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 Trading Card Game Tips from fans

 

April 2008

Deck FIx 1- D.D. Monarchs

 

Dear dude,

I'm running a DD Monarch deck with no raiza and zaborg. This deck is pretty good, it can be pure beatdown with DD Survivor and D Fissure or it can be traditionally monarchs or a Return OTK. So, I can kill my opponent with one of these 3 strategies. I am a control/aggro player, some where in the middle. The problem with my deck is that is slow compared to other deck in the metagame, like DaD decks for instance. So, my deck usually loses because of the lack of speed. I would be very grateful if you could fix I deck.
I would be grateful if you could reply within a week.
Thank you!
DD Monarch x40
Monsters x15
Magical Merchants x2
Exiled Force x2
DD Survivor x3
Mobius the Frost Monarch x2
Sprit Reaper x1
Sangan x1
Neo Spacian Grand Mole x1
Thestalos the Fire Monarch x1
Caius the Shadow Monarch x2
Spells x20
Dimensional Fissure x3
Monster Gate x3
Monster Reborn x1
Enemy Controller x1
Smashing Ground x1
Brain Control x1
Upstart Goblin x3
Reinforcements of the Army x2
Lightning Vortex x1
Swords of Revealing Light x1
Shrink x1
MST x1
Heavy Storm x1
Traps x5
Mirror Force x1
Torrential Tribute x1
Threatening Roar x1
Return from Different Dimension x2
The Merchants are there for speed purpose and I get an extra card. The monster gates are very useful. If I tribute Survivor (with D fissure), I get free monster. If I tribute any other monster, the only bad cards that I can get are merchants or sangan. So regardless, I get a good monster for with my monster gate. Another problem that this deck has is that I don't draw the D fissures quick enough. If I don't draw the D fissures in first 3-4 turns, I always lose.
Grateful if you could help.
Thank you,
Roshan

Okay, Roshan, let's see if we can't make this any faster. Now I've ran a few duels with the deck that you've sent to me, and I can see what you were thinking when you built the deck. I also see what problems you're having with it, as well. These are the cards I believe that we should take out, and reasons why:

Magical Merchant: I liked this idea a lot. It doesn't get ran much anymore, and it's a serious help in getting to your key spells and traps quickly. However, it also cost me a lot of monsters I could've used in those particular duels. For this particular idea, I took both out for consistency and for more aggressive options.

Exiled Force: Another good idea. The main concern that I have for this card is that you have to use up your normal summon for the turn in order to destroy a troublesome card. It gives up the aggressive nature of the deck, so I took both out for that reason.

Neo Spacian Grand Mole: This was probably the second hardest cut I had to make to the deck. I liked the idea that you could put them in a lock by constantly bouncing their monster back. It's effect has some drawbacks though. If he's not already on the field, you have to use your normal summon, and you could accidentally send something very useful back. (Like a D-Hero Disk Commander, Stratos, etc.)

Monster Gate: The turbo idea you have is very innovative, and this is one of the big cards for that idea. It can burn through the spells and traps, looking for a monster (Preferably a big one) to summon. It's sort of like the magical merchant idea, it speeds the deck up, but it sacrifices consistancy in order to do so. Several times I played a Monster Gate, burned through one or two Dimensional Fissures, and got a Magical Merchant in exchange. It's not a bad idea, but I don't think it's right for this particular build.

Monster Reborn: Quite possibly the biggest cut I made to the deck was of this card. You may disagree with me, but I assure you I had my reasons. The whole idea of the deck is a removed from play monarch/aggro/control, the key words being removed from play. If this deck works properly (and most of the time it will) the majority of both player's monsters will be removed from play, thereby making Monster Reborn useless in that situation.

Smashing Ground: Another tough cut, since it flows so well with the deck. I decided to keep lightning vortex instead of smashing because in this metagame players are more likely to swarm you (DAD, Samurai, Zombies) and to have one single immediate threat.

Upstart Goblin: This is the only card in the deck that did not work for me once. Each time I played it, I got a good card, and each time, my opponent gained 1000 life points. Unfortunately, I was testing against DAD, and that extra 1000 almost always allowed them to pay for Dimension Fusion or Premature Burial for game when I was dominating.

Swords of Revealing Light: A good defense card, especially when you run a deck that takes a few turns to put their plan into motion. I personally prefer a more aggresive approach to decks in this format, and I feel that this card will end up being your downfall in certain situations, especially if you go all out. If you leave small monsters on the field, and play swords, you set up a false sense of security, and you'll think that you'll be safe for the next turn at least. DAD decks are good at clearing defenses out easily, and I fear that this card will become more of a liability as time goes on.

