Subject: FWD: Underused theme-Shaddy

 

---------- Original Message ----------------------------------

From: Shaddymaze@aol.com

Date:  Tue, 16 Mar 2004 00:11:29 EST

 

Name's Shaddy, and the underused theme I would like to speak on is the Deck Out. Typically winning a duel consists of beating the opponent to death via lifepoints, drawing Exodia, or by the unofficial Yata Lock. One theme I have yet to see play are the Deck Outs. With the release of IOC, I believe Deck Outs to be more playable.

 

The basic idea behind a Deck Out deck is to make your opponent's deck dissapear so that when their draw phase comes around they can't draw a card, and they lose. A few ways of achieving this disappearing act can be through flip-effect monsters. The most expensive of the two ways of decking someone out, these flip-effect monsters can really make the opponent hurt. The other way is by direct battle damage to the opponents lifepoints, which is where IOC helps out.

And now onto the cards:

 

Needleworm-flip it and they lose the top 5 cards in their deck. The epitome of Deck Out decks. (I've looked everywhere for this thing, but can't find one for a reasonable price/trade)

 

Morphing Jar-flip it and both players discard hands to draw 5 new cards.

Sweet because you must "draw," which is the technical term used when looking at the ways you can win (or rather, for your opponent to lose). If your opponent can no longer "draw" cards they automatically lose.

 

Morphing Jar #2-flip and return monsters to deck and special summon same number returned to deck from deck. Nice when they have to discard a lot of those spells and traps. Really helps to thin their deck.

 

Cyber Jar- flip and take the top 5 for those special summoning, easy way to get out the other jars and take yet another 5 cards from top of opponents deck.

 

In addition to just waiting a turn to make these flips happen, Book of Moon and Book of Taiyou will help speed things along. Morphing Jar and Cyber Jar can easily get all three copies of both that you would have to accompany these bad boys.

 

There is a more stressful way of trying to deck the opponent out, which is through direct damage. IOC came out with two cards that really help with this method.

 

Susuke Samaria #3- 1000/atk and def, when does life point damage opponent "draws" until their hand has 7 cards in it. Only time you want to do this is with a most awesome set up, otherwise, he'll be more of a hassle than anything else.

 

My favorite card Robbin' Zombie- A continuous trap card, when a monster does life points damage opponent discards one card from top of their deck. It's for a Deck Out AND has a Zombie on it, c'mon, you know you love it. This can make any monster you have a Don Zaloog or Cliff the Trap Remover, if you have two of these on the field.

 

Vampire Lord- 2000/atk and just won't go away can be nice, but you're almost always going to have a Gravity Bind or Messenger of Peace out so you'll hardly get to use his effect, which can be good at times. Picking out that harsh magic can be good though.

 

Don Zaloog- 1400/atk four starts and when he does damage you can discard two cards from top of opponents deck. (Yes, he has the hand disruption effect, but we're talking for Deck Out here)

 

Cliff the Trap Remover- same as Don except has 1200/atk and is three stars.

(Yes, he can destroy a Magic or Trap on the field, but we're talking deck out

here)

 

These guys are going to be the heavy hitters. you're going to want to make sure their attack, no matter how small goes through. Assistance will be needed:

 

Shooting Star Bow-Ceal: reduces attack of a monster by 1000 but will allow them to attack opponent direct. When Gravity Bind and Messenger are out, Cliff can still work his magic even if he's only doing 200 damage. Same for Don, if Gravity Bind were out of the way. Don't be afraid to put Don in defense under Messenger, they'll figure you have some weak monster then bump into a 1500 defense monster losing the top two in their deck, and next turn attack that attacking monster with Don.

 

Twin Swords of Flashing Light-Tryce: discard a card from hand and reduces a monster's attack by 500 but it can attack twice. Deadly on a Don or Cliff, or Servant of Catabolism, if Robbin' Zombie's out.

 

Riryoku: take down any monster with one of the scorpions and their attack will go through.

 

Mirror Wall: as long as they attack with 2300 or less, the scorpions can do life point damage and get their effect yet again.

 

Sukuretsu Armor/Trap Hole/Ring of Destruction/Waboku/Mirror Force: If they want to attack a seemingly defenseless Don or Cliff, or any monster, any of these traps will take care of their monster and allow for another turn to possibly attack direct.

 

Torrential Tribute/ Tribute to the Doomed/Ragieki/TIV/Change of Heart/ and Dark Hole: clears the field for a nice attack.

 

Emergeny Provisions: quickplay magic, destroy a magic or trap on your side of the field to gain 1000 life points for each Magic and/or trap you decide to destroy. If the opponent decides to attack a weakened Don or Cliff with a Twin Swords or Shooting Bow, quickly Cash in the equips for life points, and now Don and Cliff are at full strength. Can also be used in combo with Mirror Wall.

 

Also if the opponent really likes to attack, a Gravekeeper's Servant can do

wonders: Continuous Magic Card, whenever opponent declares and attack, they must discard the top card in their deck to their graveyard. Note: if they have no more cards in their deck they can still attack. The payment of the top card is idependent of the attack, they simply cant discard. "Sure, attack my Troop Dragon!"

 

Card Destruction: Magic Card that discards both players hand to the graveyard and both must "draw" the same number they discarded. Hold onto this one if you have it in your hand. Make sure to only use it when the opponent's hand is large, like after Susuke Samari #3's effect or after Cyber Jar. Giant Trunade before using this, not only to ensure a Jammer free use of Card Destruction, but also to increase the # of cards in opponents hand. Magician of Faith to help get this puppy back.

 

Speaking of puppies, Outstanding Dog Maron may be a good idea with Deck Outs.

Deck Outs tend to be capable of running out of cards quickly itself. It's not surprising to see a Deck Out with 50 plus cards because of this fact.

 

IOC's introduction of Robbin' Zombie and Susuke Samaria #3, along with the previous cards of Don Zaloog and Cliff the Trap Remover takes Deck Outs out from being a defensive stall type deck into a more attack driven one.

 

Hint: if you are going to make a Deck Out deck...on the last turn, which is obvious when they have no more cards in their deck, END YOUR FREAKIN' TURN.

Doing something could trigger a trap that will end your life. Ending without doing anything will force your opponent to draw. Unless they have something chainable, like Drop off, or some traps that can be activated during your standby phase, ending your turn is the best thing to do.

 

 

Comments, problems, hate, and love can be emailed to me, Shaddy, at Shaddymaze@aol.com And away I go...