24/12/2012

Black Garden, Giant Little Beatsticks, How to Build

When a monster(s) is Normal or Special Summoned, except by the effect of "Black Garden": Halve its ATK, also you Special Summon 1 "Rose Token" (Plant-Type/DARK/Level 2/ATK 800/DEF 800) to its controller's opponent's side of the field, in Attack Position. You can target 1 monster in your Graveyard with ATK equal to the total ATK of all face-up Plant-Type monsters on the field; destroy this card and all face-up Plant-Type monsters, then Special Summon that target.

Yeah, yeah, great card, anyone knows this card's great, right? Let's start saying that recently I'm taking a liking to this card (I always liked this, but recently it got better), and I'm thinking of lots of uses for this card's effects. Let's start reading them one by one:

When a monster(s) is Normal or Special Summoned, except by the effect of "Black Garden": Halve its ATK, also you Special Summon 1 "Rose Token" (Plant-Type/DARK/Level 2/ATK 800/DEF 800) to its controller's opponent's side of the field, in Attack Position.

Basically, I summon a monster, his ATK is halved, and I summon a token on the opponent's field or viceversa. This part of the effect is awesome, it's way this card is played where it is played. Decks that abuse this part of the effects are usually called Garden Control. Basically you set a monster that would benefit alot by having a greater ATK than other monsters, like don zaloog, next turn flip summon it and have a great beatstick that does anything. Here the name Giant Little Beatstick (GLB) comes to mind, it is a little beatstick, but it becomes giant if compared to other monsters. To abuse this card's effect we have:
Don Zaloog, hand control like hell.
Wind-Up Rabbit, becomes basically a 2800, good enough, isn't it? Comboes with Kaiser Colosseum (I'll say more about this later). (Verz Thunderbird does the beating better, but the Kaiser worse)
Horus, once LV6 is summoned, he'll be a hell of a beatstick (not halved via Garden, too), and could upgrade  easily beating a token into LV8 to negate ALL the spells, good enough.
Jurracs, Guaiba could easily become a laggia destroying the token he just generated, and Dino could let you draw two during the end phase (always working with kaiser colosseum).
(Pseudo-/)Flip Effects, Sazank could be a 1200 (2400 against other monsters) that sends a monster to the grave and direct attacks, Fossil Dyna could destroy all of the tokens and keep control on the field with his 2400 ATK, and so on.

What's more, the tokens being plant means you can use pollinosis as additional judgments (or better, main judgments, since I wouldn't play judgment itself for the LP cost that here is really bad), and fragrance storm as a mean to control the field for kaiser (I wouldn't suggest this, anyways, because could really be a dead draw)

Let's see the second and last part of the effect:

You can target 1 monster in your Graveyard with ATK equal to the total ATK of all face-up Plant-Type monsters on the field; destroy this card and all face-up Plant-Type monsters, then Special Summon that target.

Then, what about this? Let's start saying that tokens are 800 ATK and are probably the only plant monsters on the field, that means that the monster that you want to reborn has to be a 800*X ATK monster, where X is a number from 1 to 10 (even if the higher it is, the most difficult to summon it is), I find that 800, 1600 and 2400 are the easier to summon). I wrote something about Garden and possible targets in this post, so I think I should not focus on this part of the effect in the explanation, just use the other post as a reference for anything about this part of the effect.

Now, let's see supports for the supports. You can't just randomly play those supports if they don't accomplish at anything, so let's see some supports for the supports:
-Tour Engine, brings Rabbit faster. Not really needed, but for those who don't care for Kaiser Colosseum's field control and like Tour, this engine could be played. As engine I mean 2 Tours, Sangan and Night Assailant. Sangan searches pretty much anything, while Night Assailant is a mindfuck for the opponent. You'll be setting a lot of monsters, so your opponent wouldn't always expect a flip effect when you set a monster, so cards like assailant, fossil dyna, sazank and others are real bitches for the opponent.
-Kaiser Colosseum, I talked alot about this card in this post, why's that? Rabbit that auto-banishes itself reduces the number of monsters on your side of the field, reducing even the number of monsters the opponent can play. What's more, let's see an hand of garden+guaiba+Kaiser, and the opponent with a clear field (first turn, for example). Activate Garden, summon guaiba, the opponent gets a token, then activate kaiser and stop your opponent's monsters. Next turn (assuming it was the first turn), you beat the token, get another guaiba, opponent gets a token, too, go into laggia, your opponent can't summon the other token, and you'll be left with Laggia, kaiser and garden, while the opponent has a token. Lots of cards, generally, can abuse kaiser in here, I don't see why you shouldn't be playing with it.
-Ninjas, we do play sazank, we could play other ninjas. They can easily bring Horus and keep field control with supertransformation for when you don't have kaiser. You can summon either horus or white dragon, since the latter can prevent your S/Ts' destruction. We do even play some Dinos, so why not?
-Royal Decree, along with horus LV8, needs no explanation. You just have to balance your trap set well.

