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Card# CSOC-EN043


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The Apotheosis: Turbo Warrior From Another Planet
Jason Grabher-Meyer
 

The Last Warrior From Another Planet is one of the Yu-Gi-Oh! TCG’s most powerful fusion monsters, and its fusion material monsters are both playable cards in their own right. Zombyra the Dark is shining in competitive play at the moment, and Maryokutai is imbued with a strong multi-trigger effect that few players have truly appreciated. The Last Warrior itself can create several different degrees of soft locks if it’s summoned quickly, and that’s just what today’s contributor aims to do! Here’s what he had to say about his deck.

 

My strategy is to get The Last Warrior from Another Planet out as fast as possible while controlling the field. I play Light of Intervention to lock down the opponent, saving myself from potential nasty set monsters. I use My Body as a Shield to protect the Warrior from Smashing Ground, Lightning Vortex, and other similar effects.

 

My key combo is to bring Zombyra the Dark out with Marauding Captain on turn one, going second. Then I’ll play Last Will, ram the Captain into the opponent’s monster, and summon The Dark – Hex-Sealed Fusion and tribute both to special summon The Last Warrior.

 

—William N, Green Bay, WI

 

The following decklist was attached to William’s email.

 

Turbo Warrior From Another Planet

40 Cards

 

Monsters: 18

3 Marauding Captain

3 Zombyra the Dark

2 The Dark – Hex-Sealed Fusion

3 Mystic Tomato

2 Newdoria

2 Swarm of Scarabs

2 Swarm of Locusts

1 Sangan

 

Spells: 15

3 Smashing Ground

3 Last Will

3 Messenger of Peace

2 My Body as a Shield

1 Reinforcements of the Army

1 Mystical Space Typhoon

1 Premature Burial

1 Nobleman of Crossout

 

Traps: 7

3 Light of Intervention

3 Compulsory Evacuation Device

1 Call of the Haunted

 

Fusions:

3 The Last Warrior From Another Planet

 

The deck looks pretty solid, but there’s one key problem with it:  is actually an Earth attribute monster, not a Dark attribute monster. This means that The Dark – Hex-Sealed Fusion can’t special summon it with its second effect! Not only will we have to exchange The Dark – Hex-Sealed Fusion for copies of The Earth – Hex-Sealed Fusion, but that alteration is also going to require that we include some different support cards. Mystic Tomato will no longer be able to fetch our key fusion card, and without Mystic Tomato’s effect to summon it and equalize board presence, Newdoria just isn’t all that great. We’re going to drop that entire suite of support monsters, which means we’re getting rid of two copies of The Dark – Hex-Sealed Fusion, two copies of Newdoria, and all three copies of Mystic Tomato.

 

In addition, I’m not excited about the idea of Swarm of Scarabs and Swarm of Locusts in this deck. While I believe that both cards can be viable in a Lockdown deck that uses conventional locking effects (think Gravity Bind and Messenger of Peace), this deck can’t neutralize threats on the field as easily as a traditional Lockdown deck can. In the current format (where aggression has become the undisputed norm), these monsters will often be attacked and destroyed in battle before they can ever use their flip summon effects. That makes them pretty useless for our purposes here, so while they can be quite good in some decks, I don’t feel that this is the place for them. I’m going to drop both copies of Swarm of Scarabs as well as the pair of Swarm of Locusts.

 

That’s eleven cards removed in just two paragraphs, and that’s a lot of space for making additions! I’m happy with the rest of the deck, so I don’t feel any more trimming is necessary. Hence, we’ll start adding cards.

 

While I can appreciate that the original version of this deck only used two copies of The Dark – Hex-Sealed Fusion in order to ensure that it wouldn’t draw two in its opening hand, Hex-Sealed Fusions are the key to this deck’s success. If you can’t get to a single copy, this strategy just doesn’t work. While William originally used three self-replacing monsters to search out one of the two Hex-Sealed Fusions, Zombyra the Dark is often going to be able to hold its own on the field for a single turn. That’s long enough for you to summon Zombyra, not attack with it, and then summon Hex-Sealed Fusion one turn later. I think running three Hex-Sealed Fusions is a must, so I’m going to add three copies of The Earth – Hex-Sealed Fusion to the deck.

 

Next, I’m going to replace those three copies of Mystic Tomato with three copies of Giant Rat, so that we can search out The Earth – Hex-Sealed Fusion. Because the special summoning effect of Giant Rat opens up a wide range of search options, the Rats will form the support base for the deck.

 

A few other additions will be made to suit this change, and the first is Injection Fairy Lily. Personally, I think that Lily should be in any deck that can support it—not just use it, but actively search it out with Giant Rat. Lily makes a good answer to a wide array of high-ATK threats like Cyber Dragon and Jinzo, and it can always hammer home big chunks of damage when it’s attacking directly. It’s an extremely powerful late-game topdeck, is able to take down Mobius the Frost Monarch and Chaos Sorcerer, and gives you something beefy to summon if the opponent is running Magician’s Circle. Injection Fairy Lily will be a welcome addition to Giant Rat’s arsenal.

