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Countdown to Apocalypse

Final Countdown decks CAN be effective. The standard one focuses entirely on stall tactics, but stalling can only do you so much, especially when stuff in most sidedecks neutralizes the vast majority of the threat and they have ten whole turns to break through your defense for the win. As a result, they're generally ineffective for competitive play, and are often overlooked.

This version of the deck focuses less on stall and more on lock. There's still a lot of the standard stall in there to last you by until the core of the deck can function, but it's generally not needed. You can generally forget about the high-defense, low-attack monsters; the only one there is Charcoal Inpachi, of which there are only two. Spirit Reaper can't be destroyed through battle, period. Charcoal Inpachi has very high defense and is a level one monster, meaning it can be morphed to Thousand-Eyes Restrict.

Legendary Jujitsu Master has defense high enough to withstand the force of the vast majority of currently used four-star monsters, and anything that attacks it gets sent to the top of the owner's deck. Golem Sentry has the same amount of defense, but when it's flip summoned you can bounce one monster on the field back to the hand. These monsters are in simply for disruption. The opponent should rarely swarm the field, and if they do then you can simply bounce the stuff back. There should be very few times that the opponent successfully attacks your Life Points.

The spell selection is generally obvious; basic stall, Metamorphosis to get the all-important Thousand-Eyes Restrict, staples, Final Countdown, etc.

Pyro Clock of Destiny isn't a good card for this deck. Don't use it.

Some other versions of this deck infuse some life gaining - Cure Mermaid and Solemn Wishes will help you regain those 2000 LP you had to pay for Final Countdown, essentially giving you a card that says "Win in 20 turns."

Another idea that's been tossed around is mass traps. Just use lots of stall traps such as Waboku, Threatening Roar, and Thunder of Ruler, and just block the opponent from dealing damage to you. It's an idea that can easily be played around with, but I prefer the old way of mass healing. Never tried either though, so play around and see what you want.

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.

Between the high defenses, the stall, and the disruption, you should have a VERY easy time keeping the opponent at bay.

Monsters - 19 (1 Tribute, 18 Non Sacrifice)

Magic/Spells - 15

Traps - 6

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This deck was last updated on 6/6/06.

Email: gtthebard@gmail.com