Interesting Deck Destruction

Anything.

New Member
Yup, you guessed right. I use Needle Worm. Far from interesting. So, I lied. Sue me. And if you guessed wrong, then shame on you.

Monster (17)
Destiny Hero - Defender
Destiny Hero - Defender
Destiny Hero - Defender
Magician of Faith
Marshmallon
Morphing Jar
Morphing Jar #2
Morphing Jar #2
Needle Worm
Needle Worm
Needle Worm
Night Assailant
Penguin Soldier
Penguin Soldier
Penguin Soldier
Sangan
Spirit Reaper

Spell (14)
Book of Moon
Card Destruction
Giant Trunade
Hand Destruction
Hand Destruction
Lightning Vortex
Level Limit - Area B
Mystical Space Typhoon
Monster Reborn
Nobleman of Crossout
Stumbling
The Shallow Grave
The Shallow Grave
The Shallow Grave

Trap (12)
Acid Trap Hole
Chain Destruction
Compulsory Evacuation Device
Compulsory Evacuation Device
Dark Bribe
Dark Bribe
Desert Sunlight
Desert Sunlight
Drop Off
Drop Off
Gravity Bind
Spirit Barrier

So this is pretty basic. Set down a Needle Worm and reuse it several times by bouncing it with Compulsory Evacuation Device, Penguin Soldier, or flip it face-down with Book of Moon.

If you've only got one Needle Worm, you can send the other two to your graveyard by the effect of Chain Destruction and then use Shallow Grave to get it back.

Morphing Jar #2 is used to complement Needle Worm, as well as being some sort of Waboku thing when you have no other monsters.

And in the end, since Needle Worm won't finish off your opponent, you can use Card Destruction or Destiny Hero - Defender to finish them off.

Though it usually works, this is a list of cards which I really want to counter, but not sure how: Nobleman of Crossout, Jinzo, Chain Disappearance, Macro Cosmos / Banisher of the Radiance / Banisher of the Light / Dimensional Fissure, D.D. Warrior / D.D. Warrior Lady. Mostly, just the works that remove all of my Wormies or negate my traps. It usually works fine, but once those cards come out, I'm sort of doomed.

Please give feedback! :)

Edited (7/18/08): Works less often now :(
 
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does major riot work? i thought your opponent's card effect - not yours - was needed to activate....
 
Try adding Scarab/Locust and then more stalls like Stumbling. Yeah, Scarab killing a monster each turn will annoy the heck out of them since cause of Stumbling, they cannot attack the turn they summoned cause it'll go to Defense.
 
I always keep an Acid Trap Hole with me when I play a lot of flip monsters. You r opponent tries to nobleman your flipper, you chain Acid, it flips, then (if under 2000) is destroyed. No removal, get effect and save the others.
 
Acid Trap Hole is even more valuable next to Morphing Jar #2 because it lets you escape from having your own MJ#2 become included in its own effect.
 
But you want morphingjar #2 to work on himself, as it gives you one more face down flipper. Better to use Morphing Jar #2's effect on himself, then when you gett he new monsters F/D, if there is one you wannt to use immediately, you can Acid it.

<I like to use it on gravekeeper's Spy just as he is being attacked and get his effect twice! Then during the damage step use Unity and watch your opponent cry (of course he only gets the boost from one, but still...>
 
I'm actually really fond of Acid Trap Hole, though I'm not sure of using it over Desert Sunlight. That way, I can flip more than one monster and when it comes down to it, I get a new monster if I have Morphing Jar.

Wouldn't Desert Sunlight also save things from Nobleman?

Y'know it's really fun to have three Defender's out at the same time, though my brother finds that it is a bad idea because it gives them the cards as opposed to discarding them, but I find that it's a good finisher if you opponent needs to draw one last card before they can finish their OTK. What do you think?

Also, off-topic, but what does Victory Dragon do? I hear that when you reduce your opponent's life points to 0 with it, you automatically win the match (not just the game). Though, I have come to learn not to trust translations as much, anymore.
 
Yes, desert sunlight will do the same. Yes that it what Victory Dragon will does, and if you are concerned about your opponent having too many cards there is always

Bubble Crash
Normal Trap
This card can only be activated when any player has 6 or more cards on the field and/or in their hand. The player(s) then select and send cards to their respective Graveyards until the amount remaining on the field and in their hand is 5.


Chances are pretty good that you won't have too much more than 6 cards on the filed or in the hand.
 
Mmm... I had one of those, but I spilled water all over it and now it's ruined (Do you think this card would work well with Spatial Collapse?). I guess I'll maybe run a couple, thanks for the suggestion!
 
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