The reasoning for this is a complicated discourse between
its amazing consistency and the ease with which it can be countered. Due to a
relative lack of dead draws brought about by the ability to utilize an extensive
list of draw Spells, the modern Last Turn deck has the opportunity to be
arguably the most consistent First-Turn-Knockout there is; it does not get
weighed down in the early turn by Trap after Trap when one has not sent Makyura
to the Graveyard, or useless copies of Cyber Valley or Spell Power Grasp; and
nor does it falter in the late turn by drawing extra copies of Armageddon
Knight, Machine Duplication, or Royal Magical Library. That said, however, the
simple combo of Jowgen the Spiritualist, Wall of Revealing Light and Last Turn
is rather more fragile than something like Exchange of the Spirit, although it
must be said not more so than a burn-based one. There appears to be some
misinformation about the strategy, which I will delve into, but, to begin with
at least, I will ignore this argument in order to showcase my list for this,
the final First-Turn-Knockout deck (barring extenuating circumstances) I will
be covering.
The Monsters: 11
3
Broww, Huntsman of Dark World
3
Destiny Hero – Dreadmaster
2
Destiny Hero – Dogma
1
Destiny Hero – Disk Commander
1 Dark
Magician of Chaos
1
Jowgen the Spiritualist
Within
the proverbial First-Turn-Knockout structural study guide, there is clearly
noted the need for the smallest Monster count possible; the ability to draw
through the deck and find the combo consistently is markedly increased with
such being achieved. Here, this has been accomplished by dropping Jowgen the
Spiritualist down to only a single copy (where others might play two or even a
full three), thus decreasing the chances of drawing a Jowgen without the
remainder of the win condition, and thereby increasing the chances of finding
further acceleration. The number of discard targets has also been slimmed as
much as feasible, furthering this goal, and there have been, needless to say,
no unnecessary inclusions of any kind.
The
remaining ten cards from the list of Monsters occupy the category of discard
targets. Firstly, a full set of Broww Huntsman of Dark World find use as acting
as ideal discards for the Graceful Charity, Card Destruction or the copies of
Dark World Dealings from the Spell Card line-up. Thence, a full set of Destiny
Hero – Dreadmaster and a pair of Destiny Hero – Dogma come in as discards for
either Destiny Draw or Trade-in, while Destiny Hero – Disk Commander functions
as the most optimal discard for the former and Dark Magician of Chaos the most
optimal for the latter. All, furthermore, can be Banished for the effect of
Allure of Darkness.
Short
and concise. The Monster card list is exceedingly simple, but every card and
its number of copies have been meticulously chosen.
The
Spells: 27
3
Trade-In
3
Upstart Goblin
3 Into
the Void
3 Dark
World Dealings
3 One
Day of Peace
2
Destiny Draw
2 Hand
Destruction
1 Card
Destruction
1 Allure
of Darkness
1 Pot
of Greed
1
Graceful Charity
1
Painful Choice
1
Harpie’s Feather Duster
1
Monster Reborn
1
Premature Burial
We are
now come already to the list of Spell Cards, quite obviously the most substantial
portion of the deck. As was mentioned in the introduction, the strategy is
characterised by the ability to run a huge amount of draw Spells; this is
partially due to the size of the win condition (only three cards), and
partially due to the lack of any necessity to play a very specific engine –
that is, there is no need to use a Makyura the Destructor engine in order to
activate Exchange of the Spirit on the first turn, nor is there a need to play
a Cyber Valley engine in order to load the required cards into the Banished
zone. Furthermore, with the Normal Summon at all times going to Jowgen the
Spiritualist, any Summon-based engines such as these (and, in addition, the
Royal Magical Library engine), also become redundant. This essentially creates
a consistency while not perfect (no deck can ever be one-hundred percent
consistent) is exceedingly high.
