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Deck Building Guide - Clown Control *Updated*


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This is an article showing to those who like experimenting and playing with more fun-orientated decks that there is a deck-type you can use.

This article will show the pros and cons of running Clown Control, along with hints and tips relating on the play-style of Clown Control against various meta decks like Infernities, Blackwings, Gladiator Beasts etc…

This article will also include some hints and tips about some of the cards you can use from the next set of Yu-Gi-Oh! Cards (Duelist Revolution) which is being released into the TCG soon.

 

Ok, firstly, we’ll start by analyzing the basic monster, spell and trap line up of your standard Clown Control decks and a few of the more tech based cards that can be used. Along with a sample deck list of a basic Clown Control variant.

[spoiler=Monsters]

 

[spoiler=Dream Clown]

Level 3/ EARTH/ 1200 ATK

He’s the main control component of any Clown deck, when the changes from attack to defense position, you can destroy 1 monster your opponent controls. Not too shabby huh?

Generally, he’s your main source of monster removal and main target for searches. Usually quite difficult to tame due to the amount of support you’ll provide to him.

Run 3 at all times

 

[spoiler=Blade Rabbit]

Level 2/ EARTH/ 400 ATK

The second form of monster removal available to you in monster form. Basically a weaker Dream Clown, this little rabbit packs just as much bit. Easily allows you to clear your opponent’s field for your other monsters. Although he’s just as useful as Dream Clown, being too heavy on monster removal isn’t really advisable.

Run 2-3

 

[spoiler=Elemental Hero Wildheart]

Level 4/ EARTH/ 1500 ATK

More of an interesting tech card, rather than a control element. Wildheart’s immunity to traps is what makes him quite useful. Usually used while a Gravity Bind is face-up, this allows him to attack, while stronger monsters cannot. Often used in conjunction with Dream Clown or Blade Rabbit in order to get continuous streams of direct attacks. Was far more useful when Gravity Bind was at 2.

Run 0-2

 

[spoiler=Elemental Hero Stratos]

Level 4 / WIND/ 1800 ATK

Simply used as a search engine for Wildheart. Outside of that, he doesn’t have much other use. Only use if Elemental Hero Wildheart is used, and only if at least 2 are used.

Run 0-1

 

[spoiler=Giant Rat]

Level 4 / EARTH/ 1400 ATK

The general recruiter for the deck. Rat is useful for bringing out the main destruction in your deck, namely Blade Rabbit and Dream Clown, but can also bring out Wildheart in a pinch. Although it might seem useful, generally, you’ll have some form of protection meaning Giant Rat won’t be attacked to often.

Run 0-2

 

[spoiler=Swarm of Locusts]

Level 3 / EARTH/ 1000 ATK

A continuous source of Spell and Trap removal. The constant ability to constantly activate its effect is quite useful, especially when some kind of protection is available. However, due to the limitation of Level Limit – Area B and Gravity Bind, this card’s use has fallen. It’s tech worthy but often not needed.

Run 0-1

 

[spoiler=Swarm of Scarabs]

Level 3/ EARTH/ 500 ATK

Another form of monster removal, this one often gets overlooked because of its tendency to be a bit slow. Also, due to the already mass amount monster removal that this deck already runs, Swarm of Scarabs generally isn’t required.

Run 0

 

[spoiler=Raiza the Storm Monarch]

Level 6/ WIND/ 2400 ATK

Raiza provides a different kind of removal. The ability to “spin” (returning cards to the top of a player’s deck) is useful in a deck that relies on control. Although this kind of control might seem to be brilliant, a player much exercise caution in summoning this as a chainable trap always waits in the rear, Bottomless being the major favourite.

Run 0 OR 2

 

[spoiler=Sangan]

Level 3/ DARK/ 1000 ATK

Sangan is a very versatile card in Clown Control. Mainly for it’s ability to search practically any monster card in the deck. Should be run in any Clown Control variant.

Run 1

 

[spoiler=AD Changer]

Level 1/ LIGHT/ 0 ATK

AD Changer is an interesting card. Its ability to remove itself from your Graveyard to change the battle position of a monster is quite powerful. Considering the fact that Dream Clown and Blade Rabbit can heavily rely on this in order to fully abuse the extent of their effects. Although only usable during a Main Phase, it’s definitely a worthwhile card.

