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For Rent


From: NewLightInk@aol.com
Date: Thu, 19 May 2005 20:35:04 EDT

T o p F i v e M o s t P l a y e d D e c k T y p e s

5. Z o m b i e
4. D r a g o n
3. W a r r i o r
2. L e v e l - U p !
1. C h a o s


Let's talk zombie talk. What makes them so powerful? Their fast ways to get heir beat sticks on the field or their brutal power? Both actually. The tribute monsters are astounding. First there is Vampire Lord with a cool 2000 ATK which can deplete all the key cards from their deck which is devilish and much like a vampire. In the movies, you whack a zombie, 1 minute later, they come back up. That is how Vampire Lord is. Ryu Kokki is another cool zombie tribute with a heaping 2400 ATK and if it battles with a spellcaster or warrior, then they are destroyed at the end. Bye "Dee Mock", Bye "Bacon Lettuce Soldier", Bye "any warrior". Why do you think he gets all the bones from... Dead victims!
There is Despair from the Dark which is Special Summoned to field if it was destroyed from the hand or deck. It also has a cool 2800 ATK for it's level.
Needle Worm, Morphing Jar, Delinquent Duo, and ect keep the Despair running cool and smooth. There is an 1800 ATK beat stick called Regenerating Mummy which costs zippo to summon and it literally regenerates, meaning if the opponent gets rid of it because of Delinquent Duo or something, it returns to your hand.
There is a monster called Pyramid Turtle which is one of the dealiest searchers in the game. When it is killed in battle, it can Special Summon any zombie to the field with less than 2001 defence. There is the best staller in the game which is a zombie which is called Spirit "I hate you" Reaper. It can't be killed by battle and when it does damage, it burns a card from the opponent's hand.
It is killed when targeted by an effect meaning if they use Snatch Steal or something, they get no benefit. Nightmare Wheel... gone! The magic cards are what also makes the zombies easy to summon. There is a magic card called Book of Life which can revive any zombie type monster and remove a card from the opponent's graveyard which gives it a double plus. There is a card called Call of the Mummy which can allow a zombie to hop from your hand to the field when your monster zones are blank. Any zombie! So... how do I beat zombies? Pack some Bottomless Trap Holes and stuff like that to kill their Special Summoned monsters. Pack some Nobeman of Crossouts to kill their Spirit Reapers and Pyramid Turtles. Last of all, pack some Berserk Gorillas to beat them down before they get out any monsters and to ram into those nasty Vampire Lords. How do you strengthen zombies? It seems zombies have the summoning ability ad power, but not too deadly effects, so you gotta put in cards with deadly effects which are not zombies. Also, keep hand advantage. Zombies have great cards to support stallers too. Lets look at the deck. Every deck in this article will have the ratios of 18-16-8.

Defensive Zombie Deck
Giant Axe Mummy
Giant Axe Mummy
Giant Axe Mummy
Pyramid Turtle
Pyramid Turtle
Pyramid Turtle
Spirit Reaper
Spirit Reaper
Spirit Reaper
Nightmare Horse
Nightmare Horse
Nightmare Horse
Sangan
Tribe-Infecting Virus
Sinister Serpent
Exiled Force
Breaker the Magicial Warrior

Book of Life
Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Messenger of Peace
Messenger of Peace
Messenger of Peace
Mystical Space Typhoon
Scapegoat
Premature Burial
Call of the Mummy
Metamorphosis
Nobleman of Crossout
Lightning Vortex

Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Gravity Bind
Gravity Bind

---------------------------

Offensive Zombie Deck
Vampire Lord
Vampire Lord
Ryu Kokki
Ryu Kokki
Despair From the Dark
Pyramid Turtle
Pyramid Turtle
Pyramid Turtle
Spirit Reaper
Spirit Reaper
Regenerating Mummy
Regenerating Mummy
Regenerating Mummy
Sangan
Tribe-Infecting Virus
Sinister Serpent
Exiled Force
Breaker the Magicial Warrior

Book of Life
Book of Life
Book of Life
Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Mystical Space Typhoon
Scapegoat
Premature Burial
Call of the Mummy
Metamorphosis
Nobleman of Crossout
Heavy Storm
Lightning Vortex

Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Magic Cylinders
Bottomless Trap Hole

