Deck Doctor – Michael Schultz

Hey guys! I’m Mike Schultz from Team Onnegus here today to fix up a few decks for your consideration in the Deck Doctor Contest!  Who am I to take such well-known players’ deck lists and fix them you ask?  I only have one top under my belt which is the 2010 NAWCQ (top 32) and I’ve judged my fair share of events.  I’m a thorn to players at locals; I try to always make a good match.  I have met and conquered many a duelist!

Without further ado;

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 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 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

Ah Rock Stun; a great deck that can really simplify the game-state.  It’s very rare to be in scenarios where you DON’T feel like you have complete control of the game.  This deck provides many answers to different problems.  The fact that the monsters/spells/and traps all form together to eliminate each other’s weaknesses makes this a really tough Competitor for other decks to beat!

My changes:

Monsters:

-1 Koa’ki Meiru Sandman

+1 Cardcar D

This is my least favorite of the Koa’ki Meiru trio.  Guardian and Wall are top notch and always come in handy; however sometimes the amount of traps your opponent runs makes this card unadvisable to run at 3; Dropping him to 2 is a safe number to run.  I added a Cardcar D just because he goes great in stun decks.  He’s a quick +1 that allows more defenses to be drawn!

Spells:

-1 Mystical Space Typhoon

+1 Heavy Storm

Normally the question arises of how much Spell and Trap card destruction is needed in Rock Stun; I’ve argued both sides of the coin before where Stun Decks can cause so much hate; they don’t need to run as much S/T destruction because they in essence “bulldoze” through the enemies defenses.  However; because of how pivotal some plays to set up are; I thought it wise to keep just 2 MST’s in.  Now I’m a person who loves using the “plus” cards of the format; so I like to run Heavy Storm in this deck.  If you play wise enough; and think forward a few turns with your plays you can safely run Heavy Storm and not have any drawback.  The card is limited to one for a reason people!

Traps:

-2 Dimensional Prisons

-1 Starlight Road

+2 Mirror Force

+1 The Huge Revolution is over!

+1 Compulsory Evacuation Device

This comes to another debate with Dimensional Prison over Mirror Force; it’s a matter of preference to the one playing the deck.  I personally like the potential pluses Mirror Force has to offer; this deck has so many answers to problems; and it really needs those +1’s when you can get them.  Plus AT LEAST 1% of all decks you play will have an Obelisk in the main deck; this gives that extra strength.  To those that choose to bring up the cards Mirror Force is bad against; I refute with adding 1 Compulsory Evacuation Device;  It’s a high grade trap card that’s chainable and provides monster removal.  It’s a great card to round out the trap lineup.

Starlight Road came out and replaced with the Huge Revolution is over!; as with another reason I’ll explain later; the fact that Huge Revolution is a counter trap makes it more desirable to Starlight Road; It also banishes instead of destroys!  Now you may argue that the Stardust that comes out would make Starlight Road better; but I dare you to think that maybe the Stardust coming out is a bad thing.  If it’s later destroyed it could make your deck’s best plays be dead; and the Call of the haunted’s and monster reborn can’t even help maintain order to your grave because he wasn’t properly summoned.

Extra Deck:

-1 Kochi Kochi Dragon

-1 Soul of SilverMountain

-1 Gachi Gachi

-1 Gaia Knight

-1 Naturia Beast

-1 Naturia Barkion

-1 Scrap Dragon

-1 Stardust Dragon

+1 Gagaga Gunman

+1 Abyss Dweller

+1 Maestroke the Symphony Djinn

+1 Number 16: Shock Master

+1 Steelswarm Roach

+1 Number 39: Utopia

+1 Photon Papilloperative

+1 Number C39: Utopia Ray

A great part of Rock Stun is that it utilizes rank 4’s so easily.  Just remember; If any of these Non-Earth monsters come to the field; and are later are sent to the graveyard; you can potentially lose the game from locking out Block Golem plays;  you should only summon these when it is game-changing and you have the resources available at that time to not be completely inhibited. Some of the xyz’s and synchro’s originally chosen are very rare to come out and have better candidates to use, with all the rank 4 options available; this deck can provide any answer!

