Difference between revisions of "Final Countdown Deck"

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(Can't believe this one was forgotten...)
(Added some information about the deck/archetype.)
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{{DeckTypes}}
 
{{DeckTypes}}
{{DecksAZ}}''This deck is considered a '''Classic Deck''', this page is used to tell the history of a deck rather than how it is played now. This can happen either from mechanics of the game changing, changes from the "TCG" or "OCG" Forbidden/Limited List, or the deck has slowly lost it's ability to be played over time due to years of no support or neglect.''
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{{DecksAZ}}
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[[File:FinalCountdown-TF04-JP-VG.jpg|thumb|Certain victory, if you can survive for 20 turns.]]
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''This deck is considered a '''Classic Deck''', this page is used to tell the history of a deck rather than how it is played now. This can happen either from mechanics of the game changing, changes from the "TCG" or "OCG" Forbidden/Limited List, or the deck has slowly lost it's ability to be played over time due to years of no support or neglect.''
  
 
''While not entirely unplayable, as long as "Final Countdown" remains at 1 in the "[[TCG]]" Forbidden/Limited. It remains so inconsistent that many other Win Conditions will prove easier.''
 
''While not entirely unplayable, as long as "Final Countdown" remains at 1 in the "[[TCG]]" Forbidden/Limited. It remains so inconsistent that many other Win Conditions will prove easier.''
  
==Win Condition==
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==Playing Style==
Currently this deck type uses the card "[[Final Countdown]]" in order to win. The overall desire is to stall the game for 20 turns total (10 of your turns, and 10 of your opponent's turns).  
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As the name already implies, this deck uses the card "[[Final Countdown]]" as its major win option. The overall plan is to stall the game for 20 turns total (being 10 of your turns, and 10 of your opponent's turns). Any player in what is known to us as "Modern Yugioh" will automatically see a glaring problem with this effect, since most games do not exceed turn 5; therefore, this deck tries to stall out all those turns, knowing that the win comes eventually. "[[Battle Fader]]", "[[Swift Scarecrow]]", "[[Speedroid Menko]]", "[[Messenger of Peace]]", "[[Nightmare's Steel Cage]]", "[[One Day of Peace]]", "[[Swords of Revealing Light]]", "[[Threatening Roar]]" and many more options in this deck have only battle negation in mind.
  
The deck can possibly have alternate win conditions, for example if you're playing "[[Metaion, the Time Lord]]", "[[Lava Golem]]", and/or "[[Marshmallon]]", there's the possibility of doing enough damage by card effects to win as well.  
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The deck can possibly have alternate win conditions, for example "[[Metaion, the Time Lord]]", "[[Lava Golem]]", and/or "[[Marshmallon]]", which  potentially rack up enough damage by card effects to win that way. This can become your only course of action as soon as "Final Countdown" is negated or simply refuses to get into your hand in decent time.
  
Due to the fact that "[[Heavy Storm]]" is currently banned, cards such as "[[Swords of Revealing Light]]" and "[[Nightmare's Steel Cage]]" have increased this deck's playability. Using both these cards can easily be used as bait for cards such as "[[Mystical Space Typhoon]]", which can be a huge threat to this deck.
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While time and time management are main factors in this deck, time itself was not particularly nice to the overall strategy. "Final Countdown" was and still is limited for quite some time at this point, which makes your chances of drawing it in the starting hand rather slim. Furthermore, the general speed increase in a normal game is unhelpful to a strategy that takes things slow. Also, most stallers like "[[Marshmallon]]" and "[[Spirit Reaper]]" suffer from the overall increase in removal-based card effects, which was not that common when "Final Countdown" first emerged as a deck. All of those facts sadly make "Final Countdown" a slow and lackluster strategy.
  
==Weaknesses==
 
Currently there's several threats to this deck:
 
* [[Mystical Space Typhoon]]
 
This can be a huge threat to this deck if used properly, if a player sets this card then waits until the end phase to activate it, then it can be the kiss of death to any inexperienced player of this deck. If this strategy is used it can end the game in one turn unless they have a card in hand to end the battle phase.
 
 
* [[Number 88: Gimmick Puppet of Leo]]
 
This can possibly end the game for anyone using a final countdown deck, as this card can end the game in three turns. It's highly recommended a player plays "[[Dark Hole]]" or "[[Metaion, the Time Lord]]" in their main deck to counter this. "[[Lava Golem]]" can be used as well, but if it's the only monster on the field it will have no use.
 
 
* Hand Control Decks
 
These are the biggest threat to this deck type, as this deck relies very heavily on maintaining card advantage. If you opponent makes you discard more than a few cards from your hand, you'll be left at a serious disadvantage. Decks such as [[Dark World]] and [[X-Saber]] are extremely bad match-ups for this deck.
 
 
* [[Legendary Six Samurai - Shi En]]
 
Shi En negates a spell/trap every turn, which will leave you at a -1 card advantage every turn he activates. Cards such as "[[Metaion, the Time Lord]]" and "[[Lava Golem]]" counter this card, and are both very playable in the main deck.
 
