Hey-o everybody, it’s Aaron Roger here (no, not the football player). You probably don’t know me, I don’t play in the competitive scene all that much. I mostly just brush up on my rulings and game mechanics as a judge, help out my friends, and make and improve various deck ideas for fun. Those things however are what make me believe that I would be a great deck doctor. And to not keep you waiting anymore, let’s start looking at those decks, shall we?
Here’s Billy’s Rock Stun deck:
Billy Brake’s Rock Stun Deck
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 Grand Mole
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 Trap Hole
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
Ironically, ever since Block Golem effect was revealed in the OCG, I dusted off my Blockmans and found a use for them as proxies for my own Rock Stun deck. I made the deck awhile ago, but it’s been mostly been collecting dust, so I’ve gone through it again and I feel like I’m doctoring my own deck too!
First off, both copies of Card Trooper has to go. Though Rock Stun LOVES monsters in the graveyard, there’s one problem. Rock Stun is mostly spells and Traps! Card Trooper will send the wrong cards to the Graveyard most of the time. Next, both copies of Maxx “C” fails to make the cut we’ll discuss why later. As for monsters to add, 2 copies of Legendary Jujitsu Master are what I recommend. Nice defense and effect, and opens up plays for rank 3 Xyz.
As for the spells, the first thing I take out are both copies of Soul Taker. I have plenty of removal in my trap line-up, and it’s common usage for making effects such as Lightpulsar Dragon miss timing is not important in the meta now. The other spell card I’ll take out may be a surprise, because it’s Mystical Space Tyhoon. 1 copy taken out, that is. Though testing, I’ve found this card to be dead too often. Not drawing a monster or monster removal made me lose more often than my opponent’s spells and traps. Koa’ki Meiru Sandman acts as an MST often by baiting out various traps. To replace the spells I’ve taken out, I add 2 copies of Solidarity. The attack boost with 1 Solidarity makes Fossil Dyna and Koa’ki Meiru monsters reach 2000 and 2700 respectively. Those beat a lot of crucial monsters. 2 Solidarity makes few monsters be able to destroy them in battle. Unfortunately, that is the reason Maxx “C” was cut, but don’t feel bad for the little critters, they still have their chance to shine. The other spell I add is Catapult Zone. Catapult Zone is a field spell that can protect a Rock Monster by battle once per turn by sending a Rock Monster from the deck to the Graveyard. This is what you wish Card Trooper would do, mill exactly what you want. With Block Golem and Call of the Haunted, the Graveyard becomes your hand, and you add exactly what you need to it to summon! This also makes your monsters tricky to destroy by battle, especially Fossil Dyna and Jujitsu Master.
Traps get a pretty bug overhaul, with the intent of diversifying the types of monster removal you use. It’s commonly seen in HERO Beat decks, to have a way out of many types of difficult situations. I run 2 copies of Solemn Warning and Compulsory Evacuation Device, and 1 copy of Torrential Tribute, Bottomless Trap Hole, Dimensional Prison and Mirror Force. I run 2 Compulsory because it is a better draw often because of it not needing to meet any activation requirements (meaning you can use it anytime), and you can return monsters on either side of the field to the hand. I run 1 copy of Skill Drain just like how Dark Worlds can tech one in. It doesn’t hurt your deck very much, because most of your monsters are not on the field when their effects resolve. I run 3 Call of the Haunted because it works very well with your monsters. Say your opponent destroyed or baited out the effects of Fossil Dyna or the Koa’ki Meiru monster. After that happens, just bring them back and watch your opponent have their plan foiled! Instead of Starlight Road, I run a Dark Bribe. Although I like The Huge Revolution is over (I did consider it a long time ago), I find Dark Bribe better because it stops more cards, most notably Mystical Space Tyhoon. If Skill Drain is locking your opponent down, you would want to protect it. So I find it usually better not just in a game, but more importantly in a match.
The Extra Deck fixes are pretty simple, put 1 one copy of any Earth Xyzs, and 2-3 copies of any commonly summon-able Earth Rock Xyz monsters. And because there’s space, an Earth Synchro for most levels in case an opponent’s Tuner is summoned by your Monster Reborn.
I’d like to discuss the Side-deck a little bit, because I think it is important for a deck like this. Remember earlier when I said Maxx “C” has its place? Solidarity can easily be taken out to put the Maxx “C” in. More copies of Skill Drain are in the Side, when needed as well. If your opponent’s deck seems vulnerable to it, you can side in, the rest of your copies of Compulsory Evacuation Device and Legendary Jujitsu Master along with 2 Mind Crush to mess with your opponent. Then there are extra copies of removal staples such as Bottomless Trap Hole that you can side in depending on the deck you’re facing.
