The Power of Removal-- Chaosmech From: "chaosmech@juno.com" Date: Thu, 7 Apr 2005 19:30:30 GMT Hey everyone, Chaosmech back with a new (or not-so-new) deck construction. This one I call Power of Removal. It has the potential to be huge, but it requires some very careful deck construction. The Main Cards: Gren Maju da Eiza- Fiend/Effect/FIRE/ATK ?/DEF ?/*** The ATK and DEF of this card becomes the number of cards removed from play x 400 This card is devastating in this deck, as it is the main powerhouse. Unfortunately, its two weaknesses are its unsearchability and the fact that you need to have at least 5 cards removed before it becomes viable at all. Soul Release- Normal Spell Remove 5 cards in either you or your opponent’s graveyard from play. This is the main powerup for Gren Maju. This effectively (if used on your graveyard) boosts Gren Maju’s ATK and DEF by 2000. Skull Lair- Continuous Trap Remove any number of monsters from play in order to destroy one face-up monster with a level equal to the number of monsters removed. This is a very nice Trap late game. You’ll have a lot of monsters in the graveyard, and it acts as continuous destruction. Plus, it can be used multiple times (assuming that you have enough monsters). Destroy your opponent’s 4-star, boost Gren Maju by 1600 ATK and DEF, then attack. Bazoo the Soul-Eater- Beast/Effect/EARTH/ATK 1600/DEF 900/**** During your main phase, you may remove up to three monsters in your graveyard from play in order to increase this card’s ATK by 300 per monster removed until the end of your opponent’s next turn. Wow. This card can become a 2500 ATK four-star with three monsters removed. That’s 1200 increase for Gren Maju again. Plus, the boost lasts until your next turn. Extremely nice. Chaosrider Gustaph- Warrior/Effect/WIND/ATK 1400/DEF 1500/**** During your main phase, you may remove up to 2 spell cards in your graveyard from play in order to boost this card’s ATK by 300 for each spell removed until the end of your opponent’s next turn. Bazoo’s little brother. Can only get to 2000, but can remove Spells, which Bazoo can’t, and is searchable by Sangan and Flying Kamakiri, as well as Reinforcement of the Army. More cards removed from play equal more power for you know who. Chaos End- Normal Spell You can only activate this card when you have 7 or more cards removed from play. Destroy all monsters on the field. Dark Hole’s replacement post-ban, at least, in my opinion. 7 cards is a lot normally, but in this deck, you’ll have 7 removed by second turn at least. Plus, you can clear the field and make way for a minimum 2800 ATK Gren Maju da Eiza. The power house of this deck. Different Dimension Capsule- Normal Spell When this card is activated, select 1 card from your deck. Remove it from play, face-down. This card stays on the field until the 2nd standby phase after the activation. After the 2nd standby phase, destroy this card and add the removed card to your hand. The only means of searching Gren Maju out. Plus, if you remove from play, you can gain ATK, or meet Chaos End’s requirements. Soul Absortion- Continuous Spell The controller of this card gains 500 Life Points every time a card is removed from play. With this on the field, the Soul Release becomes a 2500 LP gain in addition to 2000 ATK increase for Gren Maju. Using this, you can get insane amounts of life points. Here’s the deck. Gren Maju da Eiza x3 Flying Kamakiri #1 x3 Chaosrider Gustaph x2 Troop Dragon x3 Bazoo the Soul-Eater x3 Sangan x1 Chaos End x3 Soul Absorption x3 Different Dimension Capsule x1 Soul Release x3 Skull Lair x2 Giant Rat x3 Pot of Greed x1 Graceful Charity x1 Swords of Revealing Light x1 Fissure x2 Torrential Tribute x1 Call of the Haunted x1 Sakuretsu Armor x2 Compulsory Evacuation Device x2 Total Cards: 41 Monsters: 18 Spells: 17 Traps: 6 Questions, comments, deck fixes, anything, e-mail it to chaosmech@juno.com Keep it cool, Chaosmech