 
* [[Royal Decree]]
 
Some versions of this deck lose very easily because of this card alone. Having "[[Mystical Space Typhoon]]" in your side deck will help stop this. You can also lessen this weakness heavily by playing a mix of spells, traps, and monsters, rather than all traps.
 
 
The limiting of [[Final Countdown]] has made this deck very slow and difficult to play in the advanced format. Cards such as [[Pot of Duality]] and [[Gold Sarcophagus]], along with any drawing cards are needed in order to draw or search into [[Final Countdown]].
 
  
 
{{Decklist|Recommended Cards
 
{{Decklist|Recommended Cards
 
|monsters =
 
|monsters =
 
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
 
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
* [[Swift Scarecrow]]
 
 
* [[Battle Fader]]
 
* [[Battle Fader]]
* [[Speedroid Menko]]
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* [[Cyber Valley]]
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* [[Electromagnetic Turtle]]
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* [[Kuriphoton]]
 
* [[Lava Golem]]
 
* [[Lava Golem]]
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* [[Marshmallon]]
 
* [[Metaion, the Time Lord]]
 
* [[Metaion, the Time Lord]]
* [[Marshmallon]]
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* [[Speedroid Menko]]
 
* [[Spirit Reaper]]
 
* [[Spirit Reaper]]
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* [[Swift Scarecrow]]
 
* [[Zero Gardna]]
 
* [[Zero Gardna]]
* [[Cyber Valley]]
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* [[Kuriphoton]]
 
* [[Electromagnetic Turtle]]
 
 
|spells =
 
|spells =
 
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
 
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
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* [[Final Countdown]]
 
* [[Gold Sarcophagus]]
 
* [[Gold Sarcophagus]]
* [[Swords of Revealing Light]]
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* [[Inferno Tempest]]
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* [[Messenger of Peace]]
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* [[Mystic Mine]]
 
* [[Nightmare's Steel Cage]]
 
* [[Nightmare's Steel Cage]]
 
* [[One Day of Peace]]
 
* [[One Day of Peace]]
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* [[Raigeki]]
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* [[Shard of Greed]]
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* [[Swords of Revealing Light]]
 
* [[Upstart Goblin]]
 
* [[Upstart Goblin]]
* [[Final Countdown]]
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* [[Messenger of Peace]]
 
* [[Shard of Greed]]
 
* [[Inferno Tempest]]
 
 
|traps =
 
|traps =
 
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
 
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
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* [[Defense Draw]]
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* [[Gift Card]]
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* [[Heavy Storm Duster]]
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* [[Hope for Escape]]
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* [[Pyro Clock of Destiny]]
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* [[Reckless Greed]]
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* [[Scrubbed Raid]]
 
* [[Threatening Roar]]
 
* [[Threatening Roar]]
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* [[Thunder of Ruler]]
 
* [[Waboku]]
 
* [[Waboku]]
* [[Thunder of Ruler]]
 
* [[Frozen Soul]]
 
* [[Reckless Greed]]
 
* [[Hope for Escape]]
 
* [[Gift Card]]
 
* [[Defense Draw]]
 
* [[Scrubbed Raid]]
 
* [[Pyro Clock of Destiny]]
 
 
}}
 
}}
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==Weaknesses==
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Currently there are numerous threats to this deck:
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* Due to the high number of Stall cards this deck uses, any form of backrow removal can be deadly. "[[Mystical Space Typhoon]]", "[[Cosmic Cyclone]]", "[[Heavy Storm Duster]]", "[[Tornado Dragon]]" or "[[Knightmare Phoenix]]" are only a few of the options the opponent can use to clear the way.
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* Due to the fact that this deck is extraordinarily slow, a potential danger can paradoxically be found in faster Instant Win options. Most deck that use such a method will have a field day with the "Final Countdown" player, since all of these options are potentially faster; examples include "[[Number 88: Gimmick Puppet of Leo]]" or "[[Ghostrick Angel of Mischief]]". The deck runs options to kill these threats, but unlike most other decks will not be able to finish the game before them.
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* Any form of Hand Control decks are a big threat to this deck type, as it relies very heavily on maintaining card advantage. If you opponent makes you discard more than a few cards from your hand, you'll be left at a serious disadvantage. Decks such as "[[Dark World]]" and "[[X-Saber]]" are extremely bad match-ups for this deck, just to name a few.
 +
* "Final Countdown" is absurdly weak against any form of Spell/Trap negation. Negating the only "Final Countdown" in the deck is a disaster, while negating as of your protective options could leave the player open for a lethal attack.
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* Another weakness of a "Final Countdown" deck is Burn. The deck normally tries to keep Beatdown decks in check and ideally permanently stops the opponent form attacking at all, but direct damage is normally not something this deck builds against. Furthermore, "Final Countdown" costs the player 2000 life points, which means that a quarter of the life points was already chopped off by the player himself. "[[Trickstar|Trickstars]]" will passively eradicate the "Final Countdown" deck, while "[[Anti-Cure]]" decks disallow the usage of any life point giving cards to soften the blow while healing the player to death.
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* Certain decks can sport options that will flatout ignore any of the defense options you have put into position; for example "[[Raidraptor - Ultimate Falcon]]" is an absolute nightmare to handle for this deck in particular since it will simply run into your face without consequences while bringing a bonus burn effect for added pain.
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* While normally not really a useable option, "[[Prohibition]]" is a potential Instant Kill to this deck. Name "Final Countdown" and the deck is stalled out of using its win option up until an out is drawn.
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[[Category:Deck Type]]
 
