First off, I 
							would hope you guys don’t perceive this as a 
							tournament report, because it really isn’t 
							necessarily supposed to be that way. First off, I 
							have a lot of shoutouts, just like in my featured 
							match, to Jerome for the first insight to any type 
							of Stardust Dragon/Assault Mode deck, to Jeff Jones 
							for his main deck in which really pushed me to side 
							Skill Drain even more because of the control factor, 
							and another huge one to Anthony Gospel, Charlie 
							Powell, and Jake Johnson for putting up with me and 
							my indecisiveness when it came to my deck every 
							night for 2 weeks before Shonen Jump Championship 
							Anaheim; and to all my friends who were there and 
							supported me throughout the tournament. Marc Glass 
							for having extra paper for me and being so cool in 
							person as well as online, and to my team for taking 
							care of me during the weekend, you’re all awesome! 
							Of course, lastly to Bianca, because you’re the 
							best. =]
							
							
							For 
							those of you who don't know what Stardust 
							Dragon/Assault Mode is, it's:
							Stardust Dragon/Assault Mode
							Wing
							Level 10
							[Dragon/Effect]
							This card cannot be Normal Summoned or Set. This 
							card cannot be Special Summoned except with its own 
							effect or with "Assault Mode Activate". You can 
							Tribute this card to negate the activation of a 
							Spell Card, Trap Card, or Effect Monster's effect, 
							and destroy that card. If you negate an effect this 
							way, you can Special Summon this card from your 
							Graveyard during the End Phase. When this card on 
							the field is destroyed, you can Special Summon 1 
							"Stardust Dragon" from your graveyard.
							
							Onto 
							the deck I used at Shonen Jump Championship Anaheim, 
							in which I placed 20th.
							
							Monsters: 20
							
							2 Assault 
							Beast
							2 Krebons
							
							2 Stardust 
							Dragon / Assault Mode
							
							2 Summoner 
							Monk
							
							2 Destiny 
							Hero Diamond Dude
							2 Destiny Hero – Malicious
							2 Rose, Warrior of Revenge
							1 Armageddon Knight
							1 Dark Armed Dragon
							
							1 Gorz the 
							Emissary of Darkness
							
							1 Elemental 
							Hero Stratos
							
							1 
							Plaguespreader Zombie
							1 Sangan
							
							 
							
							Spells: 14
							
							2 Upstart 
							Goblin
							
							2 Allure of 
							Darkness
							
							2 Destiny 
							Draw
							
							1 Brain 
							Control
							
							1 Emergency 
							Teleport
							1 Giant Trunade
							
							1 Heavy 
							Storm
							1 Magical Mallet
							
							1 Mind 
							Control
							
							1 Monster 
							Reborn
							
							1 
							Reinforcement of the Army
							
							 
							
							Traps: 6
							
							3 
							Threatening Roar
							
							2 Assault 
							Mode Activate
							
							1 Crush Card 
							Virus
							
							Side Deck:
							3 Skill Drain
							
							2 Beast King 
							Barbaros
							2 Destiny Hero – Defender
							2 Hanewata
							2 Legendary Jujistu Master
							2 Lightning Vortex
							1 Mystical Space Typhoon
							1 Mirror Force
							
							 
							
							The major 
							focus here is obviously to bring out Stardust 
							Dragon/Assault Mode whenever possible. I used a lot 
							of math to help this deck and to get it to the point 
							where the deck can be consistent, so even if then 
							numbers of some combos that I will outline are lower 
							than people would want to have, it still was enough 
							to push the deck. Speed is also the issue when it 
							comes to this version of Stardust Dragon/Assault 
							Mode.
							
							
							We can really break this deck down in many ways, so 
							I’ll start with the monsters and why each card is 
							important to have the deck run the way is supposed 
							to. 
							
							 
							
							Monsters: 20
							
							2 Assault 
							Beast
							2 Krebons
							
							2 Stardust 
							Dragon / Assault Mode
							
							2 Summoner 
							Monk
							
							2 Destiny 
							Hero Diamond Dude
							2 Destiny Hero – Malicious
							2 Rose, Warrior of Revenge
							1 Armageddon Knight
							1 Dark Armed Dragon
							
							1 Gorz the 
							Emissary of Darkness
							
							1 Elemental 
							Hero Stratos
							
							1 
							Plaguespreader Zombie
							1 Sangan
							
							 
							