And now here’s the edited version of the deck:
Oh, and also, for those that like to see the cards visually, here’s a Dueling Network Screenshot
http://i.imgur.com/s2hyD.png
Billy Brake’s Edited Rock Stun Deck
Monsters: 17
3 Koa’ki Meiru Guardian
3 Koa’ki Meiru Sandman
3 Koa’ki Meiru Wall
3 Block Golem
2 Fossil Dyna Pachycephalo
2 Legendary Jujitsu Master
1 Neo-Spacian Grand Mole
Spells:10
2 Mystical Space Typhoon
2 Solidarity
2 Pot of Duality
1 Seal of Orichalcos
1 Catapult Zone
1 Monster Reborn
1 Dark Hole
Traps: 14
3 Call of the Haunted
2 Solemn Warning
2 Compulsory Evacuation Device
1 Torrential Tribute
1 Bottomless Trap Hole
1 Dimensional Prison
1 Mirror Force
1 Solemn Judgment
1 Dark Bribe
1 Skill Drain
Extra Deck: 15
3 Gem-Knight Pearl
1 Kochi Kochi Dragon
1 Gagaga Cowboy
1 Wind-Up Zenmaister
1 Fairy King Albverdich
2 Soul of Silver Mountain
1 Temtempo the Percussion Djinn
1 Giant Soldier of Steel
1 Naturia Beast
1 Naturia Barkion
1 Scarp Archfiend
1 Scrap Dragon
And now we move on to Joe’s Gishki HERO deck:
Joe Giorlando’s Gishki Hero Turbo Deck
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: 15
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
I actually have some experience with Gishki Lightsworns, another aggressive deck which uses the Gishki Soul Ogre + Trade-In draw engine to summon a lot of strong monsters, just like Joe’s deck. So let’s put that experience to use!
First off, the 2 Tour Guide from the Underworld and Sangan don’t really put much work for the deck theme. 2 Summoner Monks is what I recommend over them. Discarding unusable spells to search for a E-HERO Stratos or D-HERO Diamond Dude for their effects, and then Xyz summoning sets up later plays much better than what Tour Guide can do. For example, using Trade-In to discard Gishki Soul Ogre, then using Summoner Monk discarding Gishki Aquamirror to special summon a HERO for its effect then Xyz summoning. Then you use Aquamirror’s effect to get the Soul Ogre right back in your hand again for later combos. Next, I cut the Tragodia and Gorz the Emissary of Darkness. Why? Because there really isn’t room. They slow down the deck too much. So much that even if they save you for a turn, you most often won’t be able to turn it around the next turn. That’s how important the draw power combos are. The deck style is win or lose trying. Dark Armed Dragon was cut for a similar reason, it just stays dead in the hand too much as well. Gishki Shadow needs to be played with 3 copies because the deck adds the Aquamirror to hand, then goes to the graveyard, then back into the often in just a single duel.
And now we clean up the spells. First off, I’m taking out all 3 of the Mystical Space Typhoons. Why? As you will see later on, I have spell and trap removal covered. That’s all I took out for spells. As for what I added, I decided to include 1 copy of Hand Destruction. Hand Destruction was a staple in the Gishki Lightsworn deck because so many cards needed to end up in the graveyard, and certain cards needed to still drawn. You see a similar situation in this deck, as uneeded cards, Soul Ogre and Aquamirror would end up in the graveyard draw into new combos. For all of these combos, 2 more Gishki Aquamirror are a must. And now for my most surprising changes in the deck. I added 1 copy of Instant Fusion and 1 copy of Mask Change. Instant Fusion takes the extra space in my Extra Deck, and allows me access to multiple combos. Rare Fish is a simple lv4 Fusion which can help with Xyz summoning, whether it’s going for something simple like Number 39: Utopia, or getting you your last monster needed to summon Number 16: Shock Master! Or you can summon Elemental HERO Mariner. But, you might ask, why would we do that? To use Mask Change to summon Masked HERO Acid! Masked HERO Acid’s effect weakens your opponents’ monsters, and destroys all your opponents’ spells and traps! And even though it isn’t a spell, I’m adding in a Trap Stun. A Trap Stun with a Masked HERO Acid or Heavy Storm is hard to stop, and sometimes Trap Stun by itself with be enough to stop your opponent so you can go for the win!
As for the Extra deck, it reminds me that I feel like I missed something. Oh, I know! How are we actually going to win? With Elemental HERO Absolute Zero! Joe forgot to throw them in! Miracle Fusions use all of the Destiny HEROES and Gishki Monsters that were sent to the Graveyard to replenish our hand size and put a strong monster on the field, alongside our friends Gishki Soul Ogre. And as mentioned earlier, Rare Fish and Elemental HERO Mariner were added as Instant Fusion fodder. The HEROES mentioned earlier are both used with Mask Change to summon Masked HERO Acid. Elemental HERO Escuridao is used as an alternate option with what Miracle Fusion can summon. The rest of the Extra deck is filled with rank 4 Xyzs, depending on the situation and the deck you’re facing.
And now here’s the edited version of the deck:
Dueling Network Screenshot http://i.imgur.com/1wxqW.png
Joe Giorlando’s Edited Gishki Hero Turbo Deck
Monsters: 17
3 Gishki Soul Ogre
3 Gishki Vision
3 Destiny Hero Plasma
3 Gishki Shadow
2 Destiny Hero Diamond Dude
2 Summoner Monk
1 Elemental Hero Stratos
Spells: 22
3 Destiny Draw
3 Trade-In
3 Miracle Fusion
3 Gishki Aquamirror
2 Salvage
1 Hand Destruction
1 Instant Fusion
1 Mask Change
1 Reinforcement of the Army
1 Allure of Darkness
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
Traps: 1
1 Trap Stun
Extra Deck: 15
3 Elemental HERO Absolute Zero
1 Elemental HERO Escuridao
1 Elemental HERO Mariner
1 Masked HERO Acid
1 Rare Fish
1 Abyss Dweller
1 Gem-Knight Pearl
1 Number 16: Shock Master
1 Photon Papilloperative
1 Maestroke Symphony Djinn
1 Steelswarm Roach.
1 Number 39: Utopia
1 Hieratic Sun Dragon Overlord of Heliopolis
Well, this was a blast. I hope everyone learned something and I hope I can be a help in the future as well. Thanks for reading!
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