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Old 07-01-2005, 12:35 AM   #1
User#27
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Join Date: Sep 2004
Age: 36
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Default Not so Weenie rush

(40)
Monsters (15)
Raging Flame Sprite x3
Mucus Yolk x2
Mystic Tomato x3
UFO Turtle x3
Spirit Reaper x2
Iron Blacksmith Kotetsu x1
Sangan x1
Sinister Serpent x1

Magic Cards (18)
Pot of Greed x1
Graceful Charity x1
Mystical Space Typhoon x1
Premature Burial x1
Swords Of Revealing Light x1
Messengerof Peace x3
Level Limt Area B x2
United We Stand x1
Mage Power x1
Twin Swords of Flashing light Tryce x2
My Body as a Shield x3
Last Will x1

Traps (7)
Call of the Haunted x1
Ring of Destruction x1
Raigeki Break x1
Solemn Jugement x2
Spell Shield Type 8 x2

Side deck
Jinzo x1
Tribe Infecting Virus x1
Mucus Yolk x1
Iron Blacksmith Kotetsu x1
Book of Moon x3
Raigeki Break x2
Gravity Bind x2
Spell Shield type 8 x1
Royal Decree x2
Dust Tornado x1
Solemn Judgement x1


The idea here is to get flame sprite or yolk in play and protect them until
they win the game.

Breakdown:
Win Conditions:
Raging Flame sprite, Mucus Yolk:
They attack, your opponent dies. Yolk will need pumping in order to start gaining attk so it shouldn't be played until you have an equip ready.

Search cards:
Pot of Greed, Graceful Charity, Sangan: Staples. Self Explanatory.

Mystic Tomato/UFO turtle: The easiest way to pull your win condition. By ramming them into an opponent's monster you bring the sprite/yolk out in the battle phase and can immediately attack with it. Also useful as stall cards and deck thinners.

Last Will: See turtle/tomato. This works the same way only with any monster and doesn't require battle.

Iron Blacksmith Kotetsu: Doesn't search for the attackers themselves but it can get you the equips to keep them alive and allow yolk to start gaining attack.

Stall Cards:
Messenger of Peace, Level limt, SORL, Gravity Bind:
In many decks if your opponent can't attack you they can't kill you. Gravity bind is sideable either to replace cards that aren't useful in the current matchup or vs very beatdown oriented decks.

Spirit Reaper: Fetchable with tomatos, the quintessential stall monster.

Book of Moon: Half stall card half counter to monster based attack locks (marauding captain solar flare dragon etc) which the is otherwise very vulnerable to. Side in if facing warriors, burn, or somthing crazy using goblin king.

Counter Cards:
My body as a shield: Excellent counter to anything that wants to kill your direct attackers. If possible you'll want to have one of these on the field when you start attacking since most decks pack alot of monster removal.

Solemn Judgement: Expensive but it stops anything. So far these haven't prevented use of the my bodies but that's why there's only 2.

Spell Shield type 8: Protects your stall cards for free and anything else for a discard.

Raigeki Break, Dust Tornado, Mystical space typhoon:
Kill facedowns before you have to counter them. Also useful for killing cards that aren't enough of a threat to counter (like an opponent's messenger of peace or SORL). Tornados and breaks are more cards sideable at need. The counter setup in this deck is designed to beat conventional beatdown based decks so vs other decktypes the side deck becomes important.

Ring of Destruction, Raigeki Break, tribe infecting virus:
As I mentioned above monster based attack prevention is bad for this deck.
These are to counter that as well as those monsters that can break your stall (spell canceller and tramplers mainly). Lastly ring can be used to speed up your win by a critical turn or two or force a draw.

Jinzo/Royal Decree: You can win without traps. In many cases your opponent can't. These require somthing of an overhaul to the deck to be viable so they are only sided. However vs decks with high trap counts they're devastating.

Other Cards:
Premature Burial/Call of the Haunted:
Near staples and useful for all manner of things. Ressurecting either a searcher a staller or a direct attacker can be game breaking.

United we stand, Mage Power: The best stat boosting equips in the game. Mucus yolk requires a stat boost to begin gaining attack and either monster can do with some early turn protection. Also increases damage dealt.

Twin swords of Flashing light Tryce:
Similar in main purpose to the above 2 cards these also combo with flame sprite to allow it to gain 2000 attack in a single turn.

Sinister Serpent: A near staple. Very useful in this deck since several non standard cards with discard costs see play.

Strategy: You'll usually want to play defensively early game. Even if you draw most of the combo pieces early it's best to wait until your opponent has used up a few resources. Most opponents will not expect this decktype and will use resources to kill the search and stall cards that would be better used on the direct attackers. If your opponent overextends and drops to 2 or fewer cards early that's perfect. Otherwise let them get down to 3 or so
before you start dropping direct attackers.

Once you do start attacking make sure you keep as much in reserve as possible. You only need 1 direct attacker to win so don't drop another until the first is killed (in general. In some cases you'll need to make use of your stall cards before you have to get rid of them or similar).

Careful siding is key to being successful with this deck. During the game it's important to pay attention to the main ways your opponent is able to screw up your plans. You'll have counters to most or all of them and that's what you want to side. Also pay attention to which cards are least useful to you. This is all universal siding strategy but because of the counter based nature of this decktype it's particularly important.
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