Abandon All Hope, Ye Who Enter Here
-| A GUIDE TO TRIBUTE STEELSWARMS |-
- Background -
The Steelswarm is an archetype that was first introduced in the Duel Terminals, rising from the infection of the natives of the Duel Terminal world. Each one of its monsters is supposed to have a counterpart in the "boss" monster of one of the several other DT archetypes. Although they've never been deemed competitively viable, they do have some nice "boss" monsters that are all designed to either gain advantage through destroying/bouncing your opponent's field presence when they're tribute summoned successfully through tributing a Steelswarm monster. For that reason, they're known as the pseudo-monarch archetype.
- Monsters -
The main players of the archetype that can be summoned most successfully and consistently whilst still being able to apply their effects are Steelswarm Girastag and Steelswarm Moth. They're the archetype's counterparts to Caius and Raiza, respectively, with slightly different effects. They share a similar trait to most Steelswarm "bosses" in having 0 DEF. In addition, they're ranked in a hierarchy of levels from 1 to 10. Starting with Mantis at Level 5 with an ATK of 2200, the proceeding member has an additional 200 ATK for each additional Level.
- Steelswarm Girastag:
Monster | DARK | ******* | ATK: 2600 | DEF: 0
Fiend | Effect: You can Tribute Summon this card in face-up Attack Position by Tributing 1 "Steelswarm" monster. When this card is Tribute Summoned by Tributing a "Steelswarm" monster(s): You can target 1 card your opponent controls; send that target to the Graveyard and gain 1000 Life Points.
Instead of banishing, Girastag sends to grave which is worse in most scenarios, but in addition to sending, Girastag gives you +1000 LP and can run over 2500 beaters with its 2600 ATK. Main 3.
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- Steelswarm Moth:
Monster | DARK | ****** | ATK: 2400 | DEF: 0
Fiend | Effect: When this card is Tribute Summoned by Tributing a "Steelswarm" monster: You can pay 1000 Life Points to target up to 2 cards your opponent controls; return those targets to the hand.
Moth, on the other hand, can't spin to deck, but it can bounce which could be +2 if used on Extra Deck monsters or tokens, at the cost of 1000 LP. Main 2-3.
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- Steelswarm Hercules:
Monster | DARK | ********** | ATK: 3200 | DEF: 0
Fiend | Effect: Cannot be Special Summoned. Requires 3 "Steelswarm" Tributes to Normal Summon (cannot be Normal Set). Once per turn: You can pay half your Life Points; destroy all other cards on the field.
Very stringent summoning requirements for a mediocre effect. I'd rather run a Demise OTK deck than run this except in very dedicated builds that abuse the other Steelswarm monsters and Ultimate Offering. Since the other Steelswarm monsters are rather lackluster and Ultimate Offering is limited, I don't see this becoming viable anytime soon. Run 0.
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- Steelswarm Longhorn:
Monster | DARK | ********* | ATK: 3000 | DEF: 0
Fiend | Effect: Once per turn, if this card was Tribute Summoned by Tributing a "Steelswarm" monster(s): You can pay 1000 Life Points to target 1 monster on the field; destroy that target.
Not as stringent as Hercules, but still hard to pull off in many cases. The most reliable way to summon this guy is to tribute a Steelswarm monster you already had on the field since last turn and then SS Steelswarm Cell or bring back Scout, but for the effort, I'd say it's not worth it. Girastag has a better effect that gives you LP. Although if you could help this guy survive for long enough, you could potentially gain advantage each turn through its eff and attacking, provided your opponent is foolish enough to leave his monsters unprotected. Run 0-1.
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- Steelswarm Caucastag:
Monster | DARK | ******** | ATK: 2800 | DEF:
Fiend | Effect: When this card is Tribute Summoned by Tributing 2 "Steelswarm" monsters: Activate 1 of these effects.
● Destroy all monsters on the field, except this card.
● Destroy all Spell and Trap Cards on the field.
This one provides an immediate sem- field clearing effect, useful for finishing it off or when the field is really clogged. Very susceptible to Starlight Road so be careful. I'd say it's a worthwhile consideration at 1, but taking it out leaves room for other goodies. Run 0-1.
