This game can be lovingly sitcom-ish at times, can't it? Formats can be their own season with the decks sort of like TV shows, and the players the stars. We're all looking for our new favorite show all the time – it's the nature of the game – but often we find ourselves returning to the classics; reliving our favorite moments again and again in a sort of infinite syndication.

Imagine if you could watch Full House every day at any point whenever you wanted – that's essentially what playing your favorite deck is. Sometimes though, a deck can be so ubiquitous, so central to the game's overall state that it practically becomes the game for a period of time, much like a TV network can be carried by one show for a long time. I bet you know what I'm talking about, right?

Everybody Loves Goat Control
That statement is, like, the most truthiest over-simplification I could ever write. Next year will be the 10th anniversary of Goat Control and people are still not over that deck. Seriously, tournaments are still held in that Format today. It's considered by many to be the most skillful period in the history of the game. People long for a format where skill beats out sack and because of that, everyone longs for a Goaty-er time.

The original Goat Control is impossible to replicate here and now because two of the deck's most crucial cards – Metamorphosis and Thousand-Eyes Restrict – are still 100% Forbidden. However, Goat Control as a name has been adopted by any deck that still retains the essence of the original strategy. Today's deck is totally Goat Control in spirit but strangely enough, it was made possible by new cards totally unrelated to Scapegoat.

Duelist Alliance gave us a kickin' new card called Hippo Carvival. I know that right off the bat, it doesn't really sound cool, but it is. Think of it as Scapegoat's cousin, so to speak. It'll put three Hippo Tokens on the field that can't be Tributed. While the Hippo Tokens are on the field, you can't Special Summon monsters from the Extra Deck. It sounds like a ton of restrictions but it gets better. What makes Hippo Carnival so versatile is the fact that it's a Quick-Play spell and during the turn that you Special Summon them to the field, your opponent can only attack the Tokens. Hippo Carnival gives you an impenetrable shield that'll shield any monster you have from opposing attacks for one turn, guaranteed.

That whole "no Extra Deck" thing is still probably not looking too good in your books, but believe me when I say that you find good use for those Tokens quickly. Let me throw the deck list your way and we can paint a better picture of what the strategy looks like after that point.

DECKID=101151This deck excels at two things in particular: A) doing fun things with tokens, and B) drawing you a metric crap ton of cards off of Supply Squad. It's strange, really. Most of the time, control decks have big issues with maintaining card presence while controlling the board but with this deck it's totally different. In fact, I've actually lost some duels from decking myself out because I was making way too much bank off of Supply Squad.

Any deck where destroying your own monsters plays a big part in the overall strategy can really make use of Supply Squad. I can say without a doubt that Hippo Goat Control totally rocks at blowing its own crap up – to the point that sometimes your opponent doesn't even have to!

A Tight-Knit Cast
Your small monster line-up gives a great glimpse into how this strategy's supposed to work. Nefarious Archfiend Eater of Nefariousness is a really cool new monster that debuted alongside Hippo Carnival in Duelist Alliance. If Archfiend Eater's in your graveyard at the end of your opponent's turn, you can destroy a monster you control and Special Summon Archfiend Eater from your graveyard. Normally you wouldn't be advocating the destruction of your own monsters, but when they're just tokens it's kind of a different story. And Archfiend Eater's not only just omnipresent on the field, but it's a stream of revenue for Supply Squad.

You're running Summoner Monk because of the massive amounts of synergy it shares with key cards. You're chiefly playing Level 4 monsters and you have 21 spells in the Main Deck. Summoner Monk, being a Spellcaster, also works well with Nefarious Archfiend Eater of Nefariousness's ability to Special Summon itself from your hand if you control a Spellcaster.


Chain Dog's the last piece of your monster puzzle. This deck's practically all Beast all the time, and Chain Dog takes advantage of that. It's not rare to find yourself making Rank 4 after Rank 4 because of this card; Chain Dog's Special Summon requirements of two Beast monsters on the field actually isn't difficult to achieve. With Chain Dog and Summoner Monk, it's possible to crank out two or three Xyz Monsters each turn.

To keep your number of Beast-type monsters balanced, you'll have to make sure that you're putting Beast Xyz Monsters on the field – which means Diamond Dire Wolf. This deck's incredibly well suited to Dire Wolf's unique abilities. Since it needs to destroy a specific type of monster to use it's effect, most players just end up popping Dire Wolf itself, but in a deck that's loaded down with free Beasts you can leave Dire Wolf to do its job and just pop a token instead. With Supply Squad on the field you're practically getting a free card every turn in exchange for destroying your opponent's stuff, and that little combo can swing the balance of a game very easily.

...And That Spells Defeat!
I'm really not sure if I've ever written an article on a deck that has so many spells and traps before. Usually, I'm a relatively monster-happy guy when it comes to the decks I play, but this strategy gets to its monsters so efficiently that I never find myself wanting more. And believe it or not, you rarely end up with dead hands because of spell clogging either. Everything here is played because of its high utility, or its direct synergy with your Sheep Tokens and Hippo Tokens. Creature Swap can be a major game changer depending on the deck you're facing. I've found that if you turn an opponent's El Shaddoll Winda against them, it can really change the pace of the duel and tilt things in your favor. Depending on how many Life Points your opponent has left, you can always just turn a token to attack position, Creature Swap it away, and have a clear shot at your opponent's remaining LP.

If you don't want your opponent's monster for yourself, you can just ship it back to the deck with the incredibly token-friendly Rush Recklessly' rel=" Rush Recklessly">Super Rush Recklessly. This normal trap is one of those cards that'd be super popular if it weren't type-specific: you target a Beast you control and an opposing monster, destroy yours, and send theirs back to the deck. Non-destruction spot removal is incredibly valuable right now and Rush Recklessly' rel=" Rush Recklessly">Super Rush Recklessly excels at it to no end.


Plus it triggers Supply Squad. You get to trade in a token and Rush Recklessly' rel=" Rush Recklessly">Super Rush Recklessly itself to nix an opposing monster and pull a free card from your deck if you have Supply Squad out – more cards if your have more Squads. It's incredibly unfair when you think about it.

To me, this deck's appeal rest in its ability to go toe-to-toe with your opponent despite its unassuming looks. It really, really looks like it's supposed to suck, but it's actually quite competitive. It's the pool shark of Yu-Gi-Oh, you know? Don't let it bust your balls.

Alright, Buck. Where's The Bang?
This one's, like, $70 – maybe a little more depending on the week. It's a deck full of common cards without any big ticket Rank 4's in the Extra Deck, and that makes it really approachable.

There's a ton of room for growth in this strategy both in terms of deck building and wallet thinning! It's worth exploring and it's a worthy successor to the original Goat Control's legacy. Play around with it and let me know what you think. Maybe you've got your own build? I'd love to hear about it in the comments!

-Zach Buckley
Team Nofatchx