The Archive : Twenty Turn Clock | The Irish Duelist

The Archive : Twenty Turn Clock



Around this time last year myself and Jeff T. (another Limerick player) were working on decks for the upcoming Pharaoh Tour (it's re-named the Fortune Tour this year) Qualifier. I was in my usual state of tryi8ng out too many different decks and having nothing to run on the day, while Jeff was running Zombies. The day before the event we were doing some testing and his deck was failing. After a bit of snooping around the Internet we found this article and Jeff built the deck (with a few minor changes). The next day I scrubbed in the event (I ran Demise for some strange reason) while he won with Final Countdown. While I don't think the deck can be competitive in the current format (which is incredibly fast) I still like the deck and wouldn't mind building a casual version sometime soon.


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Twenty Turn Clock: Part 1
Kevin Cavanagh
7/25/2007

Looking over the last thirty-two decks from the Shonen Jumps in Detroit and Phoenix one thing became very clear…this metagame has grown just about as stale as you can get. Every decklist looks the same for the most part. 90% of the decklists from the event are built around the same Machine Aggro engine or a Monarch based control build. I remember at least when Demise was in the metagame people were trying to play everything to beat it. I see so much originality and creativity when people are complaining about One-Turn-Kills and then none once the metagame settles down. Perhaps its because nothing can beat these two decks; maybe Raiza was that last little thing that monarch decks needed to make sure that nothing else can be played in the metagame.

All that being said, there was really only one deck that stood out as original and creative that was available for me to look at on metagame. Devin Djuricin had his deck reviewed on metagame by Jason Grabher-Meyer when he was X-2 at a Shonen Jump simply because there was nothing better and original to review from the X-1 and above tables. The deck in question is a build based off of the card Final Countdown, one of the game's most drawn out and hard to be consistent win conditions.

Jason gave a little review on metagame on the day of the event, but I plan to expand on his analysis and then change the deck up a little as I think the deck has one huge weakness. However, before I get into all that…the deck…

Devin Djuricin
Shonen Jump Detroit
Deck Title: Twenty-Turn Clock

3 Final Countdown
3 Lava Golem
1 Morphing Jar
3 Solemn Judgment
1 Spirit Reaper
3 Threatening Roar

1 Giant Trunade
1 Level Limit - Area B
3 Magical Mallet
3 Messenger of Peace
3 Nightmare's Steelcage
1 Scapegoat
1 Swords of Revealing Light
3 Upstart Goblin

1 Gravity Bind
3 Jar of Greed
3 Thunder of Ruler
3 Waboku

Analyzing the Deck – Card Selection
Even though every article I have the same “Card Selection” subject title right after the decklist…it's more like “Tech Selection” for most of the decks that I right. For the most part, your typical deck you see nowadays at any event will have the same base set of cards. If your opponent is playing monarchs he's going to have 7-8 monarchs, Brain Controls and Soul Exchanges, Dekos and Spies, etc. Machines will have Cyber Dragons, Troopers, Dekos, Limiter Removal, and Chimeratech possibility. With a deck like this, card selection is more important then ever because you're making something that doesn't have a unique design out there for you to follow. For the most part – every decision you make is yours and yours alone, which is why people tend to shy away from making decks that don't look like others. Let's analyze this particular deck piece by piece…

The Weakness
3 Lava Golem
1 Spirit Reaper
3 Nightmare's Steelcage
3 Messenger of Peace
1 Scapegoat
1 Swords of Revealing Light
1 Level Limit – Area B
3 Waboku
3 Threatening Roar
3 Thunder of Ruler
1 Gravity Bind

This is what I believe is the weakest part of the deck that Devin made. I think he packs the deck with may too much stall and he would almost need to rely on Solemn Judgement in the monarch matchup to show up. Solemn has to deal with Mobius the Frost Monarch coming out of the board (out of the main in some matchups) as well as needing to stop the main problems of Mystical Space Typhoon, Heavy Storm, and the growing in popularity Giant Trunade. This makes Waboku and Threatening Roar have the greatest importance to the deck. Solemn can only go so far, so using it on the big threats like Heavy Storm and Mystical Space Typhoon is your optimal play with this deck. Follow that up with using Waboku and Threatening Roar when Dekoichis / Mystic Tomatoes are trying to sneak past your Messengers and when your opponent goes for a Giant Trunade and you have the basic principals of how the deck is able to stall the game out without making a misplay.

