Beyond Insanity, There is The Joker - Beyond Junk, There is Jank

Digital Jedi

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Staff member
It seems that I really hadn't been paying attention to my real world Jank Deck and been focusing on my YVD Jank Deck. Oddly enough I kept playing this deck under some assumptions that weren't true. And for somereason it plays better then my YVD Deck. So here's an edit with both decks included.

Jank Revisited...sort of.
(Real Deck)

Monsters
  1. Cyber Jar
  2. Exiled Force
  3. Lava Golem

  1. [*]Lava Golem
    [*]Lava Golem
    [*]Sangan
    [*]Spirit Reaper
    [*]Spirit Reaper
    [*]Spirit Reaper

    [*]Winged Kuriboh
Spells
  1. Final Countdown
  2. Swords of Concealing Light
  3. Swords of Concealing Light
  4. Offerings to thte Doomed
  5. Offerings to the Doomed
  6. Offerings to the Doomed
  7. Scapegoat
  8. Reload
  9. Reload
  10. Fissure
  11. Fissure
  12. Fissure
  13. Level Limit - Area B
  14. Level Limit - Area B
Traps
  1. Bottomless Trap Hole
  1. Bottomless Trap Hole
  2. Bottomless Trap Hole
  3. Gravity Bind
  4. Gravity Bind
  5. Physical Double
  6. Physical Double
  7. Magic Jammer
  8. Magic Jammer
  9. Magic Jammer
  10. Nightmare Wheel
  11. Nightmare Wheel
  12. Sakuretsu Armor
  13. Sakuretsu Armor
  14. Sakuretsu Armor
  15. Threatening Roar
  16. Threatening Roar
  17. Threatening Roar
  18. Trap Hole
  19. Trap Hole
  20. Thunder of Ruler
  21. Thunder of Ruler
  22. Ojama Trio
  23. Ojama Trio
  24. Physical Double
  25. Waboku
  26. Waboku
  27. Waboku

Pure Jank
(YVD Deck)

Monsters (15)
  1. µ Kuriboh
  2. µ Kuriboh
  3. µ Kuriboh
  4. µ Winged Kuriboh
  5. µ Winged Kuriboh
    [*]µ Winged Kuriboh
  6. µµµ
  1. Spirit Reaper
  1. µµµ Spirit Reaper
  2. µµµ Spirit Reaper

  1. [*]µµµ Sangan
    [*]
    µµµ
  1. Cyber Jar
  1. µµµµ Exiled Force
  2. µµµµµµµµ Lava Golem
  3. µµµµµµµµ Lava Golem
  4. µµµµµµµµ Lava Golem

Spells (19)
  1. Swords of Concealing Light
  2. Fissure
  3. Fissure
  4. Hammer Shot
  5. Hammer Shot
  6. Hammer Shot
  7. Offerings to the Doomed
  8. Offerings to the Doomed
  9. Offerings to the Doomed
  10. Level Limit - Area B
  11. Level Limit - Area B
    [*]
    Scapegoat
  12. Snatch Steal
  13. Final Countdown
  14. Final Countdown
  15. Lightning Vortex

Traps (29)
  1. Trap Hole
  2. Trap Hole
  3. Trap Hole
  4. Bottomless Trap Hole
  5. Bottomless Trap Hole
  6. Bottomless Trap Hole
  7. Threatening Roar
  8. Threatening Roar
  9. Threatening Roar
  10. Sakuretsu Armor
  11. Sakuretsu Armor
  12. Sakuretsu Armor
  13. Solemn Judgment
  14. Magic Jammer
  15. Magic Jammer
  16. Ojama Trio
  17. Ojama Trio
  18. Waboku
  19. Waboku
  20. Waboku
  21. Thunder of Ruler
  22. Thunder of Ruler
  23. Gravity Bind
  24. Gravity Bind
    [*]Nightmare Wheel
    [*]
    Nightmare Wheel

    [*]
    Nightmare Wheel
    [*]Divine Wrath
    [*]Divine Wrath

Side Deck?? Oh, alright.
icon8.gif



Side Deck (15)
  1. Morphing Jar #2
    [*]Fissure
    [*]Smashing Ground
    [*]Smashing Ground
    [*]Smashing Ground
    [*]
    Draining Shield
  2. Draining Shield
  3. Draining Shield
  4. Cursed Seal of the Forbidden Spell
  5. Cursed Seal of the Forbidden Spell
  6. Solemn Judgment
  7. Solemn Judgment
  8. Negate Attack
  9. Negate Attack
  10. Negate Attack
 
Well, I really don't run into Destiny Board that often. When I do I'll let you know. I'm unfamiliar with its general build. But generally, I'm not really concerned about thier Spell/Trap Zones. I'd rather you play all the Spell you got.
 
