Evilswarm Now & Later George Weber Top 32 YCS NJ

george webberWhat's going on Yu-Gi-Oh! fans, for all of you who don't know me I'm George Weber: I'm one of the two Evilswarm players to top 32 YCS NJ. First of all I would like to say I'm loving the feed back I'm getting from the community so thank you very much! I've been reading everybody's comments and all the videos! This article is going to explain in depth some of the questions people have been asking about my deck that I've seen on Youtube and Facebook. For those of you who have not seen my decklist this is it:
Monsters: 17
2 [ccProd]Rescue Rabbit[/ccProd]
2 [ccProd]Tour Guide From The Underworld[/ccProd]
3 [ccProd]Evilswarm Castor[/ccProd]
3 [ccProd]Evilswarm Thunderbird[/ccProd]
3 [ccProd]Evilswarm Heliotrope[/ccProd]
2 [ccProd]Evilswarm Mandragora[/ccProd]
2 [ccProd]D.D. Warrior Lady[/ccProd]
Spells: 10
3 [ccProd]Forbidden Dress[/ccProd]
3 [ccProd]Infestation Pandemic[/ccProd]
1 [ccProd]Dark Hole[/ccProd]
1 [ccProd]Monster Reborn[/ccProd]
1 [ccProd]Heavy Storm[/ccProd]
1 [ccProd]Reinforcement of the Army[/ccProd]
Traps: 14
2 [ccProd]Torrential Tribute[/ccProd]
2 [ccProd]Dimensional Prison[/ccProd]
2 [ccProd]Mirror Force[/ccProd]
2 [ccProd]Fiendish Chain[/ccProd]
2 [ccProd]Bottomless Trap Hole[/ccProd]
2 [ccProd]Dark Illusion[/ccProd]
1 [ccProd]Solemn Warning[/ccProd]
1 [ccProd]Solemn Judgment[/ccProd]
Side: 15
1 [ccProd]Fiendish Chain[/ccProd]
2 [ccProd]Overworked[/ccProd]
2 [ccProd]Gozen Match[/ccProd]
2 [ccProd]Effect Veiler[/ccProd]
2 [ccProd]Mind Crush[/ccProd]
3 [ccProd]Dimensional Fissure[/ccProd]
2 [ccProd]Mystical Space Typhoon[/ccProd]
1 [ccProd]Spell Shattering Arrow[/ccProd]
Extra: 15
1 [ccProd]Evilswarm Bahamut[/ccProd]
1 [ccProd]Evilswarm Ouroboros[/ccProd]
2 [ccProd]Evilswarm Ophion[/ccProd]
1 [ccProd]Number 16: Shock Master[/ccProd]
1 [ccProd]Gagaga Cowbow[/ccProd]
1 [ccProd]Maestroke the Symphon Djinn[/ccProd]
1 [ccProd]Temtempo the Percussion Djinn[/ccProd]
1 [ccProd]Number 17: Leviathan Dragon[/ccProd]
1 [ccProd]Lavalval Chain[/ccProd]
1 [ccProd]Wind-Up Zenmaines[/ccProd]
1 [ccProd]Abyss Dweller[/ccProd]
1 [ccProd]Leviair the Sea Dragon[/ccProd]
1 [ccProd]Number 50: Blackship of Corn[/ccProd]
1 [ccProd]Number 39: Utopia[/ccProd]
d.d. warrior lady-Why [ccProd]D.D. Warrior Lady[/ccProd]?
[ccProd]D.D. Warrior Lady[/ccProd] was the best choice for me going into this tournament over the [ccProd]Sabersaurus[/ccProd] build simply because the deck needed more removal. Have you ever been in a situation where you needed to make a zenmaines and smash your zenmaines into an opponents monster just to kill it? I know I have: a lot. So I thought to myself: Is there a way I could do this in the main deck without wasting the Tour Guide? And my answer was [ccProd]D.D. Warrior Lady[/ccProd]. The more I began to test her the better she became. Her ability to smash into any monster and banish it is huge. Not only does it get over walls like spirit reaper, zenmaines, and gachi gachi: it dealt with large attack monsters without me having to waste dress. Because realistically the opponent is going to try to overpower your Ophion: it's the easiest answer. Then her banish effect becomes even stronger against Water. Under Ophion the most common play for water is to set a abysslynde or sphere, have Ophion attack it, then grab Abysspike and discard heavy infantry in a step of the battle where I cannot dress Ophion. And I wanted no part of that, D.D. Warrior Lady can just simply banish the abysslynde so she just doesn't resolve. That way I can save my strong spell and trap answers for more threatening plays. She works in any match up though: able to take out any strong boss monster the meta is able to throw at you: BLS, Laggia, Grapha, even mirror matched Ophions!
Dark Illusion-Why [ccProd]Dark Illusion[/ccProd] over [ccProd]Safe Zone[/ccProd]?
