Magical Explosion FTK

A Magical Explosion FTK (First Turn Kill) deck, as the name suggests, is a deck that revolves around the burn effect of Magical Explosion.

While concepts of using Magical Explosion as a key part of an OTK has existed before, it was "completed" to its FTK form by the 1st place winner of Tetsu Champion Ship (held on December 23rd 2007), "Exodia", under the deck name "Dogma Blade."

Monsters: 9

 * 3 Destiny Hero - Dogma
 * 1 Dark Magician of Chaos
 * 1 Elemental Hero Stratos
 * 1 Destiny Hero - Disk Commander
 * 3 Cyber Valley

Spells: 28

 * 1 Hand Destruction
 * 3 Destiny Draw
 * 2 Trade-In
 * 3 Arms Hole
 * 2 Reinforcement of the Army
 * 1 Gold Sarcophagus
 * 1 Magical Stone Excavation
 * 2 Spell Reproduction
 * 1 Giant Trunade
 * 1 Premature Burial
 * 3 Monster Gate
 * 3 Reasoning
 * 1 Dimension Fusion
 * 1 Different Dimension Revival
 * 2 Divine Sword - Phoenix Blade
 * 1 Scapegoat

Traps: 3

 * 1 Call of the Haunted
 * 2 Magical Explosion

How it Works
You simply draw through your Deck, while dumping Spells into your Graveyard until there are 20 or more Spells there. Afterwards, you set your 2 Magical Explosions or 1 Magical Explosion and Special Summon 1 Destiny Hero - Dogma. As soon as the opponents first turn comes, you activate the respective cards.

Cyber Valley is used to recover Magical Explosions in case it drops to the Graveyard, while Divine Sword - Phoenix Blade and Dimension Fusion are used together to gather enough Tributes to Special Summon Destiny Hero - Dogma in case the second Magical Explosion cannot be salvaged.

The other cards are quite self-explanatory, and while it does look daunting and complicated at first, practicing the Deck for no more than two hours will allow the user to get the hang of it.

Pros

 * A one-of-a-kind First Turn Kill with a very high success rate.
 * Easy to learn the Deck.

Cons

 * Cannot be used in the TCG, as Arms Hole, a crucial piece of the deck, is not available.
 * Most of the key cards in the Deck are expensive to buy, such as Dark Magician of Chaos and Arms Hole.
 * As you finish the Duel before you opponent even has a chance to get to his first Main Phase, it practically involves no player interaction at all.
 * As Duel Monsters is a card game, it naturally requires two or more players. This Deck, on the other hand, completely disregards this.
 * While this deck is powerful in a Duel, it can fail in a Match when Magical Explosion is stopped by Quick-Play Spell Cards such as Ring of Defense and Spell of Pain. Furthermore, if your opponent gets to goes first, he has enough time to set various measures to counter Magical Explosion.