Thursday, 28 April 2011

May Determination Yield the Fruits of Destruction


The more I think about this card the more I realize how ridiculously broken it is. I have yet to unlock this card's fullest potential, however, with determination I may be able to break it. I'm going to be doing a lot of research in the next few weeks just to assess how powerful this card is.

For those of you not versed in Japanese, here is a translation:

Empty Space Sea Serpent Levaiel
[Rank 3] WIND
Aqua / Exceed / Effect
{2x Level 3 Monsters}
Once per turn, you can remove 1 Exceed Material Monster from this card to select 1 Level 4 or lower removed from play monster, and Special Summon it to your side of the field.
ATK 1800 DEF 1600

The capacity to summon RFP'd monsters is a daunting prospect in itself, but that coupled with this card's decently sized body and relatively easy summoning conditions could force this card into the competitive circuit fairly soon.

There are a few decks I can see using and perhaps abusing this card.


The new generation of Psychic monsters introduced in EXVC look like they could be promising. With a plethora of level 3 monsters at their disposal and the main engine being removal centric, it seems only logical that Levaiel would work in this sort of deck. Speed may be a slight issue, but I'm no expert with Psychics so I'm not one to say.


As I'm sure you are aware, the TCG will be getting this card in a few days. While it may be useless now, Exceeds may make it the new Deep Sea Diva, or dare I say it, Rescue Cat. This card already has a lot going for it. It's splashable as hell and works without the need for other Level 3 Fiends if need be.

I can see some sort of Chaos deck using and abusing this card in the near future. Instant Levaiel = +1s. Sangan doesn't get its effect when used as Exceed Material, but that doesn't really hurt this card's performance in any way, shape or form.

The second deck I can see using the Tour Guide/Levaiel engine is Infernity. As I mentioned in a previous post, the deck always had and still has a fear of removal. Now, this isn't the case. BTH? Thanks for the free pluses. Essentially, this removes nearly all of Infernity's weak spots. TG/L basically means that the deck can now 1. Play with a hand far easier 2. Stop fearing removal 3. Utilize removal. Infernity always lacked the capacity to use Allure of Darkness. This is no longer the case. The deck also has a plethora of its own self-removal on standby that's never seen use until now.

Tour Guide Zombies sound like they could be good. Mezuki spam is always a good thing. It cycles all of those RFP'd cards costlessly, what's not to love? This would probably have to be used in the aforementioned chaos variant for stability though, not that it's a bad thing.

I'm still doing research into removal-based decks that can spam level 3s. If anybody comes up with something, let me know in the comments section below.


Monday, 25 April 2011

Angels Lie to Keep Control - Post-SD20 Permission Angels

With the release of SD-20 Lost Sanctuary, Counter Fairies (I'm using the OCG name Permission Angels from here on) gain power and focus in the form of Divine Punishment. Divine Punishment is a Counter Trap that negates the effect of a Spell, Trap or Monster Effect and destroys said card, while "The Sanctuary in the Sky is on the Field. This new Counter Trap pushes Permission Angels to focus on The Sanctuary in the Sky. In using said field card, you are increasing the usefulness in Meltiel, Sage of the Sky as well as Honest. Therefore cutting away some of the problems that Permission Angels once had.

Moving on to the deck itself. We will view the Monster line-up of my personal version of Permission Angels.

Monsters - 15

Bountiful Artemis x3

Harvest Angel of Wisdom x2

Meltiel, Sage of the Sky x2

Thunder King Rai-Oh x2

Honest x1

Zeradias, Herald of Heaven x3

Van'Dalgyon the Dark Dragon Lord x2

Artemis at 3 is a general staple. Meltiel helps with Lifepoint gain and gives some general destruction. Harvest is a tech choice, it could be replaced with another Meltiel and Rai-Oh. Using Harvest gives me the ability to use my Traps freely. Rai-Oh is for general disruption and for a bigger body. Honest is self explanitory. Zeradias is here to search our most important field spell and our trump Van'Dalgyon is only being ran at 2 to reduce dead draws.Other options are Layard the Liberator, which is useful with an upcoming Spell that I run, as well as D.D. Warrior Lady to add to the anti-meta feel.

Onto the Spells, we see an Angel's Allure of Darkness in Cards from the Sky. Great speed for a deck that has a very situational draw engine.

