Welcome back once again! Today I want to show everyone a new concept I have stumbled upon that I feel taps into the power of Royal Oppression. Its really a simple trick, and one I have been testing with lately and have found I really like. I first came to this conclusion by realizing, "what can your opponent really do to you if they aren't special summoning?". Every powerful play in the game has to do with an explosion of Special Summons and a swing in card advantage or life points as a result. The answer: I believe is Black Horn of Heaven.
Similar to how Royal Oppression was good against decks that Special Summoned a lot, this card serves a similar purpose. Every one of the top decks best plays are performed through Special Summons; Rescue Rabbit, Agents, Plants and Chaos. Sure it isn't reusable like Oppression was, but really, its the best trap that we have to put in its place aside from Solemn Warning and Solemn Judgment. It serves the same function that Oppression did, and it really deserves to see play.
Now I would like to show y'all my deck list, but I would like to mention to take this list with a grain of salt because it is very rough and needs to be refined.
3 Maxx "C"
Extra Deck: 15
Now with the deck list fresh in everyones heads, let me clear a few things up. I feel the deck needs to run another copy of Dimensional Prison, possibly Enemy Controller, and the 1 copy of Fiendish Chain is up for debate. I feel you need another copy of Dimensional Prison or something similar in the form of spot removal because this deck acts very preemptively and things can go bad really fast if your opponent busts out a lot of big monsters on turn one and your stuck with a bunch of negation cards. What you put in and take out is really up to you and should be up to the individual based on their personal preferences. I utilize 2 Starlight Road in the main deck just because I want to be able to pop off with this deck and set up a overwhelming field of monsters backed up by Starlight Road to protect against Heavy Storm and Dark Hole, and also protect your Black Horn of Heaven to stop your opponents Special Summons. Now this is very debatable because you could simply not use Starlight Road or even drop it to 1 and whenever you explode with this deck make a Stardust Dragon to serve the same function that Starlight Road would. This is a very viable option, but I prefer to be able to make the best possible play and then have it backed up by Starlight Road for insurance in the case something goes awry.
How to play the deck:
In the most simple and plain way I can explain this; you play it like you would any other plant deck, except at times if you have a potential set up you can make a game shot that is backed up by Warning/Black Horn(s). The reason I really enjoy this deck is because it has the ability to push the opponent and come out of almost any situation. The latter is the reason why Plants are the best deck. No other top deck currently has the ability to make multiple different plays with the same 2-3 cards. That is the real power of plants, having flexibility and consistency combined. For example, Monster Reborn and Lonefire Blossom can lead to a variety of plays, and all of those potential plays stem from 2 cards. This is unseen in any of the other top decks. An example of this is in Agents. Say your an Agent player and you have Monster Reborn and Master Hyperion(or almost any card in the deck). Well in this situation, your Monster Reborn and Master Hyperion are a Monster Reborn and a Master Hyperion no matter how you look at it. Look back to the Monster Reborn and Lonefire Blossom example I showed earlier in the Plants deck, and those two cards can lead to 2-5(or more) different plays and each play can be even more devastating than the last depending on the situation. The power to decide which of those plays will be the best really makes Plants shine and undoubtedly is why Plants remains a top pick for almost every Pro in the game and why the odds were much better in a format like this for Billy to win back to back YCS Championships. This can be a very skill intensive format, and Plants really allow the Plant Player to grow and make the best of each situation given they know what they are going.
My idea is to take Plants to that next level and make them much less vulnerable to opposing explosive plays. This allows you to control the game and put your opponent in whatever position you would like them in. I think that Black Horn of Heaven takes Plants to a new level of control and that is something that any player looking to win should not pass up on.
Like I said earlier in the Article, this is only a rough draft of a greater picture, and this deck definitely needs some refining. The idea has been presented and I will only continue to work on this and make it stronger. Will you do the same? Black Horn of Heaven can be applied to many decks, so give it a try in pretty much anything and see where it takes you!
Until next time, remember to Play Hard or Go Home! (Leave your comments below, I want to see what y'all think!)