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Now it is time to talk dragon talk. Do they exist? They are really lizards, but in Yu-Gi-Oh, dragons are winged fire breathing beasts to fear! What makes them so powerful? Their deadly effects or their deadly strength? Both! Let's look at the tributes. Tyrant Dragon... 2900 ATK, cant be affected by traps, and can attack attack twice if there is two opposing monsters. Kaiser Glider...
2400 ATK, rules out all equals, and bounces a card back as its last effecort when it dies. Horus LV6... Unaffected by any magic card and has a cool 2300 ATK.
The beat sticks shout the word deadly to all punks, punk. Lol. Spear Dragon...
1900 ATK, trample effect, and returns to defense safely after attacking. Rams into the monster, goes right through it, and then crashes into you. Luster Dragon... 1900 ATK and 1600 DEF. Mirage Dragon... 1600 ATK points and negates traps at the battle phase. The traps spring on the mirage and the real one comes after you. These monsters are for brutal offense and not to be tampered with.
There is Lord of D. which protects dragons from magic cards and when Flute of Summoning Dragon is played with it, you can summon two dragons from your hand. Dragons have a support magic card called Stamping Destruction which destroys an opponent's magic or trap card and inflicts 500 direct damage when a dragon exists on the field. There is also a trap card called Dragon's Rage which has a built in Fairy Meteor Crush for dragons. Blue Eyes White Dragon, a very popular card from the anime, which was often mocked and called "the rookie card", is also a possibility for a dragon deck because it has a lot of support an many ways to summon along with an unmatchable 3000 ATK. Blue Eyes White Dragon has a ritual partner called Paladin of White Dragon which has 1900 ATK, effect negation, and a way to bring out the blue eyed dragon of doom. What is a paladin anyway? A soldier? There is also Manju of 10,000 Hands can bring out the ritual monster or ritual magic. How do you beat them... Make sure they do not summon the powerful beasts and pack monsters which pack a heavier punch than the beat sticks. How do you strengthen them? Find ways to strengthen your beat sticks and remove threats.

Blue Eyes White Dragon Deck
Blue-Eyes White Dragon
Blue-Eyes White Dragon
Blue-Eyes White Dragon
Paladin of White Dragon
Paladin of White Dragon
Paladin of White Dragon
Manju of 10,000 Hands
Manju of 10,000 Hands
Lord of D.
Spear Dragon
Spear Dragon
Nimble Momonga
Nimble Momonga
Nimble Momonga
Sangan
Tribe-Infecting Virus
Sinister Serpent
Exiled Force
Breaker the Magicial Warrior

White Dragon Ritual
White Dragon Ritual
Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Snatch Steal
Heavy Storm
Mystical Space Typhoon
Scapegoat
Premature Burial
Stamping Destruction
Metamorphosis
Nobleman of Crossout
Lightning Vortex

Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Bottomless Trap Hole
Bottomless Trap Hole

--------------------------

Regular Dragon Deck
Tyrant Dragon
Kaiser Glider
Horus LV6
Cave Dragon
Spear Dragon
Spear Dragon
Spear Dragon
Luster Dragon
Luster Dragon
Luster Dragon
Mirage Dragon
Mirage Dragon
Mirage Dragon
Tribe-Infecting Virus
Sinister Serpent
Exiled Force
Cyber Jar
Breaker the Magicial Warrior

Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Snatch Steal
Heavy Storm
Mystical Space Typhoon
Scapegoat
Premature Burial
Stamping Destruction
Stamping Destruction
Metamorphosis
Nobleman of Crossout
Nobleman of Crossout
Lightning Vortex

Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Bottomless Trap Hole
Dragon's Rage

