Forum:Deck Guide/Macro

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by Gadjiltron

Intro[edit]

Back in Invasion of Chaos, the idea of banishment (formerly known as removal from the game, or RFG) was played up, with cards that banish others as a cost to either summon them or use their powerful effects. Notable cards like these were the feared Envoys, along with things like Strike Ninja and Bazoo the Soul-Eater. But that was basically it.

Fast-forward to Enemy of Justice, where Macro Cosmos and Dimensional Fissure were introduced. This added an entire new strategy of gameplay, and possibly one of the most disruptive ones. With this, came the Macro Deck.

Mechanics[edit]

The Macro Deck is focused around banishing the opponent's cards, while also benefiting from the fact that cards are going to the Banished Zone, rather than the Graveyard. This is threatening to many Decks, be it inside or outside the meta, for several reasons.

Know that a lot of cards benefit from the Graveyard in many ways:

Since the cards are not going into the Graveyard, it cuts off a lot of effects here and there, which makes the Deck a serious threat to many others once it gets up and running.

Analysis[edit]

Strengths[edit]

  • Counters many strategies - Most Decks in the meta lately are Graveyard-reliant and would pretty much suffocate if none of their key cards enter the Graveyard.
  • Great pressure capability - A number of cards used by many Macro Decks allow the player to survive a war of attrition. D.D. Survivor and D.D. Scout Plane prove to be very difficult to kill, while other members of the D.D. family are capable of banishing other threats.

Weaknesses[edit]

  • Dependent on Continuous S/Ts - Macro Decks are reliant on Macro Cosmos and Dimensional Fissure to keep their pressure up. Once the opponent takes them off the field, the Deck is left struggling until it can get a replacement.
  • Not very fast - Being a type of Control Deck, the Deck is vulnerable to types that are capable of taking out the opponent in a few turns. If its pressure engine goes down, fast Decks will take that extra few turns to do all the setup they need and defeat it.
  • Imperial Iron Wall - This card prevents all forms of banishment. You can understand where this will go for the Deck.

The Basics[edit]

The cards that easily compose the framework Macro Deck are as follows:

