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Final Countdown to the End

Final Countdown decks CAN be effective...I just haven't found a way to combine amazing Defense with life gaining, and still keep a successful 40 card deck. In the meantime, you guys get a Defensive Deck.

The deck focuses on high defenses; Gear Golem the Moving Fortress(800/2200), Soul Tiger(0/2100), and Battle Footballer(1200?/2100) all have amazing defense...but Spirit Reaper will be your main wall since it can't be destroyed through battle. Once Marshmallon comes out in English(Spirit Reaper effect WITHOUT the targeting downside and -1000 to the opponent when it's attacked in fd def) this deck will be even stronger. You can combine this deck with Sword and Shield...but why? Final Countdown is supposed to stall...basically forever. With the bans, this becomes a GREAT deck, since Raigeki and Dark Hole aren't there to stop you. Actually...I think I'll make this into a postban deck.

Note that Final Countdown is just 20 turns; your's AND your opponent's. So at each End Phase, that counts as one turn. In reality, your opponent only has 10 turns to beat you(which is still a lot, but not compared to 20 turns). Final Countdown DOESN'T STAY ON THE FIELD. If it did, it would simply be unplayable. Final Countdown gets played, and then the turns rack up. Once it's played, unless it's negated right then, there's no way to stop it.

Pyro Clock of Destiny works well in this deck...but I'm beginning to think that other cards would work better. Solemn Wishes or Cure Mermaid would make up for the -2000 required to play it, and would be an excellent annoyance factor for the opponent. Play around with it, and see what works for you. If speeding up the process is what you're after, use Pyro Clock. If you don't mind waiting the full ten turns, use Solemn Wishes or Cure Mermaid...or even Dancing Fairy. Gaining life points is a GREAT stall tactic, and combined with the massive defense that you already have, it will become a force that MUST be taken down FAST.

Fiber Jar is GREAT. The clock keeps counting down, but you force the opponent to basically restart any strategies they would use. Remember that you will also have to get your defenses up again, but Cyber Jar also helps with that.

Remember, this is a post-ban deck. Also remember that you won't be attacking much.

Monsters - 16(0 Tribute, 16 Non Sacrifice)

Magic/Spells - 16

Traps - 8

Click Here to see this deck Postban

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Email: gtthebard@gmail.com