Wind Control Deck
(40)
Monsters (16)
Breaker the Magical Warrior x1
Slipheed x3
Garuda The wind spirit x3
Tribe infecting Virus x1
Twin headed behemoth x1
Flying Kamakiri #1 x3
Harpie Lady 1 x3
Gray wing x1
Sinister Serpent x1
Magic Cards (15)
Pot of Greed x1
Graceful Charity x1
Delinquent Duo x1
Premature Burial x1
Mystical Space typhoon x1
Heavy storm x1
Rising Air Current x3
Lightning Vortex x1
Smashing Ground x2
Nobleman of Crossout x1
Different Dimension Capsule x2
Traps (9)
Call of The Haunted x1
Ring of Destruction x1
Phoenix Wing Wind Blast x2
Mind Crush x2
Trap Dustshoot x3
Wind beatdown with some hand control elements complemented by a hand control based trap set.
The monsters are based around garuda and slipheed which provide the control element. Garuda can set up a psuedo lock by forcing the opponent to re topdeck the same monster. It can be broken by setting a monster but it still causes important card advantage loss. Slipheed's discard ability is less subtle but no less useful in depriving the opponent of resources.
The rest of the non staple monsters are chosen for their synergy. There are a surprsing number of good low attack wind monsters and flying kamakiri allows them to shine. The Harpie ladies combo excellently with garuda as they allow the usually substandard attk wind spirit to destroy all but the largest non tribute monsters. Twin headed behemoth is simply a very versatile and useful card and gray wing provides some excellent punch for
when the hand destruction provides a clear field.
The magic cards are mostly staples with 2 exceptions. Rising air current fills the same role as harpie lady's effect, allowing the smaller monsters in the deck to go toe to toe with beatsticks such as gorrilas or slate warriors.
Different Dimension capsule works with the large number of bad topdecks in the deck, esp the trap side. The mind crush/trap dustshoot set as well as the rising air currents are not cards you want to draw when you have no hand. DD capsule helps with this problem by stripping the problem cards from your deck and either putting them into your hand 2 turns later or forcing your opponent to waste M/T removal on them.
The trap set is focused on the same concepts as the monsters. Hand control. Phoneix wing wind blast is similar in effect to garuda, forcing your opponent to waste a draw phase redrawing a card they played once already. The mind crush/trap dushoot combo involves using dustshoot to take a card from your opponent's hand and scout their hand for an immediate
mind crush. No worry of missing the pick since you just saw their hand.
The deck is less competative than the typical chaos builds but it manages to hold its own in most metas while providing an interesting twist on the concept of hand control.
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