Run 1-3

 

 

 

 

 

[spoiler=Ryko, Lightsworn Hunter]

Level 2/ LIGHT/ 200 ATK

An interesting monster that provides removal of any kind and is quite easy to use and abuse. However, the deck doesn’t heavily rely on the Graveyard, meaning the mill can be more detrimental that helpful. Should be only be used if using cards, such as AD Changer, which rely on being Graveyard bound are being used.

Run 0-2

 

[spoiler=Card Trooper]

Level 3/ EARTH/ 400 ATK

A personal favourite of mine. This card is simply too good in Clown Control, although the mill can be troublesome, it’s simply too good to overlook. It gets around your entire high-level stall and offers a bonus when it’s destroyed. Although there are no real good milling targets, with the availability of AD Changer in the near future, this can be considered.

Run 0-1

 

 

That concludes the basic lineup on Monsters that a standard Clown Control deck would utilize.

Our Monster line-up is:

 

Monsters: 16

3 Dream Clown

2 Blade Rabbit

2 AD Changer

2 Giant Rat

2 Elemental Hero Wildheart

1 Elemental Hero Stratos

1 Sangan

1 Ryko, Lightsworn Hunter

1 Card Trooper

1 Swarm of Locusts

 

 

 

 

Next on the list is the general Spell line-up that a Clown Control deck utilizes. The Spell line-up is very important as each Spell Card gives the deck a new out of advantage which can be used.

[spoiler=Spells]

[spoiler=Stumbling]

Continuous Spell

One of the most, if not, the MOST important Spell in Clown Control. This is where a major aspect of the control comes into play. When a monster is summoned, it will switch to Defense. Meaning, that this plus a Dream Clown equals instant monster destruction. As well as slowing down the overall speed of the game, this card plays a major role in Clown Control.

Run 3

 

[spoiler=Nightmare Steelcage]

Normal Spell

Another useful Spell, this prohibiting all forms of attacking for 2 turns. This allows for the set-up of your field so you can assume control when required. Always worth running for the stall factor it can provide.

Run 2-3

 

[spoiler=Wave Motion Cannon]

Continuous Spell

A secondary win condition that can be associated with Clown Control. While you maintain your field presence through Dream Clown and Stumbling, this little card will slowly accumulate enough turns to inflict major damage to your opponent. Should be mained due to its overall usefulness.

Run 2-3

 

[spoiler=Guard Penalty]

Quick-Play Spell

An interesting card of sorts. You can activate it by selecting a monster on the field, during this turn, whenever that monster changes its Battle Position from Attack to Defense; you get to draw a card. This seamlessly easy +0 seems quite awesome in a deck where Stumbling is generally changing monster positions. Provides some kind of draw engine and should be utilized.

Run 1-3

 

[spoiler=Swords of Revealing Light]

Normal Spell

Another stall card that hangs around for 3 turns, although it might seem unnecessary with Steelcage, the extra stall that this card provides is quite pivotal and needed in order to establish a good field presence.

Run 1

 

[spoiler=Pot of Duality]

Another card from the new set. This little beauty provides a massive amount of draw power and speed, and while restricting you from Special Summoning, is definitely worth using. Seeing as this deck doesn’t rely on Special Summoning at all, this card is a must.

Run 3

 

[spoiler=Level Limit – Area B]

Continuous Spell

A card which can have a major impact, but can backfire all at the same time. By preventing Level 4 or higher monsters from attacking, you can generally protect the majority of monsters you have while still being able to attack as most of the monsters are Level 3 or lower. However, this does prevent cards such as Wildheart from attacking and also prevent Raiza from attacking. Should be used with caution.

Run 0-1

 

[spoiler=E-Emergency Call]

Normal Spell

This allows Stratos and or Wildheart to be searchable. Although this card’s targets are limited, being able to quickly access these monsters is very useful. Note: Only use if running both Stratos and Wildheart.

Run 0-1

 

[spoiler=Reinforcement of the Army]

Normal Spell

Another Spell that gives us easy access to the monsters in your Deck by letting us search for Warrior-Type monsters that are Level 4 or lower. A monster that comes to mind is Dream Clown, being a Level 3 Warrior-Type, and allowing us to have easy access to one of the key cards of the deck is a very handy tool. Should be run at all times.

Run 1

 

[spoiler=Book of Moon]

Quick-Play Spell

Possibly one of the greatest spells that can be utilized to its full extent in Clown Control. It allows for Dream Clown and the likes to by-pass Stardust, let’s you flip down Dream Clown or Blade Rabbit and then re-flip next turn in order to get another monster destroyed. Also, hinders Synchros, can block attacks and is able to simply stall the game for a little more. A versatile card that should always find its place in Clown Control.

