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Zombie World Control
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Zombie World Control
Zombie World Control (ZWC) started out as me wanted to create a deck abusing Red-Eyes Zombie Dragon's effect back when Zombie Decks were a thing; however, I felt uncreative because it was already being done, abused, and re-abused in many different ways. Then, last format I magically found the decklist written in my Journal with the note: "Save for later. Will need!"
And you know what? It's true. I personally think this deck is very, very deadly as long as I have Rabbit in hand and my Wind-Typed Monsters in deck. Why? The sole card named Zombie World.
Reasons:
1) Zombie World doesn't allow any Fire Formation Traps to be activated. Ever. Also doesn't allow their Rank 4 XYZ, and stops Dire Wolf dead.
2) Zombie World doesn't allow 9/10 of the Prophecy's Spells to be activated, because they require a Spellcaster to be on the field and/or graveyard
3) Zombie World doesn't allow Six Sam's to go into Shi En (Synchro), nor their Rank 4 Warrior XYZs
4) Zombie World stops Heroes from going into their Rank 4 Warrior XYZs
5) Zombie World stops all decks that focus on Tribute Summoning
6) Zombie World stops Dragunities from looping (unless they get out field)
7) Zombie World stops Hieratics from looping as well, same with a few minor Chaos Dragon antics (REBMD)
And many others I can't really think of. All in all, it really does shuts down many of the current meta decks.
The following is my current IRL build of my ZWC. I plan on taking this to the Philly Regionals in 3 days. So any last minute feedback, suggestions, support would be lovely. Thank you.
--Main--
Zure, Knight of Dark World x2 (technically ANY x2 Dark-Typed Monster)
Dragon Dwelling in the Cave x2 (technically ANY x2 Wind-Typed Monster)
Dark Armed Dragon x1
Red-Eyes Zombie Dragon x1
Zombie Master x2
Pyramid Turtle x3
Rescue Rabbit x2
Dark Mimic Lv3 x2
Tour Guide From the Underworld x2
Effect Veiler x2
Monster Reborn x1
Magical Mallet x1
Pot of Duality x2
Prohibition x1
Zombie World x3
Bottomless Trap Hole x2
Mirror Force x1
Starlight Road x2
Dimensional Prison x2
Compulsory Evacuation Device x2
Fiendish Chain x2
Solemn Judgment x1
Solemn Warning x1
--Extra--
Stardust Dragon x1
Gem-Knight Pearl x1
Number 39: Utopia x2
Number 16: Shock Master x1
Photon Papilloperative x1
Evigishki Merrowgeist x1
Lightning Chidori x1
Maestroke the Symphony Djinn x2
Gagaga Cowboy x1
Number 17: Leviathan Dragon x1
Leviair the Sea Dragon x1
Temtempo the Percussion Djinn x1
Wind-Up Zenmaines x1
--Side--
Maxx "C" x1
Debunk x1
Chain Disappearance x2
Stygian Dirge x2
Imperial Iron Wall x2
Soul Drain x3
Creature Swap x2
Prohibition x2
And you know what? It's true. I personally think this deck is very, very deadly as long as I have Rabbit in hand and my Wind-Typed Monsters in deck. Why? The sole card named Zombie World.
Reasons:
1) Zombie World doesn't allow any Fire Formation Traps to be activated. Ever. Also doesn't allow their Rank 4 XYZ, and stops Dire Wolf dead.
2) Zombie World doesn't allow 9/10 of the Prophecy's Spells to be activated, because they require a Spellcaster to be on the field and/or graveyard
3) Zombie World doesn't allow Six Sam's to go into Shi En (Synchro), nor their Rank 4 Warrior XYZs
4) Zombie World stops Heroes from going into their Rank 4 Warrior XYZs
5) Zombie World stops all decks that focus on Tribute Summoning
6) Zombie World stops Dragunities from looping (unless they get out field)
7) Zombie World stops Hieratics from looping as well, same with a few minor Chaos Dragon antics (REBMD)
And many others I can't really think of. All in all, it really does shuts down many of the current meta decks.
The following is my current IRL build of my ZWC. I plan on taking this to the Philly Regionals in 3 days. So any last minute feedback, suggestions, support would be lovely. Thank you.
--Main--
Zure, Knight of Dark World x2 (technically ANY x2 Dark-Typed Monster)
Dragon Dwelling in the Cave x2 (technically ANY x2 Wind-Typed Monster)
Dark Armed Dragon x1
Red-Eyes Zombie Dragon x1
Zombie Master x2
Pyramid Turtle x3
Rescue Rabbit x2
Dark Mimic Lv3 x2
Tour Guide From the Underworld x2
Effect Veiler x2
Monster Reborn x1
Magical Mallet x1
Pot of Duality x2
Prohibition x1
Zombie World x3
Bottomless Trap Hole x2
Mirror Force x1
Starlight Road x2
Dimensional Prison x2
Compulsory Evacuation Device x2
Fiendish Chain x2
Solemn Judgment x1
Solemn Warning x1
--Extra--
Stardust Dragon x1
Gem-Knight Pearl x1
Number 39: Utopia x2
Number 16: Shock Master x1
Photon Papilloperative x1
Evigishki Merrowgeist x1
Lightning Chidori x1
Maestroke the Symphony Djinn x2
Gagaga Cowboy x1
Number 17: Leviathan Dragon x1
Leviair the Sea Dragon x1
Temtempo the Percussion Djinn x1
Wind-Up Zenmaines x1
--Side--
Maxx "C" x1
Debunk x1
Chain Disappearance x2
Stygian Dirge x2
Imperial Iron Wall x2
Soul Drain x3
Creature Swap x2
Prohibition x2
Shameless- Team Ice Administrator
- Posts : 34
Join date : 2013-04-09
Re: Zombie World Control
this a nother evil deck of your shame?