Spells - 10

Book of Moon x1

Card from the Sky x3

Monster Reborn x1

Mystical Space Typhoon x2

The Sanctuary in the Sky x3

Book of Moon is still staple protection. Cards from the Sky provides much needed draw. Monster Reborn and MST are staples. And The Sanctuary in the Sky is the focus of this deck. Straight forward line-up and this deck is able to use Pot of Duality in place of Cards from the Sky if you can afford it.

Onto the backbone of a Permission Angel deck, the Trap line up. Many of these choices could be personalized to your liking, but this is a fairly standard line up.

Traps - 15

Mirror Force x1

Torrential Tribute x1

Bottomless Trap Hole x2

Royal Oppression x1

Solemn Warning x2

Solemn Judgment x1

Divine Wrath x2

Dark Bribe x2

Solemn Punishment x3

The staples of Mirror and TT. Bottomless Trap Hole is here to save your Warnings for when they would be optimal. Oppression is very powerful in here, because Van'Dalgyon is our only Special Summon. Solemn Warning and Solemn Judgment are vital to the survival of the deck, but Warning can be replaced with Black Horn of Heaven for lower budget players. Divine Wrath and Chivalry are interchangeable, but I use Wrath for the utility despite the cost. Bribe is still great in Permission Angels, because with Meltiel or Artemis, it balances out. And the new card, Solemn Punishment. This card is extremely powerful and the whole reason we run Sanctuary.

Overall the deck could use some tweaking, but it will be a powerful option when the structure deck is released. From testing, it can stand up to some of the top tier decks, as long as we can set up fast enough.


Saturday, 23 April 2011

Vala-Infernity: Trishula says "sup?"

Hello there, fellow members of the Yu-Gi-Oh! blogosphere. I went on a short outing today and to my delight I managed to get everything I needed to fully update the main and extra deck.

Here's my deck list.

Main Deck
Extra Deck
Not that much has changed. I dropped Dust Tornado after I found out it did nothing to help me win. Yeah, that plan didn't go so well.

I finally got my second Solemn Warning. I may have had to trade a Pot of Duality, but is was worth it. After testing, much like Dale Bellido before me, I found it was utterly useless and caused me losses simply because I had to forfeit a turn to use it.

I dropped Thought Ruler Archfiend for Trishula, Dragon of the Ice Barrier. I'd like to re-include TRA, but I haven't got the room for it.

Trap Stun is more or less useless for this deck at the moment. If you need some trap stopping power, use Seven Tools of the Bandit. You shouldn't really need it though.

I didn't feel like butchering the main and extra deck just to make a weak OTK with Trishula. If Launcher were at 3, then yes, I would probably use the Beetle variant because Launcher covered many of the consistency holes. This is no longer the case. I highly advise sticking to the Avenger variant. Avenger is extremely flexible and takes up much less main deck space.

I'm tempted to drop an Avenger. The only reason I use 2 these days is for their stall force. They'll be fun when Exceeds come out though. Double reviving and making an exceed to counterattack sound good in theory, especially considering that this deck will be able to churn out exceeds thanks to Tour Guide From the Underworld.

I kept BoM in. It helps against Sabers a lot. It can also be devastating if I get it early on. People say Infernity lacks the follow up plays to make BoM worth it, that is false. Play the deck and you'll see how easy it is to churn out monsters at no cost.

I really fear BTH and D Prison at the moment. Without Trap Stun in the main and BoM at 2, I lack the ability to make safe Archfiend plays. It's still something I'm working on. Sided Trap Stuns are mandatory against decks that use those two cards.

That's all that's really changed since last time. I hope you enjoyed this post. Please leave a comment.

For those of you who like the old layout:

Monsters [15]
[3] Infernity Archfiend
[3] Infernity Necromancer
[3] Infernity Mirage
[2] Infernity Avenger
[1] Dark Grepher
[1] Armageddon Knight
[1] Stygian Street Patrol
[1] Plaguespreader Zombie

Spells [10]
[1] Infernity Launcher
[1] Dark Hole
[1] Giant Trunade
[2] Mystical Space Typhoon
[1] One for One
[1] Reinforcement of the Army
[1] Monster Reborn
[1] Foolish Burial
[1] Book of Moon

Traps [15]
[3] Infernity Barrier
[2] Infernity Inferno
[1] Infernity Break
[1] Solemn Judgment
[2] Solemn Warning
[2] Bottomless Trap Hole
[1] Call of the Haunted
[1] Archfiend's Roar
[1] Torrential Tribute
[1] Mirror Force

Extra Deck [15]
[1] Trishula, Dragon of the Ice Barrier
[1] Mist Wurm
[3] Hundred-Eyes Dragon
[1] Infernity Doom Dragon
[1] Dark End Dragon
[1] Scrap Dragon
[1] Stardust Dragon
[1] Colossal Fighter
[1] Brionac, Dragon of the Ice Barrier
[1] Ally of Justice Catastor
[1] Stygian Sergeants
[1] Magical Android
[1] Armory Arm


Friday, 22 April 2011

Infernity Players Rejoyce!


