of D protects from targeted effects; no Spellbinding Circle or MEB for your opponents. Some of the game's most powerful monsters, such as Blue-Eyes Ultimate Dragon and Five God Dragon (a 5000/5000 fusion of any five dragons, which takes no combat damage from any main type except Light) are dragons. Black Skull Dragon and Twin-Headed Thunder Dragon can hit it big here, as well. Weaknesses: Lord of D is, frankly, a weakling, and is very vulnerable to attack. His effect also doesn't protect from nontargeted abilities such as Cyber Jar or Mirror Force. Dragon Capture Jar shuts this deck right down unless a trap-killer is handy, such as Mystical Space Typhoon, Heavy Storm, or (better yet) Seven Tools of the Bandit. Horn of Heaven and Solemn Judgment kill special summons. And frankly, there STILL aren't enough good dragons for this deck yet. Overall: Combo it with Beatdown for devastating effects, but don't use it alone. The lack of good dragons limits this deck's potential for now. Monster Removal: It's all about destruction here. This deck is focused on killing the enemy's monsters to allow clear shots at the life points. Man-Eater Bug and Barrel Dragon own here, with Hane Hane and Wall of Illusion as backup and Cyber Jar as a contingency plan. Other signatures include Fissure, Trap Hole, Share the Pain, and Tribute to the Doomed, all top-notch monster killers. Strengths: Killing monsters is always good. No monsters means no defenders. This deck has a lot of future potential as well, with better cards upcoming in later sets, such as the Deck Destruction Virus of Death (AKA the Crush Card). Weaknesses: Not much for good killers right now. This deck is prone to large amounts of weakling monsters, and thus suffers the same problem as Lord of D-based decks. Overall: Best when paired with another type, but fair on its own as well. Most decks include minor elements of this, mainly MEB and Trap Hole, and with good reason. Shield and Sword: As the name implies, this deck abuses Shield and Sword, with high-defense low-attack monsters such as Mystical Elf, Catapult Turtle, and the ultimate defender, Labyrinth wall. Magician of Faith is handy for re-using those used Shield and Swords. Strengths: This deck can usually hold opponents off for a long time while waiting for its killers. Shield and Sword is death to Beatdown; suddenly, that Summoned Skull is a lot less threatening. Later, we'll be getting Millennium Shield, which is basically the same as Labyrinth Wall (although I believe it's a different main type). Weaknesses: Shield and Sword tends to leave you with weak attackers; Labyrinth Wall is especially vulnerable. Fissure kills your best attackers easily. Magic Jammer shuts down the deck's kill mechanism. If the opponent won't let you set up, you could be in for some hurting pretty quickly. Overall: Despite those big weaknesses, I like this deck type. Maybe it's just because of all the opponents I've inflicted single-turn kills upon (Shield and Sword + two Labyrinth Walls + Catapult Turtle: kill their defenders, attack with any other available attackers, then finish them off with the Turtle's effect). Worth a look, if nothing else. Burner: This one's all about direct damage. Ookazi and Tremendous Fire own here. Princess of Tsurugi, Just Desserts, and a few others are also good. Messenger of Peace combos with the direct-attacking Metal Raiders monsters such as Rainbow Flower and Queen's Double for some fun tricks. Strengths: Messenger of Peace can completely lock down Beatdown decks while you whittle away at their health. This deck also abuses Robbin' Goblin very well, since it attacks directly anyway. Weaknesses: Once that Messenger of Peace leaves play, you're in trouble; that La Jinn that's been forced to stay back is gonna be very unhappy with you. Tremendous Fire and Messenger of Peace cost life points to use; those small costs add up. A Heavy Storm is this deck's nightmare, allowing those weak direct attackers to get slaughtered quickly and efficiently. Overall: Go ahead and try it, but keep Magic Jammer handy. Those Heavy Storms are a killer. I'd recommend just waiting a bit for more burn spells. Toons: Entirely new from Magic Ruler, Toon decks explain themselves: drop Toon World and toss down Toons for direct damage. Blue-Eyes Toon Dragon rocks here. And frankly, Toon Summoned Skull is just creepy. Strengths: Direct damage of 3000 per turn? Yes please. Weaknesses: Once Toon World leaves play, all of your toons go with it. Thus, De-Spell is death here. You STILL have to pay tributes to summon Toons. The two best toons are excessively rare (Toon Blue-Eyes is a Secret Rare). You have to pay life points to attack with Toons; that adds up as well. And lastly, Toons can't attack on the same turn as they're summoned (players of Magic: The Gathering will interperate this as summoning sickness). Overall: Wait until we get some better toons. Even then, I wouldn't really recommend it. Fusion: Fuuuuuuu-SION! HAAA! Sorry, been watching Dragon Ball Z too much. Fusion decks rely on Polymerization to drop super-powered monsters easily. Magician of Faith is once again strong for re-using Polys. Black Skull Dragon and Twin-Headed Thunder Dragon rock here, along with