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Piexplode

Wind Deck Guide

Feb 10th, 2019
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  1. The idea behind this deck is to exploit Silpheed's ability to special summon off of banishing a single wind-type monster from the graveyard to swarm the field. Its effect is quite useful, punishing the use of the more traditional method of attacking with something stronger like Tsukuyomi to take it out of the equation. Lady Ninja Yae is a means of sending Wind cards to the graveyard without battle, and its trunade-like effect, bouncing all of your opponent's S/Ts to the hand, is pretty neat too.
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  3. With that goal in mind - spamming the field with Wind monsters - the deck should run a quite high monster count, ideally carrying a monster solution to as many problems as possible. Here are each of the monsters, and how they are best put to use.
  4. - Luster Dragon 2: Luster Dragon 2's role is to be big, really big, especially with attack boosts from other cards. There are almost no other monsters that can be normal summoned without tributing and lack a detrimental effect with more attack power than it. Furthermore, even with Rising Air Current on the field it's invulnerable to Tsukuyomi. With Rising Air Current, only Black Luster Soldier and a couple of cards seen in Reasoning Gate or certain OTKs can really compare. That being said, it's one of the more sideable cards in the standard goat matchup, as their monsters tend to be weaker, making the utility of raw power alone a less important selling point.
  5. - Silpheed: Silpheed is not as powerful as Luster Dragon 2, but its ability to be so easily special summoned makes maintaining field presence far easier. In some matches, for example, in Main Phase 1 you may summon a monster such as Luster Dragon, attack, and be taken out by something like a Sakuretsu Armor. Silpheed can summon itselfwith the fainted attacking monster in Main Phase 2, keeping your field presence alive, maintaining momentum, and forcing them to find a second response to your attacks.
  6. - Lady Ninja Yae: Lady Ninja Yae has a few cool uses. The most obvious is its ability to bring wind monsters to the graveyard for Silpheed early game, generating momentum, or to clear the field of battle traps before launching an attack. However, it's not the end of the story: it can also be used to clear Royal Decree, a card often sided in against this trap-heavy aggro deck. Oftentimes it will free you up to use something like Compulsory Evacuation Device against a troublesome TER sitting on you.
  7. - Spear Dragon: Spear Dragon is a strong piercing monster, which is most crucial against goats. It is one of the three ways this deck can still generate battle damage after the opponent uses scapegoat (the other two being Solemn Judgment and Windstorm Of Etaqua), and that's its main claim to fame. It's not as necessary in other matchups, and its side effect (forcing it to turn to defense position after attacking) makes it a poor card to open with, so it is only kept to 2 in the main deck. A third one is available in the side to change the deck composition against goat decks.
  8. - Harpie Lady 1: With a deck running (almost) exclusively Wind monsters, the ability to bolster the attack of its fellow monsters is pretty useful, and helps make direct swarm attacks really sting. The best way to describe it is that really, it's a card designed to press advantage, rather than to turn the game around or deal with a problem (although the ability to help partners like Silpheed get the jump over monsters like Abyss Soldier, Airknight Parshath, and King Tiger Wanghu does merit some mention). It's also one of the strongest monsters (in terms of raw attack) that can be Special Summoned by Kamakiri.
  9. - Harpie Lady 2: Due to the rules of goat, you can only have 3 cards of the same name in a deck. If that weren't the case, I probably would run 2 copies of this, as well as maybe a copy of Cyber Harpie Lady, a pretty strong vanilla option. This is one of 5 ways this deck can deal with facedown monsters (Spear Dragon pierces but doesn't stop effects, this card stops only flip effects and has to be stronger, Sasuke Samurai #4 beats facedowns without their effects being activated 50% of the time, Sasuke Samurai always wins but has low stats so can be taken out, and then most reliably there is Nobleman Of Crossout), so 1 copy is nice to have.
  10. - Flying Kamakiri #1: While not the most exciting card, and one which can definitely be sided out for more useful things in some matchups, it's actually a pretty good card. Like Silpheed, Luster Dragon, and Sasuke Samurai #4, it's something where the opponent is usually forced to find a way other than attacking to take it out of play. With Rising Air Current or Harpie Lady 1 on the field, it's actually reasonably strong as a vanilla, and there are cool combo plays you can make with it too. If boosted to 1700 or 1900 by one of those effects, monsters like King Tiger Wanghu and Airknight Parshath sit at those attack levels. If you attack into them, both players' monsters are sent to the graveyard, but you can summon another monster to carry on the battle phase.