 

By the same token, so will Exiled Force. This deck can already search for Exiled Force with Reinforcement of the Army, so adding Giant Rat just makes it easier to use this powerful monster. Again, Exiled Force is an answer to a series of potential problems that your opponent could put forth. While Lily will stick around, instead of going to the graveyard, Exiled Force not only beats up on big monsters, but can deal with troublesome set ones as well. Spirit Reaper and a host of set flip effects can put a halt to Injection Fairy Lily, but Exiled Force can eliminate them before they become problems.

 

The final monster I’d like to add to the deck is two copies of Cyber Dragon, because there isn’t a reason to not run them. This deck can be a bit weak when it doesn’t get its combo going quickly, and Cyber Dragon can keep your life points pristine and untouched while applying pressure to your opponent. William isn’t running any tribute monsters yet, so it’s not like Cyber Dragon puts him at a risk of poor performance in his opening hand, and it doesn’t become a bad draw later in the game.

 

Finally, a second Reinforcement of the Army is going to let us get to Marauding Captain and Zombyra more consistently. Since they’re integral cards for this deck’s success, that’s pretty important, but it can also seek out Exiled Force if we’re ever in a real bind.

 

The final changes I opted to make are:

 

-2 The Dark – Hex-Sealed Fusion

-2 Newdoria

-2 Swarm of Scarabs

-2 Swarm of Locusts

-3 Mystic Tomato

 

+3 The Earth – Hex-Sealed Fusion

+3 Giant Rat

+1 Exiled Force

+1 Injection Fairy Lily

+2 Cyber Dragon

+1 Reinforcement of the Army

 

The fixed build of William’s deck looks like this.

 

Turbo Warrior From Another Planet: Jason’s Fix

40 Cards

 

Monsters: 17

2 Cyber Dragon

3 The Earth – Hex-Sealed Fusion

3 Marauding Captain

3 Zombyra the Dark

3 Giant Rat

1 Exiled Force

1 Injection Fairy Lily

1 Sangan

 

Spells: 16

3 Smashing Ground

3 Last Will

3 Messenger of Peace

2 My Body as a Shield!

2 Reinforcement of the Army

1 Mystical Space Typhoon

1 Premature Burial

1 Nobleman of Crossout

 

Traps: 7

3 Light of Intervention

1 Call of the Haunted

3 Compulsory Evacuation Device

 

Fusions:

3 The Last Warrior From Another Planet

 

This build of the deck is going to be a bit more flexible. In fact, with the right draws, it can attack on turn one for almost 7000 life points right out of the gates. The improved monster base is geared towards two things. The first is maintaining board presence, because Cyber Dragons and Injection Fairy Lily are going to stick around longer than Locusts and Scarabs by virtue of their superior ATK values alone. Second, the addition of more tricky monsters like Injection Fairy Lily and Exiled Force will allow this deck to recover from a variety of situations that it wouldn’t have had solutions for before. If it loses control of the game, it’s got a variety of different monsters that can allow it to regain command, and that’s important in the removal-heavy environment that William is likely to be competing in. One Smashing Ground can ruin The Last Warrior from Another Planet’s domination over the duel, so if that happens, we need to be ready with alternate courses of action. By culling a variety of searchable answers, we get a similar effect to the one that was provided by Newdoria in the original build.

 

Matchups are going to vary for this deck depending on how quickly it goes off. Against a standard Beatdown deck, it can win in a scant few turns if Light of Intervention and The Last Warrior from Another Planet hit the field early. But if the combo doesn’t arrive, you’ll need to play conservatively. If you try to go head-to-head by playing Beatdown against an aggressive Beatdown player, the fact that your opponent is actually running a Beatdown deck is going to quickly turn things in his or her favor. The same goes for Warrior Toolbox matchups—which can be even more brutal, due to the fact that they’re packing the same tricks.

 

As for other Lockdown decks, this one can quickly grind the opponent to a standstill, provided it can prevent Solar Flare Dragon from sitting on the field for too long. Light of Intervention will completely destroy the usefulness of Stealth Bird, so if you go off relatively quickly, your only major concern will be Wave-Motion Cannon. Use your spell, trap, and monster removal judiciously, and you can make short work of your opponent.

 

It’s a risky deck that takes a bit of practice to get used to, but it can hold its own and win frequently in competitive settings. The coolest thing about it is that anyone who duels against it for the first time is probably going to assume that it’s just another Warrior Toolbox. Zombyra isn’t a rare sight, after all. It’s worth playing this deck just to see the look on your opponent’s face when you pull off your combo, bring out The Last Warrior From Another Planet, and then lock them from summoning or setting. No one will ever see it coming the first time around!

 

Do you think this deck sounds like fun? It is, and hopefully the fix helps out. Big thanks to William for submitting this deck—and if you’re looking for something fun to try while winning in the craziest possible way, this strategy may be perfect for you!

 

—Jason Grabher-Meyer

 

Do you have an Advanced format deck you could use some help with, or that you just want to show off to the world? Do you want to see it appear in a future Apotheosis article? Send it to me, at Jason(at)metagame(dot)com, and I might take a crack at it!

 
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