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Evilswarm Deck List Review May 2013

Evilswarm Ophion Yugioh Card GameWith the release of Hidden Arsenal 7, we finally get the much anticipated evilswarms. These group of monsters were suppose to be the answer to the much dreaded Mermail deck. Unfortunately it was not able to do just that. But it did try and made top 32 in YCS New Jersey by two duelists, George Weber and Jonel Dao.

I am really surprised it did so well being that each deck was missing one key card, Evilswarm Kerykeion. This was due to the card not being legal at the time. But the deck sure did show us what it can do and what to be on the look out for.

Leave a comment below on how you feel about Evilswarms now that Evilswarm Kerykeion is legal.

George Weber was nice enough to go into details of his top 32 winning deck. He explains why he chose certain cards and what he would remove now that Evilswarm Kerykeion is legal. So let’s see what George has to say….

What’s going on Yu-Gi-Oh! fans, for all of you who don’t know me I’m George Weber: I’m one of the two Evilswarm players to top 32 YCS NJ. This article is going to explain in depth some of the questions people have been asking about my deck. For those of you who have not seen my decklist yet, here it is:

Monsters: 17
2 Rescue Rabbit
2 Tour Guide From the Underworld
3 Evilswarm Castor
3 Evilswarm Thunderbird
3 Evilswarm Heliotrope
2 Evilswarm Mandragora
2 D.D. Warrior Lady

Spells: 10
3 Forbidden Dress
3 Infestation Pandemic
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
1 Reinforcement of the Army

Traps: 14
2 Torrential Tribute
2 Dimensional Prison
2 Mirror Force
2 Fiendish Chain
2 Bottomless Trap Hole
2 Dark Illusion
1 Solemn Warning
1 Solemn Judgment

Side: 15
3 Dimensional Fissure
2 Overworked
2 Gozen Match
2 Effect Veiler
2 Mind Crush
2 Mystical Space Typhoon
1 Spell Shattering Arrow
1 Fiendish Chain

Extra: 15
2 Evilswarm Ophion
1 Evilswarm Bahamut
1 Evilswarm Ouroboros
1 Number 16: Shock Master
1 Gagaga Cowboy
1 Maestroke the Symphony Djinn
1 Temtempo the Percussion Djinn
1 Number 17: Leviathan Dragon
1 Lavalval Chain
1 Wind-Up Zenmaines
1 Abyss Dweller
1 Leviair the Sea Dragon
1 Number 50: Blackship of Corn
1 Number 39: Utopia

Why D.D. Warrior Lady?
D.D. Warrior Lady was the best choice for me going into this tournament over the Sabersaurus build simply because the deck needed more removal. Have you ever been in a situation where you needed to make a Wind-Up Zenmaines and smash your Wind-Up Zenmaines into an opponents monster just to kill it? I know I have: a lot. So I thought to myself: Is there a way I could do this in the main deck without wasting the Tour Guide From the Underworld? And my answer was D.D. Warrior Lady.

The more I began to test her the better she became. Her ability to smash into any monster and banish it is huge. Not only does it get over walls like Spirit Reaper, Wind-Up Zenmaines, and Gachi Gachi Gantetsu: it dealt with large attack monsters without me having to waste Forbidden Dress. Because realistically the opponent is going to try to overpower your Evilswarm Ophion: it’s the easiest answer. Then her banish effect becomes even stronger against Water. Under Evilswarm Ophion the most common play for water is to set a Mermail Abysslinde or sphere, have Evilswarm Ophion attack it, then grab Abysspike and discard heavy infantry in a step of the battle where I cannot Forbidden Dress Evilswarm Ophion. And I wanted no part of that, D.D. Warrior Lady can just simply banish the Mermail Abysslinde so she just doesn’t resolve. That way I can save my strong spell and trap answers for more threatening plays. She works in any match up though: able to take out any strong boss monster the meta is able to throw at you: BLS, Laggia, Grapha, even mirror matched Evilswarm Ophions!

D.D. Warrior Lady YugiOh card GameDark Illusion YuGiOh Card Game

Why Dark Illusion over Safe Zone?
For a few reasons. Dark Illusion is a counter trap: so it can be played at any time: even when Forbidden Dress cant. Plus my big problem with Safe Zone was that your monster cannot attack directly. The deck is designed to make a Evilswarm Ophion or other strong xyz and protect it and poke them down until they lose. If my Evilswarm Ophion cannot attack directly I will eventually lose the game for the simple fact that I wont be able to get any damage in which gives the opponent more time to draw outs. Another reason is the Dark Illusion destroys! If my opponent summons a monster to try to get rid of Evilswarm Ophion threw its effect, not only will I keep Evilswarm Ophion, they lose their monster! Good examples are Ally of Justice Duradark, , Constellar Pleiades, and any other effect monster tech people have been using. My final reasoning on Dark Illusion over Safe Zone is the mirror match! Dark Illusion is negate the effect of a spell, trap, or monster effect that targets ANY face up dark on the field! So if my opponent tried to target their own monster with something like lance or Forbidden Dress, I could Dark Illusion it to make sure it didn’t happen!

