Forum:Deck Guide/Macro

Intro
Back in Invasion of Chaos, the idea of removal from play was played up, with cards that require removal for some powerful effects, or removal to summon them. Notable cards like these were the feared Envoys, along with things like Strike Ninja and Bazoo the Soul-Eater. But that was basically it.

Fast-forward to Enemy of Justice, where Macro Cosmos and Dimensional Fissure were introduced. This added an entire new strategy of gameplay, and possibly one of the most disruptive ones. With this, came the Macro Deck.

Mechanics
The Macro Deck is focused around removing the opponent's cards from the game, while also benefitting from the fact that cards are going to the Removed from Play zone, rather than the Graveyard. This is threatening to many Decks, be it inside or outside the meta, for several reasons.

Know that a lot of cards benefit from the Graveyard in many ways:
 * Some take cards back from the Graveyard, like Pot of Avarice or Call of the Haunted.
 * Some have effects that trigger in the Graveyard, like Sangan or Necro Gardna.
 * Some have effects that say "destroy (a monster) by battle and send to the Graveyard", like Thought Ruler Archfiend.

Since the cards are not going into the Graveyard, it cuts off a lot of effects here and there, which makes the Deck a serious threat to many others once it gets up and running.

Analysis
It is important to know how the Deck is going to run, and here is a lowdown on the Deck's performance:


 * Speed - The Macro Deck needs some time to set up, unless you open with a Macro/D-Fissure to get all the combos going. It can also be modified to make the best out of some draw engines around.
 * Power - The removal going around allows the Macro Deck to deliver a hard punch to most other Decks that are not prepared for removal situations.
 * Consistency - The cards that drive the Macro Deck should form about 1/5 of the Deck, meaning a minimum of 20% chance of getting one in your opening hand. When they're not around, however, the Deck gets a bit of a headache while it waits to draw into them.
 * Risk - Depending on a few sole cards to stay on the field puts this Deck at a dangerous position, being vulnerable to removal. A bad hand essentially means there's few ways to defend yourself.
 * Meta Ranking - Most Macro Decks don't really make it big into the metagame, though the Macro Monarch build usually tends to stand the best chance getting a mid-tier position.

The Basics
The cards that easily compose the framework Macro Deck are as follows:


 * Dimensional Fissure, for it removes monsters from play (which is already a damaging feature of the Deck).
 * Macro Cosmos, which is why the Deck is named so.
 * Banisher of the Radiance, which is essentially Macro Cosmos in a monster form.
 * Banisher of the Light, another monster form of Macro Cosmos.
 * D.D. Survivor, a beatstick that keeps coming back if it would leave the field, provided that you have any of the above out.
 * D.D. Scout Plane, another recurring wall with the benefits of coming back if removed from anywhere.
 * D.D.R. - Different Dimension Reincarnation, which pulls back any of your removed from play monsters.
 * Caius the Shadow Monarch, who can remove any card off the field, and has a bonus chance of burn.
 * Return from the Different Dimension, which will swarm the field either as a finishing move or for a quick recruitment of monsters.
 * Bottomless Trap Hole, which is pretty much a staple for lots of other Decks too.

At least 5 of the above can be easily obtained through two Structure Decks: The Dark Emperor for TCG, and Advent of the Emperor for OCG. Both Decks contain some material to make a partially decent Macro Deck.

With the basic framework explained, there are two ways a Macro Deck can go, depending on the play style.

The Pioneers
The standard Remove-from-Play style of the Macro Deck serves to thoroughly aggravate the opponent by removing as much of his field from play while utilising this fact to his advantage. There are a variety of cards that serve this purpose:


 * D.D. Assailant, a beatstick that removes whatever takes it out.
 * D.D. Warrior Lady, an optional removal monster.
 * D.D. Warrior, a weaker version of D.D. Warrior Lady that holds a compulsory removal effect.
 * Kycoo the Ghost Destroyer, who can empty the opponent's Graveyard, should any of the auto-removal cards be late to arrive.
 * Gren Maju Da Eiza, which is really strong late into the game.
 * D.D. Dynamite, for a massive game-ending burn.

With the massive amount of monsters going out of play, this Deck will benefit greatly from cards that power up depending on monsters going out of play, like Gren Maju Da Eiza or Necroface. Once enough cards are gathered in the RFG zone, drop the beatstick and strike for massive damage!

