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Doomkaiser Dragon
Card# CSOC-EN043


Doomkaiser Dragon's effect isn't just for Zombie World duelists: remember that its effect can swipe copies of Plaguespreader Zombie, too!
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Ancient Sanctuary Set Constructed: Judgment of Saturn
Curtis Schultz
 
The arrival came without warning. Suddenly the din of the Yu-Gi-Oh! battlefield was silenced by the appearance of a winged monstrosity. Its cold gaze froze both the Soldiers and Fiends of Chaos in their struggle. No one knew why it was there or what it wanted. It stood silent for what seemed like an eternity without even the slightest movement, but eternity was over in an instant when it viciously lashed out at them. No cries for mercy would impede its rage. The winged monstrosity attacked Soldiers and Fiends alike, scattering their limp bodies in its wake. Despite the carnage and risk of harm, the Terrorking was pleased. Mazera was free, and no one in this world would be able to stop him. He and his brethren would savor victory this day, but there was one present who did not agree.

A lone soldier approached Mazera and cast aside his armaments. To most he would seem a fool, but this soldier was unlike any other. Mazera made its way toward this soldier, ready to crush the one who dared to oppose him so defiantly, until the soldier became wrapped in a radiant light. The light was paralyzing in its intensity and no one dared to break it, even Mazera. The Soldier’s armor shattered on the ground and two large blue wings scattered the light. The Agents had arrived . . . and the time for judgment had begun.


Building a deck entirely out of the contents of only one Yu-Gi-Oh! set can be a difficult task. When relying solely upon the cards in one set, a duelist needs to focus on his or her route to victory and the difficulties they will face in reaching it. It is impossible to account for every card you will encounter when using your Set Constructed deck. Not every set offers an adequate selection of offense, defense, and counters to protect your plan. You just have to use the best cards available and try to adapt as well as you can.

The goal of the Judgment of Saturn deck is to get your life points to twice that of your opponent as quickly as possible, then use The Agent of Judgment – Saturn’s effect to finish him or her off. Performing this feat using only the cards found within Ancient Sanctuary is a challenge, but the means to accomplish it are readily available.


Judgment of Saturn, Ancient Sanctuary Set Constructed
40 Cards

Monsters
3 The Agent of Judgment - Saturn
3 The Agent of Force - Mars
2 The Agent of Wisdom - Mercury
2 White Magician Pikeru
3 Night Assailant
3 Solar Flare Dragon

Spells
3 The Sanctuary in the Sky
2 Goblin Thief
2 Mystik Wok
3 Enemy Controller
3 Level Limit - Area B

Traps
3 Draining Shield
2 Solar Ray
2 Light of Judgment
2 Curse of Anubis
1 Beckoning Light
1 Wall of Revealing Light


Protection and muscle are this deck’s two biggest issues. You need to be able to protect yourself from your opponent’s cards if you hope to survive long enough to lay down Saturn and The Sanctuary in the Sky. You will also notice a lack of ATK in the monsters needed for this deck, requiring you to find ways to dish out some punishment and speed up the life point differential needed for the effect of Saturn.


Protection

Protection in this deck is gained from several sources. Wall of Revealing Light is the meanest of the pack, easily reducing the threat of attacks from your opponent’s monsters. The obvious problem with this strategy is its weakness to trap removing effects, like that of Mystical Space Typhoon. The best strategy for this card is to try and save it until your opponent has exhausted his or her removal cards, giving you more time to rely on it. You also need to keep in mind that you are lowering your own life points to use this effect, and anything paid that sends you below 2000 is not going to be effective. This life point payment is going to increase your workload for achieving Saturn’s effect.

Draining Shield is another great card for this deck, accomplishing two goals at once: you gain life points, and you protect yourself from an opponent’s attack. Given the abundance of 1500+ ATK monsters used in tournament play, you are likely to gain quite a bit from this card’s effect.

Curse of Anubis will also do well to protect yourself from multiple monsters on your opponent’s side of the field; however, using it will only disrupt monsters with effects. Any strong normal monsters your opponent controls will be unaffected and can still cause problems.

Enemy Controller is a great card for both protection and offense. It serves as both by shifting your opponent’s monster’s to defense position, which can be used to protect yourself from an opponent’s attack or put an opponent’s monster into a more vulnerable position.

The cheapest, long-term solution for protection is Level Limit - Area B. Most of the monsters in this deck are level 3 or lower, so Level Limit - Area B will not affect them. Keep in mind some low-level monsters, like Injection Fairy Lily, will not be stopped by this card. That said, it will afford you more of the time you need to draw together The Agent of Judgment - Saturn and The Sanctuary in the Sky.


Muscle

Light of Judgment can be an effective card for this deck by giving you a way to remove one specific threat from your path. The most obvious weakness of this card is its requirement for The Sanctuary in the Sky to exist on the field. You also need to have a Light monster in your hand to take care of the cost for activating this card. The number of Light monsters in the deck should handle this well, but Beckoning Light is included to help bolster your hand with Light monsters.

Solar Ray works as burn damage to soften up your opponent, but try to save it until you can gather together a few Light monsters. Goblin Thief also works in this regard by adding in a sudden separation of 1000 life points between you and your opponent.

Solar Flare Dragon may not seem like much offensively, but its effect will make up for this. The Solar Flare Dragon is also quite fond of the swarm, working much better when in pairs. In a pair, this card can effectively shut out your opponent’s ability to attack you; providing another form of defense.

The Agent of Judgment - Mars won’t be strong at first, but the more quickly you gain life points, the meaner it becomes. Mars is unaffected by spell cards, including your Level Limit - Area B, so once you gain enough life points to make Mars’s ATK sufficiently mean, it will take over and make up for the deck’s lack of offense.

Night Assailant is added for its use in combinations and as monster removal. The Agent of Wisdom - Mercury gives this deck an element of card drawing, something that’s lacking in Ancient Sanctuary.


Combinations:

Night Assailant and Beckoning Light: Multiple Night Assailants in-hand will help to twist the results of Beckoning Light. You can use the effect of each Night Assailant to reclaim the other, bringing them right back into your hand again.

Enemy Controller and Mystik Wok: Use Enemy Controller to gain control of an opponent’s monster, use the monster for your own purposes, and then tribute it to Mystik Wok to gain life points.


Alternate Strategies:

Venus Swarm: You can combine Venus Swarm with three Mystical Shine Balls to create tribute fodder and more Light monsters to swarm for Solar Ray. Summoning three Mystical Shine Balls will cost you 1500 life points, so keep in mind that this strategy limits your ability to use Saturn’s effect in a timely manner.

Sealmaster Stall: You can use Sealmaster Meisei with Talisman of Spell Sealing to effectively wall off your opponent’s ability to hurt your strategy or destroy your Wall of Revealing Light. You can use Sealmaster Meisei as the tribute for Saturn when the time comes, and then play The Sanctuary in the Sky.

7”: The “7” cards combine two things: life point gain and card drawing. The odds of managing to assemble all three together within this set’s limitations is very unlikely, but the “7” cards will still work well as bait for your opponent’s spell and trap removal cards. When the “7” card is sent from the field to the graveyard you gain 700 life points, and it doesn’t matter if your “7” is face down when this happens.

Next week . . . The Sealmaster’s Onslaught.

Send all comments, suggestions, and Menchi recipes to
Curtis@metagame.com.

 
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