Now, counteracting to the opponent's counteract in the first game. Let's first see what the opponent is likely to do:
If he NS or SS monsters, it'll halve their monster's ATK, and they'll get me a token as tribute for horus and such, but he could not know I do play horus, based on your gamestyle and what you revealed to the opponent. Since he surely knows that having a monster with halved ATK against my monsters that benefit from killing opponent's monsters isn't good, he'll probably set them, so let's see what we can do against the setting of monsters.
Setting a monster isn't a very good option in YGO, since it'll make you lose the normal summon of the turn and you can't attack with that one, what's more you'll have to flip it next turn exposing it to additional traps the opponent could have drawn in the turn he bought. For this exact reason I'd max out on those BTH and CED. Bottomless is a great card, if the monster has less than 1500, it won't be a threat to us, if it is greater than 1500, you can kill it. Compulsory, on his side, can bounce that monster buying you another turn since he'll have to set the monster again and flip it next turn. I'd play some Torrential, too, but it's based on how your build is.
Acid Trap Hole is another choice, based on how much control you want on the opponent. Let's be realistic, no one plays >2000 DEF monsters, except Glads if they tech Hoplomus (but you'll have to encounter a GB that does play hoplomus, and both of the facts are pretty surrealistic, and they'll even have to draw into it, because searching it with proving would conclude nothing from their side of the game), and in that case you'll know who the set monster is. Only sad fact is that it trigger FLIP effects, but they would have triggered them however, sooner or later, right?

Other things they could do in game 1 is activating a field spell to ruin your garden setup. In that case you have few responses, but they are good enough considered that you'll have first to encounter a deck that plays a field spell and searches it pretty fastly. In that case we have 2/3 maindecked typhoons, cards to negate the field spell so that it won't destroy garden, and horus LV8. Horus is your main response to ANYTHING, once you have it into play, you can stop the main S/T destruction cards (MST and Heavy), and opponent's field spells.
Other than this, there's something I'm playing in lots of places recently, and it gave me some pretty results: maindecked Prohibition.
Every deck has some main cards for their strategy, and every deck plays typhoon and heavy that you'd want to forbid, so why not?

And there we are, post-side situation: you know the opponent's deck, your opponent knows yours, you've got to side.
You don't fear neither Macro nor Fissure, so if you encounter a Macro Rabbit, he'll surely de-side them in game two, even if it hasn't nothing special against you, so that'll be 3 slots that will probably go to hand traps or prohibition.
For the fact you don't fear Macro and Fissure, you can play them, even in the main if you want.
What someone will probably side against you is Closed Forest, if they do play it. In any case, what they'll side will probably be some continuous S/Ts, so add some Dust Tornadoes.
They could (should) add some more mass destruction effects if they side them, so build your list the way you'll be able to play 1 or 2 starlights in game 2.
Be aware if skill drain, too.
Build your list the way you'll be able to side Royal Decrees, if you're not maining them.
If you're not maining them, side hand traps. It's highly recommended to main them, though, since you fear a first turn explosion that you wouldn't be able to control since they started comboeing before you could put anything on the table.
Side some more mass destruction, if you don't play at least TTs in the main, because you, as just said, fear first turn explosions.
If your list is a little bit homogeneous in either type or attribute, side or main Gozen Match or Rivarly of Warlords. You just have to continuously summon plant/EARTH tokens on the opponent's side of the field so that he won't be able to do anything. That is more hate for the Wind-Up loop and other explosive decks, aside from Chaos Dragons. For Chaos Dragons Macro/Fissure are enough, but you should control them well enough with your mained cards.


Well, this was all for today's post. I could update it someday, but for now it is all. Take this post as a guide to the deck, I think it is pretty exhaustive about everything. If I forgot something, make me notice in the comment, I'll fix it.
See Ya.

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