User:Romanoff Blitzer/The Nameless Guide/Current Decktypes

The following is a list of active decktypes in the current TCO metagame. As time passes, this section will be updated as new decktypes appear and old decktypes were phased out of favor due to hall of fame restrictions.

Top Meta Decks

 * Kaiser "Blade Demon"
 * Stall enough time for Kaiser "Blade Demon" to appear to sweep the opponent with heavy power hunters. Use Ruins of the Lion King and Wild Safari Channel, D of Great Revolution to increase tempo.
 * Advantages: Lots of support and highly versatile, when pulled off almost gaurantees victory. If done correctly can outstall most offensive decks.
 * Disadvantages: Don't get hard discarded or hard rushed or you very likely will die.
 * Dormageddon X
 * Just like a regular deadzone, but different configurations are needed if the player wants to Big Bang Dormageddon X. Shield Trigger commands give resistance to rush and can increase their removal range. Despite the restrictions of Evil Heat, Screaming Demon Dragon and Black Psycho, Revenge, it still works with the help of other cards.
 * Advantages: With Chargers and/or Gallows, Revenge, it can be even faster than the regular Deadzone. Dormageddon X is much easier to wake up than you think.
 * Disadvantages: One VAN Beethoven, Zenith of "Shura" will spell your doom, no exceptions.
 * MaltNEXT
 * Ramp enough mana for MaltNEXT, Ultra-War Dragon Edge and aim for a one shot with Heart Burn, Battle General Galaxy Fortress. Other finishers are preffered sometimes. If done correctly a 4 turn kill is possible.
 * Advantages: Very thrilling, fun and heroic, very versatile in what it can do, and absurdly fast if done correctly.
 * Disadvantages: Very weak to shield triggers and can often get into trouble by Heaven's Gate. VAN Beethoven, Zenith of "Shura" locks down the whole decktype. Also really hates Miracle Miradante. Can get hand stuck easily due to tco shuffling programs.
 * Cylinder Miradante
 * Use cost reducers such as Acropad, Rainbow Dash to reduce VV-8, Forbidden Machine's cost and use commands such as Cylinder, Revolution Dragon Formula and Miradante Twelve, Time Pope to awaken it to a finish.
 * Advantages: Very devastating and fun and once it gets pulled out, opponent will very likely be helpless.
 * Disadvantages: Oriotis, Control Wings and Magnum, Allshot Puppet or stuff like that ruins it easily.
 * Rosia Miradante
 * Use Dragon's Sign and Heaven's Rosia, True Dragon Edge to spam blockers using Endless Heaven, True Holy Church and revolution change into Miradante Twelve, Time Pope for a finish.
 * Advantages: Stalls offenses nicely, Neverlast, Destiny Adoration and Miradante Twelve combined easily locks down most defenses.
 * Disadvantages: Destroyed by hard discard decks.
 * 4 Civilization All Delete
 * Ramp up to 11 mana and cast All Delete to awaken Dokindam X, The Legendary Forbidden for a fixed kill. Multicolored Mana arms ease things for good.
 * Advantages: Very difficult to defend against and just as terrifying as 5 Civilization Jolly the Johnny Joe if done correctly. Cannot be stalled without spell meta and must be rushed if possible.
 * Disadvantages: Due to rulings Opposing Dokindam X can make you lose, so special procedures are needed to pick it off. Also very weak to spell meta.
 * Jolly the Johnny Joe Extra Win
 * Remove the opponent's creatures with spells and summon Jolly the Johnny Joe for a win once the opponent has no creatures. Cyberdice Vegas, Gambling Expert of D can be used to stop fatal attacks and other spells can be used to stop opponent's progress.
 * Advantages: Very very trollish. Some players on tco avoid it at all costs.
 * Disadvantages: Can't do anything before turn 4, Stopped cold by anti spell meta and reliant on shield triggers. However, Unremovable creatures can be dealt with by Dokindam Apocalypse.
 * Jokers Beatdown
 * Use Yattareman and Niyare Get, Zero Trick to swarm massive amounts of Jokers and use Prelude of Horror to summon Jolly the Johnny and use it to cast Nothing Zero, Secret Destruction for a quick win if the opponent has no creature shield triggers.
 * Advantages: Since most cards are packed at 3 or 4 copies, it is seldomly affected badly by bad shuffles and it can become just as quick as Redzone rush without a chance for the opponent to use Revolution 0 Triggers. Therefore, it is a perfect answer to decks that rely on Revolution 0 Triggers for defense.
 * Disadvantages: Very weak to discard and Mega Magma Dragon since it relies on the hand to work and swarms masses of weenies.