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Time to talk warrior talk? Oh yeah! Warriors seem to dominate the field and still have hand advantage. The monsters have 1600 ATK or less, so why are they on your nerves? Simple. Because there are cards to bring them out, boost them up, and protect them. Warriors pack tons of removal, so they dominate the field. There is Freed the Matchless General where magic cards are "matchless" to him. Heart of the cards... phooey! He lets you choose what warrior to draw.
There are Marauding Captains which can bring out another monster when it is summoned and it protects other warriors. Best ran in 2's so you can do the double captain lock. There are Command Knights which are protected when there are other monsters on your field and they boost up warriors by 400, making them from unwoken to broken. Command Knight looks more like an elf than a troop leader to be hones. He is sorta cute, but watch out for him. The warriors have a little assassin that they call up when they want to deplete the opponent's resources. He goes by the name Don Zaloog. Our friend Donald will knock a card out of the opponent's hand when it does battle damage or it will pluck two cards from the deck. In Japan he had a gun and now he has two swords. I guess on the way to america, he sold his guns and traded them in for swords. Blade Knights are warriors so they work well in the deck. 1600 ATK is not bad, but it does better lonesome as you get a boost up and a flip effect negation for the less cards you have. D.D. Assailants have a cool 1600 ATK and a kamikaze removal effect which is cool. Time to remove you from play for attacking me. Dude, I've been removed... from those Nobleman of Crossouts! There are 2 helpful magic cards too. Reinforcements of the Army which fishes out a LV1-4 warrior from deck to hand. Ooooo... So much choice in the matter. There is also The Warrior Returning Alive. Is the warrior really dead? Nope... he is just resting. This allows you to take a dead warrior and add him to your hand. Dum, How do I strengthen my warriors? Put lots of power into it. If they could swarm easily, they could get powered up easier. Try United We Stand or something. Command Knight has the powering up. How do I beat the warriors, Dum? Well... you gotta stop the swarming. A Mirror Force or Torriential Tribute will stop the whole army and when an army runs out of soldiers, you now rely on your resources which will be cut soon. Try cards which can beat warriors simultaneously.


Offensive Warrior Deck
Freed the Matchless General
Freed the Matchless General
Mobius the Frost Monarch
Jinzo
Command Knight
Command Knight
Command Knight
Blade Knight
Blade Knight
Don Zaloog
Marauding Captain
Marauding Captain
D.D. Assailant
Tribe-Infecting Virus
Sinister Serpent
Exiled Force
Cyber Jar
Breaker the Magicial Warrior

Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Snatch Steal
Heavy Storm
Mystical Space Typhoon
Scapegoat
Premature Burial
Reinforcements of the Army
Reinforcements of the Army
The Warrior Returning Alive
Metamorphosis
Nobleman of Crossout
Nobleman of Crossout
Lightning Vortex

Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Bottomless Trap Hole
Bottomless Trap Hole

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Time for the Level Up discussion.