  • Dimensional Fissure and Macro Cosmos are both essential cards to the Deck for they send things out of play if they would go to the Graveyard. Although Dimensional Fissure does not do as much as Macro for it only banishes monsters, it is still damaging enough to most Decks that are not prepared for getting them back. A must for any Macro build, though be wary that they are very susceptible to S/T removal, and too many at the wrong time pretty much turns them into dead draws. As of September 2013, Macro and Dimensional Fissure are Limited in the TCG, and those sticking to the OCG are safe for now.
  • Banisher of the Radiance and Banisher of the Light share the same effect as Macro Cosmos, though they come in monster form. They can serve as temporary replacements for Macro or D-Fissure while neither is out, but tend to be vulnerable to battle. There is a general preference of Radiance over Light because the 1600 ATK on Radiance is substantial in most games today, and it can be Summoned in Attack Position to get its effects running immediately without worries, while Light needs to be Set or risk death in battle.
  • D.D. Survivor makes up for a good portion of the Macro Deck's aggressiveness. As it keeps on coming back when banished while face up on your side of the field, this allows it to serve many uses, such as Tribute fodder and a defensive wall if needs be. With 1800 ATK it can take on many other monsters of its level, and often does not have to worry about destruction unless it is face-down, or neither of the above listed cards are present.
  • D.D. Scout Plane is DD Survivor's "little brother", so to speak. Though it sports lowered stats and is forced to be Special Summoned back into Attack Position when banished, one of the charms it has lies in the way its effect is worded. Unlike DD Survivor, DD Scout Plane can come back when it is banished from anywhere, be it Deck, Graveyard, or hand. This means that you can Set or discard it, and it will still return from the Banished Zone.
  • D.D.R. - Different Dimension Reincarnation is also key for the Macro Deck, being a "Premature Burial" for the Banished Zone. However, instead of costing Life Points, it takes off a card from your hand, which may restrict its use and makes it a dead topdeck. Still, in the right situations, DDR can call your monsters back for another go from the Banished Zone.
  • Caius the Shadow Monarch has always been a welcome addition to the Monarch family since late 2007. It boasts the standard Monarch stats, but this time, when Tribute Summoned, it can banish any card from the field, even itself. As a bonus, it can burn 1000 to the opponent if the card you removed is a DARK monster. Clearly a monster no Deck focused around banishing can ignore, but be mindful that you'll need to keep your monsters around for him.
  • Return from the Different Dimension has good reason to be Forbidden. While it does cost half your Life Points, you basically get to swarm the field with as many of your banished monsters as you can muster, while your opponent doesn't enjoy that luxury. With a sudden swarm like that, half your Life Points is nothing when you're pushing for a game-ending finish, and your monsters getting banished afterwards is no big deal when you can use them for Synchro/Xyz fodder. The potential of this card was so strong even in non-Macro Decks that it was finally seen fit to ban this card.
  • Bottomless Trap Hole has been receiving plenty of attention as of late, due to it being able to take out many big beaters and capable of getting at any kind of summon. The fact that the monster(s) being hit are also banished is always helpful for the Macro Deck, and this Deck has few reasons not to run it.
  • Cyber Valley has several effects that allow for it to function well in RFG Decks, since they mostly involve banishing itself.
  1. The first effect banishes it as a cost when it gets attacked, ending the Battle Phase and giving you a free draw. This can help you buy some time when you're in a pinch or your main engines haven't arrived yet, while increasing the chances of them coming up in your next draw.
  2. The second allows it to banish itself and another monster you control to draw 2 cards. You can either use this with Survivor or Scout Plane since they will be coming back at the end of the turn, or you can steal an opponent's monster and banish it with this effect, netting you more cards and ensuring the opponent's monster won't come back (most of the time...)
  3. The third banishes itself and a card in your hand, allowing you to add a card from the Graveyard to the top of your Deck. This is often not worth the hassle, and most of the time you probably won't need the Graveyard anyway.
  • Allure of Darkness, everyone's loved draw power card. Considering that most Macro builds run a good amount of DARK monsters, there is no harm in running this as the banishment of the DARK monster will just add towards the Deck's strategy.
  • Different Dimension Ground is a chainable Trap that appears in STBL, giving the effect of Dimensional Fissure for one turn. Best used in response to whatever that is threatening your Fissure/Macro Cosmos so that your opponent won't get that extra turn to touch the Graveyard.

At least 5 of the above can be easily obtained through two Structure Decks: The Dark Emperor for TCG, and Advent of the Emperor for OCG. Both Decks contain some material to make a partially decent Macro Deck.

With the basic framework explained, there are several ways a Macro Deck can go, depending on the play style.

A Scattered Family[edit]

When one mentions banishing, first thing that comes to mind is "Macro". The second thing that comes to mind is "D.D." Standing for "Different Dimension", a good number of the D.D. cards involve effects that banish or effects that trigger when they get banished. Early members of the D.D. archetype find themselves right at home in a Macro Deck, while their more recent members are designed to fit in with more niche Decks that utilize banishing as an alternative strategy.

Lately, a number of unrelated cards with the 異次元 phrase (which translates to "Different Dimension" under most circumstances) in their original names have been surfacing that barely even do anything related to banishing, and thus will not be elaborated on.

