Deck Archtype Review #1-Remove From Play Decks-BerserkerAzn


Deck Archetype Review #1: Remove From Play Decks<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />

(3 Page Report on the Remove From Play Deck-Archetype)

Table of Contents:

(Click Ctrl+F and the number to jump to that section.)

A1-Introduction- Intro into the archetype and sub-archetypes

A2-Removing all of your opponent’s cards

A3-Removing all of your cards.

A4-Remove All cards from Play

A5-Weaknesses

A6-Strengths

A7-Tactics and Strategies

A8-Cards You’ll Need


 

A1-Introduction

            This is my article on my current deck-type, a remove from play deck. As the name suggests this deck is based on removing cards from the graveyard to the out of play area. As you know cards removed from play cannot reenter the current duel unless by a card effect such as Miracle Dig. This theme can be played in three distinct ways: removing all of your opponent’s cards, removing all of your cards, and a combination of both the other two.

 

A2-Removing all of your opponent’s cards.

 

This theme focuses on limiting your opponent from using his recursion cards such as Monster Reborn. A sub-type of this deck is a Fiber Jar deck, where you remove all of your opponent’s cards, flip Fiber Jar, and restart the duel with several of his or her cards missing from the deck.

 

A3-Removing all of your cards.

This may sound a little weird to some people, why would anyone in their right mind remove their own cards from play? Wouldn’t that just give their opponent an advantage? Yes it will, just a slight one, but you’ll be gaining even more. This deck focuses around an Invasion of Chaos common-Gren Maju Da Eiza.

 

Gren Maju Da Eiza

Fiend/Fire

***

?/?

Effect: The ATK and DEF of this card becomes the number of your cards removed from play x400 points.

IOC-024

Common

 

Basically, for every card, not just monsters, that you have removed from play this creature’s attack is multiplied by 400 points. If you have five cards in your removed from play area, then this card’s attack raises to 2000 ATK for a 3-star monster! This deck type is supported by Soul Release, and cards such as Gravity Bind, Messenger of Peace, Bazoo the Soul Eater and Chaos Rider Gustaph.

 

A4-Remove All cards from Play:

This deck is a combination of the above decks. It focuses on removing your opponent’s cards from play to limit his or her choices and then bringing out a powerful Gren Maju Da Eiza to finish him or her off.

 

A5-Weaknesses:

This deck is a very powerful type to play but still it has a couple of weaknesses. One is a Beatdown deck, one of the most common types. If your opponent can bring cards out to the field fast enough and hit you hard enough, then you’ll be dead before you can build up. Another weakness is a Gravekeeper’s Deck, or a Necrovalley Deck. Necrovalley prevents either player from retrieving cards from the Graveyard, and also does not allow for any Graveyard removal.

 

A6-Strengths:

As you know two of the most powerful deck-types out there are Control and Chaos. When I played my Remove From Play deck against a Control deck, I didn’t feel a thing. The way your opponent removes cards from your hand will rarely phase you, though it is definitely possible. I put Control in the strengths section because in the long run, this deck can prevail, though I see the two as being an even match. Chaos however will fall to this deck like crazy. Your cards will prevent your opponent from ever removing enough light and dark cards to summon their Envoys. Beware of them side-decking a Dimensional Fusion though as that can bring them a decisive victory. I removed all of my opponent’s light and dark monsters, he Dimensional Fusioned them back to summon the Envoys, but I ended up removing them from play before they could pose much of a threat.

 

A7-Tactics and Strategies:

This deck will start off very slow, building as it gets more and more powerful. It will steadily limit your opponent’s actions and will give you certain advantages. An important fact to remember is that this type of deck will make for very long games, making it extremely difficult to play in a Regionals-type tournament where there are time limits and where the winners of the duel are determined by remaining Lifepoints. This deck does not really care at all about Lifepoints, as long as it’s not zero obviously. Your main goal is to remove all the cards you can and it will lead you to success in either causing frustration in your opponent or stopping all of his cards.

 

Go defensive and wait for them to attack you. Banisher of the Light will provide defense as well as a ton of removal. Your Nobleman cards will remove any unknown threats that your opponent may be planning. Cards like Painful Choice and Graceful Charity are used not only as draw power but also to add fuel into your graveyard for cards such as Bazoo the Soul Eater and Chaos Rider Gustaph. Those two cards are “removal generators” that will continually generate removed cards fro your Gren Maju Da Eiza. Always remember to remove your least useful cards first, and save your most useful as a last resort.

 

 

 

A8-Cards That You’ll Need:

Here’s a list of useful cards in a Remove From Play Deck:

 

Gren Maju Da Eiza

Fiend/Fire

***

?/?

