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

From: kaji ryoshin <kaji_00@yahoo.com>

Date:  Fri, 12 Mar 2004 16:46:59 -0800 (PST)

 

Monsters - 25

 

People Running About

People Running About

People Running About

Oppressed People

Oppressed People

Oppressed People

United Resistance

United Resistance

United Resistance

Ojama Green

Ojama Green

Ojama Green

Ojama Black

Ojama Black

Ojama Black

Ojama Yellow

Ojama Yellow

Ojama Yellow

Labyrinth Wall

Guardian Sphinx

Sanga of Thunder

Suijin

Magician of Faith

Mask of Darkness

Cyber Jar

 

Magic - 14

 

Ojama Delta Hurricane

Ojama Delta Hurricane

Ojama Delta Hurricane

Heart of Clear Water

Heart of Clear Water

Monster Reborn

Swords of Revealing Light

Last Will

Stumbling

Mystical Space Typhoon

Nobleman of Extermination

Scapegoat

Rare Gold Armor

Giant Trunade

 

Trap - 11

 

Huge Revolution

Huge Revolution

Huge Revolution

Gravity Bind

Light of Intervention

Spellbinding Circle

Blast Held by a Tribute

Waboku

Back-Up Soldier

Spell-Shield Type-8

Ultimate Offering

 

Deck Type: Monster Specify

 

This deck is made of (or should be made of) mainly a collection of common cards to reflect its simplicity.

The idea is so sacrifice the flashyness of rare and popular cards, you get an intelligent and unique strategy which offers the opponent a fighting chance which will result in a fun duel. The strategy itself is potentially devastating in proportion to the difficulty it is to pull it off.

 

Deck Difficulty: High

 

This Deck revolves around two main strategies that in most cases require multiple turns to pull off. And damned if you won't have everyone trying to stop you once you've pulled it off a few times!

 

Deck Construction: Tight

 

18 monsters, 3 magic cards and 3 traps are considered 'autonomous' meaning they are the barebone minimum requirement to pull it off the main strategy. Meaning over half the cards in the deck are unchangeable, making the options to support this strategy very limited, specifically in the monster area. The magic and trap construction is based upon protecting what is obviously a large amount of very weak monsters as well as allowing multiple monsters to be summoned in one turn and returning multiple monster, magic and trap cards to your hand or deck from the graveyard.

 

Card Analysis:

 

People Running About - 600 ATK/600 DFN

 

One of the pieces to the revolution, below 4 stars so it gets summomned automatically by Cyber Jar and gave by pass Gravity Bind. Weak enough to be equipped with Heart of Clear Water. Of the Story of the Revolution I consider this the second, there's a panic as the revolution has begun.

 

Opressed People - 400 ATK/ 2000 DFN

 

Another Interesting piece to the story of the revolution, I'm not exactly sure in what order the pictures go, but I consider this to be the first.

 

United Resistance - 1000 ATK/ 400 DFN

 

This is what I consider to be the last piece of the revolution. A decisive battle has been won by the revolutionary forces. The revolution was pulled off but will it turn the tide of the war and lock the game? This is usually the piece that gets prevented from being summoned, due to it's 1000 ATK it can be destroyed with Trap Hole. Playing Last Will afterwards can help remedy this by summoning another from your deck, hopefully there's one more. Failing that, it might be wise to wait until you have a Monster Reborn handy.

 

Ojama Green -  0 ATK/ 1000 DFN

Ojama Black -  0 ATK/ 1000 DFN

Ojama Yellow - 0 ATK/ 1000 DFN

 

There's nothing to special about these cards, the description of the cards describe each of their individual personalities. Since they all have same attack, defense, attribute and type, you can basically summon them all the same way.

 

Labyrinth Wall - 0 ATK/ 3000 DFN

 

A classic and spiritually speaking it's a buddhist alternative to violence and trully the path of least resistance. Perhaps someone will forget you pulled the old Tribute and Set and attack it with a weak monster and they'll take out a chunk of their own life points.

Perhaps an attack will be direct towards it unexpectedly. And by all means equip a Heart of Clear Water to it, so should anything stronger than this get on the field, the wall won't be a-crumblin'.

 

Guardian Sphinx - 1700 ATK/ 2400 DFN - When this monster is Flipped Summon, return all monsters on your opponent side of the Field to their hand. This card can be Flipped Face down into Defense Mode once-per turn.