Medium-Rank Meta Decks

 * Five Color Jackpot Entry
 * Ramp enough mana until you can run Jackpot Entry, Dragon Secret Formation and spam Dragons from your deck. You might need some tactics against VAN Beethoven, Zenith of "Shura" and Mega Manalock Dragon in order to prevent a total lock. You might need Intense Vacuuming Twist too. The rest will be taken care of by the versatility of your Dragons as well.
 * Advantages: Very versatile and can do almost anything, steel hard resistance and stalling abilities. Usually 1 Puchohenza, Mia Moja will end it all for itself.
 * Disadvantages: Can be rushed and horrendously weak to VAN Beethoven, Zenith of "Shura", most stuff get summoning sickness and will be removed on sight.
 * Water Darkness Degeneration
 * Grave yourself and peel lightweight grave evolutions such as Death March, Reaper Puppeteer to send out massive fatties like Heavy Death Metal, End of the Century and Death Shuteron, Hell's Funeral Service.
 * Advantages: Very fast and can catch unprepared opponents easily
 * Disadvantages: Very weak to shield triggers, if offense is stopped might very likely will die.
 * Mono Light Heaven's Gate
 * Control the battle zone by spamming blockers using Heaven's Gate and use Heaven's Heaven, Heavenly Justice to spam blockers and finish the opponent.
 * Advantages: Very supressive and when done correctly, offenses are impossible to perform.
 * Disadvantages: Countered by Magnum, Shortshot and horrible if used incorrectly.
 * Mono Fire Redzone
 * Use the high destructive powers of Redzone, Roaring Invasion and other fire invaders to wreck total havoc on the opponent early on. Dokindam X, The Legendary Forbidden finishes most opponents off with great ease.
 * Advantages: Very fast, simple and destructive and can take most heavyweight decks by suprise.
 * Disadvantages: Gaurantees death if stalled, Dokindam X easily killed by shield triggers which will cause a loss.
 * Dogiragon Buster 3 turn kill
 * Use cheap weenies to bring out 5 cost dragons and then Dogiragon Buster on next turn. Magnum, Shortshot ends Heaven's Gate, Bolshack Dogiragon or Miracle Miradante.
 * Advantages: Extremely fast and difficult to defend against.
 * Disadvantages: Turn 2 Blackout, Zero Invasion. No, JUST NO PLEASE NO!!!!
 * Mono Nature Bearfugan
 * Similar to Buster 3 turn kill but with more offensive powers and stamina.
 * Advantages: Very difficult to defend against due to its blind speed and Huckle Kirin Sawyer, Jungle Governor stops any attempt in early blockers.
 * Disadvantages: Difficult to get around Oriotis, Control Wings or Entertainer of Stealing and Lying.
 * 5 civilization Deadman
 * Ramp enough mana to send out The=Deadman, Dragon Edge and use it to spam heavy dragons.
 * Advantages: Very resistant like 5 civilization jackpots, finishers might lock down whole systems.
 * Disadvantages: Watch out for Mega Manalock Dragon and VAN Beethoven, Zenith of "Shura" which can and will spell your doom.