Effect: The ATK and DEF of this card becomes the number of your cards removed from play x400 points.

IOC-024

Common

 

Soul Release

Magic

Effect: Select up to 5 cards from either you or your opponent’s Graveyard and remove them from the current duel.

MRD-058

Common

 

Chaos Rider Gustaph

Warrior/Wind

****

1400/1500

Effect: You can remove up to 2 Spell Cards in your Graveyard from play to increase the Attack of this monster by 300 points for each card removed from play until the end of your opponent’s next turn. This effect can only be used once during your turn.

Super Rare

IOC-018

 

Bottomless Trap Hole

Trap

Effect: When your opponent <?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:office:smarttags" />Normal Summons, Flip Summons, or Special Summons a monster with an ATK of 1500 or more, the monster is destroyed and removed from play.

Rare

LOD-092

(Note: You may remove multiple monsters at once with it. E.G. If Cyber Jar is flipped and your opponent summons 5 monsters at once in ATK position, Bottomless Trap Hole will removal ALL of them at once.) 

 

Messenger of Peace

Continuous Magic

Effect: You must pay 100 Life Points at each of your Standby Phases. If you cannot pay, this card is destroyed. All monsters with an ATK of 1500 or more cannot attack.

MRL-102

Super Rare

(Note: This payment is optional. If you don’t want to pay then it is destroyed.) 

 

D.D. Warrior Lady

Warrior/Light

****

1500/1600

Effect: When this card battles another monster, after Damage Calculation you can remove the opponent’s monster and this card from play.

Super Rare

DCR-027

(Note: This effect is optional, and can be applied whether this card attacks or is attacked.)

 

Disappear

Trap

Effect: Select 1 card from your opponent’s Graveyard and remove it from play.

Common

LOD-089

(Note: Chainable…)

 

Bazoo the Soul Eater

Beast/Earth

****

Effect: You can remove up to 3 cards in your Graveyard from play to increase the ATK of this monster by 300 points for each card removed from play until the end of your opponent’s next turn. This effect can only be used once during your turn.

Super Rare

LON-064

 

Stumbling

Continuous Magic

Effect: As long as this card remains face-up on the field, any monster that is Normal Summoned, Flip Summoned, or Special Summoned successfully is changed to Defense position.

Common

IOC-035

(Note: This card is used to Summon your Bazoo, Gustaph, and Banisher in face-up Defense position so that they are in defense and their effects can be activated immediately.)

 

Nobleman of Crossout

Magic

Effect: Destroy one face-down monster card and remove it from play. If the monster destroyed has a Flip Effect, both players must remove all Monster Cards of the same name from their respective decks and remove it from play. The decks are then shuffled.

Super Rare

PSV-034

(Note: You may target your own monster. This card is also a common in the EVO decks.)

 

Nobleman of Extermination

Magic

Effect: Destroy one face-down Magic or Trap Card and remove it from play. If the card is a Trap Card, both players must remove all Trap Cards of the same name from their respective decks and remove it from play. The decks are then shuffled

Rare

PSV-035

(Note: You may target your own trap.)

 

Dimensional Jar

Machine/Dark

**

200/200

Flip: Both players can remove from play up to 3 monsters from their opponent’s Graveyard.

Common

MFC-023

 

Chaos End

Magic

Effect: you can only activate this card when 7 or more of your cards are removed from play. Destroy all Monster Cards on the field.

Common

IOC-036

 

Gravity Bind

Trap

Effect: All monsters of level 4 or higher cannot attack. Their positions may still be changed.

Rare

PSV-073

 

Soul Absorption

Magic

Effect: Each time a card is removed from play, the controller of this card increases his/her Life Points by 500 points.

Common

IOC-046

 

Fiber Jar

Plant/Earth

***

500/500

Flip: Both players unite all their respective cards on the field, in their hands, and in their Graveyards with their respective Decks and shuffle them. Then both players draw 5 cards from their shuffled decks.

Ultra Rare

LOD-056

 

Painful Choice

Magic

Effect: Select 5 cards from your Deck and show them to your opponent. Your opponent must select 1 card that will be added to your hand. Discard the remaining cards to the Graveyard.

Super Rare

MRL-049

 

Banisher of the Light

Fairy/Light

***

100/2000

Effect: As long as this card remains face-up on the field, any card sent to the Graveyard is removed from play.

Super Rare

MRL-078

 

That’s all folks.

 

E-mail me at BerserkerAzn275@yahoo.com for any comments or questions. Thanks for reading this.