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From: Fbmryder631@aol.com [mailto:Fbmryder631@aol.com]
Sent: Tuesday, January 10, 2006 3:00 AM

Subject: Final Count Down-K.I.S.S.-Fbmryder631



Final Count Down-K.I.S.S. (Keep It Simple Stupid)



The Main Objective Behind the Final Countdown deck is to pull that card and stall for 20 turns and win right, so why try to add cards to your hand that have effects that return monsters to your opponents hand, what you should really be doing is stopping attacks and doing life point damage with certain cards.



Some key cards your going to need will be as follows:

Spells -

Final Countdown, your only going to need two of these, why only two, because if you play the first one you don't want to draw two "dead" cards that you cant use right?

Different Dimension Capsule, to help get Final Countdown to your hand faster or another card in you deck that you might need in any given situation.

Wave-Motion Cannon, back up incase your Final Countdown doesn't go off like you thought it would. Game winner

Level Limit-Area B, Simple stall (Gravity Bind in Spell form)

Messenger of Peace, Again Stall and it's only 100 points and you can stop it when ever you want

Stumbling, stall your opponent from attacking with that new monster on the field for at least one turn.

Pot of Avarice, add 5 monsters to your deck draw two cards, sweet, don't deck out as fast and use monsters effects again what's better then this nothing right now.



Traps -

Pyro Clock of Destiny, VERY IMPORTANT CARD, run three of these your 20 turns just turned into 17 turns, and could be a game winner

Gravity Bind, Again Stall card

Threatening Roar, Stop attacks before they even happen, I run 3 of these

Thunder of Ruler, Basically the same as above just activate during your opponent's stand-by phase. I run 2

Waboku, all damage zero, Awesome, I run 3



The monsters we are going to take a look at all have there own reason, and each one of them gel very well with this type of deck, in any stall deck may it be Exodia, Final Countdown, or Burn.



Dekoichi the Battlechanted Locomotive, drawing power always good, I run 3

Des Feral Imp, something in your graveyard that you want back? take it and put it right back in your deck, good if Final count down goes off mid to late game and you don't want to deck out. I suggest 2 or 3

Wall of Illusion, with Messenger of Peace out on the board if you opponent does attack they will take damage hitting the 1850 DEF. and that monster goes back to their hand. awesome when it's their high level monster and they tribute there only two monsters just to attack and now they have no monsters on the field for at lease one turn. I run 3

Giant Germ, 500 direct damage when sent as a result of battle good

Stealth Bird, flip manually during your turn inflict 1000 points of damage then flip it back face down awesome burn card.

Gora Turtle, Messenger of Peace's monster counter part, all 1900 and higher ATK cant attack.

Man-Eater Bug, Don't start laughing yet, destroying monsters is always good, and if your field is full and your tired of seeing the same one's on your side send one of your own to set another monster from your hand,

Hyena, if destroyed bring out the others, (field presence is very good)



So if you have read carefully and understand the method of Final Countdown then an average deck will look something like this:

Total Cards - 41

Monsters - 19

3 - Dekoichi the Battlechanted Locomotive

2 - Des Feral Imp

3 - Wall of Illusion

2 - Giant Germ

3 - Hyena

3 - Man-Eater Bug

2 - Stealth Bird

1 - Gora Turtle

Spells - 10

2 - Final Countdown

2 - Level Limit - Area B

1 - Messenger of Peace

1 - Stumbling

1 - Pot of Avarice

1 - Wave-Motion Cannon

1 - Different Dimension Capsule

1 - Dark Hole

Traps - 12

3 - Pyro Clock of Destiny

1 - Gravity Bind

3 - Threatening Roar

2 - Thunder of Ruler

3 - Waboku



So there you have it, a Final Countdown deck that is easily made and very playable with three ways of winning, of course Final Countdown is one; Wave-Motion Cannon is the Second, and Stealth Bird is the third, if both are on the field at the same time, that's 4 turns. Of course this deck has it's weaknesses like Nobleman of Crossout and Nobleman of Extermination for the traps, but that's why a side deck is important. Hey I'm not going to give you Everything.

Comments/suggestions/hate mail all welcome at Fbmryder631@aol.com
 


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