The New Subterrors Part 2: Predaplant Subterrors

Doug Zeeff

5/22/2017 11:00:00 AM
 Comments

A couple weeks ago I wrote the first half of this article series, where I went through each of the four new Subterror cards out of Maximum Crisis. If you don't know what they do, I'd advise you to check that out before you read this one, which will be focused entirely on the Maximum Crisis deck list I've been testing.

One unforeseen hurdle was that Konami dropped a new Forbidden & Limited List last week, effective June 12th. While I do have a current format Subterror list (which you can check out here), I think it's worth looking ahead at what the build will look like when the F&L List goes into effect.

But First…
The biggest thing to remember with Maximum Crisis Subterrors is that this is the biggest shift in deck building that the theme's had so far. Neither of the previous two sets changed how the deck was played to anywhere near this degree. Sure, Subterror Nemesis Archer led players to cards like True King Lithosagym, the Disaster, Zoodiac Barrage, and Metalfoes, but overall the deck's focus was pretty much the same.

Maximum Crisis completely changes things. Subterror Fiendess and Subterror Final Battle are honestly that powerful. Fiendess forces your plays through and buffs up your defense, while Subterror Final Battle does, well, everything you could a card to do for this strategy.

That means we can finally cut a lot of the dead weight and replace it with better cards. I've been a fan of Prediction Princess Tarotrei from the beginning, and it ate up ten deck slots, severely restricting your ability to run other support engines. Luckily, Subterror Final Battle does what Tarotrei did, but without all the brick Ritual cards.

The Predaplants are also very important for Subterrors going forward. They lose a little bit of utility once Elder Entity Norden's Forbidden, but Subterrors still have a ton of uses for them. With just Predaplant Ophrys Scorpio and The Hidden City, you can make M-X-Saber Invoker and Naturia Beast. The same play leavesyou with an additional Normal Summon through Gem-Knight Seraphinite, and a Performage Trick Clown for one half of a Rank 4.

I also love the Predaplants because they can make Ghostrick Alucard, which can Rank-Up into Ghostrick Angel of MIschief to grab Ghostrick Scare. Subterror Final Battle is painfully unsearchable, so I still feel it's necessary to play the one Ghostrick Scare for when you don't have Final Battle.

Let's take a look at what I've been testing:

    Predaplant Subterrors Doug Zeeff    
 
Main Deck
Side Deck
2 Ash Blossom & Joyous Spring
1 Gem-Knight Garnet
1 Ghost Ogre & Snow Rabbit
1 Glow-Up Bulb
2 Kinka-byo
1 Maxx "C"
1 Performage Trick Clown
1 Predaplant Darlingtonia Cobra
3 Predaplant Ophrys Scorpio
1 Subterror Behemoth Phospheroglacier
2 Subterror Behemoth Stalagmo
1 Subterror Behemoth Ultramafus
3 Subterror Behemoth Umastryx
3 Subterror Fiendess
3 Subterror Nemesis Warrior
Monsters [26]
1 Brilliant Fusion
1 Instant Fusion
1 One for One
2 Subterror Cave Clash
3 Terraforming
3 The Hidden City
Spells [11]
1 Ghostrick Scare
3 Subterror Final Battle
Traps [4]
Deck Total [41]

EXTRA DECK

1 Black Rose Dragon
1 Daigusto Emeral
1 Formula Synchron
1 Gem-Knight Seraphinite
1 Ghostrick Alucard
1 Ghostrick Angel of MIschief
1 Ghostrick Dullahan
1 Invoked Raidjin
1 Karbonala Warrior
1 M-X-Saber Invoker
1 Naturia Beast
1 Number 39: Utopia
1 Number S39: Utopia the Lightning
1 Sylvan Princessprite
1 Tornado Dragon
Extra Deck [15]
Notes:


The first thing I wanted to say is that I severely underestimated Subterror Behemoth Phospheroglacier. What I didn't realize is that anytime you can summon it with Subterror Nemesis Warrior while you control The Hidden City, you can instantly make Naturia Beast; just send Glow-Up Bulb to the grave and revive Warrior. Spell cards are huge right now: Terraforming, Dragonic Diagram, Cosmic Cyclone, Zoodiac Barrage, and Raigeki are common sights at the top tables, so turning all those off on Turn 1 is fantastic.

