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Article #1 - The Archetype Crisis
 
 The world of Yu-Gi-Oh! is clouded with many different archetypes, many different decks, and many different ideas.  People all over the world have their different view to what a certain archetype may look like, but I have come here to discuss two of the most popular and most played ones.
 
 We all know about the Burners, the Deck Depleters, and the Weenie Rush decks, but there are two that stand out in the Deck building industry:  Beatdown and Hand Disruption/Hand Control.  The rivalry between these two archetypes exists in all shapes and forms, and it has become sort of a war between the two.  On one side, we have the Beatdowns, with their high powered monsters and lots of recursion.  On the other side, we have the mighty Hand Disruptors, with the prenegators and cards ike Spirit Reaper and Don Zaloog, whose style of fighting is much more subliminal than attack, attack, attack.  There also exists a third side, a medium between the two, a hybrid of Beatdown and Hand Disruption.  These are extremely potent, but can be ripped apart easily by any kind of deck.
 
 I would like to share my philosophy on these two archetypes.  The ideas behind these two deck ideas are much more simple than that of other types of Controls, Cycles, Burners, or even Weenie Rushers.  Both of these decks can be easily stopped with a few good moves.  The beatdowns basically need just field control before they cant work out, and if you happen to get a Hand Control topdecking, you will surely win due to how they are played.  The decks themselves are very unique; I have seen a beatdown throw in a Lava Golem (noob) and Disruptions be the host of clowns and Relinquished.  But these decks all fall short to the coming of a single card in Dark Crisis:  Exodia Necros.
 
 Exodia has been overlooked so many times because it was so easy to counter before Dark Crisis, because of the rushing techniques of the Beatdown and the total destruction of the Hand Disruption, but now, it will be king of all archetypes due to one single card.  Exodia Necros can not be destroyed by any Spell, Trap, or effect monster, it cannot be destroyed as a result of battle, plus it gains 500 ATK points at each of your standby phases.  Its has weaknesses, but most will not be able to be played on it.  It must be summoned by Pact with Exodia; all five pieces must remain in the grave, otherwise it will be destroyed.  But, with the proper protection, it is unstoppable.  Guarding your graveyard with cards like Imperial Order or Magic Jammer is essential when using this card, but fulfilling its requirements is actually much easier than one may think.  Painful Choice would help in this situation.  Once out with protection, this card is completely unstoppable to but only two cards:  Fiber Jar and Skill Drain.  Only Fiber Jar is an immediate threat, but if they do happen to flip it, you get your Exodia pieces back as well, so really if you happen to get it out, it is a win-win situation.
 
 I predict that many people will start playing Exodia once more, and maybe even finally realize its true potential.  The old archetypes may never stop being played, but they will lose some of their prior potential with the introduction of Exodia Necros.  This concludes my very first article.  Hope you enjoyed...
 ~Siphon_X~
 
 -Credit to Edo's site for a translation on Exodia Necros.

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