Thursday, September 19, 2013

[Deck Profile] Old School Earth Control

"What? It's been a week since the last update? Seriously? Sigh... Fine... (Grumble grumble)"

Hello and welcome back to Troll Decking, as always, we're happy for every single one of you stopping by!

Since last week we had a Fun Deck and the week before a Rebooted Meta Deck, I've decided to bring you a reboot of an old school deck instead. Back in the good old days with the release of the first banned list ever, we had two types of major meta decks; which were obviously Chaos, and the other being Shift.

Now I'm sure that pretty much everyone who played Yu-Gi-Oh know about Chaos decks, since they've been making a comeback again and again and they will probably keep coming.

As for the "Shift" terminology, I'm sure most of the people had no clue of what I was talking about. Before we head over to this week's review, let's dig into this subject. The origin of Shift Decks was just like Chaos, first showing up with the release of Invasion of Chaos. The prominent Shift deck at that time was the Dark one, which became famous due to Strike Ninja and D.D. Scout Plane. 

A easy way to summarize what a shift deck is could be: Removing cards of the same attribute to gain advantage. In modern days, it feels like many decks use this mechanic to do exactly that, however, the terminology of "Shift" is rarely used nowadays and has probably gone forgotten.

While Chaos Decks mostly played an aggressive Beat Down strategy, Shift Decks relied on stall game and trap control. Shift Decks had a hard time dealing with Chaos Decks the further the game progressed. Chaos Decks players quickly learned how to deal with Shift Decks as back then, Strike Ninja Decks biggest problems was the lack of strong monsters and bad draws. 

Most Dark Shift Decks focused on Dark Machines, so limiter removal became their most lethal weapon, with knowing that however, people often found a way to avoid that card from being used correctly.

Another Shift Deck which woke up attention was Water Shift, which tried to dominate the game through Sinister Serpent, Tribe Infection Virus and Abyss Soldier. This type of Shift Deck maintained its position back then because Abyss Soldier delayed the graveyards of Chaos players from getting filled up. Lekunga, a seemingly weak monster, was surprisingly Water Shift's feared finisher.

Anyways, both Shift Decks had nothing to do with the one I've prepared for this week's review. This week's review will be all about Earth Shift. So, without any further delays, let's head over to the reboot of Earth Shift.

 (Time to Rock n' Roll!!!)

First the Decklist:

1x Dream Clown
3x Fossil Dyna Pachycephalo
3x Giant Rat
3x Gigantes
3x Injection Fairy Lily
2x Key Mouse
1x Grand Mole
1x Super-Nimble Mega Hamster
2x T.G. Striker
1x X-Saber Airbellum

1x Book of Moon
1x Dark Hole
3x Gaia Power
3x Mystical Space Typhoon

1x Bottomless Trap Hole
2x Call of the Haunted
1x Compulsory Evacuation Device
1x Dimensional Prison
2x Fiendish Chain
2x Mirror Force
2x 7-Tools of the Bandit
1x Solemn Warning

Extra Deck:
1x AOJ Catastor
1x Ancient Fairie Dragon
1x Black Rose Dragon
1x Naturia Beast
1x Naturia Barkion
1x Stardust Dragon
1x Abyss Dweller
1x Diamond Dire Wolf
1x Fairy King Albverdich
1x Leviair the Sea Dragon
1x No.20:  Giga-Brilliant
1x No.30: Acid Golem of Destruction
1x No.39: Utopia
1x Steelswarm Roach
1x Wind-Up Zenmaines

First off; this deck requires a lot of  skills to play, since every single move requires a clear mind, some monsters will counter other monsters in this deck and are not meant to be on the field at the same time.

Main Build-Up:
Step 1; Special Summon through Giant Rat:
Giant Rat is an important set-up in this deck. There are plenty of targets in this deck and the target will then deal with the problems laying in front of you.

- Dream Clown: This nasty little brute will get rid of most monsters on your opponent's side of the field by switching it's battle position. The idea of Dream Clown is to get rid of your opponent's monster without the risk of going into battle. This has multiple purposes: A: Your opponent has a strong monster, which you cannot destroy through battle. B: You have a strong back row and that for decide to go into a stall orientated game, using Dream Clown as a taunt. C: You want to perform a rank 3 XYZ Summon and want to make it without getting into "Card Minus".

- Fossil Dyna: This is where the specialization of this deck comes into play. Fossil Dyna prevents special summons, a very strong effect which comes with the price of low stats. You will notice that Fossil Dyna is not just a big help to keep your opponent under control, it will also slow yourself down! This makes Fossil Dyna a really dangerous double edged sword and is suggested to be used with caution. Fossil Dyna is planned as a lock-down against specific decks or situations. Either play it early to slow your opponent down or used in mid-game to ensure victory.

-Key Mouse: Used mainly as a Tuner for Naturia Beast.

-Grand Mole: Grand Mole is best at what it does, enough said.

- T.G. Striker: Used as a Tuner for Naturia Barkion/Beast or others.

- Injection Fairy Lily: Game Breaker, unexpected monster and secret weapon against modern decks. Not really sure how well she does in modern days, but you can be sure your opponent will be wasting cards to get rid of her.

Step 2:
Gain Control of the field:
It is a difficult task to win a game with any control deck if there wasn't any sorts of control domination of the field.

This is the part where it becomes really difficult to explain this deck properly.

Half responsible of this job are the trap cards of this deck. Most of them are traps to get rid of monsters, it is up to the player to decide which ones are best used for which situations as well as when they activate it.

The other half is the responsibility of the monsters which are supported through Gaia Power.

Step 3:
Specialist Units:

Dyna Fossil: Mentioned before, this one is a hot one. Try to keep Dyna Fossil alive with Gaia Power or Trap Cards.

Gigantes: The Shift unit of this deck. Usually you want to Special summon a monster as soon you can but in case of Gigantes, you mustn't do that!
Gigantes is considered a Specialist unit in this deck. It has three possible purposes. A: Beat down unit to finish a game. B: A Spell/Trap Kamikaze unit which forces your opponent to get rid off their cards one way or the other. C: A special summon catalyst for XYZ or Synchro.

One thing has to be said about traditional shift decks; they are for people who enjoy being beaten up before they can come back with a surprise and humiliate their opponents simply by the fact of being beaten by something which seems to be obviously inferior. 
In short, this is my kind of decks, I've always played Shift Decks, Control Decks and I've always come to enjoy them the most. If you happen to be that kind of a player then why not giving this old-school control deck a try? If you are a newer player than this is certainly a good opportunity in seeing how Yu-Gi-Oh decks used to gain control before the days of pre-constructed theme decks.

-Kamishima Kimika

1 comment:

  1. a question: is steelswarm roach really neccessary at this meta game? did you think about photon butterfly, gagaga cowboy or no.50?
    I'm looking forward for next reviews ^^