[[Category:Deck Type]]

Revision as of 10:07, 23 December 2019

File:FinalCountdown-TF04-JP-VG.jpg
Certain victory, if you can survive for 20 turns.

This deck is considered a Classic Deck, this page is used to tell the history of a deck rather than how it is played now. This can happen either from mechanics of the game changing, changes from the "TCG" or "OCG" Forbidden/Limited List, or the deck has slowly lost it's ability to be played over time due to years of no support or neglect.

While not entirely unplayable, as long as "Final Countdown" remains at 1 in the "TCG" Forbidden/Limited. It remains so inconsistent that many other Win Conditions will prove easier.

Playing Style

As the name already implies, this deck uses the card "Final Countdown" as its major win option. The overall plan is to stall the game for 20 turns total (being 10 of your turns, and 10 of your opponent's turns). Any player in what is known to us as "Modern Yugioh" will automatically see a glaring problem with this effect, since most games do not exceed turn 5; therefore, this deck tries to stall out all those turns, knowing that the win comes eventually. "Battle Fader", "Swift Scarecrow", "Speedroid Menko", "Messenger of Peace", "Nightmare's Steel Cage", "One Day of Peace", "Swords of Revealing Light", "Threatening Roar" and many more options in this deck have only battle negation in mind.

The deck can possibly have alternate win conditions, for example "Metaion, the Time Lord", "Lava Golem", and/or "Marshmallon", which potentially rack up enough damage by card effects to win that way. This can become your only course of action as soon as "Final Countdown" is negated or simply refuses to get into your hand in decent time.

While time and time management are main factors in this deck, time itself was not particularly nice to the overall strategy. "Final Countdown" was and still is limited for quite some time at this point, which makes your chances of drawing it in the starting hand rather slim. Furthermore, the general speed increase in a normal game is unhelpful to a strategy that takes things slow. Also, most stallers like "Marshmallon" and "Spirit Reaper" suffer from the overall increase in removal-based card effects, which was not that common when "Final Countdown" first emerged as a deck. All of those facts sadly make "Final Countdown" a slow and lackluster strategy.


Weaknesses

Currently there are numerous threats to this deck:

  • Due to the high number of Stall cards this deck uses, any form of backrow removal can be deadly. "Mystical Space Typhoon", "Cosmic Cyclone", "Heavy Storm Duster", "Tornado Dragon" or "Knightmare Phoenix" are only a few of the options the opponent can use to clear the way.
  • Due to the fact that this deck is extraordinarily slow, a potential danger can paradoxically be found in faster Instant Win options. Most deck that use such a method will have a field day with the "Final Countdown" player, since all of these options are potentially faster; examples include "Number 88: Gimmick Puppet of Leo" or "Ghostrick Angel of Mischief". The deck runs options to kill these threats, but unlike most other decks will not be able to finish the game before them.
  • Any form of Hand Control decks are a big threat to this deck type, as it relies very heavily on maintaining card advantage. If you opponent makes you discard more than a few cards from your hand, you'll be left at a serious disadvantage. Decks such as "Dark World" and "X-Saber" are extremely bad match-ups for this deck, just to name a few.
  • "Final Countdown" is absurdly weak against any form of Spell/Trap negation. Negating the only "Final Countdown" in the deck is a disaster, while negating as of your protective options could leave the player open for a lethal attack.
  • Another weakness of a "Final Countdown" deck is Burn. The deck normally tries to keep Beatdown decks in check and ideally permanently stops the opponent form attacking at all, but direct damage is normally not something this deck builds against. Furthermore, "Final Countdown" costs the player 2000 life points, which means that a quarter of the life points was already chopped off by the player himself. "Trickstars" will passively eradicate the "Final Countdown" deck, while "Anti-Cure" decks disallow the usage of any life point giving cards to soften the blow while healing the player to death.
  • Certain decks can sport options that will flatout ignore any of the defense options you have put into position; for example "Raidraptor - Ultimate Falcon" is an absolute nightmare to handle for this deck in particular since it will simply run into your face without consequences while bringing a bonus burn effect for added pain.
  • While normally not really a useable option, "Prohibition" is a potential Instant Kill to this deck. Name "Final Countdown" and the deck is stalled out of using its win option up until an out is drawn.