Run 3

 

 

That concludes the general line-up of Spells, the majority of these spells offer a lot to a Clown Control deck and thought should be put into the general line-up of Spells to ensue that you maximize your options.

Our Spell line-up is:

 

Spells: 18

3 Stumbling

3 Wave-Motion Cannon

3 Book of Moon

3 Pot of Duality

2 Nightmare Steelcage

1 Swords of Revealing Light

1 E-Emergency Call

1 Guard Penalty

1 Reinforcement of the Army

 

[spoiler=Trap Cards]

Lastly, the general Trap Card line-up for a Clown Control variant. Often, they tend to be simple containing very few traps that really add to the overall effectiveness of the control aspect of Clowns. The following trap cards are usually the ones given the most consideration, outside of special variants.

 

[spoiler=Solemn Judgment]

Counter Trap

All around negation for the measly cost of half your lifepoints? Definitely. There’s no question that this should be mained in Clown Control due to the amount of cards in this deck that require protection.

Run 1

 

 

[spoiler=Zero Gravity]

Normal Trap

Changing the Battle Positions of all the monsters on the field is quite rewarding, especially when some of your monsters get effects from doing so. Not only that, but this card also offers protection against an attack or can safely change some of your weaker monsters into Defense Position. Although from this, Zero Gravity might sound golden, it often functions better in fewer numbers.

Run 1-2

 

[spoiler=Starlight Road]

Normal Trap

Protecting your Deck from mass destruction can be quite worthwhile and often shouldn’t be overlooked. However, due to the massive up rise of 1 for 1 destruction, it’s often better to run all around negation with some of these as back-up for those pesky mass destruction cards.

Run 1-2

 

[spoiler=Dark Bribe]

Counter Trap

Another card that offers protection for your cards at a small cost. Seeing the likely hood of a well-timed Giant Trunade wrecking all the advantage you have established, Dark Bribe is quite a viable card due to versatility to negate any Spell or Trap Card that could upset you current amount of control. Although, this card is subject to the amount of cards that are used for that protection. Use accordingly.

Run 0-3

 

[spoiler=Gravity Bind]

Continuous Trap

One of the final, and possibly most effective, stall cards that you have available. This protects a lot of your weaker monsters while still allowing them to attack and inflict damage. Not to mention, let’s your Wildheart bypass it with ease. Run the 1 copy that you’re allowed.

Run 1

 

[spoiler=Royal Oppression]

Continuous Trap

The final trap in our line-up, this little beauty slows the game further and adds to the overall control aspect by restricting the use of Special Summons. As the deck doesn’t Special Summon, this card is quite handy as it can gravely hurt your opponent while hardly slowing you down. Worthwhile running because of its versatility.

Run 2

 

 

That concludes the general Trap line-up that a standard Clown Control deck uses and abuses. By correctly analyzing the amount of protection you need from your Trap line-up, you can effectively make your control aspect increase by ten-fold.

Finally, our Trap line-up is:

 

Traps: 8

2 Starlight Road

2 Dark Bribe

2 Royal Oppression

1 Solemn Judgment

1 Gravity Bind

 

 

 

Now let’s have a look at the finished product:

 

Monsters: 16

3 Dream Clown

2 Blade Rabbit

2 AD Changer

2 Giant Rat

2 Elemental Hero Wildheart

1 Elemental Hero Stratos

1 Sangan

1 Ryko' date=' Lightsworn Hunter

1 Card Trooper

1 Swarm of Locusts

 

[b']Spells: 16[/b]

3 Stumbling

3 Book of Moon

3 Pot of Duality

2 Wave-Motion Cannon

2 Nightmare Steelcage

1 Swords of Revealing Light

1 Guard Penalty

1 Reinforcement of the Army

 

Traps: 8

2 Starlight Road

2 Dark Bribe

1 Solemn Judgment

2 Royal Oppression

1 Gravity Bind

 

This deck offers a fair bit of speed while still maintaining a grip of control through the exploits of Stumbling and Oppression. Bribe and Road offer protection against removal while Wave-Motion Cannon offers an “opponent worrying win condition”. The monster line-up I selected was simple yet created to offer simple 1 for 1 removal through Ryko and constant monster removal through Dream Clown, AD Changer and Blade Rabbit. Giant Rat and Sangan are for searching out the monsters necessary at the time. Wildheart simply provides an attacking option that can be maximized through the use of the various stall cards available.