Silent Swordsman LV7 --- Light/Warrior/7/2800/1000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Silent Swordsman LV5". As long as this card remains face-up on your side of the the field, negate the effect of all Spell Cards on the field. Not a very easy critter to summon, but once you do it is well worth it. The only other downside is when it becomes a clog in your hand because you have no no LV5 to summon it. It's magic negation ability is awesome and will rule out 60-75% chances of destroying this and by the time the draw the right card to kill this, you will have a way to stop that also. 2800 ATK guarentees field advantage unless a stronger monster exists. The effect can also bacfire on your as you cant use Pot of Greed, Strengthen your monsters, or destroy opposing ones. But this card is a killer. Silent Swordsman LV5 --- Light/Warrior/5/2300/1000 This card are not affect by effect of opponent's Magic card. When this card successfully direct attack your opponent's lifepoints, during your next standby phase, put this face-up card to Graveyard to special summon a [Silent Swordsman LV7] from your hand or deck. Ultra Rare/Ultimate Rare This can be special summoned by LV3 or just plain old revived or tributed which is a positive point. Its 2300 ATK stats is a another positive point. Not affected by any opponent's magic cards so you can soup it up while the opponent cannot do a darn. Silent Swordsman LV3 --- Light/Warrior/3/1000/1000 Negate the effects of your opponent's Spell Cards that designate this card.
During your Standby Phase, send this face-up card to the Graveyard to Special Summon 1 "Silent Swordsman LV5" from your hand or Deck. You can not activate this effect the turn this card is Normal Summoned, Special Summoned, or flipped face-up. The magic negation effect was made to make it survive, but you should have something to protect it anyway. This obviously wasn't made to kill with a mediocre 1000 ATK points, but if it shoots directly, you wasted 1/8 of their life points! Make it survive and the absolute fun begins. Mystic Swordsman LV2 Warrior / Effect Monster --- 900/0 If this card attacks a face-down Defense Position monster destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation. During the End Phase of a turn that this card destroyed a monster as a result of battle, send this card to the Graveyard to Special Summon 1 "Mystic Swordsman LV4" from your hand or Deck. It is a little bit stronger than Sasuke Samurai and it can ram through the DEF monster, negate the effect, and destroy it immeadiately without calculating damage. It can summon it's bigger brother on the end phase after it destroys a monster in battle. Attack a DEF monster and you are good to go. Easily searchable and quite a good card.Mystic Swordsman LV4 --- 1900 1600 ---[Warrior/Effect] If you Normal Summon this card, you must place it in face-down Defense position. If this card attacks a face-down Defense position monster, destroy the monster immediately with this cards effect without flipping it face-up or applying damage calculation.
During the End Phase of a turn that this card destroyed a monster as a result of battle, send this card to the Graveyard to Special Summon 1 "Mystic Swordsman LV6" from your hand or deck. Has to be set in DEF first. Negative point already. Can be special summoned by that Leveling Up card or by LV2 which gives it a positive point. 1900 ATK and 1600 DEF gives it a point. Rams into defense and destroys it no matter what it is. Face down reaper got r***d. It can special summon the sixer which is a good point too. If it can stay in defense in tip top shape, then you will own. MYSTIC SWORDSMAN LV6 Earth/Warrior/6/2300/1700 If this card is Normal Summoned, it can only be played in face- down defense mode. If this card attacks a face-down defense mode Monster, don't go to Damage Calculation, and destroy that face- down defense mode Monster as it is. You can have Monsters destroyed by this effect not go to the Cemetery, and instead put it on top of your opponent's deck. 2300 ATK is awesome for it's level. It can be special summoned by LV4. Negates effects of defense monsters.
Man-eater bug... who cares negated and killed, but not really killed as it returns to the opponent's deck which will put them in a lock most of the time because they would be topdecking the same useless monster unless it was an Exiled or Tribe, then worry. I hope LV8 comes so the Mystics will be completed.

Monsters 18
1x Mystic Swordsman LV6
1x Silent Swordsman LV7
1x Silent Swordsman LV5
1x Freed the Matchless General
1x Blade Knight
1x D.D. Assailant
2x Mystic Swordsman LV4
2x Mystic Swordsman LV2
2x Marauding Captain
2x Silent Swordsman LV3
1x Exiled Force
1x Sinister Serpent
1x Tribe-Infecting Virus
1x Breaker the Magical Warrior

Magic 14
1x Pot of Greed
1x Graceful Charity
1x Nobleman of Crossout
1x Premature Burial
1x Snatch Steal
1x Delinquent Duo
1x Swords of Revealing Light
1x Nobleman of Crossout
1x Heavy Storm
1x Mystical Space Typhoon
2x Level Up
2x Reinforcements of the Army

Traps 10
3x Waboku
2x Interdimensional Matter Transporter
1x Ring of Destruction
1x Call of the Haunted
1x Mirror Force
2x Magic Drain


