Saturday, March 3, 2012

Regionals Preparation: Rogue Decks II

To wrap up this segment, I'm going to list 5 cards (in no particular order) that people should think about siding for the Rogue matchup. This will mostly be a way to review and wrap up the last article, so here we go:

1. Torrential Tribute:

There's no reason not to run 2 of this in any deck that can feasibly run it. It gives you the best of both worlds, a field clearing card that can contain even the largest swarm, or a single target nuke that can hit a surprise boss monster, clearing your opponents board of any and all problem monsters so you can make a big push next turn. Maxing this card will single-handedly help your chances against Rogue decks (Or any deck that summons monsters for that matter).

2. Dimensional Prison


This card is in prime form against Rogue decks that employ problem beatsticks, like Wanghu, Thunder King, Grapha, Krystia, and Barbaros. Where Book of Moon or Fiendish Chain would fail to completely contain them, D-Prison cleanly kills them and sends them to the void, where they will likely never bother you again.

3. Bottomless Trap Hole


This card has fallen out of favor with most people due to its reactive nature, the presence of priority in the TCG, and it being a terrible topdeck in comparison to the usuable-when-top-decked D-Prison. But it has something that cant be found in D-Prison: Its extremely potent when it goes off, often stopping combos involving larger combo monsters completely. It can be chained after Rescue Rabbits effect resolves, removing 2 of their monsters and dealing a crippling blow to the deck. And it can hit big boss monsters with removal effects like DAD and Hyperion even if they use priority to target Bottomless, a fatal flaw in D-Prison that's left many a D-Prison user with a sour taste in their mouth.While it may not be as good as it has been in the past with all the removal flying around, I cant deny that it offers some serious benefits to those with the skill and the guts to use it.

4. Smashing Ground


When your using a deck that combos off (Like Wind-Ups or Inzektors), the last thing you want to see is a Thunder King, Laggia, Dolkka, Doomcalibur, or any other problem/Antimeta monster on your opponents board. Combo decks like this are all about speed and flow, and nothing kills the flow of that deck more than a jarring problem monster eating up your resources. Not only that, but setting a D-Prison or Torrential to try to snare them ruins your flow as well and leaves you a sitting duck to whatever your opponent happens to do next turn to ruin your simple plan. Smashing Ground shines in the heat of the moment, when you just need no strings attached removal of a big or troublesome monster that doesn't require your normal summon or combo pieces. Used like this, Smashing Ground will take you far.

5. Mirror Force


At this point the reasons why not to have this maindecked either are "I hate Inzektors and I'm scared they'll blow it up" or "My deck only uses the Solemn Brigade as my traps." This card is just way too powerful against Rogue and Meta decks alike to not be considered for the main deck, or at the very least the side. This card is a absolute slayer against Wind-Ups, sinking their fleet of boats instantly when they push in damage after they combo off. Its just as useful against any Rogue deck that swarms beatsticks (Like Dragons, Karikuri, or Dark Worlds), devastating people who just plain don't expect to see it when they go for damage/game. It plays one-for-one removal or mass removal with equal finesse, its all about how you use it.

At this point in closing I think I need to clarify what links all these decks that I've labeled "Rogue decks." If you look for patterns in the styles the decks play, you'll notice that:

  • Most Rogue decks play heavier backrows than whats considered normal in the meta to try to slow down and control the pace of the game since they lack the speed of meta decks.
  • Most Rogue decks employ high attack "Boss Monsters" that are not Syncro/Xyz monsters. These monsters boast huge bodies and usually have destruction or lockdown effects that activate with priority when they're successfully summoned. They then net plusses for the player that summoned them or lock an opponent out of the game.
  • Most Rogue decks do not heavily focus on Xyz/Syncro summoning, though most have access to them.
And that just about wraps up this article! Hope you enjoyed reading it! Be sure to tell me what you think about it and what type of articles you would want to see in the future by commenting!

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