Composition Nightmare! (lock down 02)


If you have not noticed this yet you can cripple attribute and type composite decks with two specific cards, Rivalry of Warlords and Gozen Match. With these two cards combined you could cripple any composite deck, just keep your deck specific to one type and attribute. With Gozen Match you and your opponent must send monsters to the graveyard if you and your opponent control(s) more than one monster attribute. Rivalry of Warlords is the same way, only though the effect deals with monster types. As well I decided to throw in Imperial Custom as a sort of life insurance for these two continuous trap cards. 

I must say that these cards can cripple archetype decks for certain. To make an example The Six Samurai decks, Neo and Classical are effected by Gozen Match simply because they are composited of all six attributes: Water, Fire, Earth, Wind, Light and Dark. 

An example for Rivalry of Warlords is the Ice Barrier Deck. That deck is pure water, but in monster types Rivalry of Warlords hurts it. It ranges in monster types of Spellcaster, Aqua, Warrior and Dragon. 

To really put a crimp in your opponent’s plans the field spell, Array of Revealing Light helps out in the monster type region as well. When Array of Revealing light is activated declare a monster type and the monster of the declared type cannot attack in the turn it is normal, flip or special summoned. 

Lastly to use this these cards and not effect yourself, I would suggest for archetypes decks like the Blackwing deck that are composed specifically of dark attribute winged-beast type monsters. 

I hope this helps!


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It’s the Final Countdown! (Lock Down 01)

What I have comprised below is a sure-fire (if not) way to a one-sided match where you are controlling the shots. With life absorbing machine active you gain half of the life points you paid from a previous turn. Imperial Customs protects all Continuous Trap cards excluding itself. Activate Final Countdown and don’t worry, you will regain 1000 LP in your next turn from this payment of 2000 LP. With Tour of Doom you can either prevent yourself or your opponent from flip summoning or normal summoning by the dictation of a flip of a coin. You want the ‘heads’ result, and that prevents your opponent from normal summoning and flip summoning. Second Coin Toss allows for you to re-do a coin toss, negating the prior toss. Royal Oppression disallows your opponent from special summoning at the cost of 800 LP each time they special summon. You gain 400 LP back on your next turn from Life Absorbing Machine.  Light of intervention disables their ability and yours to set monsters on the field. With tour and Intervention alone the only thing that your opponent can do is special summon, but the answer to that is Royal Oppression.

The desired combo though is: Imperial Custom, Tour of Doom, Light of Intervention, Royal Oppression and Second Coin Toss. Of course be sure though to activate Final Countdown first, and if you want to activate the Life Absorbing Machine to gain back half of the paid LP from Final Countdown you will have to get rid of it to make room for the other cards. I suggest double cyclone to get rid of it. With the normal spell card double cyclone you can destroy one spell/trap card on your side and destroy one spell/trap card on your opponent’s side.

I hope this helps!


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Crashbug Deck

This is one peculiar deck. It’s main strategy (the way I would run it) would be built around the effect monster Super Crashbug. I would run the deck as a lock-down deck. 

Main Strategy – Activate your face-down continuous trap card Gravity Bind to stop level 4 and higher monsters from attacking. With Dark Crusader already on the field from your last turn, send 3 dark monsters from your hand to the graveyard to boost his attack to 2800. His original attack was 1600 that would be 400 ATK points per monster. Now the monsters you sent were Crashbug X, Y and Z. Banish Crashbug X, Crashbug Y and Crashbug Z from the graveyard to special summon Super Crashbug. Play your continuous spell card Infected Mail. Activate 2 Escape from the Dark Dimension continuous trap cards and special summon Crashbugs X and Y from the banishment pile. Next use the Shield and Sword effect of Super Crashbug of switching the attack and defense of every monster on the field. Now every Crashbug with the exception of Super Crashbug (level 4) is a level 3 so they are unnaffected by Gravity Bind, and with Infected Mail select with its effect Crashbug X and it can attack directly, but it is destroyed at the end of the turn. Thanks to Super Crashbug it has an ATK of 2000.

Steelswarm Deck

This is a pretty strong deck, and I highly recommend that the continuous trap card Ultimate Offering be used with this deck. 

Strategy # 1 – Activate the continuous trap card Ultimate Offering, and since you have no monsters on the field, with Steelswarm Cell’s effect special summon it. Normal summon Steelswarm Genome. With Ultimate Offering pay 500 LP (life points) and sacrifice Cell and Genome (Genome counts as 2 tributes for a tribute of a “Steelswarm” monster) to bring out your power house, Steelswarm Hercules. Hercules has an ATK of 3200 and a DEF of 0. With his effect you can pay half of your LP to destroy all other cards on the field, do so then attack with him.

Strategy # 2 – This next one I found while browsing through my cards. Since you have no monsters on your side of the field special summon from your hand Steelswarm Cell, and normal summon Steelswarm Scout. Activate your face-down trap card Ultimate Offering and pay 500 LP to normal summon another Steelswarm Scout. You now have 3 level 1 monsters on the field, and I know what you may be thinking, why bring out 3 level 1 monsters? For an Xyz summon of course! Overlay your three level 1 monsters to Xyz summon Mira the Star Bearer in face-up defense position. It has a survival effect of sending 1 Xyz material to the graveyard to allow it to survive an attack. With Mira you protect yourself 4 times. 

