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-v.0.06-
-MONSTERS-
Hino-Kagu-Tsuchi x2
Dark Dusk Spirit x2
Otohime x3
Susa Soldier x2
Asura Priest x2
Cyber Dragon x2
Nimble Momonga x3
Treeborn Frog
Sangan
Spirit Reaper
Magician of Faith
-SPELLS-
Smashing Ground x2
Nobleman of Crossout
Mystical Space Typhoon
Giant Trunade x2
Mausoleum of the Emperor x2
Terraforming
Graceful Charity
Pot of Avarice
Spring of Rebirth x2
Creature Swap x2
Scapegoat
Swords of Revealing Light
-TRAPS-
Cyber Shadow Guardna x2
Torrential Tribute
Ring of Destruction
Mirror Force
Ultimate Offering
-SIDE DECK-
Yamata no Orochi (Yamata Dragon) x2
Great Long Nose x2
D.D. Survivor x3
Dimensional Fissure x3
Invitation of the Spirit x2
Forced Back x3
--END--
This was a deck idea focused on "Spirit Monsters", creatures that return to your hand at the end of the turn they came out. This works 2-fold against the current metagame:
1) It makes almost anything my opponent has that's designed to outright kill a monster useless.
2) It prevents them from making use of the effect of "Cyber Dragon", which can be Special Summoned (circumventing the 1 Normal Summon per Turn rule) if your opponent has a monster and you don't, and then sacrificed for a higher-level monster (most notably the "Monarchs", a group of monsters who have nasty effects that go off when they're summoned, and "Jinzo", a monster that prevents the use of Trap cards).
Obviously, this leaves me with one gaping problem: Often times I'm going to have precisely DIDDLY SQUAT protecting me. ...Or so it would seem. However, there are numerous resources in the deck and sidedeck that can prevent this little problem, such as Cyber Shadow Guardna, a Trap Card that responds to an attack by becoming a duplicate of the attacking monster, then ducking back to being a Trap at the end of the turn, allowing repeated use, and Scapegoats, which can respond to pretty much anything by becoming a wall of 4 cute fluffy little sheep that can take the hit for me...and if need be, in the 2nd game of a match I can slide in Ultimate Offering, a permanent trap that allows me to cough up 500 Life Points to summon an extra monster, even during my opponent's turn! Works beautifully in conjunction with Otohime to stave off an attack...I pay 500 LP, summon her, and her effect of switching a monster's Attack Position goes off, halting the assault 95% of the time.
It's a rather oddball deck concept, to be certain...but then again, that's what MOST of the ones I build are.
Aaand that's that.