The big weakness I see with this deck is the “one big turn” that turns the game around. Monarchs can do it with Monarchs and support cards given the chance and Machines need 2 monsters and a Limiter Removal for the most part and they can get it done. When playing the deck you should think of it like this…if your opponent gets one battle phase where they cannot be stopped, you're likely going to lose the game. Point blank.

Changes to “The Weakness”
-3 Lava Golem
-2 Messenger of Peace

Those would be the four cards I would take out from the portion of the deck I outlined above. Lava Golem might be useful in game one, but a good player that you would see at the upper tables will never allow you to beat him with a Lava Golem. Messenger of Peace is good, but it simply can't stop some of the things that monarchs and machines have to offer. Cyber Phoenix, Gravekeeper's Spy, Mystic Tomato, and countless other thing are going to run right through that. If you can keep the amount of cards you have to commit low, that would be optimal. Messenger of Peace could mean you need to commit more to the field when your opponent drops something small.

The deck doesn't have a whole lot of drawing power. Let's face facts, running effectively two monsters on your side of the table basically means they're getting blown up every single time by an Exiled Force, Nobleman of Crossout, or the growing in popularity Snipe Hunter. While Morphing Jar is huge if you get it to go off, I wouldn't count on your chances being all that amazing of it ever going off in a game. Your drawing power is limited to Upstart Goblin and Jar of Greed, both of which are being run in a full playset. I think the deck needs a bit more, so these are my changes.

+2 Reckless Greed
+1 Mystical Space Typhoon
+1 Mirror Force
+1 Torrential Tribute

Even good players won't see the Mirror Force and Torrential coming down from you. When you play against stall you don't expect to see destruction, which is why having the two biggest heavy hitters will take a lot of people off guard. Expect to see a lot of players commit everything they have to the field, just to get ready whenever they can get rid of your Messenger / Gravity Bind / whatever is currently halting them. Mystical Space Typhoon is what you want to see in those situations, as they will expect a Waboku when they get a Mirror Force to the face. Mystical in our deck is simply for Royal Decree coming in game 1. You auto-lose if a Royal Decree is turn face up against you. Solemn can't stop anything once it gets flipped up and then the “one big turn” is close and near. Reckless Greed – draw lots of cards. That's about all it is there for.

How the deck wins
The deck has only one win condition and that's wining via Final Countdown. Final Countdown has be to activated for twenty turns (effectively ten opponents battle phases) in order for you to win. It also costs 3000 life points to play, so you are basically going into every game working with a 5000 life point count. The deck has no way to gain life; so don't expect to come back from any strike larger then 5000. You need to draw Final Countdown and play it as quickly as possible. You can concern yourself with living once you set your opponent to a clock and put the pressure on them. Activate every Upstart Goblin when you draw it and set every Jar of Greed and Reckless Greed the turn you draw them as well. Draw as often as possible and don't ever hesitate to play Final Countdown the second you draw it. There's no use waiting around for anything…every turn matters when you play this deck.

The Nine
Waboku, Threatening Roar, and that other one that is only played in this deck all become the focus of what you want to draw once Final Countdown is activated. If you can wait and not use any until you play Final Countdown that would be optimal. With the draw power of the deck, you're likely to draw 5-6 of them by the time the ten turns is up, which gives your opponent a grand total of 4-5 attack steps to kill you. If they simply don't have the magic and trap destruction in a game when the countdown is running, you win. Take as much damage as you can in the early game if it isn't going to be lethal to you. If your opponent swings for 4800 on turn 2 and you've all ready paid the 3000 to Final Countdown, take it. That's one less turn you have to worry about keeping yourself alive. Only use resources when you cannot live. If you know you're opponent plays burn…you're kind of in a bad matchup anyway.

Breaking it down – One Simple Rule
Your entire game comes down to how fast you can draw Final Countdown. Your deck must be forty cards and you will Magical Mallet for the maximum every time you don't have Final Countdown in your hand. Don't keep any of “The Nine” or anything else back if you don't have the winning card in the first place. That's the only rule when you play this deck…Final Countdown as soon as possible and figure out the rest as you go along.

With the lack of anything new to write about yet, I will pick up next week where I have left off this week. We still have to review the two biggest matchups you will face right now (Monarchs and Machines), as well as construct a decent sideboard and also be ready for what you should expect to come out of your opponents sideboard.

Until Next Week,

Kevin Cavanagh
Amp- We run through you.

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Discussion Thread
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As I've said before, I like the deck, but it is going to be very difficult to create a version for this format. If I get tired of T-DaD, Gladiator Beasts or my 'third deck' (more on that once I actually get the cards for it) I might give Final Countdown a go in the coming months.



-PJ

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