To Recap:

New Rock Stun Decklist:

Monsters: 19

3x Block Golem

2x Card Trooper

1x Cardcar D

2x Fossil Dyna Pachycephalo

3x Koa’ki Meiru Guardian

2x Koa’ki Meiru Sandman

3x Koa’ki Meiru Wall

2x Maxx “c”

1x Neo-Spacian Grandmole

Spells: 10

1x Dark Hole

1x Heavy storm

1x Monster Reborn

2x Mystical Space Typhoon

2x Pot of Duality

2x Soul Taker

1x Seal of Oriachalcos

Traps: 13

2x Bottomless Trap Hole

2x Call of the Haunted

1x Compulsory Evacuation Device

2x Mirror force

1x Solemn Judgment

2x Solemn Warning

1x The Huge Revolution is Over!

2x Torrential Tribute

Extra Deck: 15
2 Gem-Knight Pearl
1 Kochi Kochi Dragon
1 Soul of Silver Mountain
1 Temtempo the Percussion Djinn
1 Wind-Up Zenmaister
1 Fairy King Albverdich

+1 Gagaga Gunman

+1 Abyss Dweller

+1 Maestroke the Symphony Djinn

+1 Number 16: Shock Master

+1 Steelswarm Roach

+1 Number 39: Utopia

+1 Photon Papilloperative

+1 Number C39: Utopia Ray

Next Deck:

Joe Giorlando's Gishki Hero Turbo Deck

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

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

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

Wow! This deck looks so much fun to play with! Combines the old Destiny Hero Turbo Engine with Gishki’s to make Absolute Zero easy; with a Dark Armed Dragon presence behind every move. It’s called Turbo for a reason so I want to speed it up just a tad.

Main Deck:

Spells:

-3 Mystical Space Typhoons

+2 Reasoning

+1 Monster Gate

MST isn’t needed in this deck; and the Reasonings and Monster Gate both speed up the deck; and also provide 3 more targets to Diamond Dude.  Reasoning can get access to the main monsters; and just helps thin the deck for future plays.  Monster Gate lets you use up a Diamond Dude or a Sangan for an instant search! And proceeds to thin the deck by milling your nomi’s and spells to grave.  If you mill the aqua mirror and a ritual monster; or you mill targets for a miracle fusion play; or you SS a Stratos or diamond dude and use their effects; new combos are unlocked!

Extra Deck:

I have to bring up that this deck has no Fusions… hah; would be a terrible YCS for you Joe!

-1 Grenosaurus
-1 Melomelody the Brass Djinn
-1 Gaia Dragon, Thunder Charger
-1 Black Rose Dragon

-1 Number 11 Big Eye

These 5 I took out because they seemed too slow or just not worth it.  Needed to fit these guys!

+3 Elemental Hero Absolute Zero

The best part of the deck! With Miracle Fusion; it’s a one card big beater/pseudo Dark Hole!

+2 Elemental Hero Escuridao

This new twist coming in can make Reasoning / Monster Gates Deck thinning abilities really shine!

Recap:

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
2 Reasoning
2 Salvage

1x Monster Gate
1 Gishki Aquamirror
1 Reinforcement of the Army
1 Allure of Darkness
1 Dark Hole
1 Heavy Storm
1 Monster Reborn

Extra:

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

3 Elemental Hero Absolute Zero

2 Elemental Hero Escuridao

This deck looks like a lot of fun; and can create some dastardly combos with the right luck!  I like how it is a 50-50 consistency with monsters/spells.  Soul Ogre and the Gishki line up replace the psychic engine/diva engine of old favorite decks to make a well-oiled Turbo Explosion Deck!

Well that wraps up my edits tonight duelists! Try my variations and you’ll see they’re a lot of fun! Write me a comment or suggestion.  And Remember! If you don’t go Hard, you have to go Home!

Michael Schultz

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