Deck Doctor

Hi everybody, my name is Marcello Barberi.
I'm an italian player and i've topped 32 the 2012 european championship, after topping also my 2011 national championship.
First of all, i'm happy to share with you my ideas and i would like to thanks all ARG community for letting me do that.
Before analyzing the decks, i would like to tell everybody that ,everytime i was succesfull at a tournament it was due to my innovative decklist choices , such as not playing both factories and magicians in my wind-up deck for the european.
So, if u want to be succesfull at YU-GI-OH ! ,use your own brain and play a deck which u feel confident with, not just netdecking.

I will start with Billy's deck first, which i was pretty happy about considering i was testing the deck before and i already had a decklist which i played in real tournament succesfully.
According to me, Rock Stun is a pretty cool deck, which has a fairly good matchup against every deck for the possibility of negating effects, spells and traps in the main ( due to Guardian, Wall and Sandman ) and siding into great antimeta cards like Rivalry , Skill Drain and Macro Cosmos.

Monsters: 19
3 Koa’ki Meiru Guardian
3 Koa’ki Meiru Sandman
3 Koa’ki Meiru Wall
3 Block Golem
2 Card Trooper
2 Maxx “C”
2 Fossil Dyna Pachycephalo
1 Neo-Spacian Grandmole

Spells:10
3 Mystical Space Typhoon
2 Soul Taker
2 Pot of Duality
1 Seal of Orichalcos
1 Monster Reborn
1 Dark Hole

Traps: 12
2 Dimensional Prison
2 Solemn Warning
2 Call of the Haunted
2 Bottomless Traphole
2 Torrential Tribute
1 Solemn Judgment
1 Starlight Road

Extra Deck: 15
2 Gem-Knight Pearl
2 Kochi Kochi Dragon
2 Soul of Silver Mountain
1 Temtempo the Percussion Djinn
1 Wind-Up Zenmaister
1 Gachi Gachi
1 Fairy King Albverdich
1 Gaia Knight, Force of Earth
1 Naturia Beast
1 Naturia Barkion
1 Scrap Dragon
1 Stardust Dragon

Billy Brake's decklist is pretty standard, except for a few cards which are useless and are there just for being removed by us.
In particular, the extra deck is the first thing which made me laugh....
it's full of earth non-summonable synchros ( Gaia, Barkion, Beast ) and rank 3 xyz ( Silver Mountain, Temtempo ).
However, i believe that there are 2 different valid versions of the deck so i will write down for you both.

Rock Stun # 1

Monsters: 17
3 Koa’ki Meiru Guardian
3 Koa’ki Meiru Sandman
3 Koa’ki Meiru Wall
3 Cardcar D
2 Block Golem
2 Fossil Dyna Pachycephalo
1 Neo-Spacian Grandmole

The difference between my monster line-up and Billy's is the more consistecy mine has, something really important in such a deck.
Card Trooper is useless in Rock Stun cause it makes the deck more vulnerable to the luck factor. I'm not a fan of milling cards in general and in an antimeta decks like this, based on the singles +1 u make every turn, there are no reasons to play such a card.
Same reasoning is valid for Maxx c, a too risky card considering the large variety of different matchups in the current meta and the lack of both Gorz and Veiler in the deck, which makes drawing extra cards not so useful.
Cardcard is way better, since it still give you extra cards ( and the rock monsters u need for keeping your Koa'ki Meiru on the field ) but without the downside of being useful only against a few matchup.
It's earth, so it works good also with Block Golem, making it a perfect card for your Rock Stun deck.

Spells: 7
3 Forbidden Lance
2 Pot of Duality
1 Monster Reborn
1 Dark Hole

Orichalcos was the first card i took out since the 500 boost is not so useful considering the already high atk of the monsters and the downside of not being able to xyz with block golem makes it awful.
Typhoon are ok but i feel like the only card i would really need to get rid with them is a possible maindecked Messanger of Peace ( thanks Mike Steinman xD ) so i cut them for lances, considering they work way better with the deck for the possibility of using them also as a defense ( with Dynas ) and the ability of the deck of negating spells and traps on his own.
I'm a fan of Soul Taker but ,considering the versitile meta we are playing in, i don't like it in the main.

