Hello fellow Yu-Gi-Oh! players, the names Zachariah Williams and it's an honor to take participation in this Deck Doctor Contest. As well as to have chance on becoming a writer of Alter Reality Games. I'm truly ecstatic!
I started playing in the LOB days with my friends as a kid and around Lost Millenium, I started playing competitively. I've never been to Regionals nor YCS, but I have years of knowledge on the game (About 12).
Now that I've introduced myself, lets fix up Billy Brake's Rock Stun and Joe Giorlando's Gishki Hero Turbo. I'll give reason to why important cards were kept and why cards are cut.Here's Billy Brake's Rock Stun:
Billy Brake's Rock Stun
- 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 will be last
Rock Stun and all it's glory
Rock Stun uses Rock Monsters to "stun" the opponent. They either have to use their resources or attack them to get them off the field. Koa'ki Meiru rock monsters have built in effects (along with 1900 atk) to negate a card by tributing themselves; also you must show 1 Rock monster during the End Phase to keep them alive. Sandman negates traps, Guardian monster effects, and Wall spells. This is the main idea. It's a deck of skill and a keen player can win games with it.
Billy Brake's version utilizes Card Trooper to mill cards off for Block Golem. A monster that tributes himself to summon 2 Rock monsters from the graveyard!
Block Golem has one drawback. You can only use his effect if all monsters in your graveyard are Earth. So that limits the entire deck and extra from playing any other attributes.
The Fixes
There is one card that can create ALOT of synergy throughout the deck. Giving easy access to Golems, Card Troopers, the bouncer Grand Mole (Oh how I love it vs Wind-Up Rabbit), and even Fossil Dyna. It's none other than Giant Rat. We'll take out 1 Koa'ki Meiru monster (1 Wall) since we can mill them with Trooper and 1 Fossil Dyna. Fossil Dyna is a good card, however we really only need 1.
-1 Fossil Dyna
-1 Koa'ki Meiru Wall
+2 Giant Rat
Now that we have easy access to Troopers, we can add in more monsters over Spells/Traps so our mills will consist with more monsters. Milling less Spells /Traps
We'll take out 1 Mystical Space Typhoon and 1 Soul Taker. The Koa'ki Meiru monsters can negate monster effects and spell/trap effects (If you have the right one on the field) so they can act as 1 MST and Soul Taker.
-1 Soul Taker
-1 Mystical Space Typhoon
Now we have room for any 2 monsters that can create more synergy and are Earths. One Legendary Jujitsu Master is great. Getting rid of troublesome monsters to open the opponent up for attacks. Another card is Karakuri Burei MDL 96 "Shinkuro". This card sits on the field for 2 attacks. If they attack into a Giant Rat, Special Summon him and he is switched to DEF next attack protecting LP. Not only that, he opens up Synchro plays if needed and is an Earth.
+1 Legendary Jujitsu Master
+1 Karakuri Burei MDL 96 "Shinkuro"
Monsters are finished. Lets work more on the Spells and Traps. Since we run backrow, we are going to take out Soul Taker for Forbidden Lance. Not only does it protect your Koa'kis from backrow, but it saves your Koa'ki's effects to use on other activations/effects. Summon Sandman, they activate Bottomless, you chain Lance, you still have a negation with your Sandman.
-1 Soul Taker
+1 Forbidden Lance
To end the main is now the Trap Line up. The only change is Starlight Road. Since Stardust Dragon is not an Earth, he'll clash with Block Golem. That for The Huge Revolution is Over. It does the same thing and lets you remove the card negated.
-1 Starlight Road
+1 The Huge Revolution is over.
Moving to the Extra Deck.
- Extra Deck: 15
2 Gem-Knight Pearl
2 Kachi 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
The Extra has a pretty nice setup with alot of Earths so that Block Golem still activates. So theres only a couple of changes. Since we don't play Starlight, we can get rid of the Stardust Dragon for Scarred Warrior. It's an Earth and a another Level 5. If you keep loosing LP by Shinkuro, summon him and you get a nice 2100 attack with the same effect. We can also get rid of 1 Kochi Kochi Dragon. Reason behind this is, most of the time you'll go for game with him if possible and that rarely happens. But it's always great to have him if needed. We'll switch him for another Fairy King Albverdich.
-1 Stardust Dragon
-1 Kachi Kochi Dragon
+1 Scarred Warrior
+1 Fairy King Albverdich
If one of you Albverdiches die, the other one is open. Same with Gem-Knight Pearl.
