Hey, everyone! My name is Austin, and I’m a Yugioh player living in the no-man’s-land of New Mexico. Not very often do we get large events locally – I don’t even think New Mexico has had a regionals since I picked Yugioh back up – But our local scene takes every opportunity we get to travel to events. I’ve been to YCS Kansas City, YCS Long Beach, and YCS Samurai (Dallas 2011). Although I’ve never topped, I’ve always performed well at these events, and at YCS Long Beach I ended up playing Ninjas and making it pretty far into Swiss when I had to leave early because my flights were messed up and I still had to attend school.
However, we’re not here to talk about my credentials, we’re here to talk about Billy’s build of Rock Stun and Joe’s build of Gishki Turbo!
Here’s the current list of 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 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
Monsters:
All right, let’s start off with the monsters. Billy’s line up of 3 of each Koa’ki rock is pretty standard in most Rock Stun builds. Most people looking to make Rock Stun work has to be familiar with the Koa’ki trio and their strengths and weaknesses. Having attempted Rock Stun before the release of Koa’ki Meiru Wall, I’m pretty familiar with the deck and what it can and can’t do well. The rock Koa’kis, by themselves, typically end up being one for ones at best. The idea behind this deck is to increase the effectiveness of your cards by “minusing”(decreasing your opponents’ advantage in amount of cards/field presence) your opponent.
However, the main thing that has changed since then is the addition of a great new card: Block Golem. Block Golem is a 3 star EARTH Rock Monster with 1000 ATK and 1500 DEF, but that’s not what matters. What matters is its effect: “If all the monsters in your Graveyard are EARTH: You can Tribute this card to target 2 Level 4 or lower Rock-Type monsters in your Graveyard, except "Block Golem"; Special Summon those targets, but their effects that activate on the field cannot be activated this turn.” That’s some pretty cool stuff! One card for two 1900 monsters that can negate opponent’s cards? Sounds good to me. 3 of this card may be a little heavy without any card that can fuel your graveyard, but Brake fixes that with two copies of Card Trooper, so I would go ahead and leave Golem at 3. (Plus, he’s a rock which is needed to keep the Koa’kis alive during your end phase.)
Being a frog player, Fossil Dyna is often a problem I run into a lot. In fact, Fossil Dyna is now the main reason I main 2 Creature Swaps in most of my frog builds. Fossil Dyna is a 4 Star EARTH Rock-Type Monster with 1200/1300 stats who prevents both players from Special Summoning, and, when flipped face up, destroys all Special Summoned monsters. A pretty devastating card, huh? In a deck like Rock Stun that doesn’t often find itself Special Summoning a lot, Dyna can be a force to be reckoned with. One thing about Dyna in this build, however, is the fact that Dyna can conflict with most Golem plays. Having a Dyna on the field and wanting to do a Golem play can put you in a pretty difficult position. However, most decks like Wind-Ups do not have an answer for a Face-up Dyna outside of a power card like Dark Hole, and often enough they will be forced to summon a shark/snoww/hero and conduct their battle phase before being able to play too many other monsters. Dyna can force your opponent to use resources they may need later in the game to deal with your 1900 beaters just to kill your Dyna, and for this reason, I would leave Dyna at 2.
Neo-Spacian Grand Mole, for those not familiar with it, is a 3-star 900/900 staple Rock Earth monster in this deck. His effect bounces both himself and the monster being attacked by / attacking him at the start of damage. He’s extremely good and is an answer for Shien, Zenmaines, Shining, Gachi, and other boss monsters you may run into.
Now for the non-Rock monsters:
Card Trooper is a card I never really considered in Rock Stun, because being a Machine didn’t make him all too useful and Rocks never needed to mill before. However, with the addition of Block Golem, Trooper fuels your grave for the Golem plays and allows you to draw when he is destroyed. Also, Call of the Haunted being played in this deck can set up a strong play if you noticed you milled a Koa’ki. Card Trooper is needed in this deck, and I would definitely leave him at 2.