							We have 20 
							monsters, a perfect half of the deck and we start 
							with the basics here, Summoner Monk and Rose, 
							Warrior of Revenge. That combo alone fuels and 
							speeds up the deck so much. I felt that overall (and 
							with the input of friends) that 3 Rose, Warrior or 
							Revenge would end up being just a bit too 
							inconsistent. It’s not bad to draw, but it’s a lot 
							better to get out through Summoner Monk. 2 Assault 
							Beast in this deck is the best number. There 
							shouldn’t be more Assault Beast than Assault Mode 
							Activate, plus being a 1900 beatstick doesn’t hurt 
							either. The fact that I can just discard it to get 
							Assault Mode Activate faster by either Assault Beast 
							or hard drawing it helps with the speed of the deck. 
							Speaking of the combo, we have 2 Stardust 
							Dragon/Assault Mode. 2 is the perfect number so not 
							only do I have 2 times I can bring it out, it’s just 
							overall good to have in case I draw 1 and have no 
							way to put it back into the deck. 
							
							 
							
							Destiny Hero 
							– Malicious and Krebons go hand in hand here. 
							Destiny Hero – Malicious is used for Destiny Draw, 
							to be put in the Graveyard by Armageddon Knight, or 
							even for Crush Card Virus. Krebons is a quick way to 
							Synchro Summon thanks to Emergency Teleport, or just 
							a way to wait out a couple turns with the negate 
							effect it has on attacks. 2 Destiny Hero Diamond 
							Dude helped to give me the 2 to 1 ratio Destiny 
							Draw, but also it helps with the speed of the deck. 
							To be able to accelerate the deck and have the 
							chance to hit cards like Allure of Darkness or 
							Destiny Draw to get those faster draws help as well. 
							Also, it can push monsters away when they are not 
							necessary to draw. Elemental Hero Stratos is mainly 
							there for Reinforcement of the Army and getting a 
							Destiny Hero into my hand. 
							
							 
							
							Armageddon 
							Knight is a one of that is able to send a Dark 
							Monster to the Graveyard from my deck, which would 
							be more or less only used for Destiny Hero – 
							Malicious or Plaguespreader Zombie. Sangan is 
							necessary to have an easy way to get Summoner Monk 
							into my hand and for Crush Card Virus. Dark Armed 
							Dragon is another support card in the deck. It’s not 
							meant to be the focus of the deck, even with how 
							great of a card it is. I felt that it was more of a 
							splash for more control on the game. Plaguespreader 
							Zombie was one of the MVPs of my deck at SJC 
							Anaheim. The fact that there were so many uses for 
							it. I was able to use it with Destiny Hero – 
							Malicious to be able to use it after drawing my 
							second copy, I could use it for Crush Card Virus, I 
							used it quite often for a Synchro Summon with 
							Destiny Hero – Malicious, it was easily accessible 
							in the Graveyard through Armageddon Knight, and most 
							importantly, it was able to get a dead Stardust 
							Dragon/Assault Mode in my hand, back into the deck. 
							Many times I could just put it on top and get the 
							deck shuffled with another effect; I could use 
							Armageddon Knight, Magical Mallet, Reinforcement of 
							the Army, etc. to get things mixed up in my deck 
							again.
							
							 
							
							Debate 
							Time!
							
							There are 
							three main arguments that have come up with my 
							monster Lineup.
							
							 
							
							1. Gorz 
							the Emissary of Darkness vs. Necro Gardna.
							
							The night 
							before SJC Anaheim I had this problem still. Necro 
							Gardna (even 1) could be gamebreaking against 
							Gladiator Beasts and sometimes even against 
							Lightsworn. The fact that it was easy to be utilized 
							through Armageddon Knight, and it would also be 
							another card I could use for Crush Card Virus. Yet, 
							I thought there would be more Lightsworn at SJC 
							Anaheim because of the popularity and the 
							explosiveness compared to Gladiator Beasts and how 
							Lightsworn can have a really easy time against 
							Gladiator Beasts. The thing that really pushed me to 
							think about Gorz the Emissary of Darkness would be 
							Anthony Gospel. We talked about our decks to each 
							other quite a bit (well more me than him) and he 
							said against Lightsworn, the real chance people have 
							to stop the One Turn Kill that Lightsworns 
							potentially have (under cold wave or in any 
							situation against them) would only be Gorz. I really 
							wanted to make sure my matchup against what I 
							thought would be the most popular deck would be that 
							much better. The fact that also, Gorz stops decks 
							from overextending, and you can be aggressive back 
							with Gorz and the token it provides. The only other 
							negative to it would be against Gladiator Beasts if 
							they had Gladiator Beast War Chariot. 
							
