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Can Beatdown Survive? - Blood Mage
The 3 most Powerful/Popular decks right now in the game consist of these 3 deck variants.
 
Beatdown
Chaos
Control
 
Now, someone has asked about the death of beatdown...
 
You haven't been playing good enough beatdown decks. Modern beatdown decks are all about Field Advantage. What does Field Advantage mean? It is a bit more tricky to explain than Card Advantage. Field Advantage means keeping your opponent's side of the field empty, while yours is not. Dimensional Warrior Girl (English- D.D. Warrior Lady) is a perfect example. Summon, attack, and leave it. To destroy it, they have to waste their turn summon, screwing themselves over for next turn, where you can use another high powered beatdown attacker to attack them. Thus, by maintaining field control, and consequently Card Advantage the whole game, Beatdown decks have gradually evolved to become Hybrid decks- High powered beatdown attackers combined with field clearers.
 
But wait, what about the dreaded topdecked Chaos Emperor Dragon, which wipes away all advantage for both players?
 
Kaiku (English- Kycoo the Ghost Destroyer) is the answer. A decent attacker that runs over what Chaos and Control usually pack, it also stops Chaos Summons dead in their tracks, preventing any godly topdecks. Of course, Yata is the ultimate answer to topdecks... it stops your opponent from topdecking... EVER AGAIN.
 
Then, you ask, what about your "low powered attackers that get run over by tributes?" "Defense mode archfiend soldier?"

No self respecting Beatdown deck would use Archfiend Soldier... Berserk Gorilla is the way to go. 2000 attacker with no drawbacks, what's not to like? One of the best topdecks in the game, right up there with Chaos, Spirit Reaper, and Pot of Greed, IMO.
 
So, from a careful analysis of Beatdown's weaknesses, let's look at its strengths-
 
1.) It takes the brain of a monkey to play one. Seriously, there are no complex decisions like for Control decks. Summon, attack. Not hard.
 
2.) Complete field domination. Rarely will beatdown decks see the field wrested from them, except by Control decks packing 3 Tidal Waves (English - Torrential Tribute).
 
3.) Competetive. The Beatdown deck, if you have no experience in one area, is the safest bet.

What is the real objective of a beatdown deck? I think I can redefine that. The objective of a Beatdown deck is to stop your opponent from getting good topdecks, which will wipe away your field advantage. If you maintain field advantage with a Beatdown deck, you will win.
 
So, after going over what a beatdown deck should look like, how about we actually construct one?
 
Keep in mind this Beatdown deck is Metagamed; it is rigged to kill the current other top decks.

Creatures- 17

1 Jinzo
1 End of Anubis
3 Berserk Gorilla
3 Dimensional Warrior Girl
3 Kaiku / 2 Kaiku, 1 Magical Scientist
1 Witch of the Black Forest
1 Sangan
1 Mage Warrior Breaker
1 Tribe Infecting Virus
1 Sinister Serpent
1 Yata Garasu
 
Kaiku stops Chaos topdecks, while End of Anubis completely shuts down Searchers, Mystic Tomato, Shining Angel, all resurrection (which are good topdecks). Jinzo stops trap topdecks, and Yata stops topdecks in general.
 
Magics- 18
 
3 Mystical Space Typhoon
1 Delinquent Duo
1 Forceful Sentry
1 Confiscate
1 Mirage of Nightmares
1 Premature Burial
1 Snatch Steal
1 Painful Choice
1 Heavy Storm
1 Nobleman of Crossout
 
6 Staples-
Raigeki
Pot of Greed
Graceful Charity
Harpy Feather Duster
Dark Hole
Monster Reborn
 
Change of Heart is not needed in this deck. Change of Heart is temporary field advantage, and -1 Card Advantage.
 
Traps- 5
 
Magic Drain
Magic Drain
Waboku
Imperial Orders
Call of the Haunted
 
I have decided to alter my Trap setup. For beatdowns, the greatest threat is good topdecks. Good topdecks are usually Magics. Magic Drains stop them, while in the early stages of the game, they help empty your opponents hand.
 
I hope I have helped clear things up about what a Beatdown is and isn't.