Final Countdown Deck

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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[edit]

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.


Recommended Cards

Weaknesses[edit]

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.