Absolute ZombieswornAs you might have guessed already this deck goes around Absolute Zero, Zombies and Lightsworns.
Normally I would say just keep the Zombies and Lightsworns and leave Absolute Zero alone but in this format I thought why not give it a chance. Because of the good result I experienced with this deck I decided to inform you all of this “concept” to get some old format theme’s back in the top tiers with the help of the new released cards in Kaiba Corp Virtual Dueling System.
Why Absolute zero in the already well known Zombiesworn deck concept. The answer is simple;
1 "Elemental Hero", "Destiny Hero" or "Evil Hero" monster + 1 WATER monster
This monster cannot be Special Summoned except by Fusion Summon. This card gains 500 ATK for each WATER monster on the field other than "Elemental Hero Absolute Zero". When this card is removed from the field, destroy all monsters your opponent controls.
“When this card is removed from the field, destroy all monsters your opponent controls”. This part of Absolute Zero’s effect can be a little troublesome for some duelists, so here is a detailed explanation as to how his effect resolves and when it resolves:
• If your Elemental Hero Absolute Zero is under your opponent's control, then when it is removed from play by "Dark Core" etc, it activates as your effect, and you destroy all monsters on your opponent's field. If it is removed from play temporarily with "Interdimensional Matter Transporter"/"Dimension hole"/etc, then it is considered to be under your opponent's control while removed from play, so it activates as your opponent's effect and destroys all monsters on your field.
• If your Elemental Hero Absolute Zero is under your opponent's control, then when it is removed from the field and sent the Graveyard or the Extra Deck, it is sent to your Graveyard/Extra Deck, so it activates as your effect and destroys all monsters on your opponent's field.
These rulings teaches us that whenever Absolute Zero is controlled by your opponent and removed from the field to “YOUR” Extra deck, Graveyard or Removed from game zone YOU get the effect to destroy all monsters your opponent controls, unless it is removed by a temporarily effect such as “Interdimensional Matter Transporter”.
So this also includes destroyed by battle, tribute for a tribute and even if your opponent uses Absolute Zero as a synchro material.
So we can safely assume Absolute Zero always is monster removal when removed from the field. However Absolute Zero has his weaknesses since your opponent can save his monster from destruction by chaining “Divine Wrath” to Absolute Zero’s effect even when it returns to the extra deck.
What do we have to bring Absolute Zero out as fast as possible ( since he is our most important beat stick ), we have Elemental Hero Stratos in the main deck of course since he always is a +1 to your hand and thins the deck ( that is if you have targets for its effect to resolve ). Our targets are Destiny Hero Malicious and Destiny Hero Dasher.
Why Destiny Hero Dasher you ask:
Once per turn, by Tributing 1 monster, this card gains 1000 ATK until the end of this turn. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. While this card is in the Graveyard, one time only, when you draw a Monster Card during your Draw Phase you can show it to your opponent and Special Summon it.
To explain why Destiny Hero Dasher is a good addition to this deck I have to divide his effect into 3 parts and explain them separately.
1: Once per turn, by Tributing 1 monster, this card gains 1000 ATK until the end of this turn.
This means we can change D-Hero Dasher into an even better beat stick, the only thing is D-hero needs a tribute in order for us to have an even better beat stick. In this deck that is not a problem, we are going to use so many ways to have special summons from our grave and extra deck which will work perfectly with D-hero Dasher. A good example to give you is Absolute Zero. Tribute him for D-hero Dasher, destroy all monsters your opponent controls and swing for 3100 damage. Furthermore because we are also going to use the zombie theme in this deck we have a few special summons by using Mezuki’s effect which is; “You can remove from play this card in your graveyard to Special Summon 1 Zombie-type monster from your graveyard”. Mainly in this scenario you want to special summon Goblin zombie in order to search your deck for another zombie-type monster with a defense of 1200 or lower.
2: If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This part of the effect is a Pro and a Con at the same time. Pro is that you won’t lose any life points when destroyed by battle ( assuming the monster that destroyed it in battle cannot inflict pierce damage ) and the Con is that the low defensive points are easily overpowered by frequently uses monsters.
