Subject: More Deck Analysis/Testing -Pegasus Sigh... just when I thought I really wanted a toon deck, I started testing out a few more deck types and now I'm unsure again. The soul-search for the ultimate deck continues. Anyway, I think I've covered every major deck type now. Here's roughly the second half: Chance: I have never seen a single tourney report in which a chance deck is mentioned, but I decided to make one anyway. Barrel Dragon, Time Wizard, and Goddess of Whim were the basics in this deck, but I also added Graceful Dice for a bit of fun. The Time Wizards worked remarkably well, but the Barrel Dragons were obviously the most solid of the three. Oh, and I put in some beatdown cards for support. Strengths: If you structure it as a standard beatdown, it's solid and the Time Wizards are incredible when you flip right. The Barrel Dragons work fairly well against Stall decks, and the goddesses (to some extent) work to combat weenie decks (because it's 3 stars and passes under Gravity Bind). Weaknesses: Weak to everything if luck isn't on your side. =/ Final Analysis: One of the more "fun" deck types. This type, actually, will gain more appeal once Mythological Age comes out in English (not saying more). Harpie Lady Beatdown: This is one of those "theme" decks along with Dark Magician decks that try to imitate a character from the anime/manga. Harpie Lady, Harpie Lady Sisters, Harpie's Pet Dragon, Harpie's Brother, Elegant Egotist, and Rising Air Current forms the basis of this deck. It's surprisingly speedy, and the pet dragons can be boosted surprisingly high without equip cards. Strengths: Good against normal beatdowns because of the extra ATK boost and the speed that Elegant Egotist imparts. Weaknesses: When you don't draw Rising Air Current, the Harpie Ladys are vulnerable to beatdowns. Final Analysis: A more serious type than the chance deck, you might actually consider playing this in tournaments. You might also wait for Harpie Lady SB and Bird Mask to pump up the power of this deck significantly. "Velocity" (e.g. 4-star no tribute) Beatdown: This was such an awesome deck. I mean it. All 1800-ATKers and Mechanicalchasers if you can swing it, Light of Intervention (I am not kidding), Imperial Order, and NO (read my lips) tribute monsters. Three Axe of Despair works well too, but don't overload on the equips. The Light is to prevent your opponent from sneakily using MeBs or MoFs. Imperial Order is to counteract Raigeki and other staple magic and to prevent your opponent's equips from functioning. Nobleman of Crossout works here too. You might want to consider sidedecking Prohibition to get rid of nasty Jinzos that'll try to counter your Imperial Order. Monster Removal is key to this deck; Fissure and TttD. Strengths: When played right, extremely deadly against everything INCLUDING control. Weaknesses: If your draws aren't lucky, a Summoned Skull or Jinzo on the other side could wreak havoc on your LP. Final Analysis: This deck takes some skill to pull off, but if you have the right mix of support, monsters, and monster removal this is a deck to be feared. Gate Guardian Beatdown: I know EXACTLY what you're thinking. You're wrong. The point of this deck is not to summon Gate Guardian and destroy your opponent, but just to use the pieces. The pieces have an effect that I really like (the 1-turn Waboku). Getting them out is slightly difficult, however it can be done with Cemetery Recursion (the stronger version of which I'm detailing next). Note: Do NOT use Kazejin. Use three Sangas and three Suijins. Strengths: The Sangas can destroy Summoned Skulls quite easily. Putting them in face-down defense ala The Shallow Grave is also a mean trick: your opponent loses 2200 LP if they attack and you activate its ability. Weaknesses: Imperial Order. Makes it a lot harder to use Cemetery Recursion to bring out Sanga/Suijin. Final Analysis: Use this deck in a tournament if only to make people seriously underestimate you. Then smash them into the ground. :) Cemetery Recursion: The stronger version of the above. Instead of using The Cheerful Coffin, I highly recommend using Darkness Approaches and Painful Choice. Basically, discard strong 2-tribute monsters (stick to Barrel Dragon and Blue-eyes) and revive them using a multitude of cards. Monster Reborn, Premature Burial, Call