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Toon Reanimation


Alexander
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?The wise pay as much attention to what they throw away as to what they keep.? - Reclaim

This quote was from an old M:TG card of mine, and holds true today as the primary theme of my deck. Inspired by the direct damage of toons and the power of ressurection, I decided to put it to good use in a new deck: the ?Toon-Reanimator?.

Basically, toss the toons in the graveyard at first opportunity, get out toon world, and revive the toons quickly with magics and traps to get around the tribute requirement or the no-attack rule (or both).

The Spear Cretins are the deck?s secret weapon. Because the ability is almost undoubtedly going to be activated by an attack, the deck lets you bring a Blue-Eyes Toon out DURING YOUR OPPONENT?S TURN. This not only bypasses the need for tribute, but it *also* lets the Toon attack at first opportunity, because it was summoned before your turn. The drawback of giving your opponent another free monster is not too bad - the only ones to REALLY worry about are Black Skulls, BEWDs, other toons (!), and Jinzo. Even ones with good flip effects aren't THAT big of a problem, because he will have to wait until his next turn to activate them. In the case of Blue-Eyes, there is nearly no monster in the game that can knock them out straight from the graveyard, aside from those mentioned.

Monsters: (20)
x3 Blue-Eyes Toon Dragon
x3 Toon Summoned Skull
x3 Spear Cretin
x3 Man-Eater Bug
x2 Magician of Faith
x1 Mask of Darkness
x1 Giant Soldier of Stone
x1 Mystical Elf
x1 Aqua Madoor
x1 Prevent Rat
x1 Cyber Jar

Magic: (19)
x3 Toon World
x3 Mystical Space Typhoon
x2 Swords of Revealing Light (With the teeny defenders this deck has, these are a necessity!)
x1 Monster Reborn
x1 Premature Burial
x1 Pot of Greed
x1 Dark Hole
x1 Raigeki
x1 Change of Heart (Counter attacks, or toon tribute)
x1 Soul Exchange (Drawback is negligible, because toons have the same restriction to start with)
x1 Megamorph (Who wouldn?t fear direct damage of 6000?)
x1 Painful Choice (THE ultimate tool for toon-tossing!)
x1 Tribute To the Doomed (A toon-tosser, AND a monster buster)
x1 Giant Trunade

Traps: (8)
x1 Enchanted Javelin (A little more LP can't hurt in a Toon Deck)
x1 Spellbinding Circle
x2 Magic Jammer (Tood World-saver, AND Toon-tosser!)
x1 Call of the Haunted (The ULTIMATE weapon with BETD!)
x1 Imperial Order (Last-Second protection against Toon-World Negaters)
x1 Mirror Force
x1 Waboku

Before you say anything about WHY I have three Mystical Space Typhoons in my deck, you have to understand this: LOCALLY, they DO negate the cards they destroy. Yeah, that makes them practically the best counter card in the game, but thats what they say locally, so I figure, I have three, why not use ?em? >=)

I must admit Soul Release is a very real threat. I don't worry too much about Toon World going boom...protecting that is first priority for my counters.

Here's another *awesome* toon helper: Giant Trunade. Toon World gets sent back to your hand, and because Toons only get destroyed when Toon World is DESTROYED, they REMAIN IN PLAY, because toons aren't REALLY dependent on Toon World!. It removes the Toon World weak point for the Toons already out! Booya!

I'm greatly worried about this deck's survivability...I haven't had a chance to finish this deck yet (call this my 'draft' copy).. but right now it looks like I could have some major trouble. Any ideas to keep the deck alive?
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Hmmm, i don't play Yu-Gi-Oh, but i'd say this was a new theme for a deck. Jinzo is a annoying card. I remeber that when i was watching a game, when it died he used call of the haunted and monster reborn lol. Anyways, it doesn't seem to bad, but again, i play magic not Yu-Gi-Oh.
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