Shrink: A good defensive measure, it's chainable, and it's able to be activated in the damage step. Still, I would rather you take no damage instead of half damage, so I replaced it with another quickplay that I'll get to in a second.
Threatening Roar: The final cut I made to the deck was of this card. It's a good stall measure, but stalling in this format could mean trouble. It will save you from attacks for one turn, but you have to have an immediate solution the next turn in order for it to have it work best for you.

Alright, that's it for the cuts, now let's take a look to what I've put in.

Banisher of the Radiance: This card is perfect not only for the deck you're running, but the style that you play by. A 1600 ATK Level 3 beatstick that removes everything? Sounds perfect for this deck. I included 3.

Caius the Shadow Monarch: Holding quite possibly the coolest monarch effect, Caius is another perfect monster for the deck for his removal and possible burn effect. I'll add one more copy, bringing the total to 3.

Thestalos the Firestorm Monarch: Hand control is absolutely awesome in this format, and that's exactly what Thestalos does. We'll add 1 more copy.

D.D. Warrior Lady: A must have for RFG decks, she allows you to control which monsters stay and which ones go, and that kind of aggresive control is exactly what we're after.

Marshmallon: A good shield, and burn damage brings them closer to defeat. It will force your opponent to use card removal on it, and forcing your opponent to exaust their options is always good.

D.D. Scout Plane: The ignored wall of removal decks, D.D. Scout Plane is perfect for this deck. Enemy controllers get a free usage, you can gain monster advantage by tributing a monarch for them, and they always come back in the end phase. I added two to the main deck.

D.D. Crow: This card is extremely brutal in this build. Having your opponent use most of his cards to clear out the problems he/she is encountering, and playing their final option the designates a target in the graveyard pretty much seals the duel in your favor. It stops DAD decks in their tracks, since you can lock out their graveyard options. I added 2.

D.D. Warrior: This is the more aggresive option that I used instead of Exiled Force. Warrior serves as a Offensive and Defensive measure in field control, and will almost always force your opponent into playing an option to stop it. I added 2.

Enemy Controller: This is probably one of the most useful cards in this format. It can save you from DAD, stop an attack, allow you to push for damage, and overall aggravate an opponent. I added one more into the main deck.

Macro Cosmos: I remember you saying that you have trouble winning if you don't draw a dimensional fissure. Well, this is a great option to complement it. It removes everything, not just monsters, and that matters sometimes, like with a Magical Explosion
OTK deck, or with DMOC's effect. I added 2.

Trap Dustshoot/Mind Crush: Both of these cards are excellent hand control agents, and can stop any opponent in their tracks. It's a lot easier to control an opponent once you know what's in their hand.


Removed:
- 2 Magical Merchant
- 2 Exiled Force
- 1 Neo Spacian Grand Mole
- 3 Monster Gate
- 1 Monster Reborn
- 1 Smashing Ground
- 3 Upstart Goblin
- 1 Swords of Revealing Light
- 1 Shrink
- 1 Threatening Roar
Add:
+ 3 Banisher of the Radiance
+ 1 Caius the Shadow Monarch
+ 1 Thestalos the Firestorm Monarch
+ 1 D.D. Warrior Lady
+ 1 Marshmallon
+ 2 D.D. Scout Plane
+ 2 D.D. Crow
+ 2 D.D. Warrior
+ 1 Enemy Controller
+ 2 Macro Cosmos
+ 1 Trap Dustshoot
+ 1 Mind Crush

Well, here are the changes I made, and here is Roshan's new D.D. Monarch Deck.

Different Dimension Monarchs (41 Cards)

Monsters (22):

D.D. Survivor x3
Banisher of the Radiance x3
Caius the Shadow Monarch x3
Mobius the Frost Monarch x2
Thestalos the Firestorm Monarch x2
Spirit Reaper
D.D. Warrior Lady
Marshmallon
D.D. Scout Plane x2
D.D. Crow x2
D.D. Warrior x2

Spells (11):

Dimensional Fissure x3
Enemy Controller x2
Brain Control
Reinforcements of the Army x2
Mystical Space Typhoon
Heavy Storm
Lightning Vortex

Traps (8):

Mirror Force
Torrential Tribute
Macro Cosmos x2
Return from the Different Dimension x2
Trap Dustshoot
Mind Crush

The basic idea behind this build is to control your opponent ruthlessly and quickly. You want to limit their graveyard dependant cards, and you want to strike fast and often, so that your opponent cannot recover. I tried to make it so that you'd have a removal card in every opening hand, making the deck's overall goal more consistant, and hopefully will win more. Thanks for sending in the deck, I'll be looking forward to more deck fixes/comments, so keep e-mailing me!

PDtamer03

Email to PDtamer02@hotmail.com

 


 


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