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posted: 2/11/2005 11:06:19 AM

rank:

Take note that the purpose of this deck-building article is not only for the typical sake of giving you more information on building decks and more analyzing of the strength of originality, but to give you a in-depth understanding of this insane type of deck that is highly recognized by many experts.

In the Card of the Day, I thought of reviewing Monster Gate, a great support card for the FTK; but questions will surely arise regarding "What is the First Turn Kill?" or "Is the FTK powerful?" etc. This piece will attempt to fix that. In it, we will discuss the famous Magical Scientist/Catapult Turtle OTK deck.

PURPOSES OF THE FIRST TURN KILL: The purpose is to bring out Magical Scientist and Catapult Turtle. Currently, the highest level 6 and lower fusion monsters have 2200 attack(Dark Flare Knight) and 2100 attack (Metal Raider's Roaring Ocean Snake, Empress Judge, Punished Eagle). By paying 1000 lifepoints with Scientist and sacrificing each of these monsters with Catapult Turtle, you'll do 1050 damage to your opponent for each 1000 you spend. When you have 1000 left, and they've lost 7350 or more, you can then sacrifice the Scientist and Turtle to end the game in one turn.

STRENGTHS: The best OTK decks I've seen boast a 80-90 percent success rate. That is, they will win on the first turn 4 out of 5 times. In addition, these decks are far less expensive than typical control/chaos decks and more easier to make for anyone who just can't organize the needed time and money.

WEAKNESSES: Inherent flaws in deck design, or just plain bad luck, usually forces players to concede the duel if the combo doesn't go off right.
Take note that the purpose of this deck-building article is not only for the typical sake of giving you more information on building decks and more analyzing of the strength of originality, but to give you a in-depth understanding of this insane type of deck that is highly recognized by many experts.

In the Card of the Day, I thought of reviewing Monster Gate, a great support card for the FTK; but questions will surely arise regarding "What is the First Turn Kill?" or "Is the FTK powerful?" etc. This piece will attempt to fix that. In it, we will discuss the famous Magical Scientist/Catapult Turtle OTK deck.

PURPOSES OF THE FIRST TURN KILL: The purpose is to bring out Magical Scientist and Catapult Turtle. Currently, the highest level 6 and lower fusion monsters have 2200 attack(Dark Flare Knight) and 2100 attack (Metal Raider's Roaring Ocean Snake, Empress Judge, Punished Eagle). By paying 1000 lifepoints with Scientist and sacrificing each of these monsters with Catapult Turtle, you'll do 1050 damage to your opponent for each 1000 you spend. When you have 1000 left, and they've lost 7350 or more, you can then sacrifice the Scientist and Turtle to end the game in one turn.

STRENGTHS: The best OTK decks I've seen boast a 80-90 percent success rate. That is, they will win on the first turn 4 out of 5 times. In addition, these decks are far less expensive than typical control/chaos decks and more easier to make for anyone who just can't organize the needed time and money.

WEAKNESSES: Inherent flaws in deck design, or just plain bad luck, usually forces players to concede the duel if the combo doesn't go off right.
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posted: 2/11/2005 11:18:35 AM

rank:

NOTABLE MONSTERS:

Magical Scientist- Dark/Spellcaster/3/300/300
+ Provides Flip Effect Management, On-field Removal, Counter-Disruption, Enemy Disruption
- Weakens On-field Presence, Counter-Defense, Energy
Don't ask why. This card is staple in other decks too anyways. Run it and die trying.

Catapult Turtle- Aqua/Water/Effect/5/1000/2000
+ Provides Field Control, Energy
- Weakens On-field Presence
Who would have known such an adorable creature would bring so much devastation/destruction to the land? He looks so cute and green, too, doesn't he? Who would have suspected? Run this in 3's.

Dark Magician Of Chaos- Spellcaster/Dark/Effect/8/2800/2600
+ Provides Field Control, Resource Replenishemt, Energy
- Weakens On-field Presence
Another of the unexpected cards (a recurring pattern in FTK Scientist decks), Dark Magician of Chaos will recycle your spell cards and help you speed the deck. Run this one immediately.

Gilasaurus- Dinosaur/Earth/Effect/3/1400/400
+ Provides On-field Presence
- Weakens Field Control, On-field Presence
Bet you weren't expecting this one were you? This one works with metamorphosis, catapult turtle, and others along with last will to bring out scientist or turtle. He's also a special summon once drawn first turn. Excellent deck fodder.

