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 Trading Card Game Tips from fans

 


From: Cameron Waud [mailto:cjrwaud@cogeco.ca]
Sent: Wednesday, August 09, 2006 9:56 AM
To: yugiohcrew@pojo.com
Subject: Clown Control Penalty - Cameron


Hello again, I'm here with another deck I'd like to show you all. I've always wanted to build a Clown Control Deck, but this new card makes it especially fun to build nowadays. Guard Penalty is a card we received from Enemy of Justice, highly underlooked, but has the same potential as Forced Back does (if the deck shows up double-spaced, I didn't do it, it got screwed up through the process of e-mail).



Clown Control Penalty

Clown Control/Guard Penalty Utility Archetype

40 Cards



Monsters x17

Breaker the Magical Warrior

D. D. Assailant

D. D. Warrior Lady

Dream Clown x3

Elemental Hero Sparkman x3

Goblin Attack Force x3

Goblin Elite Attack Force x3

Magician of Faith

Sangan



Magic Cards x16

Graceful Charity

Guard Penalty x3

Heavy Storm

Mystical Space Typhoon

Nobleman of Crossout x2

Premature Burial

Reinforcement of the Army x2

Snatch Steal

Spark Blaster x3

Stumbling



Trap Cards x7

Call of the Haunted

Final Attack Orders x3

Mirror Force

Zero Gravity x2


The deck has many synergies, first of all I started with the base combo: The Spark Blaster/Guard Penalty Draw Engine! It uses Sparkman and his Spark Blaster to repeatedly turn a monster affected by Guard Penalty to Defense Mode and let you draw a few cards. Aster Phoenix used this and treated Zane's Cyber Twin Dragon like a pet, telling it to play dead, roll over, then play dead again to draw 2 cards. I got to thinking, if Final Attack Orders was in play, that could have been an easy 3 cards. Then I got to thinking, why use my opponent's monsters when mine are just as good. And while I'm at it, the Clown Control build could gain INSANE advantages with this.

Think about it, you play it like a regular Clown Control build, save up 2 copies (1 will do, but this is where it gets nuts) of Guard Penalty, Sparkman/Blaster, a Clown and Final Attack Orders. I know that sounds like a lot, but there are 3 copies of each in this deck, it can't be that hard. Use the Guard Penalties on the Clown, use Sparkman's Blaster to turn it to Defense Position 3 times (because FIA will turn it back to Attack Mode), draw 6 cards and kill 3 monsters. This kind of thing will happen a lot, because these 2 strategies are so compatible.

The Clown Control Deck uses 2 copies of Reinforcement of the Army to search for the Clowns, it also can be used to search for Sparkman. Final Attack Orders is used to maximize the potential of the Spark Blaster/Guard Penalty Draw Engine, and FAO works well with Goblin Attack Forcer, which is also searchable with Reinforcement of the Army. Goblin Attack Force also happens to be EXACTLY what you want to exploit the massive field advantage you gain from the Clown Control Deck.

Goblin Elite Attack Force is in there because its solid DEF makes up for its unsearchability, and the D. D. Monsters combine both monster removal and moderately large ATK to serve the purposes of Dream Clown and Goblin Attack Force combined into the same monster. Because of Final Attack Orders, Magician of Faith is down to 1, and I stayed away from smaller monsters that worked well with Guard Penalty (Little-Winguard for example).

If you read this deck idea, tell me what you think. Like it, hate it, I wanna hear it. Why do you like it? Why don't you like it? Can you make it better? It all helps.

Send your questions, comments, etc. to cjrwaud@cogeco.ca. Please no hate mail, I'm really a nice guy once you get to know me.
 


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