 

As the uploader won't allow for big files, i've only posted half the guide for now.

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The next segment provides an insight to the various Tech Cards which can be tried and tested in various Clown builds which offer different play styles and strategies to all players.

[spoiler=Tech Cards]

The next few monsters are often only used in 1’s or 2’s or not at all. The very nature of these cards is not really control based, but usually takes advantage of the control that this deck can provide. They also generally take advantage of the slower speed that this deck plays at.

[spoiler=Des Lacooda]

Level 3/ DARK/ 500 ATK

Another continuous flip monster however this one helps in a slightly different way. Rather than deal damage or destroy things, this little lacooda lets us draw 1 card each time he's flipped face-up. Not shabby and because Clown Control decks often slow the game down with stall, the ability to continuously draw is always helpful. However, he's not always necessary but always worth a try. Use in Stall Clowns or Standard Clown Control.

Run 0 or 2

 

[spoiler=Stealth Bird]

Level 3/ DARK/ 700 ATK

This pesky little bird can provide continuous damage, allowing it to easily take advantage of the much slower speed that this deck plays at. The ability to flip itself down after inflicting damage is one of the reasons that this bird can be considered. Should only be used if you are able to protect it long enough to do sufficient damage. Should only be run in Burn Clowns.

Run 0-2

 

[spoiler=Solar Flare Dragon]

Level 4/ FIRE/ 1500 ATK

Another little demon that can take advantange of the slower pace of a Clown Control deck. Simply leaving him on the field can be a nuisance as he inflicts damage during each End Phase and with 2 out and about, stops an opponent attacking them. However, seeing as they hang around a lot, they often need protection from Spells and Traps. Only run in Burn Clowns.

Run 2-3

 

[spoiler=Raging Flame Sprite]

Level 3/ FIRE/ 100 ATK

Possibly one of the most annoying Direct Attackers due to its ability to continuously increase its ATK each time it attacks. With the right kind of protection, this can easily amount to a game winning card. Thus, with the right Spell and Trap line-up, this can be a force to be reckoned with. Only run in Burn Clowns or Stall Clowns if you feel that Wave-Motion Cannon isn’t enough.

Run 3

 

[spoiler=Exiled Force]

Level 4/ EARTH/ 1000 ATK

A favourite from long ago, by simply tributing itself, you get some free monster destruction. Although, Clown Control packs a lot of monster destruction as it, with the slow game speed due to Stumbling, this little baby can help you by-pass some bigger monsters while you wait for your continuous destruction in Dream Clown and Blade Rabbit. Useful, but not always necessary. Run in “Spin” Clowns or in Standard Clowns in place of Swarm of Scarabs or Blade Rabbit.

Run 0-2

 

[spoiler=Caius the Shadow Monarch]

Level 6/ DARK/ 2400 ATK

An alternative to Raiza the Storm Monarch. The removal is quite useful and let’s you bypass threats like Stardust and Heraklinos or even remove a face-up Gravity Bind you have so you can being attacking. Its very versatile and should often be considered in some Clown builds. Run in “Spin” Clowns or Standard Clowns in place of Raiza.

Run 0-3

 

[spoiler=Brain Control]

Normal Spell

Often not necessary in Clown Control but useful if your running either of the 2 Monarchs. The small cost is nothing compared to the theft of a monster. Run only if running 3 or more Monarchs or 3 or more Tribute monsters.

Run 1

 

[spoiler=Battle Fader]

Level 1/ DARK/ 0 ATK

Often used as a Stall wall while you let Wave-Motion cannon gather some turns in order to inflict damage. Also provides a little tribute fodder and protects you for a turn. Only use in Stall Clowns and only if Wave Motion Cannon is one of your primary win conditions.

Run 0 OR 3

 

[spoiler=Messenger of Peace]

Continuous Spell

A small cost spell which offers some kind of protection for your weaker monsters. Often ignored in selected as there are a lot of monsters in the Meta which fall under this card, thus making it ineffective. Usually, Nightmare Steelcage is a better option for stall. Only ever use in Stall Clowns.

Run 3

 

[spoiler=The Dark Door]

Continuous Spell

This is another game slowing card by only allowing 1 monster to attack at a time. Although this might seem great, its very easy to bypass and only really effective when combined with other stall cards.