Cannon Soldier- Machine/Dark/Effect/1400/1300
+ Provides Energy
- Weakens Field Control, On-field Presence
This one also works with Last Will, burning itself to bring out scientist/catapult turtle. As you've probably noticed, most of the cards in this list are primarily focused on bringing out the centerpieces of the OTK, and not side-tracking to other factors in most circumstances.
NOTABLE MONSTERS:

Magical Scientist- Dark/Spellcaster/3/300/300
+ Provides Flip Effect Management, On-field Removal, Counter-Disruption, Enemy Disruption
- Weakens On-field Presence, Counter-Defense, Energy
Don't ask why. This card is staple in other decks too anyways. Run it and die trying.

Catapult Turtle- Aqua/Water/Effect/5/1000/2000
+ Provides Field Control, Energy
- Weakens On-field Presence
Who would have known such an adorable creature would bring so much devastation/destruction to the land? He looks so cute and green, too, doesn't he? Who would have suspected? Run this in 3's.

Dark Magician Of Chaos- Spellcaster/Dark/Effect/8/2800/2600
+ Provides Field Control, Resource Replenishemt, Energy
- Weakens On-field Presence
Another of the unexpected cards (a recurring pattern in FTK Scientist decks), Dark Magician of Chaos will recycle your spell cards and help you speed the deck. Run this one immediately.

Gilasaurus- Dinosaur/Earth/Effect/3/1400/400
+ Provides On-field Presence
- Weakens Field Control, On-field Presence
Bet you weren't expecting this one were you? This one works with metamorphosis, catapult turtle, and others along with last will to bring out scientist or turtle. He's also a special summon once drawn first turn. Excellent deck fodder.

Cannon Soldier- Machine/Dark/Effect/1400/1300
+ Provides Energy
- Weakens Field Control, On-field Presence
This one also works with Last Will, burning itself to bring out scientist/catapult turtle. As you've probably noticed, most of the cards in this list are primarily focused on bringing out the centerpieces of the OTK, and not side-tracking to other factors in most circumstances.
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posted: 2/11/2005 11:27:08 AM

rank:

NOTABLE SPELLS/TRAPS (There are no traps in a proper FTK deck):

Reasoning- Spell card
+ Provides Field Control, On-field Presence
- Weakens Resource Replenishment
Studly support for a OTK deck. This one will thin out your deck and hopefully bring out a DMOC, Scientist, or Catapult Turtle. The savvy opponent will call out either 5 or 8; either way, reasoning will definitely help. Run 3.

Last Will- Spell Card
+ Provides Field Control, On-field Presence
Well, here is a good opportunity to put those Starter Deck Yugi cards to good use! Last Will, run in threes of course, will often end the game on its own. Two last will + 1 cannon soldier= good game. Run 3!

Other Candidates:
Monster Gate: Will be known once I review it as the Card of the Day soon.
Metamorphosis: You can use this in conjunction with Last Will.
Reload: Refresh a new hand.
Painful Choice: Thins out your deck.
Dragged Down into the Grave: Use this when you have DMOC in your hand.
Mystik Wok: Again, in conjunction with last will. Notice a pattern?
Card Destruction: Another new hand for you!
Premature Burial: Essential to dig out Scientist/Turtle from the graveyard.
Spell Reproduction: Dump unwanted spells for your good ones.
Cost Down: You can normal summon Catapult Turtle with this card.
Scapegoat: Evil in conjunction with Cannon Soldier.
NOTABLE SPELLS/TRAPS (There are no traps in a proper FTK deck):

Reasoning- Spell card
+ Provides Field Control, On-field Presence
- Weakens Resource Replenishment
Studly support for a OTK deck. This one will thin out your deck and hopefully bring out a DMOC, Scientist, or Catapult Turtle. The savvy opponent will call out either 5 or 8; either way, reasoning will definitely help. Run 3.

Last Will- Spell Card
+ Provides Field Control, On-field Presence
Well, here is a good opportunity to put those Starter Deck Yugi cards to good use! Last Will, run in threes of course, will often end the game on its own. Two last will + 1 cannon soldier= good game. Run 3!

