Forum:Mazera Deville Deck ~~ Please Comment!

I came across my little brother's old trade binder he used to use, and I came across a card that caught my intrest. As the title says, that card was Mazera DeVille. It has a reasonably difficult Summoning condition, but when you bring him out, he discards 3 random cards from your opponent's hand, at no cost!! That could be deadly, ripping Honests and Kaluts form your opponent's hand before they can say "Mikazukinoyaiba".

The deck is based on getting DeVille out in a matter of turns, and ripping the opponents opening hand to shreads before they make their move. For example, an extremely lucky opening hand could be:


 * Summon Summoner Monk in Defence Position.
 * Special Summon Warrior of Zera from the deck.
 * Discard Archfiend General to search Pandemonium.
 * Activate Pandemonium.
 * Tribute Warrior of Zera for Mazera DeVille, discard 3 cards before the opponent even has a turn.

That is what the deck is going for, usually within the opening turns of a duel.

Monsters: First comes DeVille, since he shreds the opponent's hand and can be a 2800 beatstick afterwards. Next comes Warrior of Zera, obviously to bring out DeVille. Summoner Monk is one of the deck's key cards, dumping a dead Terraforming or Pandemonium to grab Zera. Sangan searches Monk, and so does Mystic Tomato. Archfiend General lets me pick a Pandemonium to my hand, and Dark Resonator is a Fiend Tuner monster. Tragodia is a back-up Fiend, and can steal Level 8 monsters when DeVille is a dead draw.

Spells: Pandemonium is the Field Spell, and its here to allow Mazera to play. Cold Wave, MST, and Giant Trunade clear the field, and Trunade puts Spells and Traps in an opponent's hand for my ace monster to feed off of. Gold Sarcophagus is slow, but it can fetch DeVille or any other needed card. Smashing Ground takes care of big monsters that my Demons can't, and Reinforcements of the Army grabs Zera. Allure of Darkness adds speed, and Silent Doom grabs Zera for a quick transformation.

Traps: Drastic Drop Off is for when DeVille just ripped their hand away, and they're looking for a way out. I'm not going to give them that way out. Call of the Haunted brings back stuff, while Trap Stun prevents my big boy from getting hit by any rude cards. Trap Dustshoot is here for right before I summon DeVille, to pick another card from my opponents hand, and get a look at what they're about to lose.

Please give suggestions on how to improve this deck!--Akiza Izayoi 01:09, December 19, 2009 (UTC)