I can't stress enough how smoother this deck feels when you don't have to rely on Subterror Nemesis Archer. A couple people have suggested playing one copy just so you don't lose to board wipes, but I really just want to skip it entirely. Archer was great because it brought out whatever Subterror you needed from your deck, but the activation requirement was so clunky. If it could be destroyed anywhere and resolve then I'd play it with Dragonic Diagram, but it has to be destroyed on the field to work. Demanding your Normal Summon in a deck where there's other, better Normal Summons isn't a good place to start, and Subterror Fiendess is a more reliable way to summon Subterror Behemoths now.

You might also notice that there are three distinct routes to Ghostrick Angel of MIschief. You can make it by overlaying two Level 4's, one of which is usually Performage Trick Clown, but you can also place it over Ghostrick Alucard or Ghostrick Dullahan. Kinka-Byo's the fastest way to get to Dullahan, and I've enjoyed playing two copies for a further extension of the natural recovery plays that Subterror Fiendess supplies.

Subterror Cave Clash is another card that I didn't like before, but became far more powerful with Maximum Crisis. It used to be really slow and there weren't any great cards to get back, but neither of those statements are true anymore. Subterror Fiendess is obviously the number one card you want to reuse, putting pressure on your opponent every turn to deal with your free negation effect. But the coolest trick is actually using Cave Clash on your opponent's turn when you activate Subterror Final Battle's ATK and DEF boosting ability in the damage step. At the very least, your Subterror Behemoth will go to 4700 ATK or DEF, in some hilarious OTK's on your opponent's turn.

 Subterror Fiendess
$2.00
$0.32
$0.08
Subterror Fiendess131199
Set Maximum Crisis
Number MACR-EN082
Level 1
Type Effect Monster
Monster Spellcaster
Attribute EARTH 
A / D 800 / 500
Rarity Super Rare
Card Text

During either player's turn, when your opponent activates a card or effect: You can send this card from your hand or field to the Graveyard, then target 1 "Subterror" monster you control; negate the activation, then change the targeted monster to face-down Defense Position. You can target 1 face-up monster you control; change it to face-down Defense Position, and if you do, Special Summon 1 "Subterror" monster from your hand or Graveyard, in face-up or face-down Defense Position. You can only use each effect of "Subterror Fiendess" once per turn.


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I've played around with more than just one copy of Instant Fusion and Brilliant Fusion, but I think one copy of each is fine. You only really want those cards as combo extenders after using Predaplant Ophrys Scorpio; they're not integral to your main plays. The only situation that made me reconsider that notion was summoning Invoked Raidjin as an opening play when you don't have The Hidden City, so you can get your Behemoths out of the hand. But even that wasn't enough to warrant the deck space.

Subterrors Aren't Fixed, Though
I've stuck with Subterrors since day one. All four cards from the first release were great, and are staples in modern versions of the deck. I had high hopes for the strategy, but I can't help but feel like Konami played me. The second wave of Subterrors brought Archer to the theme and it looked like it was going somewhere, but the third wave was basically trash. It's great to see how useful these last four cards are, but it's probably too little too late.

Subterror Fiendess and Subterror Final Battle would have been awesome support for the second Subterror release. If the cards only got better from there, Subterrors really could have been a threat. Don't get me wrong – things can definitely get out of hand when you're resolving multiple Subterror Final Battles per turn. But at their heart, Subterrors still rely on a slow mechanic: flip effects. A Subterror Fiendess counterpart that flipped monsters face-up would solve even more issues, but if the last three years of World Premier archetypes have demonstrated a pattern, the Subterrors in Maximum Crisis are the final cards for the theme.

At the end of the day, Subterrors are a lot better off than they once were, but they're still stuck as a casual strategy relegated to Regional Qualifiers and smaller tournaments. But I'll remain a fan regardless, and I look forward to any future support they might receive - direct or indirect.

-Doug Zeeff


Doug Zeeff hails from Michigan and is currently an English major in college. When he's not found emailing Konami about why there's not a single walrus card in all of Yu-Gi-Oh! you can find him regularly posting unorthodox, unfiltered Yu-Gi-Oh! content on his Youtube channel, Dzeeff. In his spare time he enjoys eating cheese, Overwatch, and, of course, playing Yu-Gi-Oh. Click here to follow him and his adventures on Facebook!


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