Ignorable.

Run 0

 

[spoiler=Phoenix Wing Wind Blast]

Normal Trap

A chainable “Spin” card that can see play in Clown Control decks that run some discard fodder and are focusing more on the “Spin” version of control. Only run in “Spin” Clowns and only if sufficient discard fodder is available.

Run 2-3

 

[spoiler=Anti-Spell Fragrance]

Continuous Trap

A very very annoying Trap indeed. This does slow the game down a lot by making all Spell Cards very Trap like, however, as most general Clown Decks are often Spell heavy, this generally only finds its place in Stall Clowns or “Spin”Clowns.

Run 2-3

 

[spoiler=Magic Planter]

Normal Spell

Annoyed with Royal Oppression? Tired of Anti-Spell Fragrance slowing you down? Well, instead of destroying them through Heavy Storm or something, make it productive and draw 2 cards. Although this might seem great, it should be only used if you use a large amount of Continuous Traps. Only run in Clown Builds that run at least 6 or more Continuous Traps.

Run 1-2

 

[spoiler=Back to Square One]

Normal Spell

Now this Spell is very unique and very useful in decks that can utilize it, like Clown Control. The ability to return monster to the top of decks is under rated, especially because it can force your opponent to dead draw because of it. However, seeing as it requires a discard, it should be only used if sufficient fodder is available or if some form of recycling is available, In order to maintain advantage. Run only in “Spin Clowns”.

Run 1-2

 

[spoiler=Pot of Avarice]

Normal Spell

Lastly, the almighty Pot of Avarice, this little beauty gives you the option of recycling any of your monsters that might have been a little grave ridden. Also, it gives you the nice little bonus of drawing 2 cards. However, seeing as this deck runs a very low monster count, running multiple copies would be counter productive. Only run if you run the various mill cards that can be run and only if there exist enough targets for it to be effective.

Run 0-2

 

[spoiler=Level Limit – Area A : Credit: -Fraz-]

Continuous Trap

Similar to Level B but instead it forces all Level 3 or lower monsters into attack mode, this can include monsters such as Dream Clown, Blade Rabbit and others. Thus, allowing easy access to destruction without having to waste a turn by switching positions again. Although this might seem very useful, it can be hazardous as a majority of the monsters in here aren’t too well equipped ATK wise and can be run-over easily by other Level 3 monsters, like the ever popular X-Saber Aibellum. Can be run in Standard Clowns

Run 0-1

 

 

Now that concludes the various tech cards that can be easily added into existing Clown builds and some which already exist there, the next segment of this article illustrates some of the various deck-types that can be used with Clowns.

[spoiler=Clown Control Variants]

Monsters: 20

3 Raiza

3 Thunder Dragon

1 Caius

 

3 Dream Clown

2 Blade Rabbit

2 Battle Fader

2 Giant Rat

2 Elemental Hero Wildheart

1 Elemental Hero Stratos

1 Sangan

 

Spells: 14

 

3 Pot of Duality

3 Stumbling

2 Back to Square One

2 Nightmare Steelcage

2 Pot of Avarice

1 Swords of Revealing Light

1 ROTA

 

Traps:6

3 Phoenix Wing Wind Blast

2 Dark Bribe

1 Solemn

 

Although the decks may look a little strange' date=' it can pack quite the punch. Raiza and Caius offer advantage while using Battle Fader and co as Tribute fodder. Dream Clown and Rabbit are your sources of monster removal is “Spinning” that card isn’t available. Thunder Dragon is merely to provide discard fodder for Wing Blast and Back to Square One which have a solid use in a deck like this. Lastly, the Spell and Trap line-up I find is self explanatory. Avarice is to provide recycling of Thunder Dragons and Monarchs while Steelcage, Swords and Bribe offer various kinds of protection.

This deck can make big plays through the use of Stumbling and Dream Clown. By removing any monsters your opponent controls, you can safely tribute for a monarch and have it switch to Defense through Stumbling, wary that your opponent won’t be able to attack it due to Stumbling affecting their monsters. Next turn you can switch back and being the onslaught, while Wing Blast allows the removal of any threats that might arise.

