Surprisingly effective way to control
your opp's field - Cyven
This tip is meant for all you creative souls who,
like me, are sick of all the un-inspired
deckbuilding going on by *most* of our supposed
"best" duelists. I'm not gonna mention any names or
bash people, that's not my right to do, but I can
Lately, I've been develloping a deck that works well
enough on its own, but can be KILLER when assisted
by the following simple combo:
Rivalry of Warlords
Light of Intervention
For all those who don't know these cards, here's a
quick rundown of their effects:
Rivalry of Warlords:
Each player sends monsters from his/her side of the
field to the Graveyard so that he/she only controls
1 Type of monster. As long as this card remains on
the field, each player can only have 1 Type of
monster on the field.
Light of Intervention:
Monster Cards cannot be Set face-down. Monsters Set
in Defense Position are Normal Summoned in face-up
Special Summon 3 "Ojama Tokens"
(Beast-Type/LIGHT/Level 2/ATK 0/DEF
1000) in Defense Position on your opponent's side of
the field. The tokens cannot be Tributed for a
Tribute Summon. When an "Ojama Token"
is destroyed, the controller of that token takes 300
points of damage.
Starting to see the picture? If not, here's what
-Rivalry forces both you and your opponent to only
have 1 type of monster out on the field at a time.
-Light forces both you and your opponent to summon
monsters face-up, be it in ATK or DEF.
-Ojama gives your opp 3 Beast-Type monsters.
Combine them together and unless your opponent
maindecks Beasts, he won't be able to set OR summon.
Now I understand how sensitive this combo is, Heavy
Storm wipes it clean, Decree, Mobius and Jinzo can
all stop it and single destroyers like Breaker, MST
and Dust Tornado can chop the combo in half.
However, there's some advantages to this combo that
you should keep in mind:
1) Your opponent can only control 1 Type of monster
at a time. If your opponent is controlling 2
monsters of the same type (let's say, he's
controlling 2 Warriors), he cannot tribute one of
them for a monster of a different type. Not even
Jinzo. You can check NetRep's rulings if you want,
I'm sure you'll find a lot more surprisingly
interesting rulings on these cards as well.
2) Flip effects become useless. MoF, Dekoichi,
Skelengel, Morphing Jar, Stealth Bird, Swarm of
Scarabs/Locusts, GK Spy, OVM, all stop being
effective. Another benefit is this: Monsters cannot
be flipped or special summoned face down either,
Apprentice Magician will summon the mons (itself,
OVM, MoF and in rare cases, Hand) in face-up DEF
(making MoF and OVM useless) and Book of Moon can't
even be activated.
3) While the combo ensures you control what mons
your opponent plays, your deck (if built correctly)
only benefits from it when it's active, without
being hurt by it when it's not.
What monster line-up should you play in this type of
deck, you ask?
Well it's simple, Types that have great support!
You could use Warriors, Spellcasters, Machines,
Fiends, or, as I have done, Dragons:
Here is the line-up I use:
White-Horned Dragon x2
Armed Dragon LV5 x3
Armed Dragon LV3 x2
Masked Dragon x3
Spear Dragon x2
Luster Dragon (to be replaced with another Mirage)
The random Exiled is in case I don't have Rivalry
out yet and I need some quick removal, the monster
line-up otherwise speaks for itself.
The choice of my Armed Dragons and Masked Dragons
will be explained by the first 2 spells I'll mention
in my spell line-up:
Brain Control x2
Smashing Ground x2
Nobleman of Crossout
Nobleman of Extermination
Swords of Revealing Light
NoE provides extra s/t removal, since this deck
doesn't get to use Heavy much (when Light and
Rivalry are out, anyway), SoRL provides with quick
monster removal if Rivalry is out in some cases. You
it: SoRL can destroy mons. It's simple, as long as
you have Rivalry out on the field. Suppose your
opponent has 1 fd mon and an Ojama Token. You play
SoRL, revealing the monster to be, say, DD Warrior
Lady. According to NetRep's rulings, Rivalry makes
it so that no monsters other than Beasts can be on
your opponent's side of the field, so DD Warrior
Lady is destroyed.
The rest kind of speaks for itself. FHD summons are
quite easy in this deck and serve as great
On to the Traps:
Call of The Haunted
Light of Intervention x2
Rivalry of Warlords x2
Ojama Trio x2
2 is the magical number, 3 of each means drawing
them TOO often, 1 of each means not drawing them
The beauty of this deck, though, is how it can win
in all sorts of ways, in some cases I got off the
combo early enough and dominated.
Other times FHD granted me victory, it's amazing how
a deck like this can be so succesful.
-Against decks using many different types (such as
Monarch builds) -Against decks with little
protection -Against decks with little s/t removal
-Against Burn decks
-Against efficient single-Type decks (such as
Machine decks) -Against decks that are heavy on both
s/t and monster removal
Ofcourse, I encourage you all to work out your own
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