Traps: 16
2 Dimensional Prison
2 Solemn Warning
2 Call of the Haunted
2 Compulsory Evacuation Device
2 Fiendish Chain
2 Bottomless Traphole
2 Torrential Tribute
1 Solemn Judgment
1 Starlight Road

The trap line-up was already fine but i decided to include Fiendish Chains because of the lack of Veilers and for having more advantage against Geargia, which is not a so good matchup.
The only other advice i would like to give you about it is to be careful about using Starlight, both for the risk of making your Block Golems dead if Stardust goes to grave and also for the possiblity of already negating your opponent card with one of your Koa'ki Meiru monsters not risking a possible Solemn Judgment or Solemn Warning.

Extra Deck: 15
1 Gem-Knight Pearl
1 Wind-Up Zenmaister
1 Fairy King Albverdich
1 Stardust Dragon
1 Number 39: Utopia
1 Number C39: Utopia Ray
1 Maestroke the Symphony Djinn
1 Steelswarm Roach
1 Wind-Up Zenmaines
1 Photon Papilloperative
1 Abyss Dweller
1 Number 16 : Shock Master
1 Evigishki Merrowgeist
1 Gagaga Cowboy
1 Kachi Kochi Dragon

The extra deck is obviously full of rank 4 xyz cause you want to have all the possible options, including a lonely Zenmaines.

As i said, the deck can be played also in a different way, which is the following :

Rock Stun # 2

Monsters: 17
3 Koa’ki Meiru Guardian
3 Koa’ki Meiru Sandman
3 Koa’ki Meiru Wall
3 Thunder King Rai-oh
2 Fossil Dyna Pachycephalo
2 Effect Veiler
1 Neo-Spacian Grandmole

Spells: 7
3 Forbidden Lance
2 Pot of Duality
1 Monster Reborn
1 Dark Hole

Traps: 15
3 Call of the Haunted
2 Dimensional Prison
2 Solemn Warning
2 Compulsory Evacuation Device
2 Bottomless Traphole
2 Fiendish Chain
2 Starlight Road
1 Solemn Judgment

Extra Deck: 15
1 Gem-Knight Pearl
1 Wind-Up Zenmaister
1 Fairy King Albverdich
1 Stardust Dragon
1 Number 39: Utopia
1 Number C39: Utopia Ray
1 Maestroke the Symphony Djinn
1 Steelswarm Roach
1 Wind-Up Zenmaines
1 Photon Papilloperative
1 Abyss Dweller
1 Number 16 : Shock Master
1 Evigishki Merrowgeist
1 Gagaga Cowboy
1 Kachi Kochi Dragon

This deck may look a little slower for the lack of Block Golems but this is also its point of force, allowing the maindecked Veilers, Thunder Kings and Roads.
I want to focalize our attention on the 3 copies of Call, which are probably the best card in the deck.
Not only they allow to enlarge the amount of monsters with whom we can reduce our opponent life points but it opens the deck to a lot of +1 combos with Dynas and Thunder Kings.
Whenever your opponent will activate a card that special summon a monster ( like Reborn or Tour Guide ) or add a card from their deck ( Duality, Reinforcement, ecc. ) , just flip your Call summoning a Dyna or a Rai-oh and you will see the smile on their face change into a sign of desperation.

From a control deck such as Rock Stun, we now pass on to Joe's deck, fast as hell and full of draw power.
While i already have experience with Billy's deck, i have none with Joe's, so it was really fun for me to search those cards on Dn and to test such a funny deck.
Here's his list :

Monsters : 20
3 Gishki Soul Ogre
3 Gishki Vision
3 Destiny Hero Plasma
2 Destiny Hero Diamond Dude
2 Trageodia
2 Tour Guide from the Underworld
1 Sangan
1 Gishki Shadow
1 Elemental Hero Stratos
1 Dark Armed Dragon
1 Gorz, the Emissary of Darkness

Spells : 20
3 Destiny Draw
3 Trade-In
3 Miracle Fusion
3 Mystical Space Typhoon
2 Salvage
1 Gishki Aquamirror
1 Reinforcement of the Army
1 Allure of Darkness
1 Dark Hole
1 Heavy Storm
1 Monster Reborn

