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posted: 1/17/2005 7:39:31 AM

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Today we wil take a look at the oft-overlooked zombie monsters. You should realize that Zombies are extremely powerful, with superior searching through Turtles as well as recursion etc. Besides, the Zombies are stacked with viable counters to Chaos decks and corresponds to their weaknesses. Finally, you should be aware that this deck type is merely a test for my FORCE System, which will attempt to analyze the the abilities of notable monsters in this deck as well as featuring an output for the deck's abilities. Also, I've already made a poll on which deck to review; I hope the system will be viable enough to be used on those nominated deck types in the poll. Let's get started!

PURPOSE: The Zombie deck, as expected, features heavy graveyard manipulation and regeneration features. Numerous zombie-specific cards will seek to bring out the heavy hitters and keep them on the field, regenerating forces when needed. Zombies pack a downright frightening array of resources that can be revived quite easily.

STRENGTHS: Zombies own the most unique and powerful searcher in the game. Pyramid turtle, the glue of the deck, can bring out almost any Zombie in the game. With powerful tribute monsters, easy access to those powerful monsters through Turtles and Spirit Reapers, and frighteningly diverse recursion methods, Zombies instantly dominate the field.

WEAKNESSES: Zombies generally pack a higher than usual amount of Tribute monsters. The key to destroying the Zombie deck is to manipulate the graveyard, eliminating revival tools, and controlling the Pyramid Turtles. Having said that, a well-built Zombie deck possesses few, if any, weaknesses.


Today we wil take a look at the oft-overlooked zombie monsters. You should realize that Zombies are extremely powerful, with superior searching through Turtles as well as recursion etc. Besides, the Zombies are stacked with viable counters to Chaos decks and corresponds to their weaknesses. Finally, you should be aware that this deck type is merely a test for my FORCE System, which will attempt to analyze the the abilities of notable monsters in this deck as well as featuring an output for the deck's abilities. Also, I've already made a poll on which deck to review; I hope the system will be viable enough to be used on those nominated deck types in the poll. Let's get started!

PURPOSE: The Zombie deck, as expected, features heavy graveyard manipulation and regeneration features. Numerous zombie-specific cards will seek to bring out the heavy hitters and keep them on the field, regenerating forces when needed. Zombies pack a downright frightening array of resources that can be revived quite easily.

STRENGTHS: Zombies own the most unique and powerful searcher in the game. Pyramid turtle, the glue of the deck, can bring out almost any Zombie in the game. With powerful tribute monsters, easy access to those powerful monsters through Turtles and Spirit Reapers, and frighteningly diverse recursion methods, Zombies instantly dominate the field.

WEAKNESSES: Zombies generally pack a higher than usual amount of Tribute monsters. The key to destroying the Zombie deck is to manipulate the graveyard, eliminating revival tools, and controlling the Pyramid Turtles. Having said that, a well-built Zombie deck possesses few, if any, weaknesses.


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posted: 1/18/2005 6:24:20 AM

rank:

Apoligies for the confusion caused by the wording "Zombie Decks: A". While I was writing, a error in the software caused it to move forward, posting the unfinished topic in the process. Anywho:

NOTABLE MONSTERS:

Vampire Lord/DARK/Zombie/5*/2000/1500
+Provides field control, on-field presence
--lacks on-field presence
Meet V-Lord, a Zombie deck master. Experts agree that no card is as important to its archetype as Vampire Lord is to its Zombies. Packing revival, destruction, and power into one fearsome package, the V. Lord is the pure embodiment of that which makes Zombies so fearsome. In a well-constructed Zombie deck, this card is staple, period. Immunity to Torrential Tribute, Exiled Force, Ring of Destruction and Tribe Infecting Virus etc is really something. Now, according to these FORCE rankings, it both provides and weakens on-field presence. This is because it provides through its self-revival effect as well as weakening through fact of a tribute monster.