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- Steelswarm Mantis:
Monster | DARK | ***** | ATK: 2200 | DEF: 0
Fiend | Effect: When this card is Tribute Summoned by Tributing a "Steelswarm" monster: You can pay 1000 Life Points to target 1 "Steelswarm" monster in your Graveyard; Special Summon that target.
Although this card has a nice effect, it can't be used in conjunction with your normal tribute engine as Scout prevents SSing. Could be run at 1 if you're running Cell. Otherwise, run 0.
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- Steelswarm Scout:
Monster | DARK | * | ATK: 200 | DEF: 0
Fiend | Effect: At the start of your Main Phase 1, if you control no Spell/Trap Cards: You can Special Summon this card from your Graveyard. You cannot Special Summon another monster(s) the turn you activate this effect. While this card is face-up on the field, it cannot be Tributed, except for the Tribute Summon of a "Steelswarm" monster, and cannot be used as a Synchro Material Monster.
The backbone of the tribute engine. Restrictive recursion that limits SS that must be used for Steelswarm monsters. If the SS clause wasn't there, this card would be potentially amazing, but alas, as it is, it only meets the bare minimum requirements for being necessary. Run 2-3.
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- Steelswarm Cell:
Monster | DARK | * | ATK: 0 | DEF: 0
Fiend | Effect: If you control no monsters, you can Special Summon this card (from your hand). While this card is face-up on the field, it cannot be Tributed, except for the Tribute Summon of a "Steelswarm" monster, and cannot be used as a Synchro Material Monster.
Can easily be recycled or even used for the 2+ tribute Steelswarm monsters, but only should be run to increase consistency of tribute engine. Run 0-2.
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- Non-Archetype Monsters -
- Armageddon Knight:
Monster | DARK | **** | ATK: 1400 | DEF: 1200
Warrior | Effect: When this card is Summoned: You can send 1 DARK monster from your Deck to the Graveyard.
The main dumper (lol) if you opt out of running Dark Grepher, which I think is a smart choice considering how much of a disadvantage Grepher is. This is essentially Swap Frog with a slightly weaker effect. Run 2-3.
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- Mystic Tomato:
Monster | DARK | **** | ATK: 1400 | DEF: 1100
Plant | Effect: When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 DARK monster with 1500 or less ATK from your Deck, in face-up Attack Position.
Useful for summoning Armageddon Knight or directly bringing out Scout. Run 0-2.
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- Dark Armed Dragon:
Monster | DARK | ******* | ATK: 2800 | DEF: 1000
Dragon | Effect: Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having exactly 3 DARK monsters in your Graveyard, and cannot be Special Summoned by other ways. You can banish 1 DARK monster from your Graveyard to target 1 card on the field; destroy that target.
A nice addition that can come out of nowhere and blow up the field for GG. Run 0-1 (if only you could run more...)
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- Cardcar D:
Monster | EARTH | ** | ATK: 800 | DEF: 400
Machine | Effect: Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned this turn: You can Tribute this card; draw 2 cards, then it becomes the End Phase of this turn. You cannot Special Summon during the turn you activate this effect.
Useful for speeding up slower hands and gather the cards you need. Although if you are, maybe run more traps for a control variant or your triple threat stopper a la Gorz/Trag/Trag. Run 0-2.
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In addition to the aforementioned monsters, there is the Tour Guide engine and the Gorz/Trag/Trag combination that you can use to further supplement your line-up. I personally prefer the latter as it is more useful for protecting yourself when left exposed. Plus, Trag really shines in a deck that plays more conservative grind matches that this archetype specializes in.
Despite their similarities to Monarchs, they're not quite as good as the ONLY form of recursion they can reliably use is Steelswarm Scout, a pseudo Treeborn Frog that summons itself at the beginning of your Main Phase 1 (thus preventing you from using any form of chainable shenanigans). In addition to its lack of versatility, it can only be used for the tribute summon of other Steelswarm monsters, and on top of that, it prevents any kind of Special Summoning after its own Special Summon resolves successfully. This might seem like too much of a hindrance, but its the support cards of the archetype that really allow the "boss" monsters to shine.