							 
							
							2. 
							Armageddon Knight vs. Dark Grepher
							
							Both of 
							these Monsters are easily accessible by 
							Reinforcement of the Army. Dark Grepher is a card 
							that overall is a good card. The fact that if I had 
							Gorz or Destiny Hero – Malicious I could Special 
							Summon it, then Normal Summone Rose, the Warrior of 
							Revenge to have a quick 8-Star Synchro Summon. I 
							felt though that many times, it’s just too dependent 
							on having another dark in hand. I didn’t think 
							playing Dark Grepher, and the discarding a card, to 
							get another in the Graveyard was going to help my 
							deck in the long run. That I didn’t want to have 
							less cards to work with. Plus I didn’t want to have 
							another monster that would fall to the mercy of 
							Crush Card Virus. Armageddon Knight was perfect for 
							the deck. 1400 monster that would get under Crush 
							Card Virus and can send key cards like Destiny Hero 
							– Malicious or even more key, Plaguespreader Zombie 
							to the graveyard without losing another card would 
							be better overall. Also, as Anthony Gospel said to 
							me when we debated this with Charlie and others, 
							that when a deck isn’t based off being fast to get 
							Dark Monsters in the Graveyard for Dark Armed 
							Dragon, Armageddon Knight is better than Dark 
							Grepher. 
							
							 
							
							3. Where 
							is Mystic Tomato?
							I tried really hard to find a space for just 1 
							Mystic Tomato. Mystic Tomato would be an easy way to 
							get Summoner Monk to the field. I could get so much 
							from my deck with Mystic Tomato like: Sangan, 
							Armageddon Knight, Destiny Hero- Malicious or 
							Diamond Dude, and Plaguespreader Zombie. I just felt 
							that if I were to play it, I was just too afraid 
							overall of Gladiator Beasts and how its just too 
							easy for Gladiator Beasts to take total control by 
							attacking Tomato and the other monster I would bring 
							out. It would be good against Lightsworn, but with 
							the Celestia, Lightsworn Angel and Judgment Dragon 
							threat, I felt it wouldn’t be necessary.
							
							 
							
							Onto the 
							Spells!
							
							Spells: 14
							
							2 Upstart 
							Goblin
							
							2 Allure of 
							Darkness
							
							2 Destiny 
							Draw
							
							1 Brain 
							Control
							
							1 Emergency 
							Teleport
							1 Giant Trunade
							
							1 Heavy 
							Storm
							1 Magical Mallet
							
							1 Mind 
							Control
							
							1 Monster 
							Reborn
							
							1 
							Reinforcement of the Army
							
							
							14 Spells I have and first I’ll just state the cards 
							that I feel don’t really need explanation: Brain 
							Control, Giant Trunade, Heavy Storm, Mind Control, 
							and Monster Reborn. Destiny Draw is for use with the 
							Destiny Heroes and could be a discard for Summoner 
							Monk if it’s necessary. Emergency Teleport is used 
							because of the 2 Krebons. Reinforcement of the Army 
							could get me 6 of the monsters in my deck: Elemental 
							Hero Stratos, one of 2 Destiny Hero Diamond Dude, 
							Armageddon Knight, and if necessary, one of two 
							Rose, Warrior of Revenge. Allure of Darkness is just 
							overall too good with the deck. With so many Dark 
							Monsters and the fact it can accelerate through my 
							deck even faster helps so much, and it doesn’t hurt 
							to get it when Destiny Hero Diamond Dude’s effect 
							goes off and sends Allure of Darkness away. Upstart 
							Goblin was just for a more turbo feel to the deck, 
							to make the deck faster overall and help change the 
							numbers mathematically to give me a better chance to 
							have a way to get Stardust Dragon/Assault Mode turn 
							1. Magical Mallet is also one of those tech cards in 
							here to really help bad hands here, meaning hands 
							with Stardust Dragon/Assault Mode or even two if 
							you’re that unlucky. Sure there are chances you 
							could draw Stardust Dragon/Assault Mode after you 
							send it back (like in my Round 2 Featured Match), 
							but it’s worth it to help reset your hand. 
							
							
							 
							
							More 
							Debate!
							
							4. Only 2 
							Upstart Goblin?!?!?!?!?!
							
							The fact of the matter here is that, Upstart Goblin 
							has no reason to be played in 3’s if the deck isn’t 
							40 cards. I couldn’t drop any other cards to play a 
							3rd Upstart Goblin. That was the biggest 
							factor. I really wanted to fit a 3rd one 
							in, but to keep it at 40, but at this point even to 
							now is and was impossible. Too many other cards were 
							just better overall that I just couldn’t get that 3rd 
							copy in.
							
