The Control Decks Of Duel Masters-Darth Vailo Okay we all know the type deck. It's the deck that you know the second you start playing it you'll be struggling. It's the Control deck and like it or not they've managed to wriggle their way into most all TCGs. And Duel Masters is no exception. In fact Duel Masters has spawned the most varitions of Control decks that I have ever seen in one TCG. So here in my second Duel Masters article I will be disscussing the different types of Control decks in Duel Masters. So without further ado here we go... Blue/Green (U/G) (Note-'U' is used for Blue due to 'B' being used for Black) Blue/Green was probably the first variation of Control that we saw in Duel Masters. The whole point of B/G is to 1-Keep your mana higher than your opponent with the mana acceleration that Green gives you and 2-use Blue's card drawing and bounce power to keep up hand advantage and field control. Pretty straight forward. You play the Control classic Draw power and the mass removal and or bounce. Cards like Brain serum, Aqua hulcus, and the stray King ripped hide. These cards will always be seen in this deck. Because as you're aware there's no better way to physic your opponent out than to have 7 or more cards in your hand while their stuck with their 3/4. Then we have the bouncing. This is arguably the biggest point of Water. Cards like Spiral gate, Teleportation, Unicorn fish ect Water has wiggled its way into most peoples' favorites list. Now while bouncing doesn't remove a threat entirely it does do many things which make up for that. First your opponent does not like seeing the monster they just paid 7/8 mana for back in their hand. Because this puts them at a disadvantage. Meaning they have to pay that 7/8 mana again. Meaning their not getting anywhere. And they just wasted 7/8 mana taps. Second bounce sets up for a kill shot if you're bouncing blockers. Oh and yes blockers. Blue has those to. And some nasty ones at that. You'll also see unblockables to sometimes but not often. Then theirs the mana accel of Green. Another thing your opponent does not like is when you have 6 mana and their still at 4. This gets them where "Controllers" want the opponent aggrovated and scared. Think of it this way. You're player A. Player B just set a Mana and now has played a Bronze-Arm Tribe getting more Mana. Player B now has 4 mana on turn 3. Meaning he'll (barring you don't run Green) always have one mana more than you. See my point? Not only does Green have mana accelration but it also has a nasty bit of removal and some power. (Natural Snare, Deathblade beetle) But I won't go into those right now. Now the only real weakness to this deck is swarming. Meaning if you play weenie rush you'll have to much for them to handle. Really this will be your best chance. Black/Blue (B/U) Really this is the less played of the Control decks. Blue we've already talked about but Black we have not. Darkness brings a lot of removal. First off Black has a civ exclusive Slayer abbility. (When this creature losses a battle destroy the opposing creature.) Cards like Bone assassin the ripper, and Gigagiele are standard. Aside from Slayers Dark also has two cards no one likes Death smoke and Terror pit. Cheap yet efficent removal is Darks' fortay. Then yet again Dark has a valuable Control element. Discard. Cards like Ghost touch not only nag the opponent but give youi hand advantage. And guess what Blue also gives you hand fill. Meaning while their losing cards your gaining. Dark also has some weaker Blockers(Bloody squido, Wandering braineater.) But again that's for another article. Dark players will also throw in Dark reversal for recursion as well. This deck type can be beaten by the likes of weenie rush and blocker decks. Blocker decks can effectively show the main weakness of this deck(or any deck running Blue for that matter) the fact that decking out happens after extended periods of play. So if a Blocker deck can stall long enough this deck can back fire. So be careful when drawing. Green/Black (G/B) Again you use Black for removal and Green for accel. This deck can be very mean. If you're up against this Control type be aware that they'll most likely be building mana for turn 4/5. So in those 4/5 turns you'll need to rush hard and fast. Don't allow them to get to turn 4/5 with all 5 shields. If you do you'll be in trouble. Because on turn 4 they'll be dropping Death smokes right and left. If you can take them for 3 shields then you'll most likely be in good shape. Because this deck lacks Blockers. That's a major flaw. Black/Green/Blue (B/U/G) Now we get into more experienced players' decks.(Note-This is also my deck of choice) Basically you get Blacks' removal, Blues' bounce and draw power, and Greens' mana accel. These decks are nasty. Now unless you can rush them and take them out by turn 5/6 you'll be in for a hurting. By turn 5/6 BUGs have probably gathered 7/8 mana. Meaning they'll be able to drop a lot of cards fast to start controlling you. Also again blocker decks are very effective against them. Blocking as they go draw happy CAN win you the game. Just be careful with those weenie blockers because they'll most likely be packing a Vampire silphy or two. Now there they are. Notice I left out Fire and Light. Really I don't see either as "Control". Light I see merely as stall. Fire is Beatdown. Some may disagree but hey to each their own. These are merely my oppinions, experiences, and observations. I do hope you got some help from this article. I thank you also for taking the time to read this very long article and if you have any feedback(Possitive or negative) or questions feel free to e-mail me at darthvailo@yahoo.com Peace v^^v DV