Thursday, March 25, 2010

Deck Analysis: "SOL Sniper!"

In the past it has been a goal of many a dragon-user to try and mix Hopeless Dragon and Disaster Dragon. Such attempts have proved rather futile as the decks don't mix in goals. I attempted last format to mix SOL with Disaster as well to no avail.

When Cards of Consonance was first released many people suggested adding it to SOL. Lacking any targets beyond White Stone of Legend it was brushed off as being inconsistent. During attempts to make a viable draw engine to combine it with Trade-In the D.E.T. Exodia deck was born, which utilized both Trade-In and Cards of Consonance with Super Rejuvination, Card Destruction, Reckless Greed and other draw cards to attempt to draw Exodia. The deck was fast, however, despite the strength of the draw power its speed wasn't enough to fuel a deck built purely around drawing.

Such draw power would be best geared in the direction of fueling a turbo deck. D.E.T. paired White Stone of Legend with Flamvell Guard to take advantage of Cards of Consonance, the deck then expanded further into the realms of Normal monsters to further abuse Flamvell Guards status as a normal monster, however, for a control or turbo oriented deck Normal monsters wouldn't do. Many Normal Hopeless decks featuring Tri-Horned Dragon worked to great success but a deck that could utilize the engine when coupled with effect monsters lacked a good effect monster target for both Cards of Consonance and Trade-In.

At least, that was what I thought. A few weeks ago I stumbled across Jason Grabher-Meyer's article on "Deep Draw Dragons". It utilized the D.E.T. engine in a turbo-esque fashion, however, geared it towards effect monsters by using Debris Dragon and Light and Darkness Dragon to fill in the gaps. The obvious next step in its construction was the inclusion of Totem Dragon which added synergy between Debris and Light and Darkness Dragon as both profited from its inclusion. The deck is very fast and very fun, however, it lacked the advantage oriented 1 for 1 simplification game that I have grown to love so much.

Growing disgruntled by the fact that dragons lacked any monster akin to Chaos Sorcerer or Enishi, Shien's Chancellor I was chatting to some friends of mine online; Dragonic Horizons and ShadowNeji115217 from the Pojo.com forums who suggested Maximus might serve the purpose. At first Maximus failed the test, it unlike Chaos Sorcerer could not easily gain advantage off of its summon due to its reliance on an in hand spell card, however, on closer inspection Koa'ki Meiru Maximus, like Light and Darkness Dragon was a powerful level-8 monster that could cover the Trade-In aspect of the draw engine with Blue-Eyes White Dragon. As in Deep Draw 2 copies of Debris Dragon could also serve as Consonance fodder while still acting as useful tuners. In order for the deck to carry 3 Maximus it also needed to hold 3 Iron Core of Koa'ki Meiru, and with the places already filled for it 3 Koa'ki Meiru Drago soon followed as well. So, without further ado I give you the child of Disaster Dragon - Maximium Sniper and SOL Dragon; SOL Sniper!

SOL Dragon + Disaster Dragon + D.E.T.

Main Deck: 40

Monsters: 21
3 Blue-Eyes White Dragon
3 The White Stone of Legend
3 Koa’ki Meiru Maximus
3 Koa’ki Meiru Drago
3 Red-Eyes Darkness Metal Dragon
2 Red-Eyes Wyvern
2 Masked Dragon
2 Debris Dragon

Spells: 17
3 Trade-In
2 Book of Moon
2 Super Rejuvenation
3 Iron Core of Koa’ki Meiru
1 Card Destruction
3 Cards of Consonance
1 Mystical Space Typhoon
1 Brain Control
1 Future Fusion

Traps: 2
2 Dust Tornado

The deck is pretty self explanatory. The draw engines power the deck as they did in D.E.T. while the dragons swarm the field and destroy all life; as they were meant to. The deck lacks any cards that can trigger Starlight Road; Heavy Storm, Mirror Force and Torrential Tribute are all side decked due to the hype surrounding the illustrious trap card. While I believe that Starlight Road itself is not good enough to merit siding out such cards almost every deck in my locals is maining 2 at the moment. As a result I find it beneficial to go into game 1 with nothing to trigger them, that way any Starlight Roads they draw are dead cards.

In place of Heavy I elected to run 2 Dust Tornado. Dust Tornado is a versatile trap card that can take care of problematic Royal Oppressions and the like while also handling cards such as Black Whirlwind and the soon to be released Infernity Gun. While the power of Royal Oppression against this deck may intimidate some into maining Heavy or at least attempting to run Giant Trunade I found that of the commonly played decks only Blackwings are consistently running Royal Oppression at the moment, against which I can side Heavy Storm back in against them on game 2. Gladiator Beasts, however are running at least 2 Starlight Road with no Oppression while Flame-Cat also runs 1-2 Starlight Road without Oppression either. Given those numbers and the fact that Machina and Lightsworn still exist; Lightsworn has little to no backrow and Machina in my area have been maining Roads as well I find that Heavy in the side is actually best for now. This decision will obviously change as the format and hype around Road settle.

The deck plays like Maximum Sniper but with a more SOL approach to advantage. It plays through aggressive disruption plays and locking the field down with Koa'ki Meiru Drago. However, I felt that the original Maximum Sniper was too slow to support such frequent dead draws and didn't draw into its combo pieces fast enough thus I incorporated a draw engine into the deck borrowing from D.E.T. and Deep Draw Dragons, that helps me see cards faster and get Maximus and Iron Core into play easier. It also opens up a lot of OTK options.

The deck is obviously very fast. It draws through itself in speeds comparable to D.E.T., however, unlike the Exodia deck it also has the ability to turn those draw cards into use. Maximus drops are powerful and carry heavy swings in momentum, because Maximus is a Semi-Nomi it can also be revived by Red-Eyes Darkness Metal Dragon provided it has been summoned successfully. Once Maximus is on the field it can create huge swings in field control, easily followed up by a Red-Eyes Darkness Metal/Blue-Eyes swarm. Maximus is also Wind which means it can get in around Koa'ki Meiru Drago when its locking down the field. In addition to that both Drago and Maximus can supplement eachothers end phase costs, with Iron Core working for both of them and other Maximus' also serving to save the life of an inplay copy. Alternatively Maximus can simply be allowed to die after popping a card and attacking and be revived later, or even be removed for a Darkness Metal. The deck is as always very versatile.

Synchro plays are also capable in this deck; courtesy of it carrying 5 tuner monsters. While not as common as synchro plays in most other SOL decks they still act as a another facet of the deck which can catch most opponents off guard.

Yeah, so this is my latest deck. Its also going to be my primary deck this format since Starlight Roads release rather killed my SOL Demise deck. :P

Enjoy.