Horus the Black Flame Dragon LV4 -- Dragon / Effect Monster -- 1600/1000 As long as this card remains face-up on your side of the field, control of this card cannot switch. During the End Phase of a turn that this card destroyed a monster as a result of battle, send this card to the Graveyard to Special Summon 1 "Horus the Black Flame Dragon LV6" from your hand or Deck. 1600 ATK is average. It can kill a weakened Breaker, a Tribe, a DDWL, a DD Assailant, an unboosted Blade Knight and a Don along with so much more, but there are plenty of things which can kill this monster. Protect this and kill a monster to bring out mommy which will bring out daddy. It can't be switched over so no Jowls, Jacker, Snatch, Change, Swap, Brain Control(coming out in May), Mind Control, Dark Necrofear, and much more. ATK 2300/DEF 1600 Horus The Black Flame Dragon LV 6 - Dragon/Effect-As long as this card remains face-up on your side of the field, it is unaffected by any Spell Cards. During the End Phase of a turn that this card destoryed a monster as a result of battle, send this card to the Graveyard to Special Summon 1 "Horus The Black Flame Dragon LV8." from your hand or Deck. Negation of magic is good and it will kill plenty while it is present on the field meaning LV8 will be sumnmoned easily. This thing is hard enough to beeat. Read SSLV5 for any other details on this stuff. Horus The Black Flame Dragon LV 8 - Dragon/Effect- This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Horus The Black Flame Dragon LV6." As long as this card remains face-up on your side of the field you can negate the activation and effect of any Spell Cards and destroy them.
ATK 3000/DEF 1800 I believe that this is the best LV monster in the game. YOU are in control! You decide what magics go through. So pretty much none of their magic cards go through unless you give them permission. 3000 ATK is deadly and 1800 DEF is okay I guess. Why would it be in DEF anyway? This is wicked hard to beat... wicked hard. Armed Dragon LV 3 - Dragon/Effect - During your Standby Phase, send this face-up card to the Graveyard to Special Summon 1 "Armed Dragon LV5" from your hand or Deck.
ATK 1200/DEF 900 Bad stats and no constructive effect. HTF is this going to survive long enough to Special Summon LV5? Period! Armed Dragon LV 5 - Dragon/Effect - Send 1 Monster Card from your hand to the graveyard to destroy 1 face up monster on your opponent's side of the field with an ATK equal to or less than the ATK of the sent monster. During the End Phase of a turn that this card destroyed a monster as a result of battle, send this card to the Graveyard to Special Summon 1 "Armed Dragon LV7 from your hand or Deck.
ATK 2400/ DEF 1700 Great stats. Great Tribe effect too. It can also summon
ADLV7 in the knick of time. Armed Dragon LV 7 - Dragon/Effect - This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Armed Dragon LV 5". Send 1 Monster Card from your hand to the Graveyard to destroy all face-up monsters on your opponent's side of the field with and ATk equal to or less then the ATK of the sent monster.ATK 2800/ Def 1000 Its a tribe which works on facedown monsters too of any type. 2800 ATK is also very hard to conquer too.

Monsters 18
2x Horus the Black Flame Dragon LV6
1x Horus the Black Flame Dragon LV8
1x Armed Dragon LV5
1x Masked Dragon
3x Horus the Black Flame Dragon LV4
2x Luster Dragon
2x Spear Dragon
2x Armed Dragon LV3
1x Sinister Serpent
1x Tribe-Infecting Virus
1x Breaker the Magical Warrior

Magic 14
1x Pot of Greed
1x Graceful Charity
1x Nobleman of Crossout
1x Premature Burial
1x Snatch Steal
1x Delinquent Duo
1x Swords of Revealing Light
1x Nobleman of Crossout
1x Heavy Storm
1x Mystical Space Typhoon
2x Level Up
2x Stamping Destruction

Traps 10
3x Waboku
2x Interdimensional Matter Transporter
1x Ring of Destruction
1x Call of the Haunted
1x Mirror Force
1x Magic Drain
1x Dragon's Rage

Ultimate Insect LV 1 - Insect/Effect -
This card is unaffected by any spell cards. During your standby phase send this face up card to the graveyard to Special Summon 1 "Ultimate Insect Lv3"
from your hand or Deck.
ATK 0/DEF0 Obviously this is pure garbage. Its ATK, DEF, and playability is zero. Magics dont work on it meaning no Raigeki or helpful ones like Mage Power. It has to be face up to be offered to summon LV3 meaning you will have to summon it in attack mode so it will be attacked and you will lose LP. You cant set it and expect to evolve it. Who knows if it will survive period. Don't run this because you can simply get LV5 out quicker and easier by using LV3.
Ultimate Insect LV 3 - Insect/Effect -If this monster was summoned by the effect of "Ultimate Insect LV 1", reduce the ATK power of all face up monsters on your opponent's side of the field by 300. During your standby phase send this face up card to the graveyard to Special Summon 1 "Ultimate Insect LV5" from your hand or Deck.
ATK 1300/1000 This is a little stronger, but will never be considered a threat. It only weakens the opposing monsters by a mere 300 points if it was summoned by its weaker brother. It has to be face up to be offered to summon LV3 meaning you will have to summon it in attack mode so it will be attacked and you will lose LP. You cant set it and expect to evolve it. Make it last and you bring out LV5. Run up to 2. Ultimate Insect LV5 If this monster was summoned by the effect of "Ultimate Insect LV 3", reduce the ATK power of all face up monsters on your opponent's side of the field by 500. send this face up card to the Graveyard at your Standby Phase to Special Summon 1 "Ultimate Insect LV 7"
from your hand or Deck.
ATK 2300/ DEF 1700 Ok... 2300 is quite strong and the stat weakening will make it equal to DMoC and superior to most others. A monster like this will most definitely survive long enough to level up to it's ultimate form coming in The Lost Millenium booster pack in May. Ultimate Insect LV 7 - Insect/Effect - Reduces all face up opponents monsters by 700 when summoned by LV5, Can only be summoned by LV5's effect, and is unaffected by all spell cards.
ATK 2700(I think)/ Def ??? This is that spicy taco we have been waiting for in the May booster pack. It as superior ATK points and can stand up to any playable monster in the game. Gate Guardian is never played and hard to play so he does not really count. It negates magic cards so it can't be effected by that snatch steal and fissure crap.