For a few reasons. [ccProd]Dark Illusion[/ccProd] is a counter trap: so it can be played at any time: even when dress cant. Plus my big problem with [ccProd]Safe Zone[/ccProd] was that your monster cannot attack directly. The deck is designed to make a Ophion or other strong xyz and protect it and poke them down until they lose. If my Ophion cannot attack directly I will eventually lose the game for the simple fact that I wont be able to get any damage in which gives the opponent more time to draw outs.  Another reason is the [ccProd]Dark Illusion[/ccProd] destroys! If my opponent summons a monster to try to get rid of Ophion threw its effect, not only will I keep Ophion, they lose their monster! Good examples are [ccProd]Ally of Justice Duradark[/ccProd], [ccProd]Brotherhood of the Firefist - Bear[/ccProd], [ccProd]Constellar Pleiades[/ccProd], and any other effect monster tech people have been using. My final reasoning on [ccProd]Dark Illusion[/ccProd] over [ccProd]Safe Zone[/ccProd] is the mirror match! [ccProd]Dark Illusion[/ccProd] is negate the effect of a spell, trap, or monster effect that targets ANY face up dark on the field! So if my opponent tried to target their own monster with something like lance or dress, I could [ccProd]Dark Illusion[/ccProd] it to make sure it didn't happen!
Tour Guide-Why [ccProd]Tour Guide from the Underworld[/ccProd]?
It's a good instant rank 3 that can get me out of a tight spot. I can make a wall (zenmaines), beatstick (leviathan), Xyz monster answer (temtempo), or the big reason: Leviair. Leviair can revive [ccProd]D.D. Warrior Lady[/ccProd] so I can keep making plays with her! But obviously this isn't the only reason. What people seem to forget is the opponent. How many players in this even ran rabbit? Almost every Dino Rabbit, Fire fist, and Evilswarm player! So oh darn: they opened Rabbit and I didn't. But: I run Tour Guide! So to counter their first turn Rabbit, i'll go ahead and make a Leviair and use their Rabbit to make plays! It's not all about what your using in your deck, you have to consider what your opponent uses as well! My final reasoning was bottomless trap hole. I can't tell you have many times one of my Evilswarms got bottomless trap holed in an attempt to make Ophion. The ability to revive some of my Evilswarms after getting banished to a Bottomless is huge: especially with the large backrow i run: generally I'm able to protect Leviair to get a second revive the next turn to Xyz summon!
-Why only 2 Mandragora?
Well it's only good when going second. 1 isn't enough and 3 clogs the hand. It's the conclusion I came to after testing
forbidden dress-Why 3 [ccProd]Forbidden Dress[/ccProd]?
It's another way to protect my monsters from destruction. It also acts in very close relation as a lance: good for getting over large attack monsters. With dress Ophion can attack over anything that is 3050 or less which is great in a format where the highest attack boss monsters cap out at 3000! At 2 dress I feel like I don't draw it enough. It's just one of those cards that I want to open every game
-Why [ccProd]Lavalval Chain[/ccProd]?
To my suprise this was coming up a lot: people not understanding why I used [ccProd]Lavalval chain[/ccProd] in the slightest. To me this is a lack of understanding in the true potential a card has. My deck is built to make 1 Xyz play and protect the monster with my backrow. Well what if I ran into a match up where I need to rush damage and get board presence ASAP like an exodia deck (which I actually played round 8). Well the rank 4 you go for is [ccProd]Lavalval chain[/ccProd] and you always put [ccProd]Rescue Rabbit[/ccProd] to the top! Another reason is if you open a Heliotrope and you have enough backrow to survive into the next turn. Your going to want to make [ccProd]Lavalval Chain[/ccProd] to put [ccProd]Rescue Rabbit[/ccProd] to the top because if you end up drawing another Heliotrope you now have 2 dead rabbits in deck and you don't want that happening.
Spell Shattering Arrow-[ccProd]Spell Shattering Arrow[/ccProd] in the side deck? wut?
Yupp. When I was reading people's comments they got the basic jist of this card but really don't see how good it really is. I would of ran 2 of I got another one in time. Against Fire Fist you can chain it to Tenki so they don't search and they take damage. The big thing about this was that if it's later game this card will clear out any other Fire Formations they may of previously played dealing up to a possible 1500+ damage which is actually a lot! The card is able to clear out Tensu's and keep a Tenki search from going off in the same play. Messanger of peace is also a common side deck against Evilswarm, so it put work in there too. Finally the card is strong against Prophecy! Being able to clear out Towers and Star Hall is great! and even better: Tower and Star Hall miss timing on their effects from spell shattering arrow because the last thing to happen is the 500 points of damage!
So how is this all going to change when Evilswarm Kerykeion becomes legal? Well, I'm going to have to do some testing: but as far as I can see [ccProd]D.D. Warrior Lady[/ccProd] will unfortunately be dropped with a [ccProd]forbidden dress[/ccProd]. [ccProd]Lavalval Chain[/ccProd] needs to stay in case I need to dump an extra Evilswarm for Kerykeion's effect and Tour Guide will stay to revive the banished Evilswarms from Kerkeion's effect as well. Other than that: I really don't think this deck needs much tweaking.
So thank you all so much for reading and giving me so much support! I felt like the least I could do in return is hand you some of the knowledge I have to you, because after all: Yu-Gi-Oh is a learning experience with the best teachers being fellow players! And even though I'm a no name first-time topper I hope you all got something out of this article or atleast got a better understanding of why I ran what so you can see it's not all random! Keep Dueling and "Play Hard or Go Home!"

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