  11. - Sasuke Samurai #4: this is certainly an interesting card. It's something players really don't want to attack into, making it a good target for Kamakiri if the opponent is using Asura Priest. Its ability to nullify and remove facedowns 50% of the time is pretty neat too.
  12. - Sasuke Samurai: 2 of these are in the side, and honestly it's a good enough card that it could be used in the main, but nobleman of crossout as well as other previously discussed cards all already do quite a lot against facedowns. Still, this makes flip control and gravekeepers matchups even more one-sided, and it's worth considering in other facedown-heavy matchups.
  13. - Birdface: 2 of these are in the side. It's not as good an engine by far as Kamakiri is, since it doesn't summon to the field, but being invulnerable to Tsukuyomi and a decent vanilla on top of that make it a usable sidedeck card.
  14. - The only non-wind option in the deck is Cyber Jar. It can be used to get out of sticky situations by giving you more resources and more field presence simultaneously, and if you side it in alongside the card Heavy Slump, it's a way of gaining a sudden card advantage. It's definitely a card where it's a matter of preference whether to run it in side, but it has largely worked well for me in the past.
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  16. While a lot of the wind monsters can easily be justifiably sided out in various matchups, remember that removing too many will lower your monster count and that will seriously hurt the deck's ability to function.
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  18. Now, to the important spells and traps.
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  20. The trinity: Graceful Charity, Pot Of Greed, and Delinquent Duo. No deck can afford not to run these three cards, but it should be said that Deliquent Duo is a brick card later on in the game, and in some matchups even quite early on in the game. The remaining spells and traps can be categorised as:
  21. - Cards that help you deal with major threats (BLS, TER, Sorc, AKP, Monarchs, Wanghu, DMoC, Spirit Reaper are the main ones)
  22. - Protecting your own monsters
  23. - Pressing advantage
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  25. Dealing with Major Threats:
  26. - Compulsory Evacuation Device is a great card versus most big offensive threats, most especially TER. You badly hate TER resolving and the spell and traps are designed to best prevent that, as none of the monsters really help in any way. It can also be used to press advantage by returning facedowns to the hand, but more often than not it's used as a reactive measure to prevent your opponent taking momentum.
  27. - Book Of Moon is a great card vs TER especially too. While not as versatile in a deck that runs no flip effects besides the self-destructing Cyber Jar as in other decks, it's still a good choice because it's a TER out that isn't stopped by Royal Decree, it's a Jinzo out, and it can be used against normal summonable problem cards like King Tiger Wanghu.
  28. - Ring Of Destruction is a great out to just about anything besides Jinzo, and can simplify finishes.
  29. - In the side, I have Mirror Force which can be helpful in aggro on aggro matchups, but in other MUs if the opponent is the one doing the attacking you probably already lost.
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  31. Protecting Your Own Monsters:
  32. - My Body As A Shield: this is a fantastic card. While 3 in main might seem a bit much, you can definitely side out one if you need to, but it gives you a lot of leverage to play aggressively and without fear, especially when the opponent is packing only a single set spell/trap. The most important cards it protects against are Torrential Tribute and Mirror Force - always use it against those cards if you have it available. In more narrow exchanges, like against Sakuretsu Armor or Nobleman Of Crossout (which is rarely useful against this deck anyway) it is often a tougher decision. It's also my understanding that, in tandem with a monster with 1400 or less attack, it can be used to remove King Tiger Wanghu. It should almost always be kept in hand rather than set on the field, as Nobleman Of Crossout and Tribe Infecting Virus are about the only cards whose effects are used on your opponents turn for which it might of use.
  33. - Solemn Judgment: this card is truly a catch-all. While it does have a high cost, used in just the right spot it can be gamechanging. It is common on aggro lineups for a reason.
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  35. Pressing Advantage:
  36. - Rising Air Current (and Terraforming): the attack advantage provided is incredibly useful for this deck, and also makes this deck particularly pernicious for gravekeepers to face. A second field can be a dead draw frequently, but having two in deck (with terraforming to deck thin) is necessary to ensure a high chance of accessing it from early on in the game. With it on the field, all of your main deck monsters have at least 1600 attack and 10 of the 18 have over 2000.
  37. - Nobleman Of Crossout: there is no better card to deal with facedowns than nobleman, and especially in a deck which runs virtually no facedowns it has no downside besides the opportunity cost. It's an obvious inclusion, but of course you shoud side it out against stuff like Aggro and Reasoning Gate.
