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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Ioniter Deck

I have found two “super-types” that can run well together if it has not been done so already. How about if you were to try to combine a Union deck with a Tuner deck? 

Union monsters act as equipment cards and take on the mantle of an Equip Spell Card when they are equipped to a monster by its effect. This can be done in the same turn that a Union monster is normal or special summoned.

I would to clarify that the equipping cannot be done from the hand. Also you cannot special summon the Union monster the same turn you equipped the union monster to another monster, Union or Non-Union, like in Magic the Gathering where you would summon a monster and it cannot attack unless it has haste (summoning sickness).

These Union monsters can give great longevity to any monster on the field as it is that the Union monster is destroyed instead of the equipped monster, and keep in mind that the equipped monster can only have one Union monster attached to it at a time. 

Let us segue into the Tuner monsters. Tuner monsters as we know are used for synchro summons. Not only would a Tuner monster be given longevity from the equipment effect of any Union monster, but you have a back-up monster in your Spell/Trap Card Zone that you can special summon for a quick synchro summon. A quick way to get around the normal summons/special summoning sickness of a Union monster would be the Normal Trap Card Roll-Out where it equips a Union monster from your graveyard onto an acceptable monster on your side of the field.

If your mind has not been blown yet today/tonight, well consider it blown!

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Gemulum Deck

If this has not been done yet, I personally devised a deck that works with Pendulum monsters and Gemini monsters. So you know how a Gemini monster that is summoned to the field is like a monster in Magic the Gathering that has summoning sickness, in that it cannot use its effect(s) immediately? Well to bypass that would be to special summon it of course. Now since a pendulum summon is considerably a special summon, once you pendulum summon a Gemini monster you can normal summon the Gemini monster immediately so as it may use its effect.

If this did not blow your mind, consider it blown!

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.

Dark Scorpion Deck

Another of the old decks. This deck works off of dealing battle damage.

Strategy – When your opponent has a face-up effect monster on their side of the field, activate your face-down normal trap card Curse of Anubis and switch all face-up effect monsters to defense position and reduce their defense points to 0. Normal Summon the effect monster Don Zaloog and then activate your face-down normal trap card Meteorain giving your monsters piercing effect damage and will enable Don Zaloog’s effects. Attack with Don Zaloog and deal battle damage to your opponent. Then use his second effect to send 2 cards from the top of his deck to the graveyard.

Note – The second effect of the Dark Scorpions relies on milling the opponent’s deck.

Flamvell Deck

Not much can be said about the Flamvell deck. The deck is pretty simple. The deck does not have any sub-strategies to it just one main strategy, banish and burn. These two strategies go hand-in-hand with this deck making it one main strategy. Another strategy entails the summoning and adding to the hand monsters (Flamvell) with 200 DEF.

Fiend Burn Deck

Fiend decks are a lot of fun especially the structure decks such as Archfiend, Infernity, Evilswarm and the Steelswarm, but what is really fun is to play with a burn deck. A while back I took a bunch of fiend cards and built a fiend deck, and later on I combined that fiend deck with a bunch of burn cards. I am going to go over a bunch of cards as what to include in a fiend burn deck and some of the combos that come with it.

  • Skull Invitation: (continuous trap card) Each time a card is sent to the graveyard, inflict 300 damage to its owner for each card sent.x2
  • Coffin Seller: (continuous trap card) Each time a monster card(s) is sent to your opponent’s graveyard, inflict 300 damage to your opponent. x2
  • Fatal Abacus: (continuous trap card) Each time 1 monster is sent from the field to the graveyard, inflict 500 points of damage per card to the respective card owner’s life points. x2
  • Poison of the Old Man: (quick-play spell card): Select and activate 1 of the following effects: Increase your life points by 1200, Inflict 800 points of damage to your opponents life points. x3
  • Mask of the Accursed: (equip spell card) The monster equipped with this card cannot attack, in addition the player controlling the equipped monster must take damage of 500 life points during each of your standby phases.
  • Dark Room of Nightmare: (continuous spell card) Each time your opponent takes damage from a card effect, except ‘Dark Room of Nightmare’, inflict 300 damage to your opponent.

The above cards can be combined with the below monster.

  • Snipe Hunter: (attribute – dark) (level – 4) (fiend/effect) (ATK/1500 DEF/600) You can discard 1 card to select 1 card on the field and roll a six-sided die. If the result is not 1 or 6 destroy the selected card.

As fun as this deck may sound it does have the ability to backfire, meaning that the burn effects can target you.