Monday, 10 March 2014

The Fun Theory Part 16: 777 - Casino Royale

Hey everyone! Apologies for the lack of posts, aside from the hectic school schedule that is dragging me down to a Bottomless Trap Hole now, the large amount of CCAs meetings are also beyond Reasoning. The rest of the time I have are either for resting or trying out new decks on Devpro.

And that's right! Today I will be introducing a deck that I have testing for quite some time now, and if you haven't figured it out from the blog title, it is going to be a "Jackpot 7" based deck. "Jackpot 7" was recently released in the OCG set "Primal Origins" as a Normal Rare with an insane instant win effect that got many players excited.

(image from yugioh wikia)

Name: Jackpot 7
Normal Spell
Effect: Shuffle this card into the Deck. When this card in your possession is sent to the Graveyard by your opponent's card effect: Banish this card. If you have 3 "Jackpot 7" banished by this effect, you win the Duel.

So with this crazy effect, as long as you can induce opponent effects to send this card to the graveyard thrice, it would be an instant win for you. But its a question of how? Your opponent would not possibly help us achieve this win condition, so you would have to make sure that they do so against their will, and without further ado, introducing my newest fun creation, "777 - Casino Royale"!

(Once again, a disclaimer for my readers: Due to Konami separating the OCG and TCG banlist now, I will only be doing deck profiles in accordance to the OCG list, so please do not be surprised if you happen to find any cards that is not legal in the TCG)
* In this deck, all cards are legal in both the OCG and the TCG

Monsters (15):
[3] Dark Scorpion Burglars
[3] Marshmallon
[3] Spirit Reaper
[3] Arcana Force 0 - The Fool
[3] Needle Worm

Spells (16):
[3] Jackpot 7
[3] Upstart Goblin
[3] Creature Swap
[3] Mystic Box
[3] Scapegoat
[1] Reinforcements of the Army

Traps (9):
[3] Reckless Greed
[3] Jar of Greed
[3] Legacy of Yata-Garasu

If you have realised from the decklist above, I did not type out the Extra Deck list. Well, it's not because I'm too lazy to do so or anything, but it's because the Extra Deck is not important for this deck to achieve victory, which means to say that I generally tend to avoid using any cards from the Extra Deck as the effects of my monsters in this deck forms its core competency.

The most important thing to achieve in this deck is to use either "Creature Swap" or "Mystic Box" to transfer control of "Dark Scorpion Burglars" from your side of the field to your opponent's. Then, the follow-up actions would be to attack into this monster and successfully take damage, thus, activating "Dark Scorpion Burglars'" mandatory effect to send a Spell Card from your deck to the graveyard. As the choice of the Spell Card lies with you, you can then send "Jackpot 7" from your deck to the graveyard, and as this counts as being sent to the grave by your opponent's card effect (since the controller of "Dark Scorpion Burglars" is your opponent), it will be banished. All it takes is 3 times for you to achieve victory.

However, I'm sure that many of you will have some burning questions regarding the feasibility of this idea which are as follows:

1) How can you ensure that you can get both "Dark Scorpion Burglars" and "Creature Swap"/"Mystic Box" before your opponent defeats you?

2) What happens if your opponent tribute "Dark Scorpion Burglars", use it as a Synchro Material, or use it to Xyz Summon before you can use its effect thrice?

3) By suiciding your monster into "Dark Scorpion Burglars", aren't you losing field advantage which can be potentially dangerous for your next turn?

4) What happens if you do not have enough lifepoints to suicide your monsters into "Dark Scorpion Burglars"?

5) What do you plan to do before you can set up this combo?

With regards to Question 1, there are a total of 12 draw cards which amounts to a deck thinning potential of 44.1% (this percentage excludes the first 6 cards that you will draw). Although this does not quite amount to 50%, it does come close and provides almost sufficient opportunities to pull of the combo.

For Question 2, such cases are quite hard to predict, but what this deck allows is enough monsters to remain on the field before the combo starts, as cards such as "Marshmallon", "Spirit Reaper" and "Arcana Force 0 - The Fool" cannot be destroyed by battle, thus, they will have the ability to stay alive until you kickstart the combo, then attack with 3 of them, and you would be able to win! Furthermore, 3 copies of "Scapegoat" helps to boost the chance of activating the effect thrice as you can send the goat tokens into "Dark Scorpion Burglars"!

Field advantage for the next turn does not really matter since you will be performing an OTK anyway, but if there is fear of the OTK not working, thus, resulting in a bad situation, do remember that "Marshmallon", "Spirit Reaper" and "Arcana Force 0 - The Fool" cannot be destroyed by battle, so you would still have some form of protection for your next turn. Even if your monsters are fully wiped out, if you managed to draw one of the three "Scapegoats", you will still be relatively safe for your next turn.

The fourth situation is pretty tricky since not having sufficient lifepoints effectively means that your combo is screwed. That is why a backup is required, and this comes in the form of "Needle Worm". By using "Creature Swap" or "Mystic Box" to send "Needle Worm" to your opponent, then waiting for him/her to flip it up, or attacking it yourself, "Needle Worm's" effect will mill 5 cards off the top of your deck which gives you a chance to mill "Jackpot 7" which will banish it with its own effect as well. By the time this happens, your deck should be pretty thin due to all the draw cards used, so the chances of milling "Jackpot 7" will be pretty high!

The answer to the last question is essentially just setting up a wall of "Marshmallon", "Spirit Reaper", and/or "Arcana Force 0 - The Fool" which gives you the protection that you will need before starting your combo!

With all the above questions answered, some of you may have some reservations on the choice of my cards. One would probably be: Why use "Mystic Box" when you are already using "Creature Swap"?

Well the answer is that is: Despite all the draw power and defense that this deck possesses, it will still be pretty tough to draw "Creature Swap" fast and kickstart the combo. Therefore, using "Mystic Box" gives you more room and possibility for an early combo. This card will not be dead as well as you can use it to destroy their monsters and send a "Scapegoat token" to them.

Next, some people may ask why use "Needle Worm" over "Morphing Jar"? And why not both? The answer is that I do not have enough deck space to play both and I do prefer "Needle Worm" over "Morphing Jar" as I don't really like the idea of my opponent refreshing his/her hand.

Well, that's all for today's post! I hope that you have enjoyed this post and hopefully this deck will work for you just like how it has worked for me :) One last piece of advice, if you draw into "Jackpot 7", don't be in a hurry to activate it and send it back to the deck. Instead, set it. You never know if your opponent will use "Mystical Space Typhoon" on it or are running "Artifacts" :)


  1. Excuse me, where do you get your Korean card images from? All the other images I see are either low-quality or watermarked.

    1. I get them from multiple sources on the net, there are many of them around. Maybe you can expand your search scope.