Subject: Revisiting Last Turn -Wardemon Last Turn -This card can only be activated during your opponent's turn when your Life Points are 1000 or less. Select 1 monster on your side of the field and send all other cards on the field and in their respective owners' hands to their respective Graveyards. Your opponent must then Special Summon 1 monster from his/her Deck in face-up Attack Position and attack your selected monster. Any Battle Damage from this battle is treated as 0. The player whose monster remains alone on the field at the End Phase of this turn wins the Duel. Any other case results in a DRAW. Now to revisit back on one of the old cards that created controversy. Most people, in fact I've never seen anyone play a last turn deck. Why not? The card itself is too scenario, you must have 1000- life points to activate it. With all the hand disruption decks out there, this card really seems very scenario to play. Actually, this is not really the case. I have been very successful with a last turn deck I made and actually came in third in a tournament recently. The Element of Surprise - It is very easy to win with Last turn if you retain the element of surprise throughout the most of the duel. Because Last turn is such a rare deck played, no one suspects it. If you lose this element of surprise by confiscation etc.. , your not dead but you really lose a very strong advantage on your behalf. This is also similar to offensive Exodia. Hide the fact that your trying to reach Exodia. Of course element of surpise only works on the first duel. The next two duels will have to require more on supporting cards and it still is successful. Let's take a look at some cards needed in a Last Turn deck. Jowgen the Spiritualist - You should get two of these guys in your deck. Its effect is basically what is needed for the Last Turn instant win. Being under both 1500 atk/def , its easily searchable by witch and sangan. Last Turn - 2, and restricted to 2. A Cat of Iill omen- No, you're not running Gravekeepers deck, but this card is still useful. You should probably run two of these to get out your Last Turns or other traps depending on the situation. Solemn Judgement - Absolute Gold for this deck. This is like WotBf of the Exodia deck. Negate a Summon, trap or magic at the cost of half your life points. Basically a magic jammer, seven tools, trap hole packed in one which not even might Jinzo can withstand. Yes you lose half your life points, but thats an advantage in this type of deck. You want to get under 1K and fast. Pack 3 of these. Non-Aggression Area- Its effect is not that bad, and if you somehow lose your Jowgens, this is the alternative to Jowgen. However, you'll still need one monster. Your opponent cannot summon a monster period on their next turn. This activates in your standby phase, and last turn activates on your opponents turn. Game. Jirai Gumo - 2200 atk, just short of a GAF. This card is probably useless in every other deck but its another treasure in a last turn deck. Flip and if you don't flip right, lose half your life points before attacking. 2 of these are good. You can substitute this with Dark Elf. Injection Fairy Lily - no need to explain. Mirror Wall - has its uses -2000 lp takes a big chunk out of your lp during your standby. And your oppnents must subtact half the attack power. Very good indeed. Fairy Box- another great card for this deck that will also drain yourself of Lp and discourage opponents from attacking. Deliquent Duo/Confiscation - hand disrupt + take out more lp of yours. Imperial Order- drain yourself until your under 1000 and your opponent can't use any magics to stop it. Haha. Basically these are your staples in a Last Turn deck. Yes, your opponent can help take out some LP but dont' allow this to happen too long and do not allow them field control. You should be packing Torrentials, and Mirror Force. Tons of traps. Tribe Infecting Virus, Exiled force + Solemn should take care of the Jinzo threat. This deck is basically large in traps, small in magics. You still pack your magic staples. Snatch steal is perfect for this deck as well. You won't be winning by Lp anyways. Spirit reaper is useful if things get out of hand. Magic cylinder is pointless. Get another torrential instead. Pack Peace as well. Little draining. Basically this is a summary of a last turn deck. It DOES work. Just make sure you hold on to that first duel element of surpise until mid-game. Wardemon Demonwar@hotmail.com _______________________