Doug Zeeff
7/24/2012 11:00:00 AM
Comments

By now I have sort of made myself known for coming up with strange deck ideas and putting them into action (Cloudians and Spellcasters). I enjoy playing strategies that are different from others', because I find it to be more fun and it forces you to adapt to a different play style. The problem with these casual, mostly local-level decks is that sometimes it can be difficult to write a whole article on them, no matter how cool or interesting they may be. I have tons and tons of less-competitive but still fun decks that I'd like to showcase; thought they might not be worthy of a whole article by themselves, I thought it would be fun to fit two of them into one typed piece.
Deck One: Codarus Control
Codarus is the younger version of
Levia-Dragon - Daedalus, and has what I believe to be one of the coolest artworks in Yu-Gi-Oh. This little Sea Serpent-Type has a killer effect, and it completely outclasses its older self in terms of playability. Searchable via
Sangan, Special Summonable via
Mother Grizzly, and able to be Normal Summoned without any Tributes allows
Codarus to be on the field pretty much all the time, which is amazing.
If you are unfamiliar with the
Umi cards, allow me to explain them.
Umi was printed the very first packs of this game, and it's not anything special. Our substitute will be
A legendary Ocean, which is treated as
Umi. Our second pseudo-Umi will be
Forgotten Temple of the Deep, a trap card that can also banish
Codarus for a turn to protect it. Playing three of each means
Codarus can demolish up to twelve cards throughout the Duel, an ability that when played carefully, should allow you to win.
This strategy's called
Codarus Control because it does just that: control the opponent's moves.
Codarus is constantly sending cards to the graveyard, which means you're in control of how many cards your opponent commits to the field.
Numen erat Testudo, which roughly translates to "the deity was a turtle" in Latin, limits summons while not really affecting our deck at all, besides Xyz Monsters.
I didn't include a specific Extra Deck because it's not really important. For the most part you'll just pack in some generic rank 3's and 4's, and then add
Formula Synchron,
Ally of Justice Catastor, and Stardust Dragon. In reality you won't be going into many Extra Deck cards besides
Number 17: Leviathan Dragon.
The Good
This build is a watered-down version of Inzektors, no pun intended. While this deck may not have the speed of
Inzektor Dragonfly and
Inzektor Hornet, you'll still find yourself making your opponent rage at the flip of
Forgotten Temple of the Deep or the activation of
A legendary Ocean. One of the biggest tips I can give for this strategy is that unlike most Water decks, you actually want to hold off on activating Ocean until you have
Codarus out. That's because you need to get
Codarus' ability off every time you use it to secure wins.
Another cool part of this deck is that you'll take Game 1 almost every match. Alot of people won't know what your cards do, and they wouldn't stop the cards they should. You'll also frustrate your opponent when you're popping two or more cards every turn with
Codarus, and a frustrated enemy is always an easier target.
The Not So Good
While you may be able to stall for several turns with cards like
Numen erat Testudo and
Snowman Eater, this deck basically revolves around
Codarus and needs it to function. If you find yourself not getting to
Codarus fast enough then you'll also find yourself losing pretty speedily. Cards like
Skill Drain demolish this deck, so make sure to pack your Side Deck with
Fairy Winds, a third
Mystical Space Typhoon, and maybe even a
Dust Tornado.
Deck Two: Crystal Beasts
Introduced in
Force of the Breaker, Crystal Beasts never really had their moment in the spotlight. While receiving some rather strange "support" in the form of
Dragon Queen of Tragic Endings and
Hamon, Lord of Striking Thunder, they still never had the take-off that they deserved. It's actually very odd, considering
Crystal Beast Sapphire Pegasus is extremely good and can be run at three.
Crystal Beast Ruby Carbuncle can provide quick finishes and, with the right set up, can give you massive field advantage. I thought that it was important to share with you, the reader, what I believe is the best version of Crystal Beasts.
The Crystal Engine
If you're unaware, Crystal Beasts generally work by using
Crystal Beast Sapphire Pegasus to put
Crystal Beast Topaz Tiger in your spell and trap card zone. You then set up plays with
Crystal Beast Ruby Carbuncle and
Crystal Beacon, to special summon massive amounts of monsters. As you keep loading up more and more crystals you unlock different levels of
Ancient City - Rainbow Ruins' effect. While three
Crystal Beast Ruby Carbuncles may seem like a lot since you don't really want to draw it, you need to make sure that the Ruby / Beacon play is live as often as possible.