Other Candidates:
Monster Gate: Will be known once I review it as the Card of the Day soon.
Metamorphosis: You can use this in conjunction with Last Will.
Reload: Refresh a new hand.
Painful Choice: Thins out your deck.
Dragged Down into the Grave: Use this when you have DMOC in your hand.
Mystik Wok: Again, in conjunction with last will. Notice a pattern?
Card Destruction: Another new hand for you!
Premature Burial: Essential to dig out Scientist/Turtle from the graveyard.
Spell Reproduction: Dump unwanted spells for your good ones.
Cost Down: You can normal summon Catapult Turtle with this card.
Scapegoat: Evil in conjunction with Cannon Soldier.
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posted: 2/11/2005 11:27:48 AM

rank:

NOTABLE SPELLS/TRAPS (There are no traps in a proper FTK deck):

Reasoning- Spell card
+ Provides Field Control, On-field Presence
- Weakens Resource Replenishment
Studly support for a OTK deck. This one will thin out your deck and hopefully bring out a DMOC, Scientist, or Catapult Turtle. The savvy opponent will call out either 5 or 8; either way, reasoning will definitely help. Run 3.

Last Will- Spell Card
+ Provides Field Control, On-field Presence
Well, here is a good opportunity to put those Starter Deck Yugi cards to good use! Last Will, run in threes of course, will often end the game on its own. Two last will + 1 cannon soldier= good game. Run 3!

Other Candidates:
Monster Gate: Will be known once I review it as the Card of the Day soon.
Metamorphosis: You can use this in conjunction with Last Will.
Reload: Refresh a new hand.
Painful Choice: Thins out your deck.
Dragged Down into the Grave: Use this when you have DMOC in your hand.
Mystik Wok: Again, in conjunction with last will. Notice a pattern?
Card Destruction: Another new hand for you!
Premature Burial: Essential to dig out Scientist/Turtle from the graveyard.
Spell Reproduction: Dump unwanted spells for your good ones.
Cost Down: You can normal summon Catapult Turtle with this card.
Scapegoat: Evil in conjunction with Cannon Soldier.
NOTABLE SPELLS/TRAPS (There are no traps in a proper FTK deck):

Reasoning- Spell card
+ Provides Field Control, On-field Presence
- Weakens Resource Replenishment
Studly support for a OTK deck. This one will thin out your deck and hopefully bring out a DMOC, Scientist, or Catapult Turtle. The savvy opponent will call out either 5 or 8; either way, reasoning will definitely help. Run 3.

Last Will- Spell Card
+ Provides Field Control, On-field Presence
Well, here is a good opportunity to put those Starter Deck Yugi cards to good use! Last Will, run in threes of course, will often end the game on its own. Two last will + 1 cannon soldier= good game. Run 3!

Other Candidates:
Monster Gate: Will be known once I review it as the Card of the Day soon.
Metamorphosis: You can use this in conjunction with Last Will.
Reload: Refresh a new hand.
Painful Choice: Thins out your deck.
Dragged Down into the Grave: Use this when you have DMOC in your hand.
Mystik Wok: Again, in conjunction with last will. Notice a pattern?
Card Destruction: Another new hand for you!
Premature Burial: Essential to dig out Scientist/Turtle from the graveyard.
Spell Reproduction: Dump unwanted spells for your good ones.
Cost Down: You can normal summon Catapult Turtle with this card.
Scapegoat: Evil in conjunction with Cannon Soldier.
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posted: 2/11/2005 11:41:11 AM

rank:

FORCE Represents the First Turn Kill Deck

F: Field Control f: Flip Effect Management
O: On-field Removal o: On-field Presence
R: Removal (Spell/Trap) r: Resource Replenishment
C: Counter-Defene c: Counter-Disruption
E: Enemy Disruption e: Energy

Go to the FORCE System Introduction for more details.

Monsters:
Magical Scientist + f O c E/- o C e
Dark Magician of Chaos + F r E/- o
3x Catapult Turtle + F e/- o
3x Gilasaurus + o/- F o
3x Cannon Soldier + e/- F o

Spells:
3x Scapegoat + o C e/- r
3x Monster Gate + F/- o
3x Metamorphosis + F f O o/- o r
3x Reasoning + F o/- r
3x Last Will + F o
Pot of Greed+ r
Painful Choice + r
2x Dragged Down Into the Grave + r/- r
Card Destruction + r E/- r E
Cost Down + F o/- r
3x Mystic Wok + e/- o
Premature Burial + F o/- e
3x Reload + r
Spell Reproduction + r/- r

This is the FTK deck, ENTIRELY focused on performing the combo effectively; yes, there are not many typical staple cards such as Change of Heart, the pre-negators or such, as there should be no side-tracking; even a little off its purpose hurts it.
FORCE Represents the First Turn Kill Deck

F: Field Control f: Flip Effect Management
O: On-field Removal o: On-field Presence
R: Removal (Spell/Trap) r: Resource Replenishment
C: Counter-Defene c: Counter-Disruption
E: Enemy Disruption e: Energy

Go to the FORCE System Introduction for more details.

