The new F&L list may have ushered in the meta of impotent anti-meta cards. Stopping special summoning has little effect on decks that rely on fortifying their normal summoned monster. Are you really going to play Maxx “C” or Vanity’s Emptiness against Bujins or Noble Knights? I suspect most of these cards are going back into your binder. What about anti-trap cards? Trap Stun and Forbidden Lance used to be a staple in my decks. However, many of the quick effect monsters make these cards much less useful. Who wants to set, activate, and resolve a trap card when a monster can do the same thing more efficiently?
Enter the last of the great anti-meta cards: Mistake. This card will be a real headache for many of the top-tiered and mid-tiered decks. In fact, so many decks rely on searching that Sangan must be wondering why he is relegated to the underworld for searching out 1500 ATK point monsters … and he had to go to the graveyard to do it!
Of the likely competitive decks, I think Harpies is the only one that can play this card effectively. Mistake does shut down Queen and Sign searches so one needs to play smart. However, the deck also has some outs to this card.
So without any further ado, here's Mai deck list:
|Harpie Lady #1||3||Phantasmal Dragon||1|
|Harpie Queen||3||Ice Beast||2|
|Harpie Dancer||1||Dire Wolf||1|
|Mist Valley Falcon||2||Maestroke||1|
|Eswarm Hraesvelg||1||Exciton Knight||1|
|DD Crow||2||Black Rose||1|
|Hunting Ground||3||DD Crow||1|
|Hysteric Sign||3||Light Imprisoning||3|
|Magic Planter||2||DNA Surgery||3|
|Swallow's Nest||1||Soul Drain||1|
- Mistake x 3
- Harpie Monsters x 11: Since Divine Wind is now limited, I saw no reason to play Dancer at three. This card does have utility in knocking out back row cards when Hunting Ground is on the field. The Channeler into Pet Dragon play is still the strongest opening move of the deck.
- MV Falcon x 2: One way to play around your own Mistake is to destroy it by summoning a Harpie. However, negging yourself is not a good practice. MVF allows me put it in my hand and reset it.
- Dark Simorgh and friends x 7: Ghostricks, Chain Burn, and Raccoon decks melt in the presence of Simorgh. However, I am more concerned about Fire Fists. This deck gets around Mistake but it can’t get around the big fellow. For this card to work, you need to have dark monsters. D.D.Crow is a nice fit since it is effective against Fire Kings, Dark World, and in the mirror match. Evilswarm Hraesvelg is an uncommonly used card but it’s also winged beast, which makes Icarus Attack live.
- Standard Harpie Spells/Traps x 10: The only change compared to previous builds was increasing Party from two to three. As you can see, I don’t play a lot of Sign discard outlets. I’ve never liked to pitch cards.
- Magic Planter and COTH x 3: I don’t know why people don’t play Planter. Allure and Trade-In have their fans. Planter, on the other hand, can thin the deck by two cards after the card has given you an advantage. I have 7 continuous traps in the deck so it has a reasonable chance of being live. I also have 9 continuous traps in my side deck.
- Very Good cards x 5: People don’t always read Icarus Attack. This is especially true when you tribute a face down monster. I have 20 winged beasts so the card is always live. Divine Wrath may be the card for the meta. Check out SSJason's exposition for a more elegant explanation. The last card is Swallow’s Nest. This card gives me access to MV Falcon and can put a dark in the graveyard. SN can also get to Dark Simorgh if Pet Dragon and Channeler are on the field
… and so begins the march to YCS Atlanta! There is much testing that needs to be done, but this is a pretty good start.