							 
							
							Finally 
							Traps! (Or Lack Thereof) 
							
							Traps: 6
							
							3 
							Threatening Roar
							
							2 Assault 
							Mode Activate
							
							1 Crush Card 
							Virus
							
							I’ll start here with Assault Mode Activate. I don’t 
							and won’t ever agree with more Assault Mode 
							Activates than actual /Assault Mode Monsters in the 
							deck. The same goes with Assault Beast. So the 
							balance of 2 of everything when it came to the 
							Stardust Dragon/Assault Mode part of the deck was 
							perfect. Crush Card Virus is not, and I repeat, not 
							necessary. I just felt it was too good not to play 
							in the deck. With what I could hit with it was just 
							too much to not play and could be gamebreaking. 
							Speaking of gamebreaking, Threatening Roar was just 
							too good at SJC Anaheim. The fact that it gives you 
							outs to the onslaught of Lightsworn and Gladiator 
							Beasts was amazing. To save key monsters and to just 
							keep yourself alive and afloat as well was very key. 
							The thing about this format is how Cold Wave was and 
							still does dictate many decks. To have a way to have 
							an answer when Cold Wave is used is key to stop a 
							big turn (especially for Gladiator Beasts). 
							
							
							 
							
							Can We 
							Just All Stop Fighting and Get Along?!?!?!
							5. Where is Solemn Judgment?!?!??!!
							
							The honest 
							truth behind Solemn Judgment and this deck is that, 
							it’s not necessary. I will explain more of this when 
							I go more into the deck in the end, but really, a 
							deck that already has a Solemn Judgment on legs 
							doesn’t need more. I feel that it would end up being 
							a dead draw and could end up being the demise of my 
							own deck if I took the blows of half my life points 
							to stop 1 card.
							
							 
							
							6. No 
							Mirror Force? No Torrential Tribute? No Problem!
							
							Out of the 
							two, I really only considered using Torrential 
							Tribute. I say this for one reason, Lightsworn. In 
							the end though, I didn’t feel it was necessary 
							because once the deck takes control, drawing 
							Torrential Tribute is going to be dead. I wanted to 
							make sure that overall I could have the deck be as 
							consistent as possible. Mirror Force is a good card, 
							but it’s not really chainable and I just didn’t see 
							it fir for game 1. So it went into the side deck 
							(last minute anyways).
							
							 
							
							Side 
							Decks Win Matches!
							
							Side Deck: 
							15
							3 Skill Drain
							
							2 Beast King 
							Barbaros
							2 Destiny Hero – Defender
							2 Hanewata
							2 Legendary Jujistu Master
							2 Lightning Vortex
							1 Mystical Space Typhoon
							1 Mirror Force
							
							 
							
							I seem to do 
							well with a lot of transitional side decks. That 
							means when you side out a lot of cards and side in 
							the same amount for a new deck, or seemingly new 
							deck. The best thing about this side deck I used, is 
							that it caught a lot of people by surprise. Before I 
							move into the Skill Drain focus in my side, I want 
							people to understand some key things in the side 
							deck and things I wish I changed. 
							
							Hanewata is where I will start. Out of all honesty, 
							I felt that with a new meta, and first SJC in a long 
							time, there could be a lot of burn variants and 
							especially with all the talk of the new versions of 
							Magical Explosion and Blasting the Ruins first turn 
							kills, I didn’t want that deck to be the reason 
							behind why I lost a match. Yet, it retrospect, I 
							wish I would have kept in Zombie World instead 
							seeing that I lost to Little City siding into 
							Monarchs in Round 5 against Mario Mathieu. Lightning 
							Vortex is another major card. Lightning Vortex I 
							knew ahead of time would be key in games 2 and 3 for 
							when my opponent would take total control. Against 
							Lightsworn, there is nothing they can really do 
							against Lightning Vortex. Against Gladiator Beasts, 
							it would either force them to play Solemn Judgment, 
							or it would make a 2 for 2 or even 2 for 3 trade in 
							the end. Lightning Vortex ended up being a key card 
							as the tournament went on. 
							
							 
							
							Mystical 
							Space Typhoon was my only answer to Burn decks or 
							any deck with Royal Oppression, I know it was 
							limited, but overall I felt it would be adequate 
							enough, plus to destroy Royal Decree if Lightsworn 
							was able to get it in the early game would be 
							important to work myself to have a chance to win. 
							Legendary Jujistu Master would be my other answers 
							to Gladiator Beasts, beatdown decks and other 
							Anti-Meta decks.
							