Everyone’s favorite bug: Maxx “C.” At first glance, Maxx “C” is an extremely powerful card as it can shut your opponent off for a turn in fear of them giving you too many cards. That being said, though, if your opponent realizes you’re playing Rock Stun and has a game winning hand of Dragonfly/Hornet/Sektkaliber, why would they care if you draw 34 more cards? Rock Stun with Golem does not play Gorz, Trag, Veiler, or any other cards that can prove problematic for game-winning pushes that most decks can make early game. While Maxx “C” on a basic level would stop a player from going off, it wouldn’t stop a player who knows what you’re playing and more or less what your main deck consists of. For this reason, I would cut Maxx “C” to 0 and instead play a single copy of:
Card-Car D! Card-Car is a 2-Star EARTH Machine that allows you to tribute him to draw two cards during your Main Phase 1. He cannot be special summoned, and using his effect does end your turn, but unlike Maxx “C” Card-Car is a guaranteed two cards in your hand. Although it does use up your precious normal summon, you do play 2 call of the haunted which can pull you a Block Golem that can grab you two Koa’kis your next turn, then you use Card-Car effect and you end up with a solid protective field and a good night’s rest knowing you just +2’d. Additionally, let’s say for some reason you have a Koa’ki play but no Rocks in your hand to keep them alive. Card-Car gives you two cards to hope you can get a rock to keep your monster alive, where as Maxx “C” would leave the poor guy stranded in the dust. Why just one, you ask?
Because of a long forgotten card since Dark World’s prevalence: Morphing Jar! A two star EARTH Rock with 700 atk and 500 def that when flips causes both players to discard their hand and draw five cards. This card is highly controversial in that Morphing Jar’ing a Dark World playing opponent pretty much could end the game. This factor forces you to consider a lot of other variables and play Jar more cautiously. Game 1 Turn 1, for example, you do NOT want to set it in event they are playing dark worlds and summon Trance Archfiend/Raven and smack it. However, once you recognize your opponent’s deck, it becomes pretty easy to just not set the jar and keep it in your hand so you can reveal it to keep your Koa’ki’s live. Additionally, any Koa’ki you discard can be used for a Golem play later down the line.
Changes:
-2 Maxx “C”
+1 CardCar D
+1 Morphing Jar
Spells:
In a trap heavy deck, Heavy Storm isn’t a very good card to have. Because of this, single spell and trap removal is needed. Mystical Space Typhoon at 3 is pretty good at doing that, and for that reason I would just leave it that way. Against a deck that doesn’t play many Spell or Traps can leave them dead in your hand, though, but that just makes siding out 3 cards easier ;D
Soul Taker is a great card. It’s an answer for a lot of boss monsters whose effect miss timing when you use it. However, in a deck where you don’t really make large pushes, your object is to pick away at your opponent’s life points gradually, and I feel that Soul Taker is Counter-Intuitive in that it makes your object more difficult. Because of this, I would just cut Soul Taker all together.
Pot of Duality is a staple in this deck. In fact, so much of one I’m not going to go into detail about it, other than to say it sets up plays for next turn and can tutor a rock into your hand when you need it.
Stealing souls is fun, and Orichaclos is pretty good at doing that. However, since it is literally never played, people often forget Rocks have their own attack boosting field spell that doesn’t limit your extra deck and destroy your monsters: Gaia Power. Gaia Power has the 500 attack boost and can be activated whenever you want, with the only draw back that it decreases your rock monster’s defense by 400. In this deck, though, you’ll hardly ever see that come into play. For the sake of having 2400 beaters that can negate, I would cut Seal and replace it with 3 copies of Gaia Power.
Monster Reborn/Dark Hole: Power cards, pretty much go in any deck. Heavy storm is absent of the yugioh trio because of the large trap line up you have in this deck.
Changes:
-2 Soul Taker
-1 SoO
+3 Gaia
Traps:
I’m gonna go ahead and fast forward through the pretty obvious decisions here(Dimensional Prison, Judgement, Warning, Bottomless) and move on do what I feel needs to be changed/gone over.
Call of The Haunted is pretty interesting, and even before Block Golem I ran this card and two copies of Core Reinforcement because Call of the Haunted was at one. With Card Trooper’s mills and Call being able to bring out Golem, Call of the Haunted is a pretty good addition to the deck. It allows a lot of monsters to be played at once and pretty much speaks for itself. Two is a good amount, also, because 3 just seems like a bit two much and if you play it at one is it worth playing at all?