King of the Cosmos
The Macro Monarch Deck style utilizes the recyclability D.D. Survivor and D.D. Scout Plane to provide an unending flow of Tribute fodder for the Monarchs. Aside from the basic cards needed, it primarily uses the following:


 * Kuraz the Light Monarch, which functions as part of a draw engine. Details explained below.
 * Raiza the Storm Monarch, of course.
 * Cyber Dragon, as free Tribute material.
 * Jester Confit, also as Tribute material.
 * Enemy Controller, to steal opponent's monsters for your own Tribute material. You get your DD Survivor/Scout Plane back, and they get nothing.

One reason why Kuraz is used is because of his effect that can trigger when Special Summoned. This means that he can be used in conjunction with DDR in this simple draw loop:


 * Have another monster in your RFG zone first.
 * Play DDR, discarding Kuraz.
 * Special Summon Kuraz using DDR's effect.
 * Kuraz's effect triggers. Target your own Kuraz and the DDR you just used to revive him.
 * Both cards are destroyed, and you draw 2 cards. No advantage lost.

Unfortunately, the Deck is a little more reliant on Macro Cosmos or Dimensional Fissure than usual, particularly in the draw engine. But once the combos are set up, it can go pretty quickly through the Deck for needed cards.

Where Is My Deck?
The Macro Mill style combines mill and removal to basically carve any Deck to pieces, for even fewer Decks have a backup plan when their Deck is going out of play. Noteable cards in this playing style include:


 * Necroface, which removes 5 cards off the top of the Deck, no questions asked. It may trigger another copy, if you're lucky!
 * Needle Worm, the top card choice for milling out the opponent.
 * Gravekeeper's Servant, which forces a lock when combined with Macro Cosmos or Dimensional Fissure. Details below.
 * Gold Sarcophagus, to essentially set off a Necroface from within the Deck.
 * D.D. Dynamite, for a huge burn to the opponent after some good milling.

Gravekeeper's Servant supplies a cost for the opponent to send a card from the Deck to the Graveyard in order to attack. With Macro Cosmos or Dimensional Fissure out, the card cannot be sent to the Graveyard to fulfill the cost (for Dimensional Fissure's case, the card type cannot be confirmed), rendering the opponent unable to attack at all.

The Deck style plays mostly defensively, setting up a lock to keep the opponent from attacking too often, while warping cards out of the opponent's Deck using the standard strategies of a defensively-oriented Mill Deck.

Other Tips
Aside from the cards listed above, there are other cards to consider in a Macro Deck. Which ones to use are up to you.


 * Cyber Valley - Basic draw engine and temporary stall system. Combo with DD Survivor or Scout Plane and you gain some net advantage.
 * Allure of Darkness - Draw power, again, and since this Deck works with revival from the RFG zone, all the better.
 * Escape from Dark Dimension - Something worth considering, depending on how many Dark monsters the Deck will be using.
 * Helios - The Primordial Sun - It can be recruited by Macro Cosmos for a free Tribute, but its weak powerup effect tends to make it a dead draw.
 * By extension, Helios Duo Megistus and Helios Trice Megistus may be powerful late-game, but keep in mind that with Macro or D-Fissure out they don't get their revival effects.
 * Golden Homunculus, despite its Tribute requirement, has a good base ATK to add on to its powerup effect.
 * Karma Cut - One-for-one removal and the option to suck out any other copies of the removed monster.
 * Dark Core - One-for-one removal, and you can do it to any monster.
 * Soul Absorption - With many cards going out of play, the LP regain can stack up to massive amounts.
 * White-Horned Dragon - Can grow up to 3700 ATK and removes the opponent's Spells from play.
 * Grand Convergence - A nice Quick-Play Dark Hole, but you'll need Macro out first.

As this Deck is significantly different from most other Decks, there are some staples that you might want to avoid this time round:


 * Any Graveyard-requiring card is nigh-useless in the Macro Deck for obvious reasons.
 * Gorz has little opportunities to come out by his effect, since you will be keeping a Macro or D-Fissure out, and so your field would not be completely clear.
 * Be careful if you choose to play Heavy Storm. If you plan to do so, make sure you're going to end the game, or ensure you have replacements.

There are also several weaknesses. Keep these in mind when building the Deck or Dueling so as to avoid suffering heavily too often.


 * Anything that can destroy Spells and Traps will go after your Macro and D-Fissure.
 * Imperial Iron Wall cuts off the RFG zone, and by extension a majority of the Deck's strategies.
 * Burial From a Different Dimension is capable of circumventing Macro and D-Fissure due to the wording ("return", not "send".)