Extra Deck :
1 Grenosaurus
1 Melomelody the Brass Djinn
1 Wind-Up Zenmaines
1 Leviair the Sea Dragon
1 Number 17: Leviathan Dragon
1 Number 30: Acid Golem of Destruction
1 Temtempo Percussion Djinn
1 Maestroke Symphony Djinn
1 Blade Armor Ninja
1 Heroic Champion Excalibur
1 Number 39: Utopia
1 Hieratic Sun Dragon Overlord of Heliopolis
1 Number 11: Big Eye
1 Gaia Dragon, Thunder Charger
1 Black Rose Dragon

20 Monsters and 20 spells, that's what i call a turbo deck!!!!!
The first thing i noticed was one again the extra deck, which was written by Joe with the idea of trolling us xD
3 Miracle Fusions , the key card of the deck, and no fusion??? xD
After testing the deck, i noticed the inconsistency of the Dark Armed engine so i searched for other Gishki cards to replace it with.
One card in particular caught my attention :
Ghiski Photomirror ( http://yugioh.wikia.com/wiki/Gishki_Photomirror),
" This card can be used to Ritual Summon any "Gishki" Ritual Monster. You must also pay Life Points equal to the Level of the Ritual Summoned monster x 500. "
This card looks amazing to me for the possibility of improving to a whole new level the draw engine, including 3 copies of both Upstart Goblin and Hope for Escape.
This is the decklist i ended up playing with :

Monsters : 16
3 Gishki Soul Ogre
2 Gishki Vision
2 Destiny Hero Plasma
3 Destiny Hero Diamond Dude
2 Gishki Shadow
1 Elemental Hero Stratos
2 Trageodia
1 Gorz, the Emissary of Darkness

My decklist is focused on gaining advantage with the 3 copies of Dude, while drawing lot of cards in order to have ealry the copies of Miracle Fusion.
Both Tragoedia and Gorz are amazing cause the deck has always plenty of cards in hand and they help simplifying the game state.
Another card i found really useful is Gishki Gustdraken, which is limited
for valid reasons and which is the ritual monster i like the most for the combo with Hope for Escape.
Basically, if u summons it via Photomirror, u will see 2 cards of your opponent hand ( sendind one away ) and , if u have an Hope for Escape, u will be able to draw 2 cards immediately due to the 3000 cost of the ritual spell.

Spells : 19
3 Destiny Draw
3 Trade-In
3 Upstart Goblin
3 Miracle Fusion
2 Gishki Photomirror
1 Gishki Aquamirror
1 Reinforcement of the Army
1 Dark Hole
1 Heavy Storm
1 Monster Reborn

The spell line-up is the best part of the deck, being composed of 16 valid target for Diamond Dude's eff.
While also Salvage is included in this category, i ended up taking it out due to the fact that ritual summoning is not the main purpose of the deck and 2/3 of the ritual spells needs no monsters but just life points as cost.
The other notable change is the lack of Typhoons, which is linked to the importance of the Dude engine ( i rather want to draw a Roar then a Typhoon with Dude ) and to the popularity of trap less decks, something which you can read about in Mike Steiman's last article (http://articles.alterealitygames.com/?p=16359).

Traps : 6
3 Hope for Escape
3 Threatening Roar

The trap line-up is obviously composed only by cards not hittable by Heavy or by a direct Typhoon ( try to read a set one ).
The 3 copies of Roar are the last cards i added to the deck, and their presence is just linked to the great importance of Diamond Dude in this deck. If you are able to mill a Destiny Draw or a Trade In due to it, it's basically game and while playing with Roars i also ended up doing some cool combos with stratos's undeterred first effect, destroying tons of traps due to the roar-protected Dude and Absolute zero.

Extra Deck :
3 Elemental Hero Absolute Zero
1 Elemental Hero Oscuridao
1 Maestroke Symphony Djinn
1 Steelswarm Roach
1 Photon Papilloperative
1 Abyss Dweller
1 Gagaga Cowboy
1 Blade Armor Ninja
1 Heroic Champion Excalibur
1 Number 39: Utopia
1 Number C39: Utopia Ray
1 Hieratic Sun Dragon Overlord of Heliopolis
1 Number 11: Big Eye

Apart from the 3 Copies of Absolute, which are soooo easy to summon, and a few warrior rank 4 xyz , the rest of the extra deck is almost useless so it can be modified depending on your side or your taste.

This is the end of my article, i hope you enjoyed it and i would like to write for ARG again if i will have this possibility.
Let me know what you think of it and don't refrain from asking if something wasn't clear.

Marcello

Marcello Barberi

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