Name: Clown Control
Type: Destroy Monsters
Format: Advanced
Card Number: 41
Description: The Clown Control Deck is a reasonably old deck type, it involves using the abilities of Dream Clown and Crass Clown, as well as various cards which change monster position to constantly clear your opponent's field.
Deck Breakdown:
MONSTERS
Breaker the Magical Warrior
Crass Clown
Crass Clown
Crass Clown
Don Zaloog
Marauding Captain
Dream Clown
Dream Clown
Dream Clown
Exiled Force
D.D. Warrior Lady
Giant Rat
Mataza the Zapper
Peten the Dark Clown
Peten the Dark Clown
Peten the Dark Clown
Ryu-Kishin Clown
Swarm of Scarabs
We can categorize our monster line-up into several categories:
CLEARERS
- Dream Clown
- Crass Clown
- Swarm of Scarabs
- Exiled Force
These are the cards which will clear the opponent's field, it is really easy to use Crass Clown and Dream Clown's effects with all the position changing this deck packs. Swarm of Scarabs is like the gift that keeps on giving, and Exiled Force fits well into the Warrior Toolbox (More on that later).
ATTACKERS
- Mataza the Zapper
- Don Zaloog
Once our opponent has a clear field we attack with these two, in this deck Mataza is like a 2600 3-Star, and Son Zaloog gets rid of the opponent's options.
DEFENDERS
- Peten the Dark Clown
Okay I admit, I only put Peten in to continue with the 'Clown' theme, feel free to take him out for something like another Marauding Captain or a Marshmallon.
HELPERS
- Ru-Kishin Clown
- Giant Rat
Unlike Peten, I didn't put in Ryu-Kishin for the Clown theme, he is a genuinely good card for this deck, but could easily be replaced as well. Giant Rat helps heaps for our Warrior Toolbox, and our main clown is an earth type so...
WARRIOR TOOLBOX
- Marauding Captain
- D.D. Warrior Lady
- Exiled Force
- Don Zaloog
- Mataza the Zapper
- Breaker the Magical Warrior
If you have never heard of a Warrior Toolbox, it basically revolves around using Reinforcements of the Army (RotA for short) and the Warrior Returning Alive to counter anything the opponent throws at you. Marauding allows us to summon our other Warriors quickly and protects them, D.D. and Exiled wipe out strong opposing monsters, Breaker gets rid of those troublesome Spells and Traps, and Mataza and Don are powerful cards in this deck (see ATTACKERS).
SPELLS
Swords of Revealing Light
Heavy Storm
Mystical Space Typhoon
Level Limit - Area B
Messenger of Peace
Reinforcement of the Army
Reinforcement of the Army
Stumbling
Stumbling
Stumbling
The Dark Door
The Warrior Returning Alive
Earthquake
Earthquake
The Spell Cards can also be categorised:
PROTECTORS
- Swords of Revealing Light
- Level Limit - Area B
- Messenger of Peace
- The Dark Door (To an extent)
These cards do just what their name suggests, protect the player. We don't always get the perfect draw with this deck, and it is sometimes difficult to recover from a deadly blow, so I put these cards in to help in those situations. The Dark Door prevents them form swarming us, but also prevents us from dealing OTKs so it isn't perfect. Swords is a staple, and Messenger works well because it doesn't restrict any of our monsters from attacking. Area B is good for dealing with the opponents high-level beaststicks, but immoblizies our Don Zaloog and Crass Clown.
POSITION CHANGERS
- Earthquake
- Stumbling
In my experience, Stumbling is probably the single greatest Spell Card in this deck, it allows us to use out Dream Clown as soon as we summon him, AND it prevents our opponents from attacking as soon as they summon their monsters, giving our Clowns one extra chance to destroy them. Earthquake is another good card, which I mainly use in conjunction with the Trap Card Tragedy, but it also serves as basic position changing.