Why Tour Guide From the Underworld?
It’s a good instant rank 3 that can get me out of a tight spot. I can make a wall (Wind-Up Zenmaines), beatstick (Number 17: Leviathan Dragon), Xyz monster answer (Temtempo the Percussion Djinn), or the big reason: Leviair the Sea Dragon. Leviair the Sea Dragon can revive D.D. Warrior Lady so I can keep making plays with her! But obviously this isn’t the only reason. What people seem to forget is the opponent. How many players in this even ran Rescue Rabbit? Almost every Dino Rabbit, Fire fist, and Evilswarm player! So oh darn: they opened Rescue Rabbit and I didn’t. But: I run Tour Guide From the Underworld! So to counter their first turn Rescue Rabbit, i’ll go ahead and make a Leviair the Sea Dragon and use their Rescue Rabbit to make plays! It’s not all about what your using in your deck, you have to consider what your opponent uses as well! My final reasoning was Bottomless Trap Hole. I can’t tell you have many times one of my Evilswarms got Bottomless Trap Hole in an attempt to make Evilswarm Ophion. The ability to revive some of my Evilswarms after getting banished to a Bottomless Trap Hole is huge: especially with the large backrow i run: generally I’m able to protect Leviair the Sea Dragon to get a second revive the next turn to Xyz summon!

Why only 2 Evilswarm Mandragora?
Well it’s only good when going second. 1 isn’t enough and 3 clogs the hand. It’s the conclusion I came to after testing

Why 3 Forbidden Dress?
It’s another way to protect my monsters from destruction. It also acts in very close relation as a lance: good for getting over large attack monsters. With Forbidden Dress Evilswarm Ophion can attack over anything that is 3050 or less which is great in a format where the highest attack boss monsters cap out at 3000! At 2 Forbidden Dress I feel like I don’t draw it enough. It’s just one of those cards that I want to open every game

Why Lavalval Chain?
To my suprise this was coming up a lot: people not understanding why I used Lavalval Chain in the slightest. To me this is a lack of understanding in the true potential a card has. My deck is built to make 1 Xyz play and protect the monster with my backrow. Well what if I ran into a match up where I need to rush damage and get board presence ASAP like an exodia deck (which I actually played round 8). Well the rank 4 you go for is Lavalval Chain and you always put Rescue Rabbit to the top! Another reason is if you open a Evilswarm Heliotrope and you have enough backrow to survive into the next turn. Your going to want to make Lavalval Chain to put Rescue Rabbit to the top because if you end up drawing another Evilswarm Heliotrope you now have 2 dead Rescue Rabbits in deck and you don’t want that happening.

Lavalval Chain YuGiOh Card GameSpell Shattering Arrow YuGiOh Card Game

Spell Shattering Arrow in the side deck? wut?
Yupp. When I was reading people’s comments they got the basic jist of this card but really don’t see how good it really is. I would of ran 2 of I got another one in time. Against Fire Fist you can chain it to Tenki so they don’t search and they take damage. The big thing about this was that if it’s later game this card will clear out any other Fire Formations they may of previously played dealing up to a possible 1500+ damage which is actually a lot! The card is able to clear out Tensu’s and keep a Tenki search from going off in the same play. Messanger of peace is also a common side deck against Evilswarm, so it put work in there too. Finally the card is strong against Prophecy! Being able to clear out Towers and Star Hall is great! and even better: Tower and Star Hall miss timing on their effects from Spell Shattering Arrow because the last thing to happen is the 500 points of damage!

So how is this all going to change when Evilswarm Kerykeion becomes legal? Well, I’m going to have to do some testing: but as far as I can see D.D. Warrior Lady will unfortunately be dropped with a Forbidden Dress. Lavalval Chain needs to stay in case I need to dump an extra Evilswarm for Evilswarm Kerykeion
’s effect and Tour Guide From the Underworld will stay to revive the banished Evilswarms from Kerkeion’s effect as well. Other than that: I really don’t think this deck needs much tweaking.

So thank you all so much for reading and giving me so much support! I felt like the least I could do in return is hand you some of the knowledge I have to you, because after all: Yu-Gi-Oh is a learning experience with the best teachers being fellow players! And even though I’m a no name first-time topper I hope you all got something out of this article or atleast got a better understanding of why I ran what so you can see it’s not all random! Keep Dueling and “Play Hard or Go Home!”
Article content from Evilswarm Now & Later George Weber Top 32 YCS NJ

What do you guys think of George’s deck list and what changes would you make now that Evilswarm Kerykeion is legal?

One Response to “Evilswarm Deck List Review May 2013”


an exodia deck made it to top 8? What kind was it?


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