  38. - Windstorm Of Etaqua: this card is almost exclusively for the goat matchup and should be sided out against anything else, it's a really curious card that really helps press field advantage when your opponent thinks they're safe with packing just goats facedown. Plus, look at the art: it was made for this wind deck. Zero Gravity is a very similar card which could be used in its place though, as it is synergistic with Spear Dragon too.
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  40. Other Spells and Traps:
  41. - Heavy Slump: This is a bit of a weird one and one that exists only in the side and is definitely a droppable option that I'm experimenting with at the moment. The idea is that, particularly versus goat and chaos decks, they often accrue a card advantage later on in the game, if you haven't managed to effectively beat them through early game field pressure. The idea is that it can be used in tandem with either Cyber Jar or Lady Ninja Yae, or in a situation where a player somehow acquires 8 or more cards in their hand (e.g. a stable endgame state, thunder dragons, and trinity spells can contribute to this). It can also be tried against stuff like Cyber Jar alt-win, but I've never played that matchup with this deck.
  42. - Mystical Space Typhoon: the deck doesn't really have the capacity to limit the opponent's spell and trap options to a point where MST can clear the field; this deck generally opts to just run straight through battle traps rather than take them out strategically. However, it can be worth bringing in from the side to target Royal Decree. It's also a good card to stop some miscellanious things like Snatch Steal, Premature Burial, and Call Of The Haunted.
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  44. Other Options
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  46. There are a bunch of noteworthy cards not included in the deck. Some are not included but are worth considering, some are just worth mentioning out of curiosity's sake, and some are worth mentioning to note how, in spite of being good options in other decks, are really out of place here.
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  48. - Other Wind monsters are mostly pretty weak and outclassed choices. Sasuke Samurai #2 is among the more interesting - it's incredibly weak, but it lets you ensure your attacks won't be stopped by battle traps if you pay Life Points that turn. Slate Warrior can be used in tandem with Return From The Different Dimension as a highly cute way to fuck with Nobleman of Crossout (on that note, check out this replay from my friend Caleb: https://www.duelingbook.com/replay?id=8678-8431169). Hand Of Nephthys, Nin-Ken Dog, and Chaosrider Gustaph are all worth briefly naming as "other wind monsters that exist", but there are better uses for your deck space than that.
  49. - Morphing Jar is worth mentioning as a way to even the playing field, and is definitely a usable consideration. However, as not much else if anything at all in the deck baits nobleman, it's somewhat unlikely to do anything in practice.
  50. - Torrential Tribute and Heavy Storm are bad cards for obvious reasons in a deck that relies on swarming the field with monsters and that runs a field spell.
  51. - Snatch Steal and Lightning Vortex are also poor choices in a fast playing deck where the goal is to prevent the opponent from getting good monsters on the field, not stopping them once they've arrived. Sakuretsu Armor and Fairy Box are poor choices for the same reason. Lightning Vortex is notable for its ability to deal with goats, but Spear Dragon, Solemn Judgment, and Windstorm of Etaqua are more immediate, practical, and synergistic. Discard cards are also not the best choice in a deck that plays for field advantage over card advantage, so Phoenix Wing Wind Blast, Divine Wrath, and so on do not generally make an appearance here either.
  52. - Seven Tools Of The Bandit is an interesting card, working against Solemn Judgment, Royal Decree, Torrential Tribute, and battle traps like Mirror Force, for a lower cost than My Body As A Shield. It's probably worth thinking about.
  53. - Premature Burial can be used as an alternative or alongside Call Of The Haunted. Both cards synergise with Lady Ninja Yae and can help maintain field presence later on in the duel.
  54. - Skill Drain and Royal Oppression are two outs to TER as well as a few other cards, but with downsides that affect your own monsters. Both are worth considering, but I decided against them. One of the biggest problems of these cards is the fact that Royal Decree negates both of them, and that card is often sided in against this deck by goat decks.
  55. - Dust Tornado is pretty good against Royal Decree. Consider putting it in the side if you don't like Heavy Slump/Cyber Jar, as it can help in the goat matchup if you can fit it. Beware about siding out too many monsters though, of course.
  56. - Trap Dustshoot's information advantage is always cool, but it's not as reactive as something like Compulsory Evacuation Device to threats and again is stopped by Decree. I just don't see that big an upside to it here.
  57. - Creature Swap is kind of cool with kamakiri and birdface, but I find it a hard card to use and can't really think of any situation where I felt like I needed it. Feel free to try it out though if that's your style.
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