Ryu Kokki/DARK/Zombie/6*/2400/2000
+Provides field control, on-field removal (automatically nuking Warriors etc)
--lacks on-field presence
It's almost unfair how Zombies can conjure up 2000+ attack powerhouses through a searcher. Ryu Kokki is the counter to the Envoy of the Beginning; he's also a devastating powerhouse in his own right. Don't forget, you'll rarely be tribute summoning for this beast. Pure power and aggression.

Spirit Reaper/DARK/Zombie/3*/300/200
+Provides field control, on-field presence, enemy disruption
This is another of the best monsters in the game. He is the backbone that makes the Zombie-control deck type viable. Running two to three of these will create a guaranteed thorn in your opponent's side for the duel. Cards must be wasted to get rid of him, certainly, and his threat of hand disruption constantly looms over your opponent's head.



Apoligies for the confusion caused by the wording "Zombie Decks: A". While I was writing, a error in the software caused it to move forward, posting the unfinished topic in the process. Anywho:

NOTABLE MONSTERS:

Vampire Lord/DARK/Zombie/5*/2000/1500
+Provides field control, on-field presence
--lacks on-field presence
Meet V-Lord, a Zombie deck master. Experts agree that no card is as important to its archetype as Vampire Lord is to its Zombies. Packing revival, destruction, and power into one fearsome package, the V. Lord is the pure embodiment of that which makes Zombies so fearsome. In a well-constructed Zombie deck, this card is staple, period. Immunity to Torrential Tribute, Exiled Force, Ring of Destruction and Tribe Infecting Virus etc is really something. Now, according to these FORCE rankings, it both provides and weakens on-field presence. This is because it provides through its self-revival effect as well as weakening through fact of a tribute monster.

Ryu Kokki/DARK/Zombie/6*/2400/2000
+Provides field control, on-field removal (automatically nuking Warriors etc)
--lacks on-field presence
It's almost unfair how Zombies can conjure up 2000+ attack powerhouses through a searcher. Ryu Kokki is the counter to the Envoy of the Beginning; he's also a devastating powerhouse in his own right. Don't forget, you'll rarely be tribute summoning for this beast. Pure power and aggression.

Spirit Reaper/DARK/Zombie/3*/300/200
+Provides field control, on-field presence, enemy disruption
This is another of the best monsters in the game. He is the backbone that makes the Zombie-control deck type viable. Running two to three of these will create a guaranteed thorn in your opponent's side for the duel. Cards must be wasted to get rid of him, certainly, and his threat of hand disruption constantly looms over your opponent's head.



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posted: 1/18/2005 6:41:06 AM

rank:

Pyramid Turtle/EARTH/Zombie/4*/1200/1400
+Provides field control (searchabilitiy will bring out many zombies)
Yet another of the best monsters in the game! Pyramid Turtle rivals Witch and Sangan as the best searcher in the game, based solely on the frightening versatility of his search. You can pull out a spirit reaper to stall, a Ryu Kokki to beat down, or introduce the Vampire Lord to the duel. Awesome.

Patrician of Darkness LOD-058 -o
Despair from the Dark DCR-023 + F o/-o
Fear from the Dark DCR-025 + F o
Regenerating Mummy AST-079 +F o

These next four zombies are more specialized in use. Fear, Despair, and Regenerating should be side-decked versus Chaos Control. Introduce all of them to counter Chaos Emperor Dragon and Delinquent Duo. Patrician of Darkness is a card that's better suited to another Zombie variant-- Zombie Metamorphosis. While these four cards are all solid Zombies, they are more specialized than the general purpose ones listed above. And no, I didn't forget Double Coston; he's just not very good in a Zombie deck.

NOTABLE SPELL/TRAPS:
3 Book of Life is generally an acceptable amount. Coupled with Call of the Haunted, and possibly Premature Burial, you'll have five forms of recursion.

Call of the Mummy is not recommended unless you're running it in conjunction with multiple Despair from the Dark and Double Coston (a weak deck in my opinion).