- Support -
The usable support exists in the form of Infestation cards, alluding to the infestation that the arrival of the Steelswarm has caused throughout the DT world, corrupting everything in its path. The main cards are: First Step Towards Infestation, Infestation Pandemic Infection, and Infestation Wave, two Quick-Play spells and a trap, respectively. As the archetype favors less S/T setting on field because of Steelswarm Scout, it's absolutely vital that everything you play can either be reactive to either player's moves or played at anytime.
- First Step Towards Infestation:
Spell | Quick-Play
Return 1 face-up Tribute Summoned "Steelswarm" monster you control to the hand; draw 1 card.
First Step Towards Infestation is a themed Compulsory which bounces your tributed "boss" monster to allow for a draw. This is useful for protecting your monster and serves as a mini draw engine as well as allowing for your monster to be reused next turn.
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- Infestation Wave:
Trap | Normal
Return 1 face-up Tribute Summoned "Steelswarm" monster you control to the hand to target 1 card your opponent controls; destroy that target.
Infestation Wave is similar to First Step, except it differs in being a trap that allows you to destroy a card your opponent controls instead of providing a draw, which can be very useful if timed right.
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- Infestation Pandemic Infection:
Spell | Quick-Play
This turn, all "Evilswarm" and "Steelswarm" monsters you control are unaffected by the effects of other Spell and Trap Cards.
Infestation Pandemic Infection, however, does not bounce or provide a direct form of advantage. Instead, it serves as a themed Foribbden Lance without the downside. I personally find this card to be less useful than just maining 3 MST and the other two support cards.
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- Non-Archetype Support -
- Recurring Nightmare:
Spell | Normal
Select 2 DARK monsters with 0 DEF in your Graveyard and return them to your hand.
Helps recycle your dead guys as a +1. Run 2-3.
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- Allure of Darkness:
Spell | Normal
Draw 2 cards, then banish 1 DARK monster from your hand, or, if you don't have any in your hand, send all cards in your hand to the Graveyard.
Definitely required at 1 to speed up slower hands. If only you could run 3...
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- Upstart Goblin:
Draw 1 card, then your opponent gains 1000 Life Points.
Speeds through deck. Run 0-3.
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- Deck Devastation Virus:
Trap | Normal
Tribute 1 DARK monster with 2000 or more ATK; check your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less ATK.
Useful for a control variant, although to be honest, I don't see many decks that can run threatening monsters with those stats. Run 0-2.
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- Eradicator Epidemic Virus:
Trap | Normal
Tribute 1 DARK monster with 2500 or more ATK, and choose Spell Cards or Trap Cards; check your opponent's hand, all Spell/Trap Cards they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all cards of the chosen type.
Man, this card makes me... ahem, quite mentally erected with the ideas of how to abuse the hell out of our used monsters. Quite useful for a control variant, provided your build can bring out Girastag consistently enough. Run 0-2.
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- Reckless Greed:
Draw 2 cards and skip your next 2 Draw Phases.
Useful for speeding up through your deck. Run 0 or 3.
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Sample Decklist
1. Desolation by AsianGuy1137 - 10/31/12 (still being tested)
- Monsters -
- 20 -
1 | Steelswarm Caucastag
3 | Steelswarm Girastag
3 | Steelswarm Moth
2 | Steelswarm Scout
2 | Steelswarm Cell
3 | Armageddon Knight
2 | Maxx "C"
2 | Tragoedia
1 | Gorz the Emissary of Darkness
1 | Dark Armed Dragon- Spells -
- 15 -
3 | First Step Towards Infestation
3 | Recurring Nightmare
3 | Mystical Space Typhoon
2 | Pot of Duality
1 | Allure of Darkness
1 | Monster Reborn
1 | Dark Hole
1 | Heavy Storm- Traps -
- 5 -
3 | Infestation Wave
2 | Torrential Tribute===============
- Replays -
First Variant:
Tests 1-9Thank you for reading!