							 
							
							Onto the 
							workings of Skill Drain and the support I had in my 
							side deck. 3 Skill Drain is where we start. Skill 
							Drain would end up being such a force against so 
							many decks I played. Gladiator Beasts and Lightsworn 
							had a lot of problems when it came out against them. 
							For Lightsworn, they didn’t really side in Royal 
							Decree because I played such little traps, so they 
							could only have a hard draw Heavy Storm to stop it. 
							Against Gladiator Beasts, a GB player has to have 
							the experience against Skill Drain to really make a 
							huge difference. A lot of people aren’t too familiar 
							of Skill Drain and the cards the deck has. There are 
							ways to play around things, and I feel it would take 
							a lot more skill and challenge my opponent to play 
							around it. 
							
							 
							
							2 Destiny 
							Hero – Defender was great because it’s still a 
							Destiny Draw target, Elemental Hero Stratos target 
							and also Reinforcement of the Army target. The fact 
							that I could easily side deck out Destiny Hero 
							Diamond Dude made it perfect, and with a 2700 
							Defense, with Skill Drain out, it’s really hard to 
							get around. Beast King Barbaros is an amazing card 
							with Skill Drain. That even without Skill Drain it 
							can be a field-wrecking card, or even a 1900 
							beatstick. With Skill Drain it’s a 3000 ATK Monster. 
							With Skill Drain out, there isn’t really too much 
							out there to stop it. That also is the best thing 
							about Skill Drain. It puts a lot of pressure on your 
							opponent to do something to take it down or get 
							around it. The last card on the list would be Mirror 
							Force. This was a VERY last minute choice. I chose 
							to take out the 3rd Beast King Barbaros 
							for Mirror Force because I felt that it would be key 
							with Skill Drain out. I guess I noticed that I 
							didn’t have enough removal when it came down to it, 
							and I felt Mirror Force would be a better card 
							overall than Torrential Tribute. Even until now, I 
							wouldn’t change the side deck except Hanewata. With 
							2 Lighting Vortex and 1 Mirror Force, I feel that 
							can be adequate enough. Plus Lightning Vortex would 
							help against any deck that would swarm.
							
							The thing I want to stress about a deck that has 
							Stardust Dragon/Assault Mode or any /Assault Mode 
							cards in general, is that you don’t make the whole 
							deck dependant on just that monster. The problem 
							with having a single Boss Monster is that what are 
							you going to do if they find a way around it? You 
							want to make sure the deck is good enough without 
							them to win. I didn’t always get out Stardust 
							Dragon/Assault Mode and I was able to win the 
							majority of my matches. The thing that really helped 
							to make that all happen was the deck itself.
							
							 
							
							When it 
							comes to the deck, I felt speed and consistency 
							would be the key to victory. I felt that a lot of 
							people didn’t really understand how fast and also 
							how slow this format has been. Gladiator Beasts 
							usually can’t OTK you and Lightsworn can. Anti-Meta 
							decks and Monarch decks would all tend to be slow. 
							Many people would think that Solemn Judgment is very 
							important and necessary for the deck to run well but 
							it’s not. I felt that Solemn Judgment would be 
							taking too much life from me and the fact is that I 
							don’t want to draw it at just the wrong times. I 
							felt that Solemn Judgments didn’t really help 
							overall. I didn’t think it would be fast enough and 
							that I didn’t want to slow my deck down because I 
							wanted to go off fast with the deck. I know Solemn 
							Judgment may look good to help protect Skill Drain 
							and stop other cards, but just overall I feel Solemn 
							Judgment wouldn’t accomplish everything I would need 
							it to. Sure it keeps control and can stop anything 
							pretty much, but the focus of the deck made it so 
							that it wasn’t needed for the deck’s success.
							
							One last note I will stress to people is that you 
							should explore new deck ideas. That constructive 
							criticism is okay, but don’t let people put you or 
							your ideas down. The idea you have may not be 
							accepted by the “best” in the game or even the best 
							in your area, but that doesn’t automatically mean 
							it’s bad. One thing that can throw people off are 
							combos that they have never seen before or they are 
							not very comfortable playing against. If you can 
							rattle your opponent with what you’re playing and 
							keep the pressure on, your opponent can feel it. 
							Some people make different plays under that 
							pressure. Sure, not all of the “pros” feel that way, 
							but even they can make mistakes against decks they 
							aren’t ready against or fully understand the inner 
							workings of. I feel that I play a lot of different 
							decks like I do because I want to show people that 
							there are other options out there, and to not be 
							scared to play them at a major tournament. SJCs to 
							me are a hit of miss type of thing, why go there 
							being like everyone else?
							
							Remember, it’s a game, have some fun! The mindset of 
							just having fun can really change how good you do 
							and just your overall attitude. Stay focused when 
							playing, and remember, it’s never over, until your 
							life points are at 0.
							
							- Tomas Mijares