3: While this card is in the Graveyard, one time only, when you draw a Monster Card during your Draw Phase you can show it to your opponent and Special Summon it. This part of the effect and is basically his 3rd effect can be extremely helpful in difficult moments of the duel. The best case scenario would be; you have Plague spreader Zombie/ Deep Sea Diva ( these are the tuner we are going to use ) in your hand without any real chances to use them for a synchro summon. You so happen to draw out a Goblin Zombie, by the effect of D-Hero Dasher you can now special summon Goblin Zombie meaning you will still have your normal summon left for your tuner or even a Tribute summon.
Add that all up together and you a helpful card at all times, the only con in my opinion is that it is a level 6 monster which needs to tribute summoned, special summon or milled ( cause of our Lightsworn mill engine ) in order to be helpful.
I mentioned the Lightsworn engine so let me continue with explaining why its included in the deck. The Lightsworn engine provides us with the speed we desire in order set the pace of the duel and thereby put constant pressure on our opponent. Now without further or do the Lightsworn engine we have fused within the Absolute Zombie theme/concept.
We have chosen for the following cards to be our Lightsworn engine:
1x Charge of the Light Brigade
3x Solar Recharge
1x Lumina Lightsworn Summoner
2x Wulf Lightsworn Beast
2x Lyla Lightsworn Sorceress
1x Ehren Lightsworn Monk
1x Ryko Lightsworn Hunter
Charge of Light Brigade:
Send the top 3 cards of your Deck to the Graveyard. Add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand.
This card alone thins the deck by 4 cards of which 1 card you add to your hand meaning it’s a -3 for your deck which is perfect for this deck while you won’t lose hand advantage. You can even activate this card and mill the top 3 cards of your deck if you DON’T have a target for it left in your deck. This means it can never be a “dead” card. This card is beastly if you have it in your opening hand along with Solar Recharge.
Solar Recharge:
Discard 1 "Lightsworn" monster. Draw 2 cards, then send the top 2 cards of your Deck to the Graveyard. This card effect is just perfect in combination with Charge of the Light Brigade because you just added a Lightsworn monster from your deck to your hand, meaning you can keep on going with the milling of your deck plus you draw 2 cards. This card also means it’s a -2 for your hand for a +2 for your hand making it natural and you have milled. So this is the perfect card the speed the deck up even more. Of course 3 copies of it seem too many since we only have 7 targets for it and some Lightsworn monster will be summoned every now and then but there is also good chance that you will mill this card before you can use it therefore maxing it out is the best option you have in my opinion.
Now I have mention the most important monsters of the deck I can present you the monster line up for the main deck:
Total Monsters: 25
1x Dark Armed Dragon
1x Gorz the Emissary of Darkness
1x Chaos Sorcerer
1x Elemental Hero Stratos
2x Destiny hero Malicious
2x Destiny Hero Dasher
1x Zombie Master
1x Mezuki
2x Goblin Zombie
1x Lumina Lightsworn Summoner
2x Wulf Lightsworn beast
2x Lyla Lightsworn Sorceress
1x Ehren Lightsworn Monk
1x Ryko Lightsworn Hunter
1x Card Trooper
1x Plaguespreader Zombie
3x Deep Sea Diva
1x Spinned Gillman
Now how to support such a monster line-up with our spells, well as a previously stated we already have:
1x Charge of the Light Brigade
3x Solar Recharge
These card provide us with extra mill power, but we also want a bit more a draw power is it not, therefore we have Destiny Draw. Although its limited and we don’t have a large amount of targets it still does the trick every now and then. But mostly it will be milled along the way. That brings me with a second draw card which is limited; Allure of darkness.
Allure of darkness has more success because we have more targets for it.
Besides the above mentioned cards we have Card Destruction. Card destruction sole purpose is getting a new fresh hand I case you’re stuck with your hand and a new one. This falls nicely into our strategy because the cards we have in our hand are better off in the grave and that’s precisely where they will go.
Now that I have mentioned and explained our draw/mill spell cards it’s time for one of the most broken unlimited spells cards; “ Miracle Fusion”.
Miracle Fusion:
Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on an "Elemental Hero" Fusion Monster Card, and Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon).
