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CardShark Content - Nathan Liss (2/2/2005)

Now all of you should recognize these groups as two of the more prevalent in Yu-Gi-Oh, most of you however, will not think of combining the two of them. Single cards such as Sword of Dragon's Soul (PCJ) and Dragon Manipulator seem to pit the two against each other completely. These two can work together though, and in my opinion they do it quite nicely. Let us see what comes of this shall we? First we can look at some fusion cards. Some of these are from newer sets not yet available on cardshark and one is not yet released but I will give details to those later on.

3 Last Warrior from Another Planet
3 Dragon Majin - King Dragon (to be released in Flaming Eternity)
3 Dark Blade the Dragon Knight
3 Dark Flare Knight
3 Ryu Senshi

Now a quick breakdown for you.
Last Warrior is a lovely little stall card. It kills all monsters on your side of the field but in return no monsters can be summoned while he is out. This is a great way to lock your opponent and swing openly for a turn or two. Dragon Majin has become my favorite card by far. His effect is such:

Dragon Majin - King Dragon
Group: Dragon/Fusion/Effect
Type: Dark
Atk: 2400
Def: 1200
´´Lord of D.´´ + ´´God Dragon - Ragnarok´´ As long as this card remains face up on the field your opponent can not activate Spells, Traps, or Monster Effects that target a Dragon. Once during your turn you may Special Summon a Dragon from your hand.

This card shall reign in all good dragon decks. With no level restrictions you could easily summon Blue Eyes, Tyrant, or Kaiser Glider from your hand for free. Dark Blade is summonable via Magical Scientist and can remove up to 3 cards in your opponent's graveyard from play each time he inflicts damage to them. Dark Flare Knight prevents damage to you if he is involved in battle and is also summonable via Scientist. Finally Ryu Senshi, the trap negator, over all decent card and summonable via Scientist. Next we need some big hitters to take out the major chunks of LP.

2 Fusilier Dragon, the Dual-Mode Beast
2 Freed the Matchless General
1 Kaiser Glider

Some people may think this is an odd combination of cards and maybe a little tribute heavy. Fusilier however should not be tribute summoned at all, he is in the deck to combo with Metamorphosis and get out either Last Warrior or Dragon Majin. Freed is a decent attacker, can't be targeted by spells, and can search for a Warrior during your Draw Phase. On to the smaller creatures.

2 Goblin Attack Force
2 Luster Dragon
2 Spear Dragon
2 D.D. Warrior Lady
2 Marauding Captain
1 Twin-Headed Behemoth
1 Exiled Force
1 Magical Scientist

Most of these cards are simple beat monsters that fit the theme. Spear adds trample to the equation, DDWL gives some removal from play. Captain, Twin-Headed, and Scientist give you field control via summons, and Exiled is simple removal. Now we have covered the critters, on to spells shall we?

2 Dragonic Attack
2 Stamping Destruction
2 Reinforcements of the Army
2 Metamorphosis
1 Change of Heart
1 Snatch Steal
1 Creature Swap
1 Premature Burial
1 Pot of Greed
1 Heavy Storm
1 Mystical Space Typhoon

Well from Change of Heart down to MST I keep in every deck so I shan't explain them again. Dragonic Attack gives Warriors a 500 point increase and turns them into Dragons allowing them to use Stamping Destruction. Stamping is Spell/Trap removal and burn all rolled into one nice package. Reinforcements is a searcher for Warriors if you happen to be in dire need of a certain monster. Finally is Metamorphosis which can give you permanent control of a Fusion monster. Ahh and the icing of any good deck is in the traps.

3 Waboku
1 Torrential Tribute
1 Magic Cylinder
1 Call of the Haunted
1 Ring of Destruction

Ok so my traps are a little lack-luster but they get the job done. All of them serve their own purpose in the deck. So my closing words are these, I can pull out Dragon Majin through Fusilier and Metamorph on first turn 75% of the time giving me two monsters on first turn. The deck almost always has monster control, its speed is outstanding; however, traps can get in the way of pulling off combos successfully. I only run 4 spell/trap removers in the deck so those of you who are more cautious may need to rework it some.

Thanks for reading!

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