WARRIOR TOOLBOX
- Reinforcement of the Army (RotA)
- The Warrior Returning Alive ( tWRA)
These cards are essential to a Warrior Toolbox, RotA lets us get ANY Warrior we want from our deck into our hand as long as it is level 4 or lower, and seeing as how the majority of our Monsters are Level 3-4 Warriors, it has barely any boundaries. tWRA lets us get our fallen Warriors back from the graveyard, and mid-late game, this card is just as good as RotA. (Don't forget that Dream Clown is a warrior as well!)
STAPLES
- Heavy Storm
- Mystical Space Typhoon (MST)
- Swords of Revealing Light (SoRL)
Incase you didn't know, Staples are cards which work well in any deck they are used in. MST and Heavy Storm get rid of the opponent's pesky face-downs, and Swords protects us (See PROTECTORS).
TRAPS
Tragedy
Tragedy
Final Attack Orders
Gravity Bind
Level Limit Area A
Labyrinth of Nightmare
Zero Gravity
Zero Gravity
Zero Gravity
Finally we move onto the Trap Cards, which, you probably guessed by now, can also be split into groups.
PROTECTORS
- Gravity Bind
Before I used Clown Control I used to run a Stall (Defense) Deck. I cannot tell you how useful this card is, most of your opponents will be completely locked down until they draw a Breaker, MST, or Heavy Storm. Plus the only card of ours Gravity Bind badly effects is Don Zaloog.
CHANGERS
- Final Attack Orders (FAO)
- Level Limit Area A
- Zero Gravity
- Labyrinth of Nightmare
Zero Gravity is probably the best trap in our deck, it activates our Clown's effects, it turns the Monster's our opponent is about to attack with to Defense Position, and it turns their weak monsters to Attack! Labyrinth of Nightmare changes our Clowns positions and goes well with Tragedy (See STRATEGIES) Area A and FAO are really good cards for combos ( Once again, see STRATEGIES).
CLEARERS
- Tragedy
As I mentioned before, Tragedy is like a Raigeki in this deck, just look at the possibilities.
Earthquake + Tragedy = Raigeki
Labyrinth of Nightmare + Tragedy = Raigeki
Zero Gravity (Some times) + Tragedy = Raigeki
This card is awesome!
Now that we have been through the cards in the deck, lets look at some of the combos we can pull of.
STRATEGIES
TRAGEDY + (ANY POSITION CHANGER)
Tragedy has some of the best Combos, combine it with most of the Position Changing cards in this deck for an instant Raigeki.
AREA A/FAO + Labyrinth of Nightare + Dream Clown
Given that you have a good defence, this combo can be really annoying for the opponent. Dream Clown is always ready to attack, and at the end of each of your turns, your Opponent loses a monster!
Marauding Captain + Exiled Force/D.D. Warrior Lady
Good if your opponent only has one monster on the field, Summon Marauding, Summon D.D. or Exiled, destroy their monster and attack directly with Marauding for 1200 points of damage.
Swarm of Scarabs + Stumbling
Opponent summons monster, Stumbling changes it to Defence, Swarm kills it and attacks directly, the cycle starts over. If your opponent has used up all their Spell/Trap removal, and cards which allow you to summon twice in the same turn, this combo can be devestating.
Dream Clown + Stumbling
Simple, summon Dream Clown and destroy a monster. Easiest combo you can pull off.
The Dark Door + Mataza the Zapper
The Dark Door's effect states "Both players can only attack with 1 monster during their respective Battle Phases", so Mataza's double attacking effect isn't stopped by the Dark Door, not so much a combo as it is a thing to keep in mind while dueling.
If you can think of more combos, E-mail them to GrimTuesday@hotmail.com and I will add them to the list!
CONCLUSION
While Clown Control doesn't stand up to a well built Twilight, Dark Armed Dragon, or Lightsworn Deck, it is a really fun deck to use and build, if you decide to make a Clown Deck, feel free to copy my Deck to the very last card, just don't go around claiming you designed it :D.
~Saturday
Post Archive
Saturday, 7 March 2009
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