Low-Rank Meta

 * Mono Nature Sasoris Loop
 * Despite Boaroaxe, Evil Tomahawk's restriction, Sasoris with it is still capable of spamming masses of Nature creatures either for a quick kill or a deckout.
 * Advantages: High offensive powers and Gyogyou, Revolutionkind gives massive annoyance and rage against opposing strategies
 * Disadvantages: Somewhat complicated and not suitable for beginners. Deckout variant highly complicated and not at all for anyone save for experts.
 * Zenith Turbo
 * Despite suffering severe restrictions, it can continue to outstall entire offenses if done correctly and wait for VAN Beethoven, Zenith of "Shura" and Wedding, Zenith of "Celebration" to appear and destroy the opponent. The appearance of Puchohenza, Mia Moja makes it even stronger.
 * Advantages: High defensive powers that can even stop complicated offenses, once pulled out likely commences game
 * Disadvantages: Slow and difficult to play and can screw you if you are uncareful.
 * Mono Darkness Draguner
 * Despite Welcome Hell, Supreme Devil King Palace's restriction, Hellborof, Supreme Dragon Edge is still capable of excellent creature spam with Ninjariban, Dragon Edge, although it's usually too slow for today's meta.
 * Advantages: High control powers with high spamming capabilities and give slower decks huge trouble. Tigernitro, Explosive Devil and Upheaval makes a lethal combo.
 * Disadvantages: Too slow for today's metagame, especially after Welcome Hell's restriction.
 * LWD discard
 * Discard the opponent's hand with cheap discards like Brain Touch and Jenny, the Suicide Doll, use Volg Thunders to deck the opponent out, or awaken Diabolos Zeta, Temporal Ruler with VV-8, Forbidden Machine and awaken Last Storm Double Cross, the Super Awakened in the extra turn for a finish.
 * Advantages: One of the more easier to operate controls that can leave most decks helpless, has abundant amounts of draw and possibly Upheaval against ramps
 * Disadvantages: Weak to the returning Baiken, Blue Dragon of the Hidden Blade, as well as weak against hard rushes. The former can be mitigated by School Man. It is also very weak against topdecking trumps as well.
 * NEX Miradante
 * Appeared in Grand Prix as a rogue deck, it uses Cocco Lupia to reduce Bolshack NEX's cost and use it as bait for Valkyrie Lupia, Sky Lord Dragonmech and uses Valkyrie Lupia's ability to search out Miradante Twelve, Time Pope which might send out Final Stop to do a full lockdown. Mega Manalock Dragon and Scramble Change also acts as additional finishers.
 * Advantages: Very easy to use and provides high quality lockdown against most decks, perfect against 5 civilization controls.
 * Disadvantages: overly reliant on deck to make work, might get stuck when hand is drawing Valkyrie Lupias.
 * Graveyard source
 * Fatten up your graveyard for fatties like Crossfire, Millionaire and 5000GT, Riot. Platina Walsura S allows it to be played more easily.
 * Advantages: Has resistance for a beatdown deck and has high offensive powers. 5000GT destroys weenie rushes.
 * Disadvantages: A bit too slow against hard rush.
 * Southern Renaissance
 * Spam enough light weenies to activate Southern Renaissance, Resonance Dragon Elemental's draw effect and potentially wreck the opponent with a Miradante Twelve, Time Pope or a Diamond Sword assault. Oriotis, Control Wings gives it resistance against fellow rush and early shield trigger creatures. Sido, Time 3 stops spell oriented decks.
 * Advantages: Fast and easy to use, mass amounts of weenies intimidates slow opponents
 * Disadvantages Very vulnerable to mass power based removal such as Puchohenza, Mia Moja or Mega Magma Dragon, trampled by 5000GT, Riot (Rarely seen, just watch out). Cannot stop offense, if offense is stopped it dies.
 * Light Fire Redzone
 * Heaven's Force allows turn 2 Redzone rushes and Extra defense from light allows it to counter rushes.
 * Advantages: Extremely fast and counters most rush. Defense allows more resistance over enemies.
 * Disadvantages: Again really hates turn 2 Blackout and offense is very easily stopped. Don't use it on tco or you will regret.

