3 Beast King Barbaros
3 Hazy Flame Cerberus
3 T.G. Rush Rhino
3. T.G. Warwolf
1 T.G. Striker
1 Fire Fist Bear
1 Card car
1 Heavy Storm
1 Dark Hole
1 Book of Moon
1 Monster Reborn
2 Bottomless Trap Hole
2 Call of the Haunted
2 Dimensional Prison
3 Horn of the Phantom Beast
2 Mirror Force
2 Skill Drain
Ever since this theme came out, I’ve been a pretty big fan of it. For those unfamiliar with the T.G. deck, you’re basically an extremely consistent, aggressive deck. You throw a bunch of monsters on the field, and even if they all get Dark Holed, or Torrentialled, you don’t really care since they all just replace themselves. Recently, while the deck has definitely been made worse by the existence of Spellbooks and Dragons, it did gain some pretty cool toys like Cerberus, and Bear.
The first cut I want to make here is probably the most obvious, I’m getting rid of that Heavy Storm. You’re running 18 traps, and Heavy Storm is practically a dead card versus Dragon. I didn’t like Heavy in this deck back when every deck played some number of trap cards, so right now I certainly don’t like it.
Next we’re going to have to cut the random Cardcar D, this deck really needs its normal summon, and the anti-synergy it has with Skill Drain is very frustrating at times. Cardcar doesn’t help you be aggressive, and your cards are all so redundant that you aren’t digging for specific combo pieces like the Wind Up deck was. Even with that Cardcar cut, 16 monsters, including Tenkis, is a little high for this deck. I’m going to cut off the 3rd copy of Beastking Barbaros.
Dimensional Prison is getting cut as well, the card just doesn’t do what you need it to do versus either Prophecy or Dragon. It’s nice that it is an out to Dracossack, but there are better cards to run to fill that role.
The last cut I want to make are the 3 Horn of the Phantom Beasts, while I love this card an almost irrational amount, now is definitely not the time for it. The struggle versus Prophecy is simply being allowed to declare an attack, making Horn almost completely useless. Versus Dragon, because all of their monsters are so large, Horn really only does anything when equipped to a Barbaros, or Rush Rhino, and even when you get a Horn to resolve, they can always steal your Horned monster with Big Eye for the ultimate blowout. Feel free to sideboard the card versus decks like Evilswarm, or Fire Fist, but it just isn’t strong enough versus the big 2 to warrant maindecking right now.
Ok, so we have 8 slots to with. Our monster lineup is pretty solid, so all of the additions are going to be either spell or trap cards. The first card I want to add here is Compulsory Evacuation Device. It’s another easy answer to Dracossack, which this deck desperately needs, and it can be used versus Spellbook to bait out their Spellbook of Wisdom in order to clear the way for one of your better spell/traps to go through, or to clear their only monster to shut off their Spellbook of Fate for the turn. Don’t be afraid to Compulse their Kycoo as soon as they summon it to turn off their Spellbook of the Masters either if you need to. I’m adding 3 because of how important they are in the Dragon matchup.
Next, I’m going to add 2 copies of Imperial Iron Wall to the maindeck. It only conflicts with the 2 Bottomless Trap Holes in the deck, and it hurts both the Spellbook, and the Dragon deck much, much, more than it hurts you.
As much as I really hate the card right now, Forbidden Lance might be the kind of card this deck wants. It’s pretty terrible versus Dragon, but versus Prophecy it allows your Rush Rhino, or Barbaros to attack over their Kycoo regardless of how big their Star Halls are, even if they have Spellbook of Wisdom to negate the Lance. I’m just going to add 1 to the main for now, but if it tests well consider running a 2nd copy as well.
We have 1 more slot to make 40 cards, and I’m going to add in Fiendish Chain for that. Across the board, Chain does at least something, whether you block their Spellbook Magician search, or prevent Big Eye from stealing your monster. Chain certainly isn’t as strong a trap as it has been in the past, but it’s still certainly very real.
Next up, we’re going to take a look at Jonathan Ruff’s Blaster Evol list.