Monsters:
Magical Scientist + f O c E/- o C e
Dark Magician of Chaos + F r E/- o
3x Catapult Turtle + F e/- o
3x Gilasaurus + o/- F o
3x Cannon Soldier + e/- F o

Spells:
3x Scapegoat + o C e/- r
3x Monster Gate + F/- o
3x Metamorphosis + F f O o/- o r
3x Reasoning + F o/- r
3x Last Will + F o
Pot of Greed+ r
Painful Choice + r
2x Dragged Down Into the Grave + r/- r
Card Destruction + r E/- r E
Cost Down + F o/- r
3x Mystic Wok + e/- o
Premature Burial + F o/- e
3x Reload + r
Spell Reproduction + r/- r

This is the FTK deck, ENTIRELY focused on performing the combo effectively; yes, there are not many typical staple cards such as Change of Heart, the pre-negators or such, as there should be no side-tracking; even a little off its purpose hurts it.
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posted: 2/13/2005 9:19:56 PM

rank:

A BAD System Card of the Deck: Magical Scientist

Advantage F/H: Magical Scientist is great because he will lead to field advantage all by himself. No matter the obstacles in your way, any of his four fusions will change the field circumstances into your favor. Unfortunately, there are two problems to his use. One, you're giving up life point advantage. Two, you're not REALLY getting field advantage because you're leaving a 300 attack point monster out there next turn. He's a supplement, meaning you want to stack his powers onto a field you already control. Regardless, he's definitely better in the post-ban format. 9/10

Best Draw for the Situation: He would be more accurately described as the best search for nearly any situation. As a draw, he's not too great in the opening hand, not too great in the endgame, but fabulous in the midgame. You always want him when your opponent is dominating the field. He is also usually the first monster you'll want to search. However, you do NOT want him when life is running low. 8/10

Attributes/Effect: Magical Scientist is the most versatile card in the game, next to Pot of Greed and Graceful Charity. Nobody can dominate the field like he does, or negate traps, or negate monster effects...10/10

Dependability: Unfortunately, Magical Scientist's usage depends on a host of other factors. One, do you have traps to protect him. Two, are your life points high enough. Three, do you have a lot of life point burning cards in your deck already? Once Scientist is on the field, you have priority to use his effect. Unfortunately, he has 300 attack, meaning you'll pay 1000 life points and then probably take upwards of 1000 again next turn. You can't really depend on him for more than a turn, which is sometimes all you'll need. 7/10

A BAD Score: 34/40=8.5/10

FORCE System Suggestions:
+ Provides Flip Effect Management, On-field Removal, Counter-Disruption, Enemy Disruption
- Weakens On-field Presence, Counter-Defense, Energy
A BAD System Card of the Deck: Magical Scientist

Advantage F/H: Magical Scientist is great because he will lead to field advantage all by himself. No matter the obstacles in your way, any of his four fusions will change the field circumstances into your favor. Unfortunately, there are two problems to his use. One, you're giving up life point advantage. Two, you're not REALLY getting field advantage because you're leaving a 300 attack point monster out there next turn. He's a supplement, meaning you want to stack his powers onto a field you already control. Regardless, he's definitely better in the post-ban format. 9/10

Best Draw for the Situation: He would be more accurately described as the best search for nearly any situation. As a draw, he's not too great in the opening hand, not too great in the endgame, but fabulous in the midgame. You always want him when your opponent is dominating the field. He is also usually the first monster you'll want to search. However, you do NOT want him when life is running low. 8/10

Attributes/Effect: Magical Scientist is the most versatile card in the game, next to Pot of Greed and Graceful Charity. Nobody can dominate the field like he does, or negate traps, or negate monster effects...10/10

Dependability: Unfortunately, Magical Scientist's usage depends on a host of other factors. One, do you have traps to protect him. Two, are your life points high enough. Three, do you have a lot of life point burning cards in your deck already? Once Scientist is on the field, you have priority to use his effect. Unfortunately, he has 300 attack, meaning you'll pay 1000 life points and then probably take upwards of 1000 again next turn. You can't really depend on him for more than a turn, which is sometimes all you'll need. 7/10

A BAD Score: 34/40=8.5/10

FORCE System Suggestions:
+ Provides Flip Effect Management, On-field Removal, Counter-Disruption, Enemy Disruption
- Weakens On-field Presence, Counter-Defense, Energy
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