The Beatdown Guide

Mark Biddy

11/4/2005
 Comments



All right, since all of you are off in Chicago and I really have nothing better to do, I am going to write a little guide to beat down decks. I have been seeing the trend shifting slowly back to beat down in my local metagame, and so I thought I would try and shed some light on this subject. I have played beat down in some form since I started playing the game 3 years ago, so I am what you would call a beat down veteran.

The guide will walk you through these steps...

A) Monsters you need.
B) Monsters you COULD use.
C) Monsters you shouldn't use.
D) Spells that work well.
E) Traps that no one else will tell you to run.
F) How not to be cookie cutter (I know its hard for some of you).

Section A: Monsters you need

As with any “type” deck you need to have some good beat sticks in here. I will walk you through them one by one.

High
Mid
Low
 Goblin Elite Attack Force
$1.54
$0.42
$0.17
Goblin Elite Attack Force
Set Cybernetic Revolution
Number CRV-EN020
Level 4
Type Effect Monster
Monster Fiend
Attribute EARTH 
A / D 2200 / 1500
Rarity Super Rare
Card Text

If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card''s battle position cannot be changed until the end of your next turn, except with a card effect.


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This guy is just a beast. Not only does he deal with most level 4 guys he also has protection from most control monsters. The 1500 def is a lot better than the attack of the non-elite cousin to this guy. The problem I had with GAF was that he wouldn't last long because people would do almost anything to get him off the field before he got back to attacking. Also with cyber dragons running in 2's and 3's this is just another way of dealing with the pesky little guy.

If you are going to go beat down then you need to have 3 of this guy.

High
Mid
Low
 Indomitable Fighter Lei Lei
$0.75
$0.15
$0.09
Indomitable Fighter Lei Lei
Set Cybernetic Revolution
Number CRV-EN023
Level 4
Type Effect Monster
Monster Beast Warrior
Attribute EARTH 
A / D 2300 / 0
Rarity Common
Card Text

If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card''s battle position cannot be changed until the end of your next turn, except with a card effect.


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I just like the picture of this guy better than that of GAF, you could use any combination of these two guys to make up the 3 you should be packing. Out side of the lack of defense this guy is just about the same as Goblin Elite Task Force. Pack in either 3 of this or 3 Goblin Attack Force.

High
Mid
Low
 Cyber Jar
$2.95
$0.98
$0.29
Cyber Jar
Set Magic Ruler
Number MRL-077
Level 3
Type Effect Monster
Monster Rock
Attribute DARK 
A / D 900 / 900
Rarity Rare
Card Text

FLIP: Destroys all monsters on the field (including this monster). Both players then pick up (not Draw) 5 cards from the top of their respective Decks and show the cards to each other. Immediately Special Summon any Monster Cards of Level 4 or lower among them on the field in face-up Attack Position or face-down Defense Position. The rest of the cards picked up are placed in the players'' hands.




Nothing makes a players day go bad as fast as getting a magician of faith off of cyber jar and staring down a field full of big fatties like the ones you will have when the little jar that could goes off. It also is a good way to manage the field, with the semi high monster count you will have and the fact that most of your guys out slug the sacs that your opponent will be running cyber jar is a must. The worst thing that can happen is that you get all the cool little tricks that you need to make the deck deadly.

Jinzo

If you are running an attack based deck this guy is a absolute. Enough has been said about Jinzo that that's all I have to say about him.

High
Mid
Low
 Berserk Gorilla
$1.39
$0.45
$0.23
Berserk Gorilla
Set Invasion of Chaos
Number IOC-013
Level 4
Type Effect Monster
Monster Beast
Attribute EARTH 
A / D 2000 / 1000
Rarity Rare
Card Text

Effect: If this card is in face-up Defense Position on the field, destroy this card. The controller of this card must attack with this card when possible.


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Another beat stick with almost no draw back. He is owned by enemy controller but his 2000 attack is great for the Airknight revolution. Pack at least 2 of this guy in here

DD Warrior Lady

I know this is supposed to be a beat down deck and she's not really the “beat down” type but she's just that good. She stops the annoying loop of tomato's , rat's, turtle's, and whatever other weird searchers they might have and nothings better than taking out a sangan with her and your opponent getting no effect.

Section B: Monsters You COULD use.
This is the part where I list some cards that I use and some ones that have worked in the past but I have just gone away from them. If I don't go into great detail about a card, it is because I have ceased to use it but its still good if I list it here. You may think that some of these should be in the previous section but alas they should all be right here.

Breaker The Magical Warrior

The 1900 ATK before the counter is gone is always good but the MST effect is what makes it great. If your opponent has that one face down that's bothering you, its just not bothering you anymore.

Mobius the Frost Monarch

I really like this guy just for the 2 for 1 I get with him off the bat. And then if he doesn't get torrential, or bottomless then you get a 2400 beat stick that you can still use your traps with. I just like the way he helps you eliminate the Sak Armor's that are all over the place.