This card is basically the same as Overload Fusion which is limited. Why Konami didn’t limited Miracle Fusion beats me but as long as Konami entrusts us all with cards that are unlimited and as “broken” as this one why not abuse them. This card brings us the main beat stick of the deck Absolute Zero. This card not only provides us with a fantastic beat stick but also provides us with some extra grave control that along with the zombies we have and a “teched” Pot of avarice makes sure that we have a good grave control for Dark Armed Dragon.
As for the spell line-up:
Total Spells: 15
3x Miracle Fusion
1x Future Fusion
3x Solar Recharge
1x Charge of the light brigade
1x Allure of darkness
1x Destiny Draw
1x Foolish Burial
1x Burial from a different Dimension
1x Card Destruction
1x Pot of Avarice
1x Heavy Storm
Now if my math is correct that makes a total deck count of 40 cards, but there is 1 card left which the most important in my opinion;
Return from Different Dimension:
Pay half your Life Points. Special Summon as many of your removed from play monsters as possible. During the End Phase, remove from play all monsters that were Special Summoned by this effect.
If you look at late game situations or even mid game, you will most likely have the following monsters in your Removed from Game zone:
1x Stratos
1x Dasher
2x Malicious
1x Plaguespreader zombie
1/2x Deep Sea diva
( if you have 1 diva ) 1x Spinned Gillman
Plus the cards that will get removed by Bottomless Trap Holes and possible Dimensional Prison.
So at the cost of half your life points ( which shouldn’t be that high in mid to late game ) you have so many options for synchro monsters like Stardust, Thought Ruler Archfiend, Colossal Fighter, Dark End Dragon, Brionac, Goyo Guardian etc. Plus if you have preserved a miracle fusion you also have an Absolute Zero again.
So this is one of the ace cards in the deck, but since we don’t run any other back row cards it is likely your opponent will preserve his Spell and Trap removal until you set. This makes it tricky to rely on this single card to win the duel or match, so make sure you can safely play this card or if you read your opponent will not play Heavy Storm, Mystical Space Typhoon etc.
This brings me to the full main deck called Absolute Zombiesworn:
Total deck count: 41
Total Monsters: 25
1x Dark Armed Dragon
1x Gorz the Emissary of Darkness
1x Chaos Sorcerer
1x Elemental Hero Stratos
2x Destiny hero Malicious
2x Destiny Hero Dasher
1x Zombie Master
1x Mezuki
2x Goblin Zombie
1x Lumina Lightsworn Summoner
2x Wulf Lightsworn beast
2x Lyla Lightsworn Sorceress
1x Ehren Lightsworn Monk
1x Ryko Lightsworn Hunter
1x Card Trooper
1x Plaguespreader Zombie
3x Deep Sea Diva
1x Spinned Gillman
Total Spells: 15
3x Miracle Fusion
1x Future Fusion
3x Solar Recharge
1x Charge of the light brigade
1x Allure of darkness
1x Destiny Draw
1x Foolish Burial
1x Burial from a different Dimension
1x Card Destruction
1x Pot of Avarice
1x Heavy Storm
Total Traps: 1
1x Return from Different Dimension
Extra deck: 15
3x Elemental Hero Absolute Zero
2x Stardust Dragon
1x Thought Ruler Archfiend
1x Red Dragon Archfiend
1x Colossal Fighter
1x Dark End Dragon
1x Brionac
1x Goyo Guardian
1x Black Rose Dragon
1x Ally of Justice – Catastor
2x Chimeratech Fortress Dragon
This is the most aggressive build I have made regarding this concept and works quite well. You can make it more controlling by adding 2x Caius the Shadow Monarch in the main deck since for now they reside in my side deck. Also Judgment Dragon resides in the side deck, just in case I need a little bit more aggressive play.
The rest of the side deck is basic ergo: Pulling the rug, Light imprisoning mirror, Treacherous Trap Hole, Dust Tornado, Mirror of Oaths, Trap eater etc.
Hope you all liked the article and learned something about not being afraid to mix more than 2 themes into one deck. As long as they can co-exist and fully tested it shouldn’t be a problem.