Monsters[edit]

  • D.D. Assailant holds solid stats of 1700/1600, making him capable of taking on many monsters of his level. What's even better is that if a monster somehow trumps him in battle, DDA gets the last laugh by banishing himself and that monster. Note that despite this advantage, he has trouble with stubborn walls that will not be destroyed by its ATK.
  • D.D. Crazy Beast has slightly subpar stats of 1400/1400, but it banishes anything that it destroys in battle. This ability mostly becomes moot with the presence of D Fissure or Macro, though.
  • D.D. Crow is a tiny Winged Beast standing at 100/100. However, it is not meant to be used in battle. During either player's turn, you can discard DD Crow to banish a card from either Graveyard. This makes Crow very useful tech when it comes to countering the opponent's revival/recovery attempts, as the activation from hand gives it a surprise factor not unlike Effect Veiler or Battle Fader.
  • D.D. Destroyer is clearly meant to work with that banish-centric Beast strategy that never really took off after DREV. When it is banished while face-up on the field, you get to destroy one of your opponent's face-up cards. The activation requirement is generic enough that it can be played outside banish-Beasts, but in a typical Macro Deck you're still hard-pressed to find space for it.
  • D.D. Guide is a fishy double agent. On Normal Summon, he immediately appears on the opponent's side of the field. However, during each End Phase, his controller's opponent picks and banishes a card from his controller's Graveyard, meaning that you can banish a card of your choice from your opponent's Graveyard. Still, for all that work, you're effectively giving the opponent a monster with which they can Synchro/Xyz/whatever with, and it's often not a good thing.
  • D.D.M. - Different Dimension Master is slightly unwieldy, standing at a low 1700/1500 for a LV5 monster. Once per turn, you can discard a Spell Card to Special Summon one of your banished monsters, regardless of level or stats. Unfortunately, with DDM's horrible stats, you'd probably find yourself using his effect only once before he gets trampled in battle.
  • D.D. Scout Plane is already covered above.
  • D.D. Sprite works somewhat similar to Dimensionhole in that it Special Summons itself by banishing a monster you control. That monster returns during your next Standby Phase. It's worth looking into if you're going to fiddle around with Synchro Monsters, but its other main use is for resetting ATK/DEF modifications or "once while on the field" effects.http://yugioh.wikia.com/wiki/Forum:Deck_Guide/Macro?action=edit#
  • D.D. Survivor is already covered above.
  • D.D. Telepon is designed specifically to work with banish-Psychics from EXVC. If banished while face-up on the field, you get to banish a Psychic Monster with 1500 ATK or less from your Deck, and if the card is still banished on your next Standby Phase, that monster arrives to your field. It doesn't really work well in a non-Psychic Deck.
  • D.D. Trainer comprises mainly of that guy who's whipping D.D. Crazy Beast. No wonder it's so mad. This card is a LV1 Normal Monster at 100/2000, so its only use is being a wall.
  • D.D. Unicorn Knight is another member designed for the failed banish-Beasts strategy, but surprisingly its effects are generic enough that you still can use it outside a Beast Deck. Surprisingly, it's a Semi-Nomi where its Summon condition is for your opponent to control a monster and you to control a Tuner. Once Special Summoned this way, DDUK can Special Summon a LV3 or lower banished monster at the cost of negating that monster's effect(s). If you somehow worked Synchro monsters into your Macro Deck, DDUK offers a good way of making those high-Level Synchro monsters that need 2 or more non-Tuners.
  • D.D. Warrior Lady has fair stats of 1500/1600, but one of the things that make it notable is that her banish effect is optional and triggers after she battles, and thus you can control whether you want the monster going out of play or not. This optional effect made her a prime choice in Warrior Toolbox Decks in the past, and was thus Limited while they were the rage.
  • D.D. Warrior is the weaker version of DD Warrior Lady, having both weaker stats and a compulsory banish effect. This means that your opponent can ram it with a weaker monster if it is in defense, and essentially clear the way for bigger monsters to attack you. However, it is a nasty surprise if your opponent's big beater attacks into it, and aggressively this guy can suicide into walls, saving you from wasting its better spent cousins.
  • Different Dimension Dragon, oddly, has nothing pertaining to banishing. At 1200/1500 for a LV5 it's even more frail than DDM, though it has innate protection from... S/Ts that don't target, and monsters with 1900 or less ATK. Not worth the effort, no matter where you're running it.

Spells & Traps[edit]

The DD archetype also has a number of S/Ts to their name, too, though effectiveness may differ.