Another out-there choice I made was the inclusion of three
Crystal Beast Amber Mammoth. Most builds only run one or two copies, but I feel that you always want to have a crystallized Beast in your spell and trap zone, so running three Mammoth ensures this.
Crystal Blessing allows
Ancient City - Rainbow Ruins to go up two ability levels, and it helps us set up more Ruby plays. This deck functions as a turbo strategy, and you can draw a massive amount of cards with
Rare Value and Ruins' fourth effect. Keep in mind that it is completely legal to draw a card with Ruins, only to play another Ruins and draw yet another card on the same turn. I felt that you really only need a single
Crystal Abundance because when it goes off you usually win anyway.
The Other Stuff
Kicking things off with the non Crystal Beast monsters, we have
Malefic Cyber End Dragon. In most decks with Field Spells, such as Dark World (The Gates of Dark World) and Gravekeepers (Necrovalley), you'll see
Malefic Stardust Dragon played over Cyber End because Stardust's effect protects the Field Spell. Well, in this deck our Field actually has a built in protection effect, so there's no reason to limit ourselves to a smaller monster when we could have a 4000 ATK beater on the table.
The
Summoner Monk/Scrap Beast mini engine lets you do this neat combo where you target an Ancient City with a Crystal Beast loaded into your spell and trap area. When you summon
Scrap Beast you can go into
Scrap Dragon, then use its effect to target an opponent's card and your City. Ruins will protect itself from Scrap's effect, but the opposing card will still be destroyed. Ruins provides never-ending fuel for
Scrap Dragon, and that kind of destructive force is just downright scary.
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Set
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Duelist Revolution
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Number
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DREV-EN043
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Level
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8
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Type
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Synchro/Effect Monster
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Monster
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Dragon/Synchro/Effect
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Attribute
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EARTH
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A / D
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2800 / 2000
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Rarity
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Ultimate Rare
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Card Text
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1 Tuner + 1 or more non-Tuner monsters // Once per turn, you can select 1 card you control and 1 card your opponent controls. Destroy them. When this card is destroyed by your opponent's card (either by battle or by effect) and sent to the Graveyard, sele
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To wrap up the monster list, I put a single
Spirit Reaper in here to prevent OTK's. Realistically, the only reason that this build isn't ultra-competitive is because it's so bad at taking heavy damage. Since your backrow prevents you from protecting yourself with
Gorz the Emissary of Darkness, and
Tragoedia conflicts with your need to commit to the field, you're pretty much doomed if your opponent gets a huge turn. Luckily you won't be taking too many big hits throughout the duel, because Ruins' second effect will protect you from some damage.
Spirit Reaper is important because he stalls for several turns while you draw into an out or a one turn kill.
While most of the spells are archtype-specific, there are a few that aren't. A deck that focuses so much on its Field Spell needs three
Terraforming, extra copies of which can be put to use with
Summoner Monk. Running
Heavy Storm just isn't a good idea in this deck, so triple
Mystical Space Typhoon should take care of all your back row hate need. Double Duality is included because you really, really need to get to Sapphire Pegasus.
Monster Reborn and
Dark Hole are both obvious picks, but
Pot of Avarice may not be. The fact of the matter is that sometimes you'll get
Heavy Storm'd or
Mystical Space Typhoon'd, and your Beasts will just take some hurt in general. Avarice allows you to
Recycle power cards like Pegasus and
Malefic Cyber End Dragon (which is why we run three Cyber Ends in the Extra Deck instead of two). Avarice also puts back
Summoner Monk and
Reloads your deck with Carbuncles for Beacon. All in all, it's a really nice fit in this build.
Final Thoughts
I really do like these two decks, even if they're only competitive on a local and Regional level. More importantly though, they're both fun and interesting. That's definitely a big perk for any deck you'll be playing in these last two months of the season, because let's be honest here, there's no reason to be uber-competitive these last six weeks unless you're going to worlds. You can drop your Chaos Dragons, Dino Rabbits, and Inzektors and just enjoy Yu-Gi-Oh for what it really is: a complicated yet enjoyable card game to be played with friends and fellow enthusiasts alike.
-Doug Zeeff