3 Blaster, Dragon Ruler of Infernos
2 Burner, Dragon Ruler of Sparks
3 Evolsaur Cerato
3 Evoltile Westlo
2 Evoltile Najasho
2 Evolsaur Volcano
2 Evolsaur Diplo
1 Evolsaur Darwino -
1 Red-Eyes Darkness Metal Dragon
2 Effect Veiler
1 Book of Moon
1 Monster Reborn
1 Heavy Storm
1 Dragon's Mirror
1 Pot of Avarice
2 Bottomless Trap Hole
2 Mirror Force
2 Fiendish Chain
2 Compulsory Evacuation Device
1 Dark Bribe
The Evol deck was something that was getting very popular at my local tournament awhile back, when Rescue Rabbits were still $70-80 cards. Something about Laggia and Dolkka just made people want to summon them. Much like the previous list we looked at, Evols also gained a pretty nice new toy since the last time I’d thought about them in Blaster. One of the big issues the deck had previously was that it was a bit slow to start off, and it had difficulty killing anything bigger than 2400, with Blaster you not only gain access to his effect to destroy anything on the field, but you also gain a 2800 beatstick who doesn’t stay dead.
Now, Evolsaur Darwino seems cute with the Blaster package, but he seems very lacking, especially if you happen to draw him. Most of the time you can summon this guy +Blaster, you might as well just make Laggia. I’m cutting the Darwino.
Next is the Red-Eyes Darkness Metal Dragon. While the line of Burner for Blaster, banish Blaster for REDMD and search is cute, it isn’t especially practical, and the only things REDMD can revive in this deck are Blasters, who can usually just revive themselves anyway; Burners, who you don’t want to be reviving; and Evolzars, who without materials aren’t that great as far as revival bait goes.
Similarly to the REDMD, I’m not actually sure what you plan on doing with the Dragon’s Mirror you included with the list. The attached extra deck contained no fusion monsters at all, and I can’t think of any that you’d want to be making.
The Pot of Avarice doesn’t really seem like where you want to be with this deck. You’re already running Blasters which feed on the graveyard, you need a graveyard for cards like Vulcano, and you don’t really have any extremely easy ways to load up your graveyard. The card just doesn’t look like it’d be live all that often.
Dark Bribe doesn’t really fill much of a role in this deck. You don’t play that many backrow, so Heavy Storm isn’t much of an issue. If you’re running it to try to slow the Spellbook deck down, there are plenty of better options for doing so.
Lastly, Fiendish Chain doesn’t feel like the right trap for this deck either. Chain is such a miserable card when fighting against the Dragon deck that I’d rather have other cards in the deck.
We have 7 slots to work with here, and the first thing I want to do is add in the 3rd Compulsory Evacuation Device. Evacuation Device is the best removal trap to have against Dragon, and protecting a Dolkka with Evacuation Device can be game deciding in that matchup.
Another trap I like in these kinds of decks is Vanity’s Emptiness. When LTGY was first being released I spoke about how much I loved this card versus Dragon, and while Spellbook are more popular now than they were previously, the card is still very strong, and can singlehandedly lock Dragons out of the game, especially game 1. Something to note with Emptiness, is that it only counts cards going from the field or deck to the graveyard, meaning if you detach xyz materials from Laggia, Emptiness sticks around since xyz materials aren’t technically on the field. I’m adding 2 Emptiness to the main.
The 3rd Effect Veiler feels almost staple in a deck with Blasters. Veiler is one of my favorite monsters in the game right now, because not only is it one of the best “traps” to have, but it’s also a boss monster in combination with Elemental Dragons. Having access to Scrap Dragon, or Crimson Blader is so huge, especially since Veiler is a solid card to begin with and you aren’t really giving anything up to run it.
Continuing on the theme of adding traps to the deck, I’m going to round off the list by adding in the 2 Solemns, and a Book of Moon. The Solemns are just all-around great traps to have for protecting your Evolzaurs, and Book of Moon is often just the card you need to flip a Spellbook player’s Jowgen facedown for a turn to clear the way for you to make plays of your own.
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Until next time readers, remember to Play Hard or Go Home!