  • Burial from a Different Dimension seems more to work against Macro. It can return up to 3 banished monsters to their respective Graveyards, and its particular wording ("return", not "send") circumvents Macro and D Fissure.
  • Crevice into the Different Dimension works like a weak Soul Release. You call an Attribute and banish 2 monsters of that Attribute from either Graveyard. Alright, so you may get to surprise your opponent by breaking their Grave setup during their turn, but that's its only perk.
  • D.D. Borderline prevents either player from conducting a Battle Phase provided your Graveyard is void of Spell cards. How to keep the Grave clean of Spells? Banish them by using things like White-Horned Dragon, perhaps. Either way, it belongs better in a stall-based Deck.
  • D.D. Designator has you call a card name, and then you get to glimpse at your opponent's hand. If it's there, that card is banished. If not, you get a card banished from your hand at random. Best used after your opponent pulls off a search effect, but Mind Crush is often better in that you can Chain right after the search completes.
  • D.D. Dynamite burns 300 for each of your opponent's banished cards. Quite useful in some general-purpose banish Decks as a finishing move late in the game.
  • D.D. Trap Hole has an awkward activation timing compared to the other Trap Holes. Instead of your opponent Summoning, it activates in response to your opponent Setting a monster. It then destroys and banishes that monster. What horribly impedes DD Trap Hole's effect is that it also hits one of your monsters as well for no useful reason.
  • D.D.R. - Different Dimension Reincarnation has been covered above.
  • Different Dimension Capsule is an obsoleted version of Gold Sarcophagus. On activation, you banish a card face-down from your Deck, and this card remains in play for a couple of turns. After which, you destroy this card and retrieve what you banished. If your opponent destroys the Capsule, however, you don't get the card. Most who play this run 2 Capsules, and banish the other Capsule with the first one's effect. That way, if the opponent gets to destroy the Capsule, the player has at least removed another potentially useless card and thinned the Deck a little. However, with Gold Sarcophagus around, this card is obsolete.
  • Different Dimension Gate forces you to banish one monster on each side of the field. After Gate is destroyed and sent to the Graveyard, the monsters return in their original positions. Note that if Gate doesn't enter the Graveyard, neither of the monsters return. Use this with Survivor/Scout Plane (to neutralize the effect it has on your side) and Macro/Banishers (to ensure it doesn't enter the Graveyard) to make that banishment permanent.
  • Different Dimension Ground has already been covered above.
  • Different Dimension Trench is an upcoming card specifically designed to work with banish-WATER Decks. On activation, you get to banish a WATER Monster from hand, Deck, or Grave, and once the card is destroyed, you get to Special Summon it. You'd be hard-pressed to find WATER Monsters in a typical Macro Deck, though.http://yugioh.wikia.com/wiki/Forum:Deck_Guide/Macro?action=edit#
  • Return from the Different Dimension has already been covered above.

Variants[edit]

The Pioneers[edit]

The standard Banish style of the Macro Deck serves to thoroughly aggravate the opponent by banishing as much of the opponent's resources from both field and Graveyard while utilizing this fact to his advantage. There are a variety of cards that serve this purpose:

  • Kycoo the Ghost Destroyer boasts 1800 ATK, a solid stat, and each time he deals battle damage you can banish up to 2 monsters in the opponent's Graveyard. The ability to empty the opponent's Graveyard makes him a solid choice, and if needs be he can prevent the opponent from banishing any cards in the Graveyard, locking out things like Mezuki or Book of Life from activating, for example.
  • Gren Maju Da Eiza has no base stats, but gains 400/400 for each of your banished cards. Late into the game, when the Banished Zones have been stacking up with cards, this monster can grow into quite the beatstick - 7 banished cards already gets it to 2800/2800! If that's not all, him being LV3 allows him to attack under Gravity Bind and Level Limit - Area B, both of which are cards that can lock out your other monsters from attacking due to their levels. Be careful, though, he's a dead draw in early to mid-game.
  • Necroface is played in this Deck primarily for its powerup effect. It can shuffle back all banished cards on both sides, allowing you to recycle used cards that have been banished by Macro Cosmos, and in return it powers up. Late in the game this serves to disrupt the tempo of deck-thinners while raising Necroface to immense sizes.
  • Dimensional Prison banishes attacking monsters from play on activation. This makes it plain and simple removal, and it also bypasses lots of stuff that negate destruction effects, too. Run as many as you can.