Gaia the Dragon Champion. Strengths: Fusion is a special summon; no Trap Hole for you. Most of the game's most powerful monsters, including the aforementioned Blue-Eyes Ultimate Dragon and Five God Dragon, are fusions. Much later, we'll have access to Fusion Gate, a field card that allows you to play fusion monsters without Polymerization by removing the fusion material monsters from the game instead of putting them into the graveyard. Also, there's the fusion substitute monsters, such as Versago the Dark Destroyer, who can replace one monster in a fusion. Weaknesses: Magic Jammer shuts fusion down, as do Horn of Heaven and Solemn Judgment. Polymerization is currently hard to come by, although the upcoming Structure Decks will make that part a lot simpler. The fusion substitute monsters are nearly impossible to get, and we won't be getting Fusion Gate for quite some time at this rate. Overall: Best when teched into another deck type. Wait until later sets for it to become playable on its own. Zombies: Very rarely seen (in fact, too rarely for me to have included it in my last article), zombie decks use lots of zombie monsters, in combination with Wasteland, Violet Crystal, and Castle of Dark Illusions for devastating results. Shadow Ghoul can get ridiculous in this deck if played right. Strengths: Not many that I can see at the moment, but there's possible future potential. About the only real strength is the ability to make Shadow Ghoul go insane. Weaknesses: Lots and lots. Our current strongest zombie is PumpKing, at a fairly mediocre 1800/2000, pretty bad for a level 6. Most zombies have very poor defense (many of them are 0), making Shield and Sword absolutely chaotic. Overall: I wouldn't recommend this deck at all. Even teched into others, it doesn't work well. Perhaps later sets will bring us better zombies. BTW, I've yet to find out just what Call of the Haunted's card game equivalent actually does; if anyone else knows, I'd appreciate it if you'd let me know. Rituals: Also not often seen on their own, Ritual decks abuse ritual summons like they're going out of style. Sonic Bird and Senju of the Thousand Hands are good for searching out sets. Crab Turtle, Performance of Sword, and the mighty Relinquished are powerful here. Strengths: Rituals are special summons (believe me, I've lost track of the number of people I've seen trying to Trap Hole my Performance of Sword). Tribute costs for rituals can be paid from the field or from your hand, making it yet another discard/Monster Reborn abuser for high-level summons. There will also be some great rituals later, such as Chaos Soldier (AKA Black Luster Soldier) and the Magician of Black Chaos. Not to mention some that just plain sound cool, such as Masked Hellraiser. Weaknesses: Rituals suffer from the same drawback as Polymerization; they get stalled by Magic Jammer, Horn of Heaven, and Solemn Judgement. The current best ritual, Relinquished, is hard to get (Relinquished is an Ultra Rare, and his Black Illusion Ritual is a Super Rare). There's also a lack of good rituals right now. You also have to have both the Ritual and the Ritual Monster in hand at the same time; often you'll have one or the other, making the one you have useless. Like Gate Guardian and others with special summon requirements, Ritual Monsters can only be Reborned if they're come into play via the Ritual first. Still searching for the ruling on Relinquished and Cyber Jar (ie can Relinquished come into play via Cyber Jar's flip effect). Overall: Another one to be teched into other deck types. Come to think of it, this might pair fairly well with Gate Guardian (discard a peice to a ritual, set a Spear Cretin, flip and tribute it to another ritual to get the first peice into play). I'd recommend waiting for future sets and better rituals, tho. And that about sums it up. I know I'm going to get e-mailed about deck types I supposedly missed, so let me say a few things. 1: Harpy Lady is not a deck in and of itself (yet). It fits into other decks, most often Shield and Sword. 2: Weenie attack decks do NOT EXIST. They're either monster removal decks that attack with their used-up effect monsters, or they're burners using Messenger of Peace. 3: Most decks will include different facets of various deck types. So if your deck is beatdown with a couple of fusions and some monster removal (as my current deck is), it's about right, but not a new deck type in and of itself. Woo, that fusion joke up there is making me imagine Summoned Skull and Red-Eyes Black Dragon attempting the Fusion Dance from DBZ. And on this somewhat trippy note, I bid you all adieu. As always, Good Luck, Happy Dueling, and May The Heart Of The Cards Be With You. The Mighty Mollusk themightymollusk@yahoo.com PS: Anyone trying to contact me, please put something related to YuGiOh in the e-mail's subject line, to ensure that I don't mistake it for junk mail. I'm happy to answer any questions you may have, but I'd advise you to check Pojo's FAQ first, since that's where I get my answers from anyway. PPS: On an unrelated note, I'd like to join the people thanking wartortle for taking the time to screen the tips. At last, no more "combos" about how to kill a BEWD! Woo!