High def. monsters in your deck?

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John Danker

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I've been meaning to...but haven't gotten around to, doing an article on high def. monsters in the current metagame.

I'd appreciate it if I could get your input here. Have you run a 1900 def or higher monster in your deck as of late? Did you find it worth wile? Did it mess up your opponent's plans? Did it serve the purpose intended or was it just overcome by Cyber Dragon?

I've been running a couple of Roulette Barrels in a deck of mine and I'm finding that a well placed 1800-2200 def. monster can be quite a road block in my opponent's plans often times. I've also had good success with a pair of Gear Golem The Moving Fortress. If nothing else he's forced to spend that Smashing Ground on my high def. monster rather than my future atk monster.

Your thoughts?
 
Thoughts? I don't like defense stat all that much. I find an occasional janked-in Wall of Illusion or Giant Soldier of Stone can cause serious problems for the opponent. However, I find Wall causes the most problems because of its effect, and Soldier causes problems mostly because it has 1300 ATK that can sneak under LL-AB, G-bind, and MoP. The defense is nice, but it's never won me duels.

When I want to really put a hole in my opponent's aggro strat, I use swarm tactics. I once built a devastating Pyro burn deck that utilized UFO Turtle, Last Will, and Fox Fire all in triplicate, plus a The Thing in the Crater. With that much swarm and recursion, there was almost always a Command Knight or Solar Flare Dragon lock out on the field. Tsuki was about the only thing that could truly destroy that deck.

The same is true for my "Pumping Zombies" deck (which, by the way, needs more attention that it's getting). With Book of Life, Last Will, and Pyramid Turtle in duplicate or triplicate, Spirit Reaper + patrician lockout or Soul-Absorbing Bone Tower lock outs are EASY to pull. And they work, barring a Tsuki.

So no, I don't really use many high-defense monsters. I have more elaborate ways of janking my opponent till they tear their hair out. :D
 
The problem with high DEF monsters is that they either get Smashing Grounded before you can reap the rewards of having them on the field
Your logic befuddles me. Are you saying if people DIDN'T use high defense monsters, then Smashing Ground wouldn't work? Smashing destroys the highest defense monster on the field. If all your monsters have 300 defense, then it will destroy a monster with 300 defense. If you have a monster with 2200 defense, smashing will take out the monster with 2200 defense. Smashing WILL destroy a monster, avoiding high defense monsters won't change that fact.
 
The only high DEF monsters I've seen used are Gravekeeper's Spies. I've seen a couple Dark Necrofears Special Summoned immediately into DEF position to block Dark Worlders, but nothing else I've seen played that much.

I did see Roulette Barrel once. It was in with Chaos Sorcerers and Spirit Reapers. Gear Golems make for a nice surprise to stand up to Cyber Dragon, but I just don't see enough high defenders around. Not that I'm complaining ;)
 
That's because people are looking for cards that give them the most advantage out of what they're trying to achieve.

Spies are used mostly because they not only stall with 2000 defense, but also thin the deck by one card. Not many high defense monsters do that - if no others for that matter.
 
If you don't know me by now, Wall of Illusion is my favorite card and the modest defense and psychological effects it provides has me run at least 1 in nearly every deck I generate. I always like to keep a defender card or two in my decks as a backup plan for when I'm on the ropes, and none does it better than the Wall.

My second choice, interestingly not mentioned here yet is D.D. Trainer. Its a simple single star 2000 defender that holds up to most brutality, has no fear against BTH, Ceasefire or Divine Wrath, and works especially well in my Binary Armageddon deck as a morpher into Thousand-Eyes Restrict.
 
I buiilt a high DEF deck along time ago with many of what's already mentioned here and the good old Staunch Defender combo. It's all just a matter of strategy. If people put asmuch time and effort into devising a strategy around hese cards as they did trying to "perfect" a cloned deck they got off the web, then the're would be some truley devastating combos from it.
 
I appreciate the build of a high def. deck (made a couple myself in my day)

What I'm more trying to get a feel for is if people feel that including 1 or 2 high def. monsters in a build of other deck types is advantagious and if they've ever tried doing so or if they've just written it off as a waste of space in their deck.

Personally I feel it very much depends on the metagame. A great many players are depending on their Smashing Grounds to rid their opponent's of monsters or wait until they can get to Mystic Swordsman LV2 (that's what Sakuretsu Armor is for) Otherwise a good many players haven't the means in their deck to break through a high def. monster.

At the beginning of a game when resources are plentiful obviously it's often not a problem to clean that high def. monster off the field. Later on when resources aren't as plentiful though I've found it often buys me 3 or more turns before my opponent can draw something to rid my field of it.
 
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