[/quote']

Monsters: 17

3 Dream Clown

3 Solar Flare Dragon

3 Raging Flame Sprite

3 UFO Turtle

2 Stealth Bird

1 Blade Rabbit

1 Exiled Force

1 Summoner Monk

 

Spells: 13

3 Stumbling

3 Wave-Motion Cannon

2 Rekindling

2 Messenger of Peace

1 Swords of Revealing Light

1 Creature Swap

1 Level Limit – Area B

 

Traps: 10

3 Dark Bribe

2 Anti-Spell Fragrance

2 Starlight Road

1 Gravity Bind

1 Solemn Judgment

1 Call of the Haunted

 

Although this build can look very similar to Stall Clowns' date=' the key differences are what really alter the Deck. The use of Solar Flare Dragons in conjunction with Messenger of Peace, Level Limit – Area B and Gravity Bind can be quite devastating, especially if left alone. Raging Flame Sprite however is the real key to deck. By giving a player access to attack directly with a monster than can continually increase its ATK can be lethal given 2 or 3 turns. The remaining monster line-up is more support, with the exception of Stealth Bird as it too, with Stumbling or Gravity Bind in place, provides a form of Burn damage. The Trap line-up is built in recognition of the amount of cards in this deck which require protection, for example, the Stall cards and the Flare Dragons. While Bribe offers negation, Anti-Spell Fragrance can severely reduce the pace of the game, allowing for easy set-up.

[/quote']

Monsters: 12

3 Doomcaliber Knight

3 Battle Fader

2 Dream Clown

2 Blade Rabbit

1 Sangan

1 Giant Rat

 

Spells: 15

3 Stumbling

3 Wave Motion Cannon

3 Pot of Duality

3 Upstart Goblin

3 Nightmare Steelcage

 

Traps: 13

3 Threatening Roar

3 Dark Bribe

3 Thunder of Ruler

2 Starlight Road

1 Solemn

1 Gravity Bind

 

It might seem very Spell and Trap heavy but Stall Clowns was never built to attack. It is used in order to develop enough time for Wave-Motion Cannon to deal the final blow. The monster line-up might seem Contradictory with Doomcaliber Knight in there' date=' but he serves a very just purpose, Monster Effect negation. Through the use of Bribe, Starlight Road and Solemn, we can negate almost any Spell and Trap but that can leave us open to Monster Effects that destroy Spell or Traps such as Breaker the Magical Warrior and Lyla, Lightsworn Sorceress. Thus, by having Doomcaliber Knight in the deck, we can protect ourselves that little bit more. The other Spell and Traps is simply Stall related, only used in order to provide enough turns for Wave-Motion Cannon to become effective.

[/quote']

That concludes some of the variants of Clown Control.

Note: These deck lists are mere guides and can be altered to suit one’s playing style, however, there is no guarantee the outcome will remain the same.

 

 

 

Lastly, there’s but one section left to cover,

[spoiler=Hints and Tips:]

 

Although some of these tips might seem ridiculous, they can come in handy.

 

Book of Moon => Dream Clown

Activate Stumbling and Summon Dream Clown. Dream Clown destroys a monster. Next turn, Book of Moon Dream Clown and Flip summon it, thus destroying another monster. This same situation can also apply to Blade Rabbit.

 

Summoner Monk => Exiled Force

Use Summoner Monk to access monster destruction quickly and effectively. Also, can be used in conjunction with Solar Flare Dragon or UFO turtle if necessary.

 

Stumbling => Spell Fragrance

Use Stumbling then play Spell Fragrance, thus bypassing the need to wait for a turn to pass.

 

 

 

 

I hope that this article has provided the necessary information for anyone to become as interesting in Clown Control as I am.

Credit will be given when required.

 

Thanks for reading.

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nice.. I used the "burn clowns" in DME and before i could even lower his LP he logged the burn one kinda matches how i play ^^'

 

first time i've actually seen what Clown Control is though, I've heard it three or four times on here ^^'

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Lack of Images (yes it is key for newbies in a guide like this)' date=' and improper formatting just blech.

[/quote']

 

i had images originally, but the forum chucked a fit at me saying it was too big so i removed them.

 

You said you'd give advice on different matchups' date=' yo.

[/quote']

 

hmm, thought i put it in there..... ill update it a bit later...

 

idea for tech:

samurai of ice barrier?

just seems fun. hand dests or upstarts are probably a good idea.

 

mm, probably not. the self destruct thing about it is what i dont like. guard penalty is better.

upstarts could be used but you've got draw power through Pot of Duality and Guard Penalty.

also i dont like the -1 that hand d gives.

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