Admittedly, when I saw this I jumped for joy. Infernity really needed something like this for a very very long time. It's by no means perfect, but considering there isn't a better substitute, I'll take what I'm given. It doesn't have the capacity to make Archfiend plays, and the Necro plays are a lot weaker with this card. However, the ability to empty monsters on to the field is something Infernity has been soreley lacking for the past year. The ability to make combo pieces appear so much quicker is amazing. Inferno may be outdated now.

It essentially allows for slightly higher monster counts and removes the fear of catastrophic openings. I'm glad Konami balanced this card, we don't want another Rescue Cat on our hands. I think they may have overdone it slightly though. However, we can take Infernity in a completely different direction soon.


So Konami basically made Rescue Cat #2. It's fitting how it used to be Sabers with Kitty at their disposal and now Infernity has their own one. I'm really liking the idea of Infernity Cat. Broken? Not yet. Will it be? Most likely.

I quite like the idea of Exceed into Empty Space Sea Serpent Levaiel, sending Necromancer to the Graveyard and reusing Stygian or an RFP'd Archfiend.

Konami, I love you.


Thursday, 21 April 2011

LIGHT/Hero Beat

"Elemental Hero The Shining"
With its recent success at YCS Anaheim, I thought I'd reassemble my old OCG LIGHT/Hero Beat deck. I decided to pay little attention to other's people's lists and thought it would be more enjoyable to simply update my old list. Of course, I had the sense to update for the meta. Rogue decks with Necrovalley pose a threat, but aside from those, this deck has an answer to most decks in the metagame.

Here's what I came up with.

Unlike other versions I've seen, I decided to keep my monster count low, very low. This has allowed me to run a lot more back row, making the deck run a lot more smoothly and making the deck a lot more defensive and difficult to play against.

I'm not running E - Emergency Call whatsoever. It's useless late game, especially if Future Fusion was used. It also caused me to have too many monsters in hand. Pot of Duality and the single RotA do the job just fine. It also makes me less weak to my own and my opponent's Rai-Ohs, which is nice.

Like in most of my Anti-Meta decks, I'm maxed out on Dimensional Prison. It means I don't need to waste resources defending myself and it makes my back row harder to disrupt with MST. It's by no means necessary, simply a personal preference.

I'm maining Super Polymerization in twos now. With Oppression and Warning running rampant and the plethora of monsters I can summon with it, I felt it was necessary to main it. It's highly effective against Gladiator Beasts and most other decks for that matter.

I decided to stick with Cyber Dragon. It makes my opponent waste Warnings/BTH and forces Royal Oppression activations prematurely. It's also good against the Machina match up, which is nice.

I have yet to use Draco-Equiste. I am waiting for the day it causes tears at a failed Scrap Dragon or Stardust Dragon.

Absolute Zero is in threes because of my side deck. I side Snowman Eaters and Penguin Soldiers, so it seemed like a good idea to max out in case that I may need all three.

Neos Knight is fun against Samurais. Who would of thought that there would be a practical use for Alius' effect. Like Draco-Equiste, I have yet to use it.

The Shining is mandatory in threes. I've used all three far to often not to max out on it. You all know why it's good.

With the release of Vision Hero Adoration, I no longer need Great Tornado in duplicates. Sure, you can't Miracle Fusion it to the field, but you can make opposing LIGHT/Hero Beat players cry and you can Future Fusion it to the field if need be.

I love Vision Hero Trinity. It replaced Cyber Twin Dragon in my Extra Deck. It's a great way to turn the tide of a game if Future Fusion isn't stopped. Who doesn't want 5000 ATK that can attack thrice?

That's it for my mumbling about LIGHT/Hero Beat. Tell me what you think. I'm open to suggestions.

For those of you who like the old lay out, here it is.

