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Cancel All Plans – Spell Canceller

Spell Canceller is a weird mix: Machine/Wind. Anything besides Machine/Light, Machine/Dark, or Machine/Earth is kinda strange looking, especially since Wind doesn't have any really great support. This deck used to be Wind-based, surprisingly, but with the release of more aggressive Machines I decided to make this a Machine based deck instead.

Cyber Dragon and Dekoichi are obvious additions to the deck. Cyber Dragon can help you summon Spell Canceller easier (yes, there will be times that you want to trade that 2100 beatstick for the 1800 negator), along with being a great monster. Dekoichi is pure and simple draw power, and monster effects are important in a deck that negates Spells.

Some new additions to this deck are Cyber Phoenix and A-Team: Trap Disposal Unit. Cyber Phoenix was just released in EOJ, and it is probably one of the best type specific cards in the game. Its effect is like Lord of D's for Machines - any Spell or Trap card that targets a Machine is negated while Phoenix is face up on the field. Since Cyber Phoenix is a Machine, it gets protection for itself along with protecting Machines like Cyber Dragon and Spell Canceller. On top of that great protection effect, Cyber Phoenix allows you to draw a card if it's destroyed through battle. Not a bad trade off - Cyber Phoenix will ALWAYS be a 1 for 1 deal, and any kind of protection effect is very nice to have.

A-Team: Trap Disposal Unit is an interesting tech card that I encourage you to try. Most people find it useless, as it's a VERY weak monster that can be sacrificed to negate a Trap card (even on the opponent's turn). However, in a deck that forces the opponent to use mostly Traps, you can summon it and attack at will, not worrying about the opponent flipping a Mirror Force or Sakuretsu Armor. With Spell Canceller on the field, the opponent will HAVE to attack it, but you can use your own protection on it. It's a very psychologically damaging card - most opponents don't know what to do when they see strange cards, and this is definitely one that slips under the radar. On top of that, it's a Machine, so it fits into this theme perfectly.

As stated before, because Spell Canceller negates ALL Spells, you’ll want to use mostly Traps. Finding the right ones is a challenge though. Some of the better traps out there (besides the big three) are Dust Tornado, Bottomless Trap Hole, Sakuretsu Armor, Interdimensional Matter Transporter (VERY nice to protect Spell Canceller, and with it removed you can activate your OWN Spells), Divine Wrath, Solemn Judgement, and Ceasefire. I’m sure there are other good ones out there; use whatever ones you feel work best for your metagame.

Monsters – 19 (6 Tribute, 13 Non-Sacrifice)

Magic/Spells - 6

Traps - 15

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This deck was last updated on 5/25/06.

Email: gtthebard@gmail.com