Due to the my final college class needing a final project, the page wasn't updated this week. However, this week, I have a total of three different decks for you to view.
For those that are wondering why their decks might not be featured, it's because YOU HAVEN'T FOLLOWED THE RULES. The most important rule that people are ignoring is the DECK WRITEUP. Three to four paragraphs are what you need -- at a minimum. The more, the better. I will have to stick with this position.
And now, onto our first deck of the evening. This one is a little unique (though has been seen before in Japan), in that defense is the priority.
This is basically a "sneak attack deck", I call it the Defensive Deck of Doom... I'll tell you how I use it after listing the monsters... This is the deck I use, but I think it could use some improvements. Not really a power-kill beatdown Deck.
Monsters Catapult Turtle Catapult Turtle Island Turtle Island Turtle Android Pycho Shocker Chaos Pod Chaos Pod Cyber Pod Perfect Defense General Turtle Crab Turtle Crab Critter Critter Black Forest Witch Fisherbeast Millenium Shield Millenium Shield Cannon Soldier Gigatech Wolf Goddess of the Truthful Eye Goddess of the Truthful Eye Time Magician Magic Shield in the left, Sword in the Right Shield in the left, Sword in the Right Giant Growth Giant Growth Giant Growth Black Hole Hand Obliteration Hand Obliteration Swords of Sealing Light Swords of Sealing Light Jar of Greed Turtles Vow Turtles Vow Traps Holy BarrierDeck Destruction Virus of Death Deck Destruction Virus of Death Holy ElfsúBlessings Holy ElfsúBlessings Demons Die Fusion Labyrinth Tank Millenium Dragon
Since this isn't much of a power deck, it relies on tricky cards that help you draw some of your powerful ones, and help you get rid of your opponents monsters in hand. This can be done via Chaos Pod, the DDV, and Hand Obliteration... The point is to get the general of perfect defense onto the field. Since he can attack while in defense mode that is a good advantage. Use the shield and sword card before equiping the giant growth and... GADS! Start slapping around your opponent around, and keep the general on the field until their life points have dwindled to about 2500; removing all threats as your general proceeds to killing his or her monsters. Then play the catapult turtle and activate its effect. That's the end of your opponent! -Tristan
Unique. Very unique. For those who still don't get it, the main combo of the deck is to get the high defense Monsters on the Field (such as Millennium Shield and Labyrinth Wall), use Shield in the Right Hand, Sword in the Left, and commences the beatdown with 3000 attack strength Monsters. Then, you can launch them after the Battle Phase to do more massive damage.
First of all, remove the two Chaos Pods. The translation was wrong, after I started realizing it when playing the Kaiba Structure deck. Likewise, drop the Cyber Pod, the for the next reason I list.
The main problem that I see if that it requires a large number of high level Monsters. The only ways to get through this are to discard them then revive them, or use another way to Special Summon them from your hand. Let's use the former. Hand Obliteration is good, since if you place a Magic card during the turn, you can activate it afterward. So, place a revival card, using Hand Obliteration to dump some Monsters, then use the place card to bring them back. Peachy keen, eh Wally?
Critter is great for this deck; you have low attack strength Monsters. But put in two Labyrinth Walls. They're perfect for this deck (and basically identical to the Millennium Shield).
Drop the Fusion stuff; you will have a hard enough time with the rest of the combo. Remove the Black Forest Witch. You have no other Monsters in the deck with a defense strength of 1500 or less. I would say three Rock Soldiers.
After some thought, ditch the Crab Turtle-related cards; you need more slots to go with your theme. Remove the Island Turtles, and put in three Cave Dragons (basically identical to the Rock Soldier).
You have absolutely NO revival cards in this deck. Add Raise Dead, and three Shallow Graves. Since you're relying on defense, Shallow Grave works PERFECTLY. And add a Thunder Bolt (can't leave that out), and two Angel's Gifts to draw more cards and get some of your Monsters into the Cemetery. The Giant Growths are actually not well suited for this deck. I would drop two of them. Finally, add a Change of Heart and Cross Soul; since you probably won't be attacking much, except in a final assault, Cross Soul's drawback is negligible.
Traps. Remove the Demon's Die; with the attack strength you're running at, you won't really need more. And it will probably be a little difficult for your opponent to break through your defense strength. Add a Magic Cylinder. Holy Elf's Blessing isn't too effective; try to add two Attack Nullification to cancel the attacks that are directed at you. Put in one Imperial Decree and one Magic Jammer to negate some of the hefty Magic cards thrown your way.
Well, here would be our final forty-two card deck then:
Monsters (??)
Magic (??)
Traps (??)
Of course, the deck should be tested thoroughly, and suited to your playing style. But most of all, have fun with your theme decks. See how much flavor that Duel Monsters has!
If you have a deck that you would like to submit to Edo's Deck Lab, mail them on over to me so that I can have a look at it.
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