Monsters [10]
[2] Cyber Dragon
[3] Elemental Hero Neos Alius
[1] Elemental Hero Stratos
[1] Honest
[3] Thunder King Rai-Oh

Spells [17]
[1] Book of Moon
[1] Dark Hole
[1] Future Fusion
[3] Gemini Spark
[3] Miracle Fusion
[1] Monster Reborn
[2] Mystical Space Tyhpoon
[2] Pot of Duality
[1] Reinforcement of the Army
[2] Super Polymerization

Traps [13]
[3] Dimensional Prison
[2] Bottomless Trap Hole
[2] Hero Blast
[1] Mirror Force
[1] Royal Oppression
[1] Solemn Judgment
[2] Solemn Warning
[1] Torrential Tribute

Extra Deck [15]
[2] Chimeratech Fortress Dragon
[1] Dragon Knight Draco-Equiste
[3] Elemental Hero Absolute Zero
[1] Elemental Hero Gaia
[1] Elemental Hero Great Tornado
[1] Elemental Hero Neos Knight
[1] Elemental Hero Nova Master
[3] Elemental Hero The Shining
[1] Vision Hero Adoration
[1] Vision Hero Trinity
I hope you all enjoyed this post. Please leave a comment.


Saturday, 16 April 2011

Structure Deck - Devil's Gate [IMAGES!]

I do believe I am the first in the blogosphere to have this. Hopefully this isn't fake, the picture looks legitimate.

Ankokukai no Ryuujin Gurafa (Grapha, Dragon Lord of Dark World)
7 Stars/DARK/Fiend-Type - Effect
You can return 1 face-up "Dark World" monster you control to the hand except "Grapha, Dragon Lord of Dark World" to Special Summon this card from your Graveyard. If this card is discarded from your hand by a card effect, select 1 card your opponent controls and destroy it. If this card is discarded from your hand by a card effect your opponent controls, look at 1 card in your opponent's hand. If that card is a Monster Card, you can Special Summon that monster to your side of the field.
ATK 2700 / DEF (unconfirmed)

Ankokukai no Mon (Gate of Dark World)
Field Spell Card
While this card is face-up on the field, xxx gains ??? {ATK/DEF?}. 1 of your removed from play Fiend-Type monsters... Select 1 monster...

Gate still has chunks of info missing from what I've been told. This is the translated caption.

When a "Dark World" monster is discarded from your hand by a card effect, you can draw due to it!

That's all I have.


Wednesday, 13 April 2011

The Ignored Metagame - A premature prediction

Hello there, members of the Yu-Gi-Oh! blogosphere, today I will be covering a topic most people pay little attention to. What I am referring to is in fact the Video Game side of the World Championship. For those of you who don't know, the VGWC are held every year at around the same time as the normal WC. They are held on that year's DS game, in this case Yu-Gi-Oh! World Championship 2011 - Over the Nexus.

The ban list should closely resemble the March 2011 ban list (the one that we are currently in). The game is played in the OCG and includes everything up to and including Storm of Ragnarok and Duel Terminal - Judgment of Omega!!. Last year's top 3 consisted of LIGHT/Hero Beat coming first, Frog Monarchs coming second and the former omnipresent Blackwings coming third.

Here are my candidates for top 3 this year.

Elemental Hero The Shining
LIGHT/Hero Beat
I have a strong feeling that this deck will continue on its path to victory this year also. With the addition of Solemn Warning and Pot of Duality to their arsenal, Heros have the potential to top (if not, win) the VGWC again. My main concern for them are Samurais. Sams should theoretically hold an advantage over heroes once Shi En hits the field. Kinetic Soldier could also become a problem if its usage increases. The limitation of Honest could also cause problems.

Archlord Kristya
Hyperion Angels
(Herald included)
Having used this deck before, I am well aware of its potency. Though it can suffer some consistency problems, Hyperion Angels are still a force to be reckoned with. The ability to remove threats and shut down your opponent's options is a daunting prospect if you are on the receiving end. Once again, the limitation of Honest could have hurt this deck more than I first anticipated.

Gateway of the Six
Six Samurais
This is a bit of a given. The deck is still powerful and will continue to be successful. The ability to make a swarm at a moments notice and the capacity to shut down more than 50% of people's decks with one card has the potential to drive the deck to success once more.