King of the Cosmos[edit]

See also: Monarch Guide

The Macro Monarch Deck style utilizes the recyclability D.D. Survivor and D.D. Scout Plane to provide an unending flow of Tribute fodder for the Monarchs. Aside from the basic cards needed, it primarily uses the following:

  • Kuraz the Light Monarch is a key card to a certain draw engine, due to its ability being able to trigger when Special Summoned, and the owner of the cards destroyed by said ability drawing cards. Further details are below.
  • Raiza the Storm Monarch has always been a popular choice for Monarch builds, as his spinning effect messes up the opponent's next draw while also removing cards off the field for the time being. There should be little reason not to include him in this build.
  • Mobius the Frost Monarch is not as mandatory as the other Monarchs, but is still good as he can destroy your opponent's Spell or Trap cards. This is essential because the high levels of your monsters make for difficult times when faced with any locking cards, but it can also snuff out potential threats. Just be careful of that stray Starlight Road that will turn the battle around against you.
  • Cyber Dragon is a quick Special Summon when you've got an empty field and your opponent has a monster or two. Its solid stats make it a good beatstick, but often you'll be making use of it to Tribute for a Monarch.
  • Jester Confit has the ability to be Special Summoned at no restriction or cost. This also makes him good fodder as Tribute for a Monarch if no other options are available.
  • Enemy Controller is usually used for its first effect of switching battle positions, either to block an attack or expose a monster's weaker stats. This Deck, however, having a lot of Tribute fodder, exploits the second effect that requires a Tribute to control an opponent's monster. The said monster can be used to either attack or Tributed off for a Monarch, and the Tribute fodder comes back at the end of the turn.
  • Spell Striker is also a good choice for Tribute fodder. Since your opponent will be likely to take out your Dimensional Fissures (which will almost always end up in the Graveyard), the Fissures serve an additional purpose to be removed to summon these little guys.
  • Battle Fader is an amazing card for this Deck, since it can stop a direct attack (and possible OTK) while giving you more Tribute fodder for your next Monarch. It always goes out of play if it leaves the field after being used this way, but since this Deck pulls cards from the Banished Zone it can be reused another time if needs be.
  • Soul Exchange is potentially useful since you can Tribute your opponent's monster (thus getting rid of it without touching any keywords like, oh, "destroy" or "remove from play") for your own Monarch, in exchange for your Battle Phase. Best used when you often find yourself in a strong lack of Tribute fodder.

One reason why Kuraz is used is because of his effect that can trigger when Special Summoned. This means that he can be used in conjunction with DDR in this simple draw loop:

  • Have another monster in your RFG zone first.
  • Play DDR, discarding Kuraz.
  • Special Summon Kuraz using DDR's effect.
  • Kuraz's effect triggers. Target your own Kuraz and the DDR you just used to revive him.
  • Both cards are destroyed, and you draw 2 cards. No advantage lost.

Unfortunately, the Deck is a little more reliant on Macro Cosmos or Dimensional Fissure than usual, particularly in the draw engine. But once the combos are set up, it can go pretty quickly through the Deck for needed cards.