 

Another card, why doesn't anyone use this? I'm sure there some nerds out there that can recite Relinquished's effect, yet haven't sat down and read this card. I can't think of any situation in which this card isn't helpful. The ATK isn't too devastating but it will more than often be attacking directly, if it's attacking. I recently found out that it's secondary effect allows for it's effect to be pulled off once per turn after the first initial turn the effect is activated. From that point it will take two turns to pull it off the first time, afterwards other factors remaining equal it will be doable once per turn. Worst Case Scenario: You'll draw it and want to use it but Light of Intervention is active. Or can't attack because of Gravity Bind. Or even worse, your opponent Monster Reborns your Sphinx from the graveyard and start using the effect on You! It's quite annoying, but you know you deserve it. It's karma.

 

Sanga of Thunder - 2600 ATK/2200 DFN - This effect can only be used once, the attack of an attacking monster becomes 0.

 

Interesting yet confusing effect. I've seen it played as a built-in one-time Waboku, but i've also seen it used to lower the attacking monsters attack to 0 dealing your opponent 2600 damage. Either way it's a good effect to have handy.

 

Suijin - 2500 ATK/ 2100 DFN - This effect can only be used once, the attack of an attacking monster becomes 0.

 

Same as Sanga, but a little weaker. I sometimes wonder why exactly I have either piece in the deck but I suppose the effect but them on the top of the list of good two-tribute monsters.

 

Magician of Faith - FLIP: Return 1 Magic Card from your Gravyard to your hand.

 

Another good card, only useless at perhaps the very begining of a Duel. Most of the magic cards in this deck are always helpful. The Ojama Delta Hurricane is necessary to pull off one of the main strategy.

 

Mask of Darkness - FLIP: Return 1 Trap Card from your Gravyard to your hand.

 

Same as MoF. Again basically any trap card returned to the hand could be useful especially Huge Revolution.

 

Cyber Jar - FLIP: Destroy all monsters on the field, draw five cards, summon anything 4-stars or lower, everything else goes to your hand.

 

An excellent card to have especially with a mean 20% of my deck devoted simply to 4 star or lower monsters, meaning one of every five will be a monster card ideally. Worst Case scenario: summon one or no monsters, however your hand gets beefed up with precious traps and magic. Also the closest thing to a Multiple Man-Eater Bug in this deck.

 

Ojama Delta Hurricane - You can only activate this card in your Main Phase. When 'Ojama Green', 'Ojama Black' and 'Ojama  Yellow' are on the field, destroy all the cards your opponent has on the field.

 

I was really psyched about this strategy until I actually saw the effect of the card. It's significantly less devastating in terms of card removal to Huge Revolution. It's more Monster Removal.

Since it's a magic card, it has certain advantages. It doesn't have to be set for one turn before it's activated, you can play Giant Trunade to prevent it getting Negated. Though without destroying your opponents hand, you just got a slightly peeved opponent who's just going to whoop your weak ass ojama monsters that you've put in your deck for some reason.

But you've decided to give it a shot anyway. Sadly, by putting the new monsters and magic cards in the deck it pushed out some of the more interesting low-level monsters and interesting magic cards from the original 'Revolution Deck' but I'm confident on what made the cut.

 

Heart of Clear Water - Equip this to a monster with less than 1300 ATK, this monster can't be destroyed through battle (although battle damage is still

calculated) nor can it be destroyed by the effects of cards that specifically designate this monster as a target.

 

Attacking a monster with this card equipped to it is like throwing a stone into a pond. It creates ripples and the reflection is distorted, however eventually the pond will return to its original serenity. This card is great due to the fact that it works on over 20% of the cards in the whole deck. It can also be used on Scapegoat Tokens as well as the mighty Labyrinth Wall. This card is a must for this deck seeing as you basically need to keep multiple weak monsters on the field for multiple turns.

 

Monster Reborn - Special Summon 1 monster from either Graveyard to the field.

 

A staple in any deck and this deck is no exception.

Whether you're using it to bring back an Ojama/Revolution piece or using it to bring back your opponents strong ass monster to save your butt, it comes in handy.

 

Swords of Revealing Light - Flip all face-down cards face up, starting on their next turn, your opponent cannot attack for three turns.

 

3 is the magic number in this deck, pending your opponent doesn't somehow manage to destroy it half-way through, you could potentially set up either the Ojama or Revolution Strategy with relatively low interference. The only thing annoying about this card is the fact that it flips cards face up, which could result in a barage of flip-effects coming at you.