To
begin with, the above line-up contains a selection of complicated draw two
cards – that is, complicated in terms of them requiring a specific discard as a
cost. Firstly, a full set of Trade-in comes as an easy pick with the ability,
as noted earlier, to include six Level Eight Monsters; more could indeed be
played, given that many of these targets could and would be discarded or
Banished for other Spells, but, in terms of overall consistency, I have found
this to be unnecessary. Next, the allowable pair of Destiny Draw also discovers
their use for precisely the same reason, while a full set of Dark World
Dealings requires a little more discussion: I have categorised them with the
draw two cards due to the simple fact that, when combined with Broww, Huntsman
of Dark World (as should be done), they do indeed draw two cards; however, they
can, of course, be activated in order to draw only a single card, but I must
stress that this only be done in extreme circumstances – the minus one (-1)
from this, and the continued minuses from doing this multiple times, quickly
depletes one’s hand presence, something which is highly detrimental to the
successful drawing of the deck and subsequent activation of the win condition.
Too few cards in hand can (and most often will) mean the creation of dead
draws, either by drawing a Spell Card without its discard or the reverse, so
this must be avoided. To round out this suite, the single allowed copy of
Allure of Darkness is undoubtedly the most versatile, being that any of the ten
DARK Attribute Monsters can be Banished for its effect; caution, of course,
must be used when deciding, based on the remaining draw cards in the hand and
deck.
From
there, the hitherto constantly aforementioned massive collection of draw Spells
is completed by the following list of simple selections – that is, not
requiring a specific discard, or requiring no discard at all: full sets of each
Upstart Goblin, Into the Void and One Day of Peace draw a single card without
the need for trading in a second, maintaining a constant and consistent stream
of fresh options; two copies of Hand Destruction (only two, for the
uncomplicated issue of space) and the single allowed copy of Card Destruction can
be used when one has a superfluity of dead cards, finding new ones in
unfavourable game positions; and the obvious inclusions of Graceful Charity and
Pot of Greed are still, without a doubt, the best cards to draw in any deck,
let alone a First-Turn-Knockout. These additions require very little
justification, although they are, as one might guess, absolutely essential.
The
remaining Spell Cards in the above line-up are all ones that have actions not
entirely draw-based. I must admit that the first here, Painful Choice, was very
difficult for me to include: with only two prime targets for its effect, I was
hard pressed to find any ultimate justification to play it – the validation
that screams, “Yes! This card must be
played!” – but I have, for this analysis, tentatively slipped it in, anyway; it
could very well be dropped for the third copy of Hand Destruction, or even a
Foolish Burial to achieve much the same outcome without sacrificing other cards
from the deck, but I must also admit that it is rather nice being able to
search for both Dark Magician of Chaos and Destiny Hero – Disk Commander at the
same time. It is a complicated choice to my mind, and one which will
necessitate individual opinion and preference.
Thence,
however, we have very little complication: Harpie’s Feather Duster is a
Main-Decked answer to any Spell or Trap Cards that might stop the combo, should
one be playing second (and, of course, to be Sided out when playing first); and
Monster Reborn and Premature Burial are here to not only draw cards by Special
Summoning Dark Magician of Chaos (and retrieving a draw Spell) or Destiny Hero
– Disk Commander, but also to Special Summon the Jowgen the Spiritualist if one
needed to discard it in order to continue the draw engine.
The
Traps: 2
1 Wall
of Revealing Light
1 Last
Turn
In
order to achieve the win condition, one must Summon Jowgen the Spiritualist,
then activate Last Turn when possible, selecting one’s Jowgen; every other card
on the field and in the hands are then sent to the graveyard, as per the Trap’s
effect, and the opponent attempts to Special Summon a Monster from their deck
and attack, again as per the Trap’s effect. However, with Jowgen preventing
them from Special Summoning, it will be the remaining Monster on the field,
thus ending the game in one’s favour. With there being no other requirement
than to have one-thousand Life Points or less to initiate the combo, the final
card to be included in the deck is a single copy of Wall of Revealing Light for
its variable Life point cost; unless one has taken some damage, one will pay
seven-thousand Life Points, leaving the total at exactly the one-thousand
necessary to activate Last Turn (or two-hundred, if one activated Premature
Burial), and, if damage has been taken, one should then, of course, vary the
amount paid accordingly.