Caius the Shadow Monarch
With all the new support they've received since the last game, it wouldn't surprise me if they topped again. My main concern is their weakness to Solemn Warning, something that will be a deciding factor in the VGWC. However, Battle Fader is an invaluable weapon to Monarchs, and is one of the few cards capable of defending against a swarm of Samurais or Heros. The deck may lose catastrophically to Hyperion though. This deck has very few mained outs to Kristya.

Fossil Dyna Pachycephalo
Without GKs around, I have a feeling that more generalized anti-meta will be successful. I'm not certain how anti-meta will fair against LIGHT/Hero Beat, but against the rest of the meta I can see it being viable. Cutting off Venus, Hyperion, Treebrorn, Kizan, Kageki, etc. really helps for a deck's survivability. Especially when you don't have to fear Royal Tribute crushing your hand or a group of 2000 attackers rendering your defenses useless.

So, those are my candidates for Top 3 in the VGWC. Tell me what you think and leave a comment below.

Monday, 11 April 2011

Vylons - The fruits of my tinkering

Hello there fellow members of the blogosphere. I actually thought I'd make a somewhat valuable post today *fake cheers in the background*. I have yet to experiment with the DT12 stuff, but my build is rather stable as Vylons go.  The basic principle is to try and kill your opponent before they do the same to you. It's not Samurai caliber, but it's good fun as a tier 2 or 3 deck.

Enough chitchat, on with my build.

Monsters [14]
[3] Shining Angel
[2] Vylon Hapt
[3] Vylon Prism
[3] Vylon Stella
[3] Vylon Vanguard

Spells [23]
[3] Axe of Despair
[3] Mage Power
[1] Monster Reborn
[2] Mystical Space Typhoon
[3] Pot of Duality
[2] Release Restraint Wave
[3] Vylon Component
[3] Vylon Material
[3] Vylon Matter

Traps [3]
[3] Royal Decree

The extra deck is mostly generic save for some of the key synchros like Vylon Sigma and Vylon Epsilon.

I chose Stella over Cube because I found that Cube's tiny stats could be a huge hinderance, making it rather hard to boost. I also dropped Dark Hole, finding that most of the time it was dead, especially considering that I don't want to blow up b 7000 ATK monsters.

Release Restraint Wave is amazing in here. The Vylon equips replace themselves, meaning that this card is always a one for one or a plus one or more. This build lacks swarm potential, it compensates by transferring all the assets to Vanguard. When Vanguard dies. you'll plus immensely, allowing you to continue your onslaught and end the game next turn.

I hope you all enjoyed this little deck profile. I'll make another one once I get to test the DT12 stuff. I may also make some other pre-DT12 deck lists while I'm at it.


Sunday, 10 April 2011

Valafar's Renders

Just a short post with all the renders I've made over the past few months. Help yourselves to them.

Vylon Vanguard
Kikouhei Wisel Ein
Gravekeeper's Visionary
Solemn Warning
Pot of Duality
Machina Gearframe
Infernity Archfiend
I'll be posting my Vylon deck once I finish tinkering with it.


Saturday, 2 April 2011

Deck of the Month [2] - Fish OTK

Happy April Fool's Day everyone.* Arceus here with the 2nd edition of Arceus's Deck of the month. For the month of April, I will be discussing the Fish OTK deck and its many strategies. With the Top 32 announced from YCS Charlotte, many people are looking to see what the current meta for March 2011 will be. One of the top decks is Fish OTK. The deck was around a little last format, but has increased popularity since Charlotte took place.

== 1. The Monsters ==

The Fish OTK deck's boss monster is a Fish from Phantom Darkness titled Superancient Deepsea King Coelacanth. By discarding 1 card, you can summon as many Fish monsters as possible from your deck, but they can't attack and their effects are negated. This is no problem if you are planning on to use these Fish as Synchro Material Monsters. The monsters that will most likely be the target of Coelacanth's effect are Fishborg Blaster and Oyster Meister. Fishborg Blaster is a Level 1 Fish Tuner Monster who can be Special Summoned from the Graveyard by discarding 1 card if you control a face-up Level 3 or lower WATER monster. Oyster Meister is a Level 3 Fish non-tuner Monster that creates a Level 1 Oyster Token any time it is sent to the Graveyard, except through Battle.

Because Coelacanth is so important in this deck, you need a good way to unleash this ancient fish. Most players use a Frog engine of Swap Frog's, Treeborn Frog's, Dupe Frog's, and Ronintoadin as tribute fodder. The deck also uses big protective monsters such as Gorz the Emissary of Darkness and Tragoedia to maintain field presence and to summon Coelacanth. Some players even use Snowman Eater's for the same reason.