Airknight Parshath

He is a little small for this deck but you cant pass up the draw power. And we have a couple little tricks when we get to the spell department that helps out. And the crush factor, it helps against the spirit reaper that everyone seems to be running in double doses now.

Spear Dragon

This is my all time favorite beat down monster. He doesn't have the one fatal flaw of the GAF and Lei. He can turn back every turn. And he has the crush factor as well . Probably the closest thing to a perfect beat down monster we have so far. If you are going to run him bring him in 3's or not at all.

Other monsters to use include this list. I will edit with more detail later
Mystic Swordsman LV2- the face-down killer.
Exiled Force - the suicide bomber of Yu-Gi-Oh!
Asura Priest - keeps tomato control at bay.
Injection Fairy Lily - who in their right mind doesn't want a 3400 hot nurse, side note to. this card if your opponent attacks it with a tomato take the damage and move on don't pump because you will eventually have to let her go anyway.
Spirit reaper- who says we cant stall sometimes too.
Magician of Faith- magic recovery is always good.
DD survivor- bottomless is a problem and so is DDA so this guy deals with 'em.
Dark Ruler Ha Des- always an option in a well founded beat down deck.

Section C: Card's you should never use...I'm not joking don't use them.

I am not going to waste your time or mine with the effects of these cards I am just going to list them and a brief description of why they are bad in this deck type.

Zombra the Dark - 2100 is a good ATK but he can't attack direct and he loses power.
Jiri Gumo- 2200 is great except for the fact that he could cost you half you life.
Any normal monster with a 1900 ATK ( Gemini elf, Archfiend Soldier ect.) is not good because they are week and just don't cut it when you can have 2200-2300
Giant Orc - on a budget he can work but the Lei is better with the 2300 and the Goblin Elite is better with the defense I just don't like him.
Sangan- you don't have enough of a reason to run him.
Kykoo- the 1800 just doesn't cut it here. We want beat sticks.
Dark Elf- 2000 is good but not into a cylinder for 3000, because of the cost to ATK its just not that good.
Susa soldier- the 2000 again is good but the draw back out weighs the good.
Blade knight- you want a swarm effect so his face down effect wont help much and there are better 2000 attackers.

Section D: Spell cards that work well.
Outside of Dark Hole, Book of Moon, NoC, Snatch Dteal, MST, Scapegoat, Lightning Vortex, and Premature Burial there is a plethora of spells that work well in this deck.

Book of Taiyou - the little unwanted cousin of the Moon, this guy can be used offensively or defensively. You can hit their face down and them summon a fatty to beat. Or you can hit your cyber to clear a scary field. Anyone who ran the mill or played against it will know how bad this card can wreck games.

Mage Power/ United we Stand - I am grouping these because they are just about as good as each other. The united gets a better boost but you can boost faster with mage. You have to manage your resources well though to make sure you don't catch a heavy storm to the face with 3 downs an a mage power.

Smashing Ground/Fissure - again both are equal in my eyes. The smashing is seeing more play but the fissure is just as effective in controlling the field.

Rush Recklessly - Airknight's best friend in a land field with big metal dragons and Jinzo's it's always good for some extra damage.

Brain Control- you all remember how good change of heart was. 800 is a small price to pay for the same effect you used to get sacking for Jinzo with your opponents monster.

Enemy Controller - just flat out good

Section E: traps no one else will tell you to run.
Your trap lineup will be almost standard except for these few changes.

Waboku - you have to have a way to protect your big guys when they go to defense.
Trap Jammer - Goblin Elite swings in and you get Sak Armored? No worries, you have Trap Jammer.
Royal decree is another option but I don't recommend it because it takes away from the waboku.

Section F: How To Not be cookie cutter
Well we have gone through a lot of cards and most of them are “staples” but as you probably have noticed through my posts and other decks that I don't like the standard of Yu-Gi-Oh! Why do all decks have to run some combination of the same 45-55 cards to be good. I think that a solid beat down deck will be just as good as any other type. As you may have noticed I left out DDA, Cyber Dragon, and many other cards that the “best” decks run. That is because not every single deck needs them.

If you were wondering what a sample deck for beat down would look like here you go. You earned it if you stayed this long.

1 Jinzo
1 Mobius the frost monarch
3x Goblin Elite Task Force
3x Spear Dragon
2x Goblin Attack Force
1x Cyber Jar
1x Magician of Faith
1x Spirit Reaper
1x DD Warrior Lady
1x Breaker the Magical Warrior
1x Injection Fairy Lily
1x Asura Priest
1x Exiled Force
1x Mystic Swordsman LV2
1x Smashing Ground
1x Brain Controller
1x Rush Recklessly
1x Mage Power
1x Book of Moon
1x Book of Taiyou
1x Heavy Storm
1x Premature Burial
1x Scapegoat
1x Lightning Vortex
1x MST
1x NoC
1x Snatch Steal
1x Dark Hole
2x Sakuretsu Armor
2x Waboku
1x Bottomless Trap Hole
1x Trap Hole
1x Call of the Haunted
1x Dust Tornado
1x Trap Jammer

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