lock decks--deviaan

 

k, here i go. Its my first tip rant thingy, but i hope it wont be my last. i'm pretty good at dm, and have know the rules scine october, the 2003 october. lol. ne ways, on to the tip thing. first off, u have to know what a lock is, and that is a, well, lock u know, keeping your opponent traped with some sort of card combo. right now there arn't many locks (well, that can fit in a 40 card deck) and a lot of them are single cards rather than combos, but they can be very effective, espcially in early game. They arn't as strong as yugioh locks but they can still be very effective (and annoying). i'm going to tell you of 3 locks that i've used, a lot, and, if they fit the situation, always work. also note that some of these locks will either: (1) become stronger with comming sets (2) become weaker with comming sets or, (3) become obselete. The obselete thing is mainly for any combo that needs more than 3 different colors. (which, i doubt i'll add). k, lets get going!

first things first, lock cards are most used in controll decks, keep that in mind when you read these locks. also note, a strecth means that it takes more than one turn, and a single takes one turn.

 

(1) the shark lock: this lock consists of using saucer head shark and unicorn fish to essentialy ruing weeny rushes (not to mention cost your opponet a phenamol amount of mana to replay them later on). though not as strong as the vampire lock (the next one), it is still very effective. this lock is reletivaly cheap (5 mana for stretch, and 9 mana for single), this is what you do: play unicorn fish, boucne a card, next turn: play shark, return fish and use fish again to bounce shark to hand. simple, yet effective. it kills weenie rush decks, but has little effect on some cards. also note that you can substitue the fish for any bounce card (usually sinper). this is also know as a bounce lock (thats what i call any lock that has a bounce effect).

 

(2) the vampire lock: this lock is very expensive, but still effective (cost 8 for strecth and 16 for single) it uses vampire silphy to kill your opponents monsters then using aqua sniper to return both silphy and vampire, essentially re-using their effects. this is a kill lock (as in its main focus is killing opponents monsters). this is most effective in the 4 or 5 color control (a very powerful deck type, trust me, they work even if they have 70+ cards [mine has 93 ><]) thast because those games actually last that long, otherwise u can use maybe a fish or something instead, even though the fish will die. i choose to use sniper instead cause then i can keep reusing.

 

(3) the sniper lock: one of the simplest locks out there, it uses only 1 card, aqua sniper. this is [imo] the most powerful one card lock out there. its cheap for its effectiveness [again, imo] it cost 8 and is only a single. this lock is also the most easily seen. you just play the sniper, and choose it and another card to return, i use this if the shark/vampire won't work. it gets rid of those nasty 4000+ attackers and still lets you reuse.

 

well thats that, before i go i'd like to say that many people don't see the point in making locks but there is one. It lets you use card effects INFENATLY, well theoreticly, unless your opponent can some how ruin it, which right now they cant if you use a single turn. well thats all.

 

c yas later

--Deviaan