Here is the full edit:
Billy Brake's Rock Stun (Fixed)
- Monsters: 21
3 Koak'ki Meiru Guardian
3 Koak'ki Meiru Sandman
2 Koak'ki Meiru Wall
3 Block Golem
2 Maxx "C"
2 Giant Rat
2 Card Trooper
1 Legendary Jujitsu Master
1 Fossil Dyna Pachycephalo
1 Karakuri Burei MDL 96 "Shinkuro"
1 Neo-Spacian Grand Mole
- Spells: 8
2 Mystical Space Typhoon
2 Pot of Duality
1 Forbidden Lance
1 Dark Hole
1 Seal of Orichalcos
1 Monster Reborn
- Traps: 12
2 Dimensional Prison
2 Solemn Warning
2 Call of The Haunted
2 Bottomless Trap Hole
2 Torrential Tribute
1 Solemn Judgment
1 The Huge Revolution is Over
Extra Deck: 15
2 Gem-Knight Pearl
1 Kachi Kochi Dragon
2 Soul of Silver Mountain
1 Temtempo the Percussion Djinn
1 Wind-Up Zenmaister
1 Gachi Gachi
2 Fairy King Albverdich
1 Gaia Knight, Force of Earth
1 Naturia Beast
1 Naturia Barkion
1 Scrap Dragon
1 Scarred Warrior
What was kept
The Seal - The Seal of Orichalcos was kept for good reasoning. You get 2400 Koa'ki ATK beaters and you can protect Fossil Dyna. Even though it clashes with Special Summons when activated, you have to know when to play it. You rarely use your Extra Deck. If it gets played over another Field Spell, that is fine. That means you can go into your Extra Deck.
Torrential - Even though this deck loves field presence with about 1 to 2 monsters on the field, Torrential Tribute is kept. It stops swarms (a bad matchup vs this deck) and you can plus off of it with Card Trooper. Any rocks destroyed can be brought back with the Golem. The deck also runs relatively slow and paced therefore you won't be swarming.
Useful mentions
Cardcar D - Cardcar D adds speed to the deck because it is relatively slow. In this build, we utilize Trooper instead of the Cardcar because it thins the deck, nets you rocks, and doesn't end your turn immediately. If you like Cardcar, go for it.
Grandsoil, Catapult Zone, and Rock Bombardment - These cards work together for you to add cards into the grave for Grandsoil (But in this case, our Trooper does it). You yourself have to control your graveyard by which Earth monsters you summon. If you get your Grandsoil to the field, you're potentially getting a +2 with Grandsoil + Block Golem. Which is a fantastic late game play. Zone and Bombardment give you more control on which cards are being sent to the grave.
Maxx "C" - This not only to puts Special Summoning decks on hold, but it serves as a draw engine. You have to know when it is the best time to use Maxx "C".
Each player has their own individual playstyle so give Rock Stun a couple of tries, and see what you like best.
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Next going into Joe Giorlando's Gishki Hero Turbo which is pretty neat. Here's the decklist:
Joe Giorlando’s Gishki Hero Turbo Deck
- Monsters: 20
3 Evigishki 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
So how does the Gishki Hero Turbo work?
This deck works by having alot of speed discarding cards to fuel for Miracle Fusion and even Salvage. Gishki Vision and Shadow thins the deck for you to get to important cards quicker with Trade-In and Destiny Draw. The Destiny Hero's are a nice addition I may say so myself and I had alot of fun playing it being able to OTK 2 times.
The Fixes
First I noticed no Elemental Hero Absolute Zero and I already know Joe wants to use Miracle Fusion to bring something out of the Extra Deck. Since we know that we want to fusion summon via Miracle Fusion, we can go ahead and skip to the Extra Deck adding in Absolute Zero and an Elemental Hero Escuridao. It's situational, but it's there for Stratos + any dark monster in your grave which can happen.
-1 Grenosaurus
-1 Melomelody The Symphony Djinn
-1 Black Rose Dragon
+2 Elemental Hero Absolute Zero
+1 Elemental Hero Escuridao
These get cut because we can rarely use them. Black Rose is possible if you Monster Reborn a tuner but you can go for a XYZ and have more variety than 1 possible Synchro monster. Grenosaurus is taken out because we need the space for the Heros. Grenosaurus can indeed win games in situations although if we don't take him out then the Miracle Fusions become dead. Same with Melomelody.
Now that that is cleared up, lets move onto the Main Deck.