Note – Most of the strategies you can find in this deck are found using Ultimate Offering, and the card makes your deck run even faster.

Insect Deck

Alrighty then! The insect deck, let’s break this beast down. Insect decks in my opinion are a little tainted. Let me explain why. First off the monster card Needle Worm is evil. A flip effect monster card whose sole purpose is to mill 5 cards on from the top of the opponent’s deck. It is a level 2 monster with a pretty low attack and defense, but that is to be expected of a low level monster card. Then we have the monster card Doom Dozer. This bad boy has an attack of 2800 and can only be summoned by removing 2 insect type monsters from your graveyard from play (banishing) Whenever Doom Dozer inflicts battle damage to your opponent 1 card from the top of their deck is milled into their graveyard. For kicks I like to run with Earthbound Immortal Uru. Uru can attack your opponent directly, bypassing their monsters. 

For spell cards I would say run with the continuous spell card Verdant Sanctuary. It’s effect states that when an insect type monster you control is destroyed you can add a monster with the same level as it from your deck to your hand. So your face-down Needle Worm was destroyed by battle, well mill 5 cards from the top of your opponent’s deck and add Man-Eater Bug from your deck to your hand, and he has the flip effect of destroying monster cards. 

The next spell card is the continuous spell card Spider’s Lair. Flip up Man-Eater Bug from face-down defense position and destroy a monster your opponent controls. Then with Spider’s Lair select Man-Eater Bug with its effect and as long as it is selected any monster that attacks that insect card after the battle is changed to defense position and remains in defense position for as long as the spell card remains on the field.

The last spell card is the field spell Spider Web. I was not gonna toss in an Earthbound Immortal without mention of a field card. This card does nothing for insects, but it works like Spider’s Lair. When a monster your opponent controls declares an attack it is changed to defense position after the damage step until the end phase of the controller’s next turn. Well to quote Forrest Gump, “That is all I have to say about that.”

Ally of Justice Deck

This deck is an anti – deck, that is made to counter light attribute decks. A really useful card to use in this deck is the card DNA Transplant to change the attribute of monsters to the desired light attribute.

Zombie Deck

I run with a special summoning deck, as the deck should be run anyways. A good card to run with this deck and any special summoning deck is the continuous trap card Mask of Restrict. It disables players (including you) from tributing monsters and that even includes tribute summons.

Another good card to use with a special summoning zombie deck is the continuous spell card Everliving Underworld Cannon. The effect of this card burns your opponent for 800 points of damage when a zombie type monster is special summoned.

Morphtronic Deck

This deck is the Yu-gi-oh! version of Transformers. The Morphtronic deck is another one of those unique decks. The strategies of the deck relies completely on battle position. 

Strategy # 1 – While Morphtronic Staplen is in attack position, other monsters cannot be selected for an attack, so switch it from defense position to attack position, and normal summon another Staplen in face-up attack position. Activate your face-down continuous trap card Call of the Haunted and special summon Morphtronic Boarden in face-up attack position, and with its attack position effect Morphtronic monsters can attack your opponent directly. Since both Staplens have 1400 attack points your opponent is gonna get hit for a direct assault of 2800 + 500 from Boarden’s attack combining for a whopping total of 3300 per turn.

Strategy # 2 – Activate your face-down continuous trap card Morphtronic Bind and block all level 4 and higher monsters your opponent controls from attacking and while controlling a Morphtronic monster. On your next turn switch Morphtronic Clocken and Morphtronic datatron to defense position. Clocken gains Morph Counters on it each turn while in defense, and that can build up to burning 1000 points of damage to your opponent for each morph counter when tributed. Datatron’s effect burns your opponent for 300 points.

Harpie Deck

This deck is another of the old decks, and this one needs a lot of monster support considering the erata of this deck. You can’t have more than 3 Harpie Ladies in a deck, and since each Harpie monster has the effect of, “This card’s name is treated as Harpie Lady,” you have to pick and choose which of the Harpies to run with. For example I chose to run with Harpie Lady 1 in my deck. As for the strategy of this deck, it is an anti-spell/trap deck. Its entire focus is built around destroying your opponent’s spell/trap cards and bouncing them back into your opponent’s hand with its spell and trap support, and little monster support.

Arcana Force Deck

This deck is one of the most riskiest decks to use, and I say that because this deck is a gamble deck. This deck gambles off of the results of a coin toss. If you toss a coin and you get the result you wanted, you can use your cards to your delight. If you toss a coin and you get the wrong result, well that can seriously hurt you. The cards you want to protect your desired result is the card Reversal of Fate. Reversal of Fate grants the other result to the monster, as each monster comes with a coin toss effect.

One of the cards, Aracana Force 0 – The Fool has a tails effect that enables him to be unaffected by your opponents cards. He also has a primary effect that makes him unable to be destroyed by battle. While he has his tails effect, and in defense position, equip him the equip spell card Ring of Magnetism. With the ring equipped to him, monsters your opponent control can only attack him.

To play off of the Arcana Force monsters coin effect, run with the continuous trap card Lucky Chance. With it when you toss a coin for an effect monster card toss a coin and call it. If you call it right you get to draw a card. So this card piggybacks off of your Aracana Force monsters.