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.
back