- Monsters: 20
3 Evigishki 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
This deck is a beast that can explode if you are not too careful and keep a steady game as well if it needs too. Starting with the monsters he runs 20 even and same with Spells, 20 even. Since we run only 5 Destiny Heros, we can get rid of 1 Destiny Draw. The Plasmas can be used for Trade-In. Sometimes you don't want to use Evigishki Soul Ogre for your Trade-Ins so Plasma is there. Also ditch 1 Miracle Fusion. It's a great card but 3 can clog the hand (2 is plenty). Add in 1 Pot of Duality and a Book of Moon. Yes, it stops you from Special Summoning but we can use the extra consistency. You may draw the Destiny Draws but no Destiny Heroes. Book of Moon lets you protect as well as have soemthing to battle with if needed without running much Traps (or any at all) since it's a Quick-Play.
-1 Destiny Draw
-1 Miracle Fusion
+1 Pot of Duality
+1 Book of Moon
Run 2 Gishki Shadows and 2 Gishki Visions. Take out 1 Gishki Vision. We run 3 Soul Ogres so they can come up theirselves as well. Even if you draw the Aquamirror with Shadows in your hand, those Shadows don't become dead. You can either use one for the entire Ritual or set one to protect your LP.
-1 Gishki Vision
+1 Gishki Shadow
Now time for the Tour Guides. Say you want to get a Sangan with your Tour Guide to get a 1500 ATK or lower monster like Vision or Shadow. The other Tour Guide becomes dead so it's a good idea to have that back up monster in case. We will take out 1 Salvage since it can become awesomely dead early game if no Visions nor Shadows are in your hand/grave. We'll add in 1 Night Assailant since it can blow monsters up and used for Tour Guide (and it's almost never a dead draw).
-1 Salvage
+1 Night Assailant
This deck runs big monsters, however even bigger monsters can be a problem. As well as any other monsters that may be in the way. We'll take out 1 Mystical Space Typhoon for a Smashing Ground. Monster destruction is always good and 2 Mystical Space Typhoons is enough.
-1 Mystical Space Typhoon
+1 Smashing Ground
Last but not least is 1 Tragoedia. We will keep one in since it can be an Allure target if you want to use a different card in another scenario and it stops OTKs. We will take it out for Enemy Controller which is another battle card so you don't have to run much or any trap cards.
-1 Tragoedia
+1 Enemy Controller
Here is the full edit:
- Monsters: 20
3 Evigishki Soul Ogre
3 Destiny Hero - Plasma
2 Destiny Hero - Diamond Dude
1 Elemental Hero - Stratos
1 Gorz The Emissary of Darkness
1 Dark Armed Dragon
2 Gishki Vision
2 Gishki Shadow
2 Tour Guide from The Underworld
1 Sangan
1 Night Assailant
1 Tragoedia
- Spells: 20
2 Destiny Draw
3 Trade-In
2 Miracle Fusion
2 Mystical Space Typhoon
1 Salvage
1 Gishki Aquamirror
1 Reinforcement of The Army
1 Allure of Darkness
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Book of Moon
1 Enemy Controller
1 Smashing Ground
1 Pot of Duality
Extra Deck: 15
2 Elemental Hero Absolute Zero
1 Elemental Hero Escuridao
1 Maestroke The Symphony Djinn
1 Temtempo The Symphony Djinn
1 Wind-Up Zenmaines
1 Leviair The Sea Dragon
1 Number 17: Leviathan Dragon
1 Number 30: Acid Golem of Destruction
1 Heroic Champion - Excalibur
1 Number 39: Utopia
1 Blade Armor Ninja
1 Hieratic Sun Dragon Overlord of Heliopolis
1 Gaia Dragon The Thunder Charger
1 Number 11: Big Eye
What was kept
Big Eye - Even though it's a situational card, when you get it out it can be extraordinary. It's a forever Change of Heart. You summon Gorz, Reborn another level 7 your opponent might have, go into a Big Eye, get a free monster if your opponent has one. It stays because it's only 1 card in the Extra Deck that can make a difference and it doesn't take up space.
Useful mentions
Treacharous Trap Hole - Since you don't run any Trap Cards, Treacharous helps you greatly more than harm you. Consider running it, it's a mini Raigeki/Torrential/Dark Hole.
Royal Decree - Stopping your opponent's Trap Cards can open them up for attacks. Running no other Traps with it can also help you more than harm you.
I've come to like this deck like I already do Rockstun. Give those useful mentions a try in both decks and see what new combos/strategies you can come up with.
Thanks for reading this Deck Doctor and I hope you enjoyed it. 😉
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