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{Heitrid presents} Stardust Lockdown


aaronpoe1988

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Extra Deck: 15

3x Stardust Dragon

3x Magical Android

3x Goyo Guardian

2x Colossal Fighter

1x Thought Ruler Archfiend

1x Red Dragon Archfiend

1x Avenging Knight Parshath

1x Junk Warrior

 

Monsters: 18

1x Elemental Hero Stratos

3x Destiny Hero - Malicious

2x Destiny Hero - Doom Lord

1x Destiny Hero - Defender

1x Destiny Hero - Fear Monger

1x Cannon Soldier

1x Junk Synchron

1x Dark Grepher

3x Krebons

3x Stealth Bird

1x Marshmallon

 

Spells: 17

3x Allure of Darkness

3x Destiny Draw

2x Emergency Teleport

3x Reinforcement of the Army

1x Level Limit - Area B

1x Swords of Revealing Light

1x Messenger of Peace

2x Wave-Motion Cannon

1x Monster Reborn

 

Traps: 5

3x Solemn Judgment

1x Magic Cylinder

1x Gravity Bind

 

Side Deck: 15

2x Dark Armed Dragon

1x Breaker the Magical Warrior

2x D.D. Crow

2x Necro Gardna

2x Caius The Shadow Monarch

1x Heavy Storm

1x Giant Trunade

1x Crush Card Virus

1x Torrential Tribute

2x Magic Drain

 

Goal: Start off with a burn deck using the protection of Stardust Dragon to back up your defensive Spell and Trap line-up. If they can't attack Stardust, and can't get the stall cards off the field because of Stardust, they can't really do much of anything.

 

I have noticed that many players seem to feel that the advent of the Synchro Summon mechanic has given Dark Armed back the speed it once had.

 

I believe this to be completely untrue. The reason the Dark-Armed decks of old were fast wasn't just because of the presence Return from the Different Dimension, Dimensional Fusion, and 3 Allure. It was because they had proactive removal. Keyword: Proactive.

 

The Dark-Armed Decks of today do not have anywhere near as much permanent proactive removal. They use Phoenix Wing Wind Blast to mitigate the risk of an opponent's Stardust Dragon, not seeming to realize that this leads to their greatest weakness: with less destruction cards in general, and the removal cards being only semi-permanent, things that permanently stop battle cause a two-fold problem. Not only will the Dark Armed deck be unable to spring any defensive surprises, greatly limiting the use of their own Thought Ruler and Stardust, but the opponent will be able to control the pace of the game fairly efficiently, stopping their monsters from going down in battle, the most effective way the deck has. That, combined with the ability of Stardust to actually DESTROY Dark Armed upon activation of it's effect, and the fact a Dark Armed player can only play 2 of the card, and most lean much more heavily on their Synchros than Dark Armed, and one thing about our meta has become frightingly clear.

 

More likely than not, Lockdown-Burn, under the protection of Stardust Dragon, can handle a Dark-Armed Teleport Deck.

 

And if you realize your playing something weaker than Dark Armed Teleport, just sandbag into it games 2 and 3. Represented at the last Shonan Jump with an approx. 96% success ratio, it can definitely handle non-mirror matches with ease.

 

What do we think, guys?

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Guest Supreme Gamesmaster

See, this is why I run Dark Core.

 

Maybe less Junk Synchron, moar Psychic Commander? Just in case you're against Glads, and you need something to take out Laquari. Or maybe side it.

 

I'd rate better, but I can't do burn at all. Sorry.

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To Psycho Shocker android:

 

I gotta ask' date=' why do you feel Skill Drain is that vital?

[/quote']

 

It adds more protection because it stops things like snipe hunter, breaker, lyla, DAD/JD.

 

Also with skill drain you can still use stardust to protect the skill drain from stuff like heavy storm since it works like exiled force. You are getting a good lock on your opponent it's why DAD usually sides into this vs GB and lightsworns.

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