of the Haunted... hell, use three Spear Cretins and three The Shallow Grave. It'll be worth it. Of course, three MoFs so you can reuse your revival cards. When you draw Painful Choice early, discard EVERY Barrel Dragon and Blue-eyes in your deck. Trust me. It's easier to revive them that way. Strengths: When you can draw Painful Choice on the first turn along with some revival, the speed of this deck is frightening. Weaknesses: Again, Imperial Order. Final Analysis: Used to be a good deck type, but fell into the dust for some reason. I recommend using this deck at least until the Kaiba structure (which I'm now certain includes Cyber-Stein) comes out. Catapult Turtle + Shield and Sword Burner: I tried the version that lacks Shield and Sword last time. I've got to say that I really think this deck isn't any better than normal Catapult Turtle, but maybe that's because I can't use Limiter Removal in EDS... I think I'll use an apprentice to test out the full version of this deck sometime within the next week or two. But anyway... basic strategy is to slap down defense cards until you draw Shield and Sword, and then sac the monsters after using Shield and Sword. Use Gravity Bind, PLEASE. The full version uses DNA Surgery + Limiter Removal to double the damage done. Strengths: Good against stall and control. Weaknesses: If you can't get Gravity Bind early, beatdowns will destroy your LP. Final Analysis: If you're using MoP instead of Gravity Bind, this deck doesn't work. With Gravity Bind, DNA Surgery and Limiter Removal, this deck works. Hand Destruction: The first of the two "destruction"'s. WMH, Robbin' Goblin, Skull Invitation (Magic Thorn once it comes out, because it's better), and Gravity Bind. Oh, and Confiscation and Delinquent Duo. And then some support and equip magic to power up WMH. Using Hayabusa Knight to help clear the field for your WMH is also a good idea. Strengths: Good against Exodia and "specific"-ey decks like Maha Vailo. Weaknesses: If you don't pull Gravity Bind you're screwed. Final Analysis: Crippling someone's hand is always fun. This is most certainly a tournament-worthy deck. Deck Destruction: The second. Once Needle Worm (which I used) and Don Zaruug come out, this deck will seriously own. Needle Worm's flip effect reads "FLIP: Discard 5 cards from the top of your opponent's deck into the graveyard." Don Zaruug is a stronger version of WMH that lets you EITHER discard a card from your opponent's hand OR discard 2 cards from your opponent's deck. And it/s 1400/1500. Unfortunately, it's 4 stars so Gravity Bind will counteract it.... Anyway, imagine reusing Needle Worm's flip effect using The Shallow Grave and Spear Cretin AND searching for it with witch/sangan. I also used a card called Penguin Knight (Hane-Hane, but TWO returns instead of one) to return my Needle Worms to my hand so I could reuse them. I've actually decked people several times using this deck. Graverobber is also excellent in this deck because of how many cards end up in the graveyard. HOWEVER... once this deck becomes popular, Penguin Knight becomes deadly. Absolutely deadly. Strengths: Strong against every type of deck that doesn't use Penguin Knight. Weaknesses: Penguin Knight. Curse that card. Final Analysis: Use this deck. Sidedeck prohibition to prohibit Penguin Knights with. ARGH, NOT THE KILLER PENGUINS! Maha Vailo Beatdown: Popular type in some parts. Basically beatdown with a lot of equips to equip Maha Vailo with. Standard. *yawn* Although it IS really cool getting out a 3000+ ATK monster on the first turn (Maha Vailo + Axe of Despair). Strengths: Good against less equip-intensive beatdowns; I got Maha to 4250 on the second turn once. And won. Weaknesses: Eternal Rest and control decks. Final Analysis: For people who like raw power, this is the deck for you. Otherwise, steer clear; this deck is very vulnerable, particularly to magic removal and Eternal Rest. Harpie's Feather Duster will simply OWN this deck type. I believe that's all. Questions, Comments, or any deck types that I might possibly have missed and/or that you want me to test: qc@fengyuan.com -Pegasus (P.S. I have this odd deck under construction that uses a huge number of Trap cards, but I hesitate to post it here because people will just e-mail me saying that Jinzo screws the entire deck to pieces)