Constructing the deck...

Monsters 18
1x Ultimate Insect LV7
2x Ultimate Insect LV5
1x Millenium Scorpian (May)
1x Ultimate Insect LV1
3x Arsenal Bug
3x Ultimate Insect LV3
2x Man-Eater Bug
3x Insect Knight
1x Sinister Serpent
1x Tribe-Infecting Virus
1x Breaker the Magical Warrior

Magic 14
1x Pot of Greed
1x Graceful Charity
1x Nobleman of Crossout
1x Premature Burial
1x Snatch Steal
1x Delinquent Duo
1x Swords of Revealing Light
1x Nobleman of Crossout
1x Heavy Storm
1x Mystical Space Typhoon
2x Level Up
2x Insect Barrier

Traps 10
3x Waboku
2x Interdimensional Matter Transporter
1x Ring of Destruction
1x Call of the Haunted
1x Mirror Force
2x DNA Surgery

~~~~~ B e a t i n g ~~ T h e ~~ L e v e l ~~ Up ~~~~

You should side deck a lot of traps like Raigeki Break or Divine Wrath and use plenty of monster effects like Exiled Force or Cyber Jar. You have to beat the smaller ones before the bigger ones out. Limit your magics because most LV cards negate that. Stall monsters like Spirit Reaper will help until you draw the cards you need to win. How does a person waste up all their cards and have a full field along with a full hand. They pretty much gain card advantage by drawing each turn and gain field advantage by attacking. Remember the flaw of LV monters. The "ultimate" form is a clog in the hand and a pain in the gooch.
The other one is the protection cards, you can attack and they use a Interdimensional Matter Transporter. They will still take the damage. Beat them before they get out the LV monsters or find ways to beat the LV monsters.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~

Chaos... Chaos is a deck which consists of lights and darks. The lights and darks are for fueling up the Black Luster Soldier - Envoy of the Beginning which is absolutely not going to give mercy to the weak. How do you strengthen Chaos? The top 8 tournament winning decks are all chaos... doi you think they need more support? How to stop Chaos? If they are #1 consecutively, then there must be no way to stop it. Sometimes there is... just think of something original.

Chaotic Control Deck
Black Luster Soldier - Envoy of the Beginning Jinzo Silent Swordsman LV5 Blade Knight Blade Knight Blade Knight Kycoo the Ghost Destroyer Kycoo the Ghost Destroyer Kycoo the Ghost Destroyer D.D. Assailant D.D. Assailant D.D. Assailant Cyber Jar Spirit Reaper Tribe-Infecting Virus Sinister Serpent Exiled Force Breaker the Magicial Warrior

Delinquent Duo
Pot of Greed
Graceful Charity
Creature Swap
Creature Swap
Heavy Storm
Enemy Controller
Mystical Space Typhoon
Scapegoat
Scapegoat
Premature Burial
Metamorphosis
Metamorphosis
Nobleman of Crossout
Lightning Vortex

Call Of The Haunted
Torrential Tribute
Ring of Destruction
Mirror Force
Waboku
Magic Drain
Magic Cylinders
Sakuretsu Armor


Well... I hoped this helped!

newlightink@aol.com

 --- comments, qurestions , suggestions? email me!

-Dum Manz Groop



 


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