Tutan Mask isn't really recommended either; I'd favor Magic Drain over such.

Painful Choice and Mirage of Nightmare are definite inclusions because Zombies like discarding.

I feel Traps should include some defensive, chainable counters which include a few Wabokus and Ring of Destruction.



Pyramid Turtle/EARTH/Zombie/4*/1200/1400
+Provides field control (searchabilitiy will bring out many zombies)
Yet another of the best monsters in the game! Pyramid Turtle rivals Witch and Sangan as the best searcher in the game, based solely on the frightening versatility of his search. You can pull out a spirit reaper to stall, a Ryu Kokki to beat down, or introduce the Vampire Lord to the duel. Awesome.

Patrician of Darkness LOD-058 -o
Despair from the Dark DCR-023 + F o/-o
Fear from the Dark DCR-025 + F o
Regenerating Mummy AST-079 +F o

These next four zombies are more specialized in use. Fear, Despair, and Regenerating should be side-decked versus Chaos Control. Introduce all of them to counter Chaos Emperor Dragon and Delinquent Duo. Patrician of Darkness is a card that's better suited to another Zombie variant-- Zombie Metamorphosis. While these four cards are all solid Zombies, they are more specialized than the general purpose ones listed above. And no, I didn't forget Double Coston; he's just not very good in a Zombie deck.

NOTABLE SPELL/TRAPS:
3 Book of Life is generally an acceptable amount. Coupled with Call of the Haunted, and possibly Premature Burial, you'll have five forms of recursion.

Call of the Mummy is not recommended unless you're running it in conjunction with multiple Despair from the Dark and Double Coston (a weak deck in my opinion).

Tutan Mask isn't really recommended either; I'd favor Magic Drain over such.

Painful Choice and Mirage of Nightmare are definite inclusions because Zombies like discarding.

I feel Traps should include some defensive, chainable counters which include a few Wabokus and Ring of Destruction.



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posted: 1/18/2005 7:09:04 AM

rank:

The FORCE Legend:
Again, I'll make the overall FORCE table in case one forgot.

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

FORCE represents the Zombie Deck:

Monsters:
Vampire Lord + F o/ - o
Ryu Kokki(2) + F O/ - o
Pyramid Turtle(3) + F
Spirit Reaper(3) +F o E
Magical Scientist + f O c E/ - o C e
Breaker the Mag. Warrior + F R c
Tribe Infecting Virus + F O E / - r
Fiber Jar +r
Sinister Serpent + o r C / - F
Morphing Jar + r

Spells:
Change of Heart + f c E e / -r
Pot of Greed + r
Mystical Space Typhoon + R c E
Mirage of Nightmare + r
Heavy Storm +R c E
Painful Choice +r
Book of Life(3) +F
Snatch Steal + F O o E / - e
The Forceful Sentry + E
Confiscation +E/ -e
Card Destruction + r/ - r
Enemy Controller(2) + F/- o
Nobleman of Crossout (2) + F f O E
Book of Moon (2) +F R C c E/ -r

Traps:
Call of the Haunted
Ring of Destruction
Waboku(2)
Magic Drain(2)



The FORCE Legend:
Again, I'll make the overall FORCE table in case one forgot.

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

FORCE represents the Zombie Deck:

Monsters:
Vampire Lord + F o/ - o
Ryu Kokki(2) + F O/ - o
Pyramid Turtle(3) + F
Spirit Reaper(3) +F o E
Magical Scientist + f O c E/ - o C e
Breaker the Mag. Warrior + F R c
Tribe Infecting Virus + F O E / - r
Fiber Jar +r
Sinister Serpent + o r C / - F
Morphing Jar + r