The main strategy of the deck is to Clear the field of any backrows that may be a threat to you, summon your Coelacanth, and to summon 2 Fishborg's and 2 Oyster Meister's from your deck. You would then tune a Fishborg Blaster witth an Oyster Meister to Synchro Summon Armory Arm, thus producing a Level 1 Oyster token. Then, you can take 1 of 2 paths. One of them is to Synchro your 2nd Fishborg and Coelacanth into Colossal Fighter. Then, discard a card to summon your Fishborg back, and tune it with your 2nd Meister for another Armory Arm. Then, you equip your 2 Arm's to an opponent's monster, increasing its ATK by 2000. Colossal Fighter would then attack this monster, dealing 5600 damage to your opponent through both Arm's effects. Colossal Fighter is revived through his effect, and attack again for game. You may lose some LP through this process, but it is worth it.

The 2nd option is to have your Coelacanth, 2 Fishborg, and 2 Meister out again. Synchro Summon a Fishborg and Meister into an Armory Arm, and summon your Oyster Token. Thrn, synchro your 2nd Fishborg and Token into Formula Synchron, and draw a card. Synchro the Formula and 2nd Meister into Sea Dragon Lord Gishilnodon, and summon another token. Discard 1 card to summon Fishborg, and tune the token with it for a 2nd Formula Synchron. With this summon, Gishilnodon's attack increases to 3000. Draw your card. Synchro your Armory Arm and Formula Synchron into Brionac, Dragon of the Ice Barrier. Discard any necessary cards to clear the opponent's field, and attack directly with all of your monsters for 8100 damage.

Additionally, this deck will be able to Summon Shooting Quasar Dragon and OTK with it when released into the TCG. This can be done by Tuning a Formula with an Armory Arm and Brionac. Since it can attack twice, that's instant 8000 damage.

== 2. The Spells ==

Because OTK'ing with this deck is so important, many players use 3 Gold Sarcophagus to search out key cards such as Giant Trunade, Swap Frog, and Coelacanth. In fact, Giant Trunade is one of the most vital cards in the deck. It helps you set up your OTK without any worries of your opponent stopping you.

Players also use Moray of Greed to return dead Frog's or uneeded Fish back to the deck and refresh their hand. Speaking of Frog's, when you summon Treeborn Frog during your standby Phase, you can immediately chain Enemy Controller, tributing your Frog to take an opposing monster, and summon Treeborn right back. This automatically gives you 2 monsters to sacrifice to summon Coelacanth.

You never want to set any cards with this deck in most cases because it interupts your plays with Treeborn Frog.

The rest of the spells are your standard staples.

== 3. Traps ==
Most Fish OTK decks use no Trap cards. The reason, as I have said, is because it messes up yout Treeborn. However, you can play a few Traps, such as Treacherous Trap Hole, Trap Stun, or Malevolent Catastrophe. In my opinion, I feel that Trap cards are not needed.

== 4. Sample Deck Lists ==
Monsters: 23
[3] Superancient Deepsea King Coelacanth
[3] Fishborg Blaster
[3] Oyster Meister
[3] Swap Frog
[3] Dupe Frog
[2] Treeborn Frog
[1] Ronintoadin
[1] Snowman Eater
[2] Light and Darkness Dragon
[1] Gorz the Emissary of Darkness
[1] Tragoedia

Spells: 17
[3] Moray of Greed
[3] Gold Sarcophagus
[3] Pot of Duality
[3] Enemy Controller
[1] Monster Reborn
[1] Dark Hole
[2] Mystical Space Typhoon
[1] Giant Trunade

Extra: 15
[3] Formula Synchron
[2] Armory Arm
[1] Colossal Fighter
[1] Sea Dragon Lord Gishilnodon
[1] Brionac, Dragon of the Ice Barrier
[1] Scrap Dragon
[1] Black Rose Dragon
[1] Shooting Quasar Dragon
[1] Shooting Star Dragon
[1] Stardust Dragon
[1] Red Nova Dragon
[1] Red Dragon Archfiend

This wraps up April's Deck of the Month. Thank you for taking the time to read this article. If anyone as suggestions of future decks to review, leave them in the comments.

*[NOTE: This article was intended to be posted April 1st, 2011.]