Where Is My Deck?[edit]

See also: Mill Guide

One of the main weaknesses of Mill Decks is that it helps the Graveyard-reliant opponents set up their Graveyards and open up their combos. Adding Macro to the mix denies the opponent of both their Deck and Graveyard, as all the necessary pieces of their combo fall into the Banished Zone. Notable cards in this playing style include:

  • Necroface is a key card for this Deck build, because its effect triggers when it, like DD Scout Plane, is banished from anywhere. Its mean effect takes 5 cards from the top of both players' Decks into the Banish Zone, no questions asked, but the Macro Mill Build will usually be profiting off of it.
  • Needle Worm is the #1 milling card out there, having a flip effect that takes 5 cards off the opponent's Deck. No doubt, including this is a must for any Mill build, and Macro Mill is not excluded.
  • D.D. Sprite adds a Synchro option to this Deck. Furthermore, if you do happen to have a face-up Necroface lying around your field, you can banish it using this card and tear through 5 more cards of both Decks.
  • Gravekeeper's Servant adds the cost for the opponent to send the top card of his Deck to the Graveyard to declare an attack. If you have Macro or D-Fissure out, the cards will end up going out of play, and thus the opponent cannot fulfill the cost (in D-Fissure's case, the card type cannot be confirmed) to attack, giving plenty of time to set up other combos.
  • Gold Sarcophagus is capable of searching out any card from the Deck, but what's amazing is its ability to work with Necroface, as it banishes the card from play for a turn before it reaches the hand. This will set off the milling effect of Necroface immediately.
  • Interdimensional Matter Transporter is also good in pulling your Necroface out of play for a while, which will once again set off its banish effect. It'll also come back at the end of the turn to defend your Life Points and punish your opponent even more once it leaves the field (hopefully into the Banish Zone).
  • Escape from the Dark Dimension is also quite useful one you have removed your Necroface from play. Simply chain it to any S/T destruction targeting it. Necroface will be Special Summoned back onto the field, only to be banished once again, banishing another 5 cards from both player's Decks.

The Deck style plays mostly defensively, setting up a lock to keep the opponent from attacking too often, while warping cards out of the opponent's Deck using the standard strategies of a defensively-oriented Mill Deck.

Tag Duel Options[edit]

Because Macro Decks actively sabotage a lot of strategies, they have a hard time pairing with most other Decks since they somehow tend to make use of the Graveyard in one way or another. They are best paired with Decks that have the ability to retrieve banished cards or actually benefit from the presence of banished cards. Generation Fish Decks first come to mind, while Agent Decks also have access to the so-called banished zone via "Miraculous Descent" and the like.

Other Tips[edit]

Aside from the cards listed above, there are other cards to consider in a Macro Deck. Which ones to use are up to you.

