Difference between revisions of "Clown Control"

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Never run Clown Control
 
 
[[File:Clown control deck.png|thumb|right|300px]]
 
The '''Clown Control Deck''' gets its name from the main [[Monster Card|monsters]] of the Deck, "[[Dream Clown]]" and "[[Crass Clown]]". It focuses on the [[effect]]s of those two monsters and "[[Blade Rabbit]]", in conjunction with cards that switch [[Battle position]]s, such as "[[Stumbling]]", "[[Spirit Burner]]", "[[Zero Gravity]]" and "[[Labyrinth of Nightmare (card)|Labyrinth of Nightmare]]". These cards allow immediate and recurring [[activate|activation]] of the monster effects, which grants [[field advantage]].
 
 
 
The [[Rat Toolbox|Rat]] and [[Warrior Toolbox|Warrior]] [[Toolbox]]es are used to search out Dream Clown, which is arguably the decks most important monster. Furthermore, the Rat toolbox allows one to search helpful monsters that support the deck, such as "[[Karakuri Strategist mdl 248 "Nishipachi"]]", "[[Fossil Dyna Pachycephalo]]" and "[[Neo-Spacian Grand Mole]]".
 
 
 
It is sometimes necessary to include stall cards in the deck to protect the clowns from being trampled, thereby keeping them alive long enough to trigger their effects. Such cards include "[[Gravity Bind]]", "[[Messenger of Peace]]" and "[[Level Limit - Area B]]". [[Equip Spell Card]]s can be used in conjunction with the stall cards to further enhance the control aspect. "[[Level Limit - Area A]]" combos well with "Stumbling", allowing one to reuse Dream Clowns effect and potentially activate Crass Clowns effect the turn it is summoned.
 
 
 
The opponents Spell and Traps can severely deny you from controlling the field, thus making it important to run [[Spell Card|Spell]] and [[Trap Card|Trap]] removal. [[Hand]] disruption, such as "[[Don Zaloog]]" and "[[Spirit Reaper]]" can take advantage of the opponent's open [[Playing Field|field]], which is especially useful if the opponent saves their cards in their hand for explosive plays later on. Cards such as "[[Twister]]" and "[[Giant Trunade]]" can return your own Continuous Cards to the hand if a situation occurs where they do more harm than good.
 
  
 
This deck has little to none [[Special Summon]]s or [[Tribute Summon]]s, making cards like [[Grave of the Super Ancient Organism]] and [[Mask of Restrict]] good side-deck options. Clown control decks can also make great use of Anti-meta cards such as "[[Fossil Dyna Pachycephalo]]", "[[Jowgen the Spiritualist]]" and "[[Thunder King Rai-Oh]]". Whether to use Fossil Dyna or Jowgen, depends on preference and play style. [[Jowgen the Spiritualist]] is faster at getting rid of the Special Summoned monsters than Fossil Dyna, but Dyna is more guaranteed to succeed than Jowgen.
 
This deck has little to none [[Special Summon]]s or [[Tribute Summon]]s, making cards like [[Grave of the Super Ancient Organism]] and [[Mask of Restrict]] good side-deck options. Clown control decks can also make great use of Anti-meta cards such as "[[Fossil Dyna Pachycephalo]]", "[[Jowgen the Spiritualist]]" and "[[Thunder King Rai-Oh]]". Whether to use Fossil Dyna or Jowgen, depends on preference and play style. [[Jowgen the Spiritualist]] is faster at getting rid of the Special Summoned monsters than Fossil Dyna, but Dyna is more guaranteed to succeed than Jowgen.

Revision as of 20:35, 16 October 2012

Never run Clown Control

This deck has little to none Special Summons or Tribute Summons, making cards like Grave of the Super Ancient Organism and Mask of Restrict good side-deck options. Clown control decks can also make great use of Anti-meta cards such as "Fossil Dyna Pachycephalo", "Jowgen the Spiritualist" and "Thunder King Rai-Oh". Whether to use Fossil Dyna or Jowgen, depends on preference and play style. Jowgen the Spiritualist is faster at getting rid of the Special Summoned monsters than Fossil Dyna, but Dyna is more guaranteed to succeed than Jowgen.

Clown Control decks often revolve around either "Stumbling" or "Labyrinth of Nightmare" as the Deck works differently depending on which is chosen. Builds that use both need to focus the deck around one of them, using the other for support purposes.

  • "Stumbling" lets the player stall from opponent attacks AND trigger "Dream Clown" and "Blade Rabbit", thereby protecting his or her monsters and Life Points while maintaining field presence. The strategy at large is to get any two of a "Dream Clown", "Blade Rabbit" or "Crass Clown" on the field (with one in each position) so you can use one to destroy or return a monster, while the other attacks. An excellent card to combine with "Stumbling" is "Horus the Black Flame Dragon LV6" as it is unaffected by "Stumbling", "Earthquake" and "Messenger of Peace". "Black Salvo" is another useful card that can be used to summon "Karakuri Shogun mdl 00 "Burei"". Its effect can then be used to manipulate positions once per turn, allowing It to attack the same turn it is summoned, even when "Stumbling" is on the field. An additional position change can occur if a "Karakuri Strategist mdl 248 “Nishipachi”" was summoned by its effect.


Recommended cards

Monsters

If using "Stumbling":

If using "Labyrinth of Nightmare":

Spells

If using "Stumbling":

Traps

Extra Deck

If using "Junk Synchron"