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 Trading Card Game Tips from fans

 

JUNE 2008

 

Deck Fix: Macro - Master of Shadows

Hello, people once again. Master of Shadows here (yes, I remembered to put my name in here this time) with yet another deck fix. Two days, and business is booming. You know the drill:

(First, on a side note, this one should've been done yesterday, but I didn't see it because it was sent to my Spam folder. Automatic spam guards. At least I didn't delete it.)

Hi, my name is Matt, and I am trying to run a solid RFG deck that can stand up to the top-tier decks (like Dark decks w/ DAD). I chose it because I have just started playing, and I thought it would have been a cheap and effective option with the new Dark Emperor structure deck coming out. At its best, the deck is able to remove cards at a rapid pace, creating card advantage with monsters like D.D. Survivor and D.D. Scout Plane. At its worst, the removal-based cards are worthless and cause me to get into a deep hole early on in the duel. I'm having trouble with deciding what I should include into the deck in order to give it more versatility and consistency. It would be great if you could help me improve the deck as a whole, particularly in the areas mentioned. I tend to play conservatively, trying not to overcommit to the field and sometimes holding cards in my hand to build up my options (such as I will hold on to a Snipe Hunter and not use my summon for the turn when I only have another card I need, so I can preserve Snipe Hunter's effect for later) I have a lot of trouble getting the deck started right, and there are a lot of cards I have considered putting in there. But, moving on, here is my deck.


RFG Deck

Monsters: 21

3 D.D. Survivor

3 D.D. Assailant

2 D.D. Scout Plane

1 D.D. Warrior Lady

1 Snipe Hunter

1 Spirit Reaper

1 Raiza the Storm Monarch

3 Caius the Shadow Monarch

3 Banisher of the Radiance

2 Exiled Force

1 Dark Magician of Chaos

 

Spells: 14

1 Lightning Vortex

1 Different Dimension Reincarnation

1 Enemy Controller

1 Book of Moon

1 Hammer Shot

1 Fissure

1 Smashing Ground

1 Mystical Space Typhoon

1 Soul Exchange

1 Swords of Revealing Light

1 Brain Control

1 Nobleman of Crossout

2 Reinforcement of the Army

 

Traps: 8

1 Mirror Force

1 Torrential Tribute

3 Sakuretsu Armor

3 Macro Cosmos

 

Here are some cards I am thinking of putting into the deck. Here is what I have to work with:

Monsters

2 Mobius the Frost Monarch

1 Jinzo

3 Peten the Dark Clown

1 Neo Spacian Grand Mole

3 Bazoo the Soul Eater

3 Kycoo the Ghost Destroyer

1 Marshmallon (when I get one)

3 Gren Maju Da Eiza

 

Spells

1 Scapegoat

1 Premature Burial

1 Monster Reborn

1 Giant Trunade

1 Heavy Storm

3 Dimensional Fissure

3 Grand Convergence

3 Chaos End

3 Soul Absorption

3 Soul Release

3 Chaos Greed

 

Traps

1 Magic Cylinder

3 Seven Tools of the Bandit

3 Magic Jammer

3 Waboku

 

I am thinking of adding Mobius and/or Jinzo to provide protection against spells and traps, but I did not add Jinzo because I realized he negated a key card in my deck (Macro Cosmos). I am thinking 3 Caius may be too much, but I am not sure. I like Mole's effect, but I don't know if it would really fit the deck's theme. Bazoo would help fuel my RFG zone and Kycoo would be a good counter to decks that rely on the graveyard, like DAD and Zombies. I am intrigued by the idea of Peten the Dark Clown. I have tested it online, and it seems to work very well (fueling the RFG zone and providing tribute fodder, helping the deck get rolling before I get Macro or Banisher). I am uncertain about Dimensional Fissure, as it seems like a waste with Macro and Banisher already in the deck. Chaos End and Grand Convergence are two cards that greatly appeal to me, especially Grand Convergence. I like the idea of Grand Convergence being able to act as a Dark Hole any time during your opponent's turn, but it seems a little situational. I've also thought about comboing Soul Absorption with the deck and using Soul Release to help speed things up, with Chaos Greed there to provide draw power. Thank you for your time.

A Macro Cosmos deck, I see. I like these. First, to comment on your statements at the bottom, Mobius would help things a bit (like clearing out anything that stands in your way). Chaos End and Grand Convergence, while they certainly are powerful cards, won't help us out too much, especially since there'll already be so much removal in the deck that's not as situational as those two. Bazoo, Kycoo, and Peten also won't be needed because everything that does their job (remove stuff, provide Tribute bait, lock down the Graveyard) will already be in here. Without further ado, let's get to fixing things, shall we?

Cards to drop:

- 3 Banisher of the Radiance

- 1 Exiled Force

- 1 Hammer Shot

- 1 Fissure

- 1 Smashing Ground

- 1 Soul Exchange

- 1 Nobleman of Crossout

- 1 Book of Moon

- 3 Sakuretsu Armor

I dropped 13 cards from your original 43. That leaves me with 10-11 cards left to add in. Banisher of the Radiance was dropped because Dimensional Fissure and Macro Cosmos already do that job and don't take up our Normal Summon for the turn meaning you could play your D.D. Survivor / D.D. Scout Plane that same turn you play your removal card. It's good side deck material, though, in case you need a body attached to the removal. Exiled Force (just one) had to go because you already have several cards doing its job. Hammer Shot, Fissure, and Smashing Ground all went for the same reason (and there's a better option to use here). Soul Exchange was dropped because you have all the Tribute bait you need in the form of D.D. Survivor, D.D. Scout Plane, and Brain Control. Nobleman of Crossout was crossed out because we already have several tools in our arsenal to rid us of monsters, both face up and face down. Sakuretsu Armor will be replaced by a better alternative. Book of Moon as well. 

Cards to add in:

+ 1 D.D. Scout Plane

+ 2 Thestalos the Firestorm Monarch (if you can get it)

+ 1 Mobius the Frost Monarch

+ 1 Enemy Controller

+ 1 Lightning Vortex

+ 2 Bottomless Trap Hole

+ 2 Seven Tools of the Bandit / Magic Drain / Divine Wrath

That's 10 cards added bringing you up to 40. Perfect. The third Scout Plane had to come in for that extra bit of Tribute bait and also to increase your chances of drawing it. Thestalos because you have so much Tribute bait and hitting the hand will hurt your opponent that much more. Mobius will help clear any opposing threats. Enemy Controller in place of Book of Moon for added versatility. Lightning Vortex to replace Fissure, Hammer Shot, and Smashing Ground to become mass removal. Bottomless Trap Hole to replace Sakuretsu Armor since, with the way things are today, your Sakuretsu Armor might not make it past the summoning since there's so much to blow it away. Bottomless Trap Hole is a safer option.

Now for the Counter Traps to round things out, that's your choice. Seven Tools will stop any annoying Traps that come your way (like Solemn Judgment and Dark Bribe). Magic Drain will either negate something critical for your opponent (like Destiny Draw or Allure of Darkness) or make those Spell cards a bit more costly to play. Divine Wrath will help to shut down your opponent's monsters' effects.

There you have it. I hope I did a good job on this using what you have (and a bit extra). Good luck with this and remember to have fun with it.

Well, that's it for this one. Comments, questions, deck fixes, suggestions for articles, etc. can be sent to darkdestructionv30@yahoo.com.

Until next time....

 


 


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