  • Angel of Zera - Did you manage to squeeze in a Tuner? Then boy do we have the LV8 for you! Angel of Zera gains 100 ATK for each of your opponent's banished cards, easily letting it tie with Black Luster Soldier - Envoy of the Beginning at minimum. And if Angel of Zera gets banished, it will return during the next Standby Phase in a fashion similar to DD Survivor, laughing in BLS's face the whole time. This property also gives it some functionality in Macro Monarchs because it then becomes a particularly big Tribute fodder.
  • Golden Homunculus - Another kind of monster that powers up on the number of Banished cards, but this one has a decent base ATK of 1500 to grow off. The drawback? It needs a Tribute, and is often a dead draw.
  • Guardian Eatos - This card seems a little out of place, but the fact that it can be Special Summoned while your Graveyard is void of monsters earns it some recognition. While the powerup effect is not of much use in the Macro Deck, this card can serve as either backup Tribute fodder, or an early beatstick.
  • Helios - The Primordial Sun series - One underlooked ability of Macro Cosmos itself is its own ability to Special Summon the first in the Helios series, which can be used for a quick Tribute fodder. Do note that its powerup effect is rather weak, and it will end up as a dead draw quite often. By extension, Helios Duo Megistus and Helios Trice Megistus may be powerful late-game, but keep in mind that with Macro or D-Fissure out they don't go to the Graveyard and don't revive.
  • Leviair the Sea Dragon - This card goes nicely with banish Decks. By detaching an Xyz Material, you get to Special Summon a LV4 or lower banished monster to your field, regardless of who owned it. Xyz Material is easily met using Spell Striker, Spirit Reaper, and Marshmallon.
  • Reborn Tengu - This card is popular because it replaces itself by Special Summoning another copy from the Deck when it leaves the field in any way. Naturally, it goes right at home in Macro. Combo with Cyber Valley to draw 2 cards, thin the Deck, and keep the Tengu on the field. Use Tengu in Macro Monarch as Tribute fodder. The uses are near-endless.
  • Summon Priest - First off, it's DARK, so you can banish it for Allure. Next, it can search for any LV4 monster from your Deck, including Survivor or Tengu. Maybe even bring out something like Card Guard to protect your Fissure/Cosmos. You can perform Xyz Summons with Summon Priest too, but be careful that detaching Xyz Materials won't set off Survivor's or Tengu's abilities.
  • Karma Cut and Dark Core - Both of these cards are discard-for-banish cards. Karma Cut has the surprise properties of being a chainable Trap, and can remove copies of the removed monster from the Graveyard, while Dark Core can be played immediately and can target any monster, should you need to remove your own. There may be space for one kind, but not both most of the time. Take your pick.
  • Chaos Greed - While your Graveyard is completely empty and you have at least 4 banished cards, you get to draw 2 with no extra cost. Sounds good, but you'll need to sustain a Banisher or Macro from turn 1 to reliably keep your Graveyard completely empty in order to use this card. Perhaps after banishing Necroface on turn 1 with Gold Sarcophagus...?
  • Soul Absorption - As anything that would hit the Graveyard would be going out of play, you will gain massive amounts of LP with this card. In fact, the constant regeneration combined with DD Survivor's persistence will net you a lot of LP in the long run.
  • Grand Convergence - It's a Quick Play, which is good, and can nuke the field of monsters, a property that is always welcome. Unfortunately, this card also requires you to have Macro Cosmos out, which you can't always guarantee. Dark Hole is often seen as superior, so reserve this as a second copy if you somehow need extra boardwipes.
  • Chaos Zone - The new Field Spell coming from SD22. Each time a monster gets banished (be it for cost or whatnot), the Field gains 1 Chaos Counter. By removing 4 or more Chaos Counters, you can Special Summon 1 banished monster with a Level equal to the number of Counters removed. Note that this doesn't specify whose monster it is, so it's like a pumped-up Leviair once you get the effect running. And even if your opponent destroys it by effects, you can add a LIGHT or DARK monster whose Level is equal to or less than the Counters on this card, letting you net a Battle Fader or Cyber Valley at minimum. Definitely something useful for the Deck, but you'll need your main banishing engines if you really want to rack up the Counters.
  • Dimension Slide - Works similar to Karma Cut or Dark Core, sans the discard cost. Activate it only when a monster is Special Summoned to your side of the field, and banish an opponent's monster for free. If you just Xyz Summoned, you don't even need to wait a turn after Setting it to get its effect! It's already decent if you can combo this with Survivor or Scout Plane, both of which are regenerating walls, but even better if you somehow work Xyz Summons into the equation.
  • Escape from the Dark Dimension - A Call of the Haunted version for banished DARK monsters. When considering whether to run this or not, take into the consideration the kinds of DARK monsters run. Any of them being a key card to the build? Go ahead. Not so many key DARK monsters? Think again.
  • Safe Zone - Did the TCG kick out your Dimensional Fissure and Macro Cosmos and force you to rely on Banisher of the Radiance? Toss this in to ensure that Radiance becomes a lot harder to deal with.

As this Deck is significantly different from most other Decks, there are some staples that you might want to avoid this time round:

  • Any Graveyard-requiring card is nigh-useless in the Macro Deck since you'll be cutting off your own Graveyard too.
  • Gorz has little opportunities to come out by his effect, since you will be keeping a Macro or D-Fissure out, and so your field would not be completely clear.
  • Be careful if you choose to play Heavy Storm. If you plan to do so, make sure you're going to end the game, or ensure you have replacements for the Macro/D-Fissure that will be going out in the process.