 

Last Will - If one of your monsters is destroyed in the turn this card is activated, you may special summon a monster with 1500 ATK or less from your deck.

No tribute is required for monsters of five stars or more.

 

Another card that works on over 20% of the cards in this deck. The fact that it's treated as a special summon means you could place it face-up in defense mode, leaving room for the perfect Heart of Clear Water follow up. Also a great way to bring out the old Labyrinth Wall with no tribute.

 

Stumbling - Any card that is flip summoned, normal summoned or Special Summoned is changed immediately into defense mode.

 

When I first started playing the game, one of my favorite combos was Dragon Capture Jar + DNA Surgery, which resulted in a perfect stall of the game. This card does essentially the same thing without taking up two spaces. Though the fact that it's a magic card means that it's likely to be negated or have a short lifespan. Still, it should stick around long enough for you to get some use out of it.

 

Mystical Space Typhoon - Destroy 1 Trap or Magic Card on the field.

 

Another staple. It's quickplay status makes it tricky.

If your opponent tries to destroy it while it's face down, you might as well chain it and activate it.

You've got nothing to loose. This card is great when played during your opponents turn. You can use it smash an equip card after they've declared an attack, or just something that would change the outcome of what's going on that turn.

 

Nobleman of Extermination - Destroy 1 Face-down Trap or Magic Card on the field and remove it from play, both players must remove any cards of the same name from play in their decks.

 

A nice low-risk gamble in this deck, seeing as it's filled with rarely used common cards. Use it right and hopefully you'll be removing from play 3 of the same card which is part of your opponents main strategy.

 

Scapegoat - Special Summon 4 Sheep Tokens 0 ATK/ 0 DFN in defense mode, you cannot summon any other monsters this turn, these monsters cannot be used for tribute summons.

 

A good card to have face down, due to it's Quick-play Status. You can do the whole, destroy-chain thing and activate it when it's trying to be destroyed. The only down-side is the increasing number of cards that have Fairy Meteor Crush effects resulting in pretty much direct damage. Worst Case Scenario: equip a Heart of Clear Water to it and your opponent has a field day attacking you with such a monster.

 

Rare Gold Armor - All attacks are directed to the monster equipped with this card.

 

This is a supped-up version of Ring of Magnetism, which has the same effect but decreases the ATK and DFN of the equipped monster by 500. However this effect also made it viable to equip the card to an opponent's monster weakening it by 500. I'm actually torn on whether or not the 500 point decrease is beneficial or not seeing as it allows stronger monsters to be equipped with Heart of Clear Water, so pending experimentation i'll stick with Rare Gold Armor.

 

Giant Trunade - Return all Magic and Trap cards on the field to you and your opponent's hands.

 

Clears half your opponents field if pulled off successfully, making magic/trap negation virtually null. Also good for getting rid of one of your own permanent magic/trap cards until later.

 

Huge Revolution - You can only activate this card in your Main Phase. When 'People Running about', 'Oppressed People'  and 'United Resistance' is on the field, destroy all your opponents cards on the field and in his hand and send them to the graveyard.

 

I first saw these cards only in their monster card forms, they seemed to be telling a story. When I then read the trap card I fell in love with strategy and took it upon myself to build a deck around pulling this off. Depending on what stage of the game your in, it can take as little as 1-turn to pull it off or as many as 10. It's a very elastic strategy, in which by elastic I mean it's very responsive. This can be both good and bad, it can respond in both a good and bad way. Anyway, it's going to be responsive and thus risky, so you want it to be worth it. The devastating card removal powers of this card is humongous, as it brings forth an enormous advantage after being pulled off. By destroying your opponents hand as well as everything on his field, it totally strips of them of both a strategy as well as a shield. Their result of their next draw is all that stands before you and total game lockdown. Best Case Senario: Huge Revolution is played, Opponent is attacked Directly, Opponent draws a useless card, By now Revolution piece monsters have been tributed for more powerful monsters, Opponent is attacked directly again and their lifepoints become 0. Worst Case Scenario:

One wrong move will keep you from closely pulling it, but severely open. In most cases, United Resistance is usually the piece which causes the failure to pull off Huge Revolution. The deck is also full of ways of getting back Revolution pieces once they're in the graveyard, ways to avoid them getting attacked, getting multiple pieces on in one turn and so forth.

It's a thing of beauty really.