Major Fun Decks

 * Nine Extremes Invasion
 * Acheive Kijitron, Four Extremes' mana arms requirement and reduce Gio, Super Seven Extremes's cost. Invade it into G.O.D., Extreme Invasion and head for the win with powerful lockdown and destruction resistance.
 * Very fun to use but amazingly slow for an invasion deck and not recommended for serious play.
 * Adamski deckout
 * Swarm the opponent with water creatures and send out Takonchu, Space or Wild Speed, D2W with All for One, Machine of D and deck the opponent out with Adamski, S-Rank Space. VV-8, Forbidden Machine might be used to give an extra turn.
 * Needs huge amounts of micromanagement and is highly difficult to use.
 * Mono Water The Answer
 * Use Duerou, Weapon of Dreams to reduce It's Showtime's cost and send out Dueland, Transformation of Dreams or Gyuujinmaru, Legendary Identity for a powerful extra win. Even if the extra wins do not activate, They are still able to wreck opponents with their amazing offensive powers.
 * Unfortunately, it is highly opponent reliant and easily screwed over by sudden Dorago the Great, Dragon World or Ragnarok, the Clocks.
 * Duenyan Loop
 * Use Attacking Bonsura to loop Duenyan Emperor to spam the battle zone of Funky Knightmares to one shot the opponent.
 * Not much obvious weakness, although it's not been seen much. Chutopia, Super Nine Extremes locks it out however.
 * Darkness Nature Tyrant Black Monarch
 * Ramp enough mana for Sanctuary of Earth and Demon and use it to cost trample Tyrant Black Monarch which will in return spamm heavyweight Lord of Demons such as Ballom Quake, Lord of Demons and Codecommand Death Marriage into the battle zone.
 * Very slow and frail, I (As LostofX, not BlitzerRyuusei) have horrible experience using it.
 * Malt "King"
 * Similar to MaltNEXT, but more fatties and more devastating power. When Ohginga, Strongest Passion Dragsolutions, the victory is sealed.
 * Advantages: Quick, easy to use and highly destructive, Gigaheart protects Malt "King" from hard destruction.
 * Disadvantages: Extremely weak to soft removal.
 * Mono Light/Darkness/Fire Revolutionary
 * Sacrifice your shields to finish the opponent with powerful revolutionary finishers like Dogiragon, Flaming Revolution and Miradante, Time Revolution. Cost reduction is strongly recommended to deal with fast decks. Revolution 0 Triggers are a MUST.
 * Advantages: If done correctly, it can easily reverse speedy rushes and suddenly finish the opponent off with high power finishers. Revolution 0 Triggers prevent direct attack screws.
 * Disadvantages: Might not have lots of Draw, be prepared to run low in hand.
 * Sanmadd Malt
 * Despite Faerie Gift is no longer existent, Glenmalt decks can still work with the help of existing cards such as Hibiki, Explosive Mirror and Rumbling Terahorn as well as new cards like Magnum, Shortshot and Sanmadd, S-Rank Tribe.
 * Advantages: Suprisingly quick, powerful and easy to operate, Gaiginga, Passionate Star Dragon's unchoosable can trouble opponents.
 * Disadvantages: Glenmalt, Dragon Edge is easily removed and ineffective against walls of blockers.
 * God Novas
 * With the new rulings of Project God, God links are even easier to attempt providing the gods are not removed. Now astounding finishers like "Mastermind" and God Izumo, Lawless Godkind strike in the 4th turn.
 * Gets color screwed really easily as God Nova OMG don't get water.
 * Also you need a god in the battle zone to use Project God, so 3x0 is still 0.
 * Mad Dead Wood, Seductive of D
 * Fatten up your grave with fatties then blast out a Doguraeater, D2M2 to get some creatures out. Mad Dead Wood has shield trigger, so it help against hard rush too. Magnum, Allshot Puppet, Dorago the Great, Dragon World, VAN Beethoven, Zenith of "Shura" and Codeking Number Nine perfectly lock up Mad Dead Wood's demerits.
 * Pretty much of a gamble and the very rare Cyber N World can screw you.
 * Beat Jockey
 * Use Churis, First Squad and Dadicco Churis to reduce the cost of powerful Beat Jockeys like Spike 7K, Ganzan Tank and Dope "DBL" Boarder to make a powerful 4 turn kill.
 * Very fast and can engage in ridiculous 3 or 4 turn kills, but beware of Mega Magma Dragon.