Friday, November 11, 2011

Friday Deck Workshop: Saber Synchro Swarm



I had mentioned in an article yesterday that my friend is planning on playing an X-Saber deck after a discussion we had over the weekend. The more I look at this deck on paper, the more I'm liking it. They have amazing ability to special summon monsters quickly, pretty useful synchros including a level nine that defies synchro rules, and many of them just wont die. The cards can simplify the game into a slugfest, knocking opponents back row cards out of the equation, and while in general back rows have become less common in the current meta, all that means to me is that there's less stuff you need to deal with.



Monsters
2 Maxx "C"
3 X-Saber Pashuul
2 XX-Saber Boggart Knight
3 XX-Saber Darksoul
3 XX-Saber Emmersblade
2 XX-Saber Faultroll
3 XX-Saber Fulhelmknight

The monster lineup is fairly standard, minus X-Saber Airbellum. Airbellum is still a pretty neat card, a level three tuner that can eliminate your opponents hand is pretty useful. I didn't cut him because I felt that Dark World is a threat to the deck or anything like that, I wanted to choose monsters that either could protect themselves (like X-Saber Pashuul and XX-Saber Fulhelmknight) or replace themselves (XX-Saber Emmersblade and XX-Saber Darksoul) so as a result he didn't make the cut. Instead of him, I added a pair of Maxx "C"'s which are pretty awesome in this meta, plus they're earth, so in an emergency situation you can use him with Fulhelmknight to bring out a Naturia Beast or whatnot. Effect Veiler is also a viable alternative, but with six tuners already in the deck, and a deck that can blow through a hand pretty quickly, I placed more value in the draw power of Maxx.

Spells
1 Book of Moon
1 Dark Hole
1 Enemy Controller
2 Forbidden Lance
1 Heavy Storm
1 Monster Reborn
2 Mystical Space Typhoon
2 Pot of Duality
1 Reinforcement of the Army

The spell selection, outside of the obvious choices, is focused on the defensive and enabling Fulhelmknight's second ability. Enemy Controller and Book of Moon are great for switching an opponent's monster to defense, running over it with your weaker Fulhelmknight and gaining field presence to prepare for a synchro. Forbidden Lance can be used both offensively and defensively, to take out an opponents monster, or to protect Naturia Beast from Torrential Tribute or Bottomless Trap Hole.

Traps
1 Dimensional Prison
2 Gottoms' Emergency Call
1 Mirror Force
2 Reinforced Truth
1 Solemn Judgment
2 Solemn Warning
1 Torrential Tribute

The trap selection is heavily built on monster hate, as well as providing quick access to your graveyard for bursty synchros and rushes. Solemn Warning, Torrential Tribute, Mirror Force, and Dimensional Prison will help keep your opponents more threatening cards at bay, while Reinforce Truth will help set up a Naturia Beast or Naturia Barkion next turn, or simply provide a defensive monster.
Gottoms' Emergency Call is easily the MVP of the trap lineup. You can easily sychro into a Hyunlei or Urubellum, then Gottoms' Emergency Call to get your materials back and synchro again, or simply hit them with your revived monsters. There are a ton of clutch plays with this card, and when reviving stuff like Darksoul you can even end up with a deck thinning play ontop of a huge synchro play. A good Gottoms' play will completely disrupt the flow of a game, ideally in your favor.


Extra
1 Ally of Justice Catastor
1 Blackrose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Colossal Fighter
1 Naturia Barkion
2 Naturia Beast
1 Scrap Dragon
1 Stardust Dragon
1 Trishula, Dragon of the Ice Barrier
1 X-Saber Urbellum
1 XX-Saber Gottoms
2 XX-Saber Hyunlei
1 Number 17: Leviathan Dragon

The extra deck is fairly standard. XX-Saber Hyunlei is like Mobius the Frost Monarch on steroid. He comes out, he nukes three back rows, and sets up your power play. It defiantly helps that he has a fairly beefy 2300 ATK to boot. The real power of this extra deck comes in the Naturia Beast and Stardust Dragon. When you have those two cards in play you can control the game with ease. Gottoms' makes this a fairly easy combo to bring out, and with the field presence your monsters give you combined with the defensive line up of spells and traps, getting these out shouldn't be too hard to do.

   

Side
1 D.D. Crow
1 Fossil Dyna Pachycephalo
2 Leeching the Light
1 Mystical Space Typhoon
2 Bottomless Trap Hole
1 Call of the Haunted
2 Debunk
3 Gozen Match
2 Mind Crush

The majority of the side deck is built to counter the plant engine. Debunk and D.D. Crow offers the ability to eliminate graveyard threats like Spore while Fossil Dyna Pachycephalo protected by a large amount of traps and quick plays, coupled with Call of the Haunted can be subbed in to stop special summons for a little while, and really devastate your opponents momentum. Gozen Match is a stellar choice here, since all the monsters this deck rely on are Earth based and there is such a wide variety of things that plant synchros will morph into it can really stranglehold their advances. Mind Crush and Leeching the Light are staples against agents, really not much else to say there.

I hope you guys enjoyed this week's deck. I'd love to hear your feedback, and as always thanks for the continued support. Comments are always welcome!

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