<grumble, grumble> Stupid Ban! <grumble>

  1. µSinister Serpent >>> Gone
    [*]Inferno Tempest >>> Without three Scapegoats, why bother?
    [*]Inferno Tempest >>> Gone
    [*]Inferno Tempest >>> Gone
    [*]Scapegoat >>> Gone
    [*]Scapegoat >>> Gone
    [*]Pot of Greed >>> Gone
    [*]Graceful Charity >>> Gone
    [*]Mirror Force >>> Gone
    [*]Torrential Tribute >>> Gone. Didn't even get to run one in real life.

Now I'v gotta rework the whole thing.
Pure
Jank



Monsters (10)

  1. [*]
    µµµ
    Spirit Reaper

    [*]µµµSpirit Reaper
    [*]µµµSpirit Reaper

    [*]µµµSangan
    [*]
    µµµ
    Cyber Jar
  2. µµµµExiled Force
  3. µµµµµµµµLava Golem
  4. µµµµµµµµLava Golem
  5. µµµµµµµµLava Golem

Spells (25)
  1. Swords of Concealing Light
  2. Fissure
  3. Fissure
  4. Hammer Shot
  5. Hammer Shot
  6. Hammer Shot
  7. Offerings to the Doomed
  8. Offerings to the Doomed
  9. Offerings to the Doomed
  10. Level Limit - Area B
  11. Level Limit - Area B
    [*]
    Scapegoat
  12. Snatch Steal
  13. Final Countdown
  14. Final Countdown
  15. Lightning Vortex

Traps (28)
  1. Trap Hole
  2. Trap Hole
  3. Trap Hole
  4. Bottomless Trap Hole
  5. Bottomless Trap Hole
  6. Bottomless Trap Hole
  7. Threatening Roar
  8. Threatening Roar
  9. Threatening Roar
  10. Sakuretsu Armor
  11. Sakuretsu Armor
  12. Sakuretsu Armor
  13. Solemn Judgment
  14. Magic Jammer
  15. Magic Jammer
  16. Ojama Trio
  17. Ojama Trio
  18. Waboku
  19. Waboku
  20. Waboku
  21. Thunder of Ruler
  22. Thunder of Ruler
  23. Gravity Bind
  24. Gravity Bind
    [*]Nightmare Wheel
    [*]
    Nightmare Wheel

    [*]
    Nightmare Wheel
Side Deck (15)
  1. Morphing Jar #2
    [*]Fissure
    [*]Smashing Ground
    [*]Smashing Ground
    [*]Smashing Ground
    [*]
    Draining Shield
  2. Draining Shield
  3. Draining Shield
  4. Cursed Seal of the Forbidden Spell
  5. Cursed Seal of the Forbidden Spell
  6. Solemn Judgment
    [*]Solemn Judgment
    [*]
    Divine Wrath
    [*]Divine Wrath
 
I used to focus a lot more on Spell/Trap removal, but over time I ran into more problems from attacks then I did from the Spell/Trap Zones. I honestly don't think Royal Decree will see play for very long. It's just not as good as Jinzo and as more people play it, they will begin to see its inherent flaws. I might consider Side Decking Trunades. We'll just have to see how this new meta develops. This much Spell and trap in a Deck really eats my opponent's removal alive, and it tends to let them get to thier support cards a lot faster. So what happens is they tend to think all they have to do is wait till I don't have any more defense left. But as time progresses much of there deck becomes dead draws and they have to rely on a killer combo to try and finish me off. But if so many things in the deck can be surprises that even I don't know what I'm going to pull. Especiaally with a card count this high. And I even the one combo I was keeping (Lava Golem/Scapegoat/Inferno Tempest), with two Scapegoats gone thats not even worth trying anymore. In the end though, I think that will make things better. Thats two less potential Dead Draws and five more reasons not to keep Lava Golem alive. I'm considering adding back in Raigeki Breaks, but with Sinister Serpant gone and Night Assailant down to one it doesn't seem as viable as it once did. Any thoughts?
 