Torrential Tribute is great. Words can’t describe how much I love this card. But, in a deck where any one monster is supposed to stop your opponent entirely, is Torrential worth being ran? It may clear your opponent’s field, but at the same time you could lose one of your monsters which at any time could be a devastating loss. So, because of that factor, I would cut Torrential to 0.
Starlight Road is one of my favorite cards ever. The card looks so pretty as a secret rare. I play it in any non-frog deck I build because of its art. It also has a pretty neat effect, too! Stopping any mass destruction card and gets you a Stardust? Pretty cool, I think. But you have to consider the Stardust it does bring out: Stardust is not an Earth, so if Stardust dies your Golem is no longer usable. “But you can always just not summon the Stardust!” I’m not even going to address that, because if you’re not going to play the Stardust, why even play Road? There are much better cards.
Like Huge Revolution Is Over, for example. It does the same thing as Road only except it’s a counter trap and it’s cards on the field; not cards you control. It also removes the card whose effect is being activated, so if it’s Black Rose or Gyzarus it would get removed. It does not, however, get you a Stardust. I would play one copy of this.
I also would play one copy of Dark Bribe, simply because if you run into an instance where you face a situation where you need to stop a spell or trap but it’s not destroying everything/worth half your life points or if you have the wrong Koa’ki on the field/they just Judgement’d something you needed, Dark Bribe completes the circle of being able to put a stop to your opponent.
Also, I would play two copies of Compulsory Evacuation Device, simply to assist in dealing with Maestroke/Zenmaines/Gachi, since their saving effects are not triggers and do not activate, so your Koa’kis cannot destroy them. Plus, with priority gone, this card stops many cards from being able to go off.
Changes:
-2 Torrential
-1 Starlight Road
+1 Huge Revolution Is Over
+1 Dark Bribe
+2 Compulsory
Main Deck Total: 41 w/ Changes
Extra Deck:
I feel Brake did a good job designing this. Keeping the extra deck Earth with the exception of Stardust and Temptempo was not only smart but needed.
However, with Road gone, is Stardust needed? We can replace Stardust with the upcoming generic Rank 4 XYZ. Gagaga Gunman, a pretty good card that ends games without reason.
Along side Stardust, the odd one out in this extra is Temptempo: While being good at dealing with Zenmaines and other related XYZs, he is not an earth. If you’re going to risk having a non-Earth monster in your extra, I would replace it with something that can buy you time(since you clearly need it going into him), which is Maestroke, a Rank 4 Dark XYZ that can save itself and has 2100 def and 1800 atk.
As for having synchros, in the event Brake reborns a Kagemusha or any other random earth tuner, he needs to be able to have access to those naturia synchros. It’s better to have them and not need it, then not have them and need it.
Changes:
-1 Stardust
-1 Temptempo
+1 Maestroke
+1 Gagaga Gunman
Now For The Build!
Joe’s Gishki Turbo deck
Monsters:
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:
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:
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
What the deck is trying to do:
Unlike the other deck discussion, I’m not going to break down each individual card but rather the plays this deck can make, because I feel that this is far more relevant in this case. Destiny Heroes, since their release, have been a fast archetype, even with the banning of Disk Commander. Destiny Draw at three can make for a lot of drawing. However, D-Heroes by themselves do not make for a very good deck. Joe’s idea of combining Gishki’s, a deck that can explode with the right cards, is very unique and should work. However, Gishki’s tend to revolve around picking away at your opponent’s hand. Soul Orge is not a very good card for doing this. Instead of three copies of Soul Ogre, I would play a Gustkraken and a Mind Augus. Both of these monsters are level 6’s, and are more useful outside of pure Gishki than Mind Orge. Since I’m cutting the amount of Ritual monsters by one, I feel I should also cut the tutor by 1. Additionally, I feel one ritual spell is too little for Gishki’s. I would want 2 Aqua Mirror and 1 Forbidden Art, and since I’m increasing the amount of Ritual Spells, I want to increase the amount of tutors for them from 1 to 2, and add 1 Gishki Shadow. Additionally, I would cut Salvage completely out of the picture. With only 4 targets, I don’t see Salvage doing much. In its place, I would want to play a Pot of Avarice and a Treacherous Trap Hole.