 

Gravity Bind - Monsters level 4 and above cannot attack.

 

A staple in this deck, seeing as the revolution pieces are all under three stars. Since this card stays on the field even after the Revolution is pulled off, it won't prevent the pieces from attacking and dealing a sweet 2000 damage. It'll also prevent your opponent from retaliating with anything strong in case they're fortunate enough to draw a monster or Monster Reborn.

Most monsters below level 4 are effect monsters and a vast majority of these are flip effect monsters, thus your opponent can attack at the cost of a flip-effect.

Fine by me.

 

Light of Intervention - Monsters cannot be placed Face-Down, monsters played in defense mode are placed Face-Up and are considered summoned.

 

This card is great seeing as it only hinders four monsters in this deck from achieving their flip effects or flip summon effects. More importantly it deals your opponent the same handicap and allows you to place monsters face-up in defense mode, allowing you to equip them on the first turn their placed.

 

Spellbinding Circle - Select 1 monster on the field, this monster cannot attack or change position. When this monster is removed from the field this card is not destroyed.

 

This card might not be too great, some of the more methodical players don't believe it's worth a slot in a deck. Especially with the new Evolution decks now, Shadow Spell is obviously the better alternative. But frankly, this card was a gift and for a person who enjoys flipping traps, I like this card. This card is great on weak monsters that try to attack you directly, it won't be able to change position until you got a strong monster on the field and you can do some nice damage. It's secondary effect is a bit confusing, some people believe that if a monster hindered by this card is tributed, then the new monster is also hindered. However, it is much more likely that it means once the monster is gone, this card is simply taking up a space on the field.

 

Blast Held by a Tribute - This card can only be activated when a monster that was Tribute Summoned attacks. Destroy all monsters in attack mode on your opponents side of the field and deal them 1000 direct damage.

 

Ouch, a bit more situational than Mirror Force but it has an added kick and it won't put a dent in your wallet. I've yet to acquire this card yet I want it in the final version of this deck. Won't work against high-level monsters that were Special Summoned (Ritual Monsters, Fusions or Reborn monsters) but your opponent will have to tribute eventually.

 

Waboku - Any damage inflicted by an opponent's monster is decreased to 0 in the turn this card is activated.

 

Another staple, it protects both your life points and your monsters from being destroyed for one sweet turn.

Pretty simple.

 

Back-Up Soldier - You can only activate this card when there are 5 or more monsters in your graveyard, return

3 monsters with an attack of 1500 or less to your hand (monsters with effects are excluded).

 

Once again 3 is the magic number in this deck, potentially you could bring a complete set of the Ojama/Revolution pieces back to your hand. Also works on Labyrinth Wall and overall 19 cards in this deck, the math speaks for itself.

 

Spell-Shield Type-8 - Negate a magic card that specifically designates a target. Or discard one card from your hand to negate a magic card.

 

Why not put this card in your deck? 50% of the time it will work in a way which won't require you to discard from your hand making it superior (not by much) to other magic-negating cards out there.

 

Ultimate Offering - At the price of 500 life points, a player is allowed an additional summon or set.

 

Helps cut down the time it takes to pull off the old Ojama/Revolution strategy, more beneficial to Ojama since none of its pieces can be destroyed via Trap Hole. Also good if you need an extra monster to sacrifice.

 

Overall Deck Synopsis:

 

      If you're addicted to winning, don't use this deck.

Stick to those crazy direct damage decks or Yata Garasu decks which'll get you one-turn KO's and total lock-down of the game. However, if you're more in it for the fun and pure delight of flipping trap cards and are willing to sacrifice efficiency for some of your favorite monster, magic or trap cards I recommend this type of deck. If you're somewhere in between the two extremes, then perhaps you should tackle purely a 'Revolution' Deck by removing the 'Ojama' strategy and giving you more options in the monster and magic area.

The original deck included cards to avoid deck depletion ('The Outstanding Dog Marron' and 'Bait

Doll') as well as search capabilities ('Witch of the Black Forest' and 'Sangan') and more attack avoidance protection ('Dreamsprite'). It also includes more conventional and sensible strategies like a couple 4-star 1800 monsters for good measure, a 'Michizure', a second 'Back-up Soldier', flip effect monsters like 'Big Eye' and some wild cards like 'Pixie Knight'.

 

__________________________________

Do you Yahoo!?

Yahoo! Search - Find what you’re looking for faster http://search.yahoo.com