Spells:
Change of Heart + f c E e / -r
Pot of Greed + r
Mystical Space Typhoon + R c E
Mirage of Nightmare + r
Heavy Storm +R c E
Painful Choice +r
Book of Life(3) +F
Snatch Steal + F O o E / - e
The Forceful Sentry + E
Confiscation +E/ -e
Card Destruction + r/ - r
Enemy Controller(2) + F/- o
Nobleman of Crossout (2) + F f O E
Book of Moon (2) +F R C c E/ -r

Traps:
Call of the Haunted
Ring of Destruction
Waboku(2)
Magic Drain(2)



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posted: 1/18/2005 7:16:04 AM

rank:

Final Analysis: The deck seems to feature some froms of Resource Replenishment and self-disruption (Card Destruction for example). Take note that Zombies love discarding because of its eventual recursion abilities to take advantage of our lost forces. The deck seems to look pretty solid.

A BAD System Score of the Deck: Vampire Lord

Advantage F/H: His self-reviving effect is one of the most broken monster effects in the game. You can also revive him or search him at no cost, basically getting him through a variety of appealing options. Once he's on the field, there's very little that can kill him. Sub-par attack advantage, making him beatable by Berserk Gorilla, brings him down from a perfect score.9.5/10

Best Draw for the Situation: Obviously, as a tribute monster you don't want to draw him in the opening hand or top-deck him. However, Spirit Reapers, Pyramid Turtles, and Book of Life, coupled with the standard Change of Heart and Snatch Steal make him a far more appealing Tribute monster inclusion than every other. He'll also be searched out quickly, making the issue rather moot. 7/10.

Attributes/Effect: As I said, his recursion effect is one of the best. Of course, the deck destruction effect may help your opponent, but every card in his deck should provide him some use, given that he included it. Also, his stats and zombie type make him searchable by 4 monsters (3 turtles and witch), and he packs two solid effects into one fearsome package. In a zombie deck, he's near perfect, except his low attack. 9.5/10.

Dependability: Compared to other monsters in this scale, he's very, very dependable. Other tribute monsters, and even Chaos monsters, can be wiped clean by a timely Raigeki or such. This guy, on the other hand, is immune to such card effects. He can also be revived. Plus, Zombie control focuses on stripping away threats from your opponent's hand that can handle your own monsters. Low attack, however, brings him down to a 9.5/10.

A BAD Score: 35.5/40=8.875/10
Final Analysis: The deck seems to feature some froms of Resource Replenishment and self-disruption (Card Destruction for example). Take note that Zombies love discarding because of its eventual recursion abilities to take advantage of our lost forces. The deck seems to look pretty solid.

A BAD System Score of the Deck: Vampire Lord

Advantage F/H: His self-reviving effect is one of the most broken monster effects in the game. You can also revive him or search him at no cost, basically getting him through a variety of appealing options. Once he's on the field, there's very little that can kill him. Sub-par attack advantage, making him beatable by Berserk Gorilla, brings him down from a perfect score.9.5/10

Best Draw for the Situation: Obviously, as a tribute monster you don't want to draw him in the opening hand or top-deck him. However, Spirit Reapers, Pyramid Turtles, and Book of Life, coupled with the standard Change of Heart and Snatch Steal make him a far more appealing Tribute monster inclusion than every other. He'll also be searched out quickly, making the issue rather moot. 7/10.

Attributes/Effect: As I said, his recursion effect is one of the best. Of course, the deck destruction effect may help your opponent, but every card in his deck should provide him some use, given that he included it. Also, his stats and zombie type make him searchable by 4 monsters (3 turtles and witch), and he packs two solid effects into one fearsome package. In a zombie deck, he's near perfect, except his low attack. 9.5/10.

Dependability: Compared to other monsters in this scale, he's very, very dependable. Other tribute monsters, and even Chaos monsters, can be wiped clean by a timely Raigeki or such. This guy, on the other hand, is immune to such card effects. He can also be revived. Plus, Zombie control focuses on stripping away threats from your opponent's hand that can handle your own monsters. Low attack, however, brings him down to a 9.5/10.

A BAD Score: 35.5/40=8.875/10
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