Alterations to the Gishki Aspect of the Deck:
-3 Soul Ogre
-2 Salvage
-1 Gishki Vision
+1 Gishki Shadow
+1 Kraken
+1 Augus
+1 Pot of Avarice
+1 Treacherous Trap Hole
The Destiny Hero Aspect:
I went ahead and cut this off from the Gishki section because this part of the deck is everywhere but where it needs to be. It’s got about four parts right: Diamond Dude, D-Draw, Miracle Fusion, and Stratos. I want to start off by saying that the Trade-In idea with Ogre and Plasma both at 3 is cute, but unrealistic in that there’s so much better the deck can be doing. Because of this, I want to cut plasma and trade in completely. In place, I would like 2 copies of D-Hero Malicious and D-Hero Dasher, and to also increase Diamond Dude to 3. With this line up, the other dark monsters such as Trag, Tour Guide, Gorz, and Dark Armed became a lot more active than with Plasma. In addition, since we swapped the level 8 rituals for level 6 ones, Dasher and Mali can be used as the whole tribute for the monsters. Additionally, I feel that Miracle Fusion at 3 is a bit much.
Changes to the D-Hero Aspect:
-3 Plasma
-3 Trade in
-1 Miracle Fusion
+1 Diamond Dude
+2 Malicious
+1 Dasher
The Extra Deck:
Quite frankly, I do not know what is going on here. There are three copies of Miracle Fusion in the main deck, and no Hero fusions in the Extra deck. In addition, I noticed he put a copy of Grenosaurus in the deck! I mean really, there are a lot better cards that Grenosaurus. And while we’re on the topic of random rank 3 xyzs, what is Melomelody doing there, too? And Big Eye? There aren’t even Level 7s in the deck! They have to go. Without question. Also, since the level 8 monsters have been eradicated, I feel we should take out the Heiratic Xyz. In the place of what we’ve removed, I think a Photon Strike Bounzer and two Absolute Zeroes are needed. If I’m right, though, we just removed 4 extra deck cards and added 3, so we still have room for one more. I say Utopia Ray, because I want to add a mind control to the main deck.
Changes to Extra:
-1 Grenosaurus
-1 Melomelody
-1 Big Eye
-1 Heiratic XYZ that has a really long name that I’m too lazy to type
+2 Absolute Zero
+1 Bounzer
+1 Utopia Ray
Other Changes:
After all these changes, there are only 37 cards in the deck. In a deck that does not play traps, hand traps are pretty much always a staple. Either veiler or Maxx “c” needs to find a place in the main. To fill this 3 card void, I want to add a Mind Control and two copies of Maxx “c”
Additions to make deck 40 Cards:
+1 Mind Control
+2 Maxx “c”
tl;dr
Changes to Brake’s deck:
-2 Maxx “C”
+1 CardCar D
+1 Morphing Jar
-2 Soul Taker
-1 SoO
+3 Gaia
-2 Torrential
-1 Starlight Road
+1 Huge Revolution Is Over
+1 Dark Bribe
+2 Compulsory
Main Deck Total: 41 w/ Changes
-
Changes to Joe’s Gishki Turbo Deck
Alterations to the Gishki Aspect of the Deck:
-3 Soul Ogre
-2 Salvage
-1 Gishki Vision
+1 Gishki Shadow
+1 Kraken
+1 Augus
+1 Pot of Avarice
+1 Treacherous Trap Hole
Changes to the D-Hero Aspect:
-3 Plasma
-3 Trade in
-1 Miracle Fusion
+1 Diamond Dude
+2 Malicious
+1 Dasher
Changes to Extra:
-1 Grenosaurus
-1 Melomelody
-1 Big Eye
-1 Heiratic XYZ that has a really long name that I’m too lazy to type
+2 Absolute Zero
+1 Bounzer
+1 Utopia Ray
Additions to make deck 40 Cards:
+1 Mind Control
+2 Maxx “c”
-Austin Baesler
DN: NearNayum.avi
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