Rina~Sky- Team Ice Moderator
- Posts : 142
Join date : 2013-04-10
Re: Zombie World Control
Its been an evil deck of mine.. But I'm taking this to regionals, so I need feedback.
Shameless- Team Ice Administrator
- Posts : 34
Join date : 2013-04-09
Re: Zombie World Control
I suggest you should use Evilswarm Heliotrope (Normal Monster) for its ATK power, compared to Zure.. Then again, if you're more worried about Defense, then you can use Renge, Gatekeeper of the Dark World instead... If you had access to them.
The lack of Mystical Space Typhoon seems oddly irking.. Then again, you don't really have any cards to blow their back row up so you can set up strong and safely.
Two Starlight Roads seems... Odd. Though one is meant to get out Stardust, maybe you should take out 1 and use The Huge Revolution is Over, just in case, since it's a lovely Counter Trap... Which also removes the card from play, as well.
Since you're most likely going to be Special Summoning monsters, would Dimension Slice (Trap card) do you any good? Targets & Banishes 1 face-up monster your opponent controls when you special summon a monster to the side of your field.
Draw power seems to be the issue, here.
The lack of Mystical Space Typhoon seems oddly irking.. Then again, you don't really have any cards to blow their back row up so you can set up strong and safely.
Two Starlight Roads seems... Odd. Though one is meant to get out Stardust, maybe you should take out 1 and use The Huge Revolution is Over, just in case, since it's a lovely Counter Trap... Which also removes the card from play, as well.
Since you're most likely going to be Special Summoning monsters, would Dimension Slice (Trap card) do you any good? Targets & Banishes 1 face-up monster your opponent controls when you special summon a monster to the side of your field.
Draw power seems to be the issue, here.
Irony- Team Ice Veteran Member
- Posts : 15
Join date : 2013-04-11
Re: Zombie World Control
Evilswarm Heliotrope and Dimension Slice aren't TCG legal. At least, I know the former isn't TCG legal (or TCG at all). Also, since cost was (and still is) an issue, I had to go off of what I already owned. I already owned 2 copies of Zure and 2 copies of Dragon Dwelling in the Cave. And I personally like being able to dance around Bottomless with Rabbit plays, but having a card with 1800+ ATK is good for those occasional "need a monster just strong enough to kill his" kind of moments.
And I forgot to edit out the x2 for Starlight Road. I couldn't afford 2, so I have one Huge Rev to abuse.
The deck isn't scared of backrow, because most of the current Meta-eske decks don't rely on backrow, thus having backrow hate is pretty iffy. If it comes down to dueling against heavy backrow (like Macro-Decks), I can spam out a Shockmaster at a moment's notice, as well as drop 3 Prohibitions (such a lovely card). Also, most of the plays do rely on the opponent attacking, thus they can't use their backrow to negate my summons (unless they use Solemn Warning).
Also, the deck doesn't need to draw excessively. It's an anti-meta/stall-eske type of deck. As most Rabbit Decks are. So you do TourGuide/Rabbit combos and sit behind your mass of backrow.
And I forgot to edit out the x2 for Starlight Road. I couldn't afford 2, so I have one Huge Rev to abuse.
The deck isn't scared of backrow, because most of the current Meta-eske decks don't rely on backrow, thus having backrow hate is pretty iffy. If it comes down to dueling against heavy backrow (like Macro-Decks), I can spam out a Shockmaster at a moment's notice, as well as drop 3 Prohibitions (such a lovely card). Also, most of the plays do rely on the opponent attacking, thus they can't use their backrow to negate my summons (unless they use Solemn Warning).
Also, the deck doesn't need to draw excessively. It's an anti-meta/stall-eske type of deck. As most Rabbit Decks are. So you do TourGuide/Rabbit combos and sit behind your mass of backrow.
Shameless- Team Ice Administrator
- Posts : 34
Join date : 2013-04-09
Re: Zombie World Control
Have you considered Dark Simorgh at all?
Omni~Mage- Team Ice Veteran Member
- Posts : 38
Join date : 2013-04-10
Location : Subspace.
Re: Zombie World Control
I have..but I only run 2 Winds....and I'm not gunna be that guy that runs something like Dark Siggy, just because I run at least one Wind-Typed Monster.
Shameless- Team Ice Administrator
- Posts : 34
Join date : 2013-04-09
Re: Zombie World Control
Technically, it'd be around 3-4 since you have Stardust Dragon & Lightning Chidori. ('w' )Shameless wrote:I have..but I only run 2 Winds....and I'm not gunna be that guy that runs something like Dark Siggy, just because I run at least one Wind-Typed Monster.
Ahhhh, I see..
Irony- Team Ice Veteran Member
- Posts : 15
Join date : 2013-04-11
Re: Zombie World Control
Shameless wrote:I have..but I only run 2 Winds....and I'm not gunna be that guy that runs something like Dark Siggy, just because I run at least one Wind-Typed Monster.
Techically, it'd be 3 because of Chidori, but I get what you're saying.
Omni~Mage- Team Ice Veteran Member
- Posts : 38
Join date : 2013-04-10
Location : Subspace.
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