Now, I
mentioned in the introduction that the combo is somewhat more fragile than
others; this is due in part to the nature of the draw engine, and in other to the
timing of activating Last Turn. While the draw engine is exceedingly
consistent, it does, quite often, allow the opponent to draw additional cards,
getting them closer to the many First-Turn-Knockout counters available: Droll
& Lock Bird will shut down one’s drawing capabilities, as it does with all
such decks; Effect Veiler will negate Dark Magician of Chaos and Destiny Hero –
Disk Commander; D.D. Crow will prevent them from ever hitting the field, and
will completely ruin one’s proverbial day if Jowgen the Spiritualist was
targeted for revival; and Neko Mane King will end one’s turn if discard by Hand
Destruction, Card Destruction or Dark World Dealings. Furthermore, one will
also need to be extremely careful when playing second (especially in Games Two
and Three), for Imperial Order and Royal Decree will spell doom of the most
painful degree. From there, the timing in which to activate Last Turn also
requires some note; it should never be done during their Draw or Standby Phase,
for an opponent’s Sinister Serpent can be added back to their hand, Normal
Summoned and used to attack over Jowgen’s two-hundred points. Again, one must
remember that the opponent will be drawing cards, so this is not as unlikely as
it might sound at first. Thus, Last Turn should only be activated during the
opponent’s Main Phase 1 or Battle Phase.
With
that rather long paragraph of possible counters said, I think it essential to
note that the deck in no way lacks competitive viability because of it. It is unaffected
by Hanewata as burn-based First-Turn-Knockouts are, and Hanewata is, it must be
cited, a rather more common Side Deck choice than some of those stated above.
In addition, while I did mention it, there is in actual fact only a minute range
of affect by Effect Veiler, and only in situations where one is relying solely
on resolving a Destiny Hero – Disk Commander or Dark Magician of Chaos to
continue. Lastly, the formerly very powerful counter of Elephant Statue of
Disaster is, thanks to One Day of Peace, no longer so; with the draw Spell
negating all burn damage to both players, an Elephant Statue being sent to the
Graveyard by Last Turn’s own effect, where once would have ended the game on
the spot, is now nothing more than another useless in-hand card. Of course,
proper play is still essential, as it is with all decks, not only those centred
around battle; a single miscalculation can and quite often does end in tragedy,
although I will admit that this build of Last Turn is far less complicated than
the other First-Turn-Knockout decks I have presented. With a huge array of draw
Spells, only some of which require specific discard costs, there is only so
much that can go wrong; short of an opponent’s Hand Trap, the deck should function
smoothly the majority of them time, although the occasional less than
favourable hand will require some thinking to play out of adequately.
Love
them or loathe them, First-Turn-Knockouts are a part of this game, although,
with the amount of possible counters on the increase, and players becoming
better and better at using said counters, they are nowhere near being the
indestructible force they once were, even though the vast majority of players
still decry them as such. Here, we have a strategy that, while not one-percent
consistent (again, no deck can ever be perfect), is far more so than many
others of this category, even some of those commonly cited as being the best in
the game. With no need to include cards such as Armageddon Knight, draw Traps,
Machine Duplication, Royal Magical Library – those cards which can clump
together or be drawn at inopportune moments – the deck suffers fewer dead hands
than those respective contenders, albeit at the cost of a more fragile win
condition and a slightly higher chance of being stopped. I will reiterate,
though, that every First-Turn-Knockout can be countered; it just remains to be
seen whether the trade-off here is worth it.
Great deck as always, Jamie! Have you (either for this deck or for any of your FTK decks) tested out the Toon engine (that is, 3 copies of Toon Table of Contents and 1 Blue Eyes Toon Dragon)? The advantage is that it thins your deck by 4 and makes your trade-ins more consistent. The disadvantages are twofold: One, if you draw multiple copies of the engine then you have created a dead draw, and two, Thunder King Rai-Oh shuts it down. Still, it might work in a deck like this.
ReplyDeleteThank you for the kind words. I have tested the Toon engine in various forms (with Blue-Eyes Toon Dragon for Trade-in, Toon Cannon Soldier for Dimension Fusion Loop, and Toon World for Royal Magical Library), in addition to Thunder Dragon, but I find them too inconsistent due to the ease with which they can be dead draws: not only is it possible to draw multiple copies, but, since they don't actually draw cards on their own, any hand consisting of the search cards plus combo cards will also be dead.
Delete-Jamie