It's not a Final Countdown Deck. It's what I call (or wat chaosruler named) Stall Deck-Out. Been running this for about a year now, and stalling for twenty turns in this deck is a peice of cake. Aside form that, Final is an "if I get it" card. If I get it, great. If I don't, oh well.

And why shouldn't a Slow Deck Out not contain Life Point payment? I can avoid 4000 damage for tenty turns most of the time. This is where we think outside the box.
 
Because I misplaced the other Thunder of Ruler. This deck doesn't rely on thinning. It relys on structure. I've had people down to 15 cards only to be stuck with two Offerings to the Dooms and a Horus on their side of the field. Trust me, the addition of Final Countdown was a suggestiong made here on the boards and I was trepedatious of it at first, not so much for the Life Point payment, but for the potential Dead Draw. Turned out it was exactly what it needed. It hasn't proven to be any kind of risk so far.
 
Why does this make me feel like wrenching my own head off? I simply can't understand it, sir. It's like combining burn and deckout: If you burn half of your opponents life points, and mill half of their cards, you still haven't won. So why would going half Final Countdown and half slow deckout be any better?

-pssvr
 
Becuase I don't come from the school of thought that says that a deck must have a single win condition. Not if there is room for another and in such a way that it doesn't detract from your primary win condition. If I can stall an entire deck, why not win the game in twenty turns, when possible. If I can stall a Game for twenty turns, why not stall for eight with a Lava Golemn on the field. This is the purpose of Jank. Someone at my local shop called the deck "Options". And that all I'm realy doing here. Creating options.
 
I like your way of thinking DJ, i was feeling like the only one who didn't make 'Linear Decks".

You have a very interestind deck here, I don't know if you got the space here bu you could very well use a pair of Des Lacooda, since you are stalling you could very well abuse it.

You could also use a pair of Wave-Motion Cannon, Just like Lava Golem you can stall for 8 turns, and in the mean time give some worries to your oponent :ninja:
 
You know, I've considered running one of all kinds of alternitive effects in this deck. I've considered running a Spirit of the Breeze or a Dancing Fairy cause I can very easily stall for thier effect. I've considered running a couple of Solar Flare Dragons or a Stealth Bird. I've considered running a Gravekeeper's Servant or a Toll. But, in the end I worry if even one won't become anything but a dead draw.

I actually used to run two Wave-Motion Cannons in this deck, but at the time the meta allowed for three Mystical Space Typhoons and that made me focus more on defense then burn effects.

Right now, I'm a little learly of the Cannons for a different reason. When the deck hits, my Spell/Trap Zones become heavily occupied. The Cannons, and any Continuous Effect for that matter, can get in the way of what the deck is supposed to do. I have to startegize differently for each deck type I play against and sometimes, I desperatly need that fifth zone just to stay alive.

Now the Lacoodas on the other hand aren't a bad idea, but, and you may find this hard to belive, the deck doesn't need draw power. In fact, removing Pot and Graceful has kind of helped it a little! :eek: I know that may be hard to believe, but there have been numerous occasions where I've had discard Pot or Graceful at the End Phase because they were just going to hurt me. Even Sinister isn't too big of a loss, because alot of times I just stopped going to go get him. Sure, he kept stuff in my hand I needed, but some games he was getting discarded each turn right along with three other cards. It's ridiculous when the deck takes advatage.

Right now, I would like to find something that stood up to the speed of Warrior Decks more solidly. Thes are the only deck types I really have problem with. Now with Marauding Captan back up to three there is an even more inherent danger. As much as I hate Messenger of Peace I may have to go for it or even a Wall of Revealing Light. Hmmm...
 
Thes were the days my freinds. Nowadays it seems I don't get to play this deck much. Seems like I'm always hitting VS people. Swartstrom keeps playing me, but this deck was specificaly designed to counter beatdown. I keep loosing to speedy Warriror Decks, but I keep thinking I can counter them somehow if I keep trying. So far Spirit of the Breeze hasn't been thehinderance I thought it would. I gained 4000 one game before she was destroyed by a Sangan. :) Now we need to research this baby again and make it meaner. I really haven't studied the last three sets as closely as I should. Maybe I'm missing something that you can suggest. Remeber that some stuff can't go, but new stuff can always bee worked in. It used to be bigger then this. ;)
 
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