I've been fucking around with the idea of combining Gladiator Beasts with Fire Fist monsters. I've been testing a bunch of different builds and different methods of making the deck work and I've come to the decklist I think works best:
MONSTERS:
Gladiator Beast Laquari x3
Gladiator Beast Darius x3
Gladiator Beast Andal x3
Gladiator Beast Bestiari 1
Rescue Rabbit x2
Effect Veiler x2
Brotherhood of the Fire Fist- Bear x1
Brotherhood of the Fire Fist - Gorilla x1
SPELLS:
Fire Formation - Tenki x3
Fire Formation - Tensu x2
Mystical Space Typhoon x2
Pot of Duality x2
Monster Reborn x1
Heavy Storm x1
Dark Hole x1
TRAPS:
Gladiator Beast's War Chariot x2
Fire Formation - Tenken x2
Fire Formation - Tensen x2
Bottomless Trap Hole x2
Compulsory Evacuation Device x2
Solemn Warning x1
Solemn Judgment x1
Starlight Road x1
EXTRA DECK:
Gladiator Beast Essedarii x2
Gladiator Beast Heraklinos x1
Gladiator Beast Gyazarus x1
Brotherhood of the Fire Fist - Tiger King x2
Brotherhood of the First Fist - Cardinal Commander x1
Shock Master x1
Gagaga Cowboy x1
Maestroke x1
Gem Knight Pearl x1
Photon Butterfly x1
Blackship of Corn x1
Steelswarm Roach x1
Stardust Dragon x1
================================================
The deck is easily Tier 2, possibly high Tier 2. The addition of Fire Formation cards being generic Beast-Warrior support makes the deck a lot more viable, and the addition of actually being able to MAKE something out of the Andals helps as well. Tiger King first turn with a Tensen and a Tenken set is a really good way to open, since all of the Fire Formation stuff is chainable, and if they kill Tiger King, you can chain all your cards and then get his floater effect off.
Tenki makes Proving Ground pointless. I tried playing Proving Ground along with Tenki but having 6 ROTAs doesn't help and just clogs your hand with monsters. The deck plays really heavy backrow, and playing with lots of monsters in hand fucks up your plays. Most of the time you don't even need all 3 Tenkis, and most of the time Tenki is just used to get Bear or Gorilla.
Why only 1 Bear? 3 gets way too cloggy. The point of the deck is to abuse the Glads, not the Fire Fists. The Fire Fists are just the cherry on top that add to the mix. Bear is only needed because he can get toolboxed and its effect only really needs to go off once. I'm not trying to do a bunch of fancy shit where I blow stuff up and then set things and try and do all these flashy plays. I'm not here to be flashy, I'm here to beat face.
The same reasoning goes with Gorilla at 1.
Let me know what y'all thnk.
Showing posts with label profile. Show all posts
Showing posts with label profile. Show all posts
Tuesday, March 12, 2013
Sunday, January 6, 2013
Thoughts on playing Evols
I decided after a failed attempt at tins that I would try and make an Evol deck. They're really cheap, they look cool, and the extra deck cards are easy to find and trade for. So I made one, messed with it, fussed with it, and made it on YGOpro.
I love the damn thing.
I'm still learning the plays and getting used to how the deck runs, and what cards do what, but I had a ton of fun with it, and I'm definetly gonna make it in real life once I get all the cards in my possesion, which won't be hard at all. Almost all the cards are either commons or rares.
Even the Xyz monsters wont be hard to get. I'm making a Solda build, primarily, because Solda is just a cool looking motherfucker.
Look how sexy he is.
Also primarily because he pretty much does Laggia's job for him and then some. He stops inherent special summons and cant be blown up by card effects when he has material, which means he stops Torrentials, Dark Hole, Mirror Forces, Bottomless, Ryko, Snowman, and a bunch of other shit. I love him. 10/10.
But they deck is really cool. I've always been a control player and I love how the deck offers that level of control.
As for the downsides to the deck, there are a lot of them. If you draw a hand of nothing but Eliases and Darwinos then you better hope you draw Evo-Diversity or draw into a Najasho because if you don't you're gonna get spanked, and hard. The other downside is that if you don't draw into your good evoltiles or evolsaurs first few turns you're going to get your ass handed to you. It's a rare occasion, but it will happen where you're draw absolute garbage. The deck does that more often then I'd like it to, but that's also why were running Dualitys in the deck.
I'll post a deck list once I feel like I have one perfected, or at least to my liking. It's not gonna replace madolche, but I really do like it.
More to come later.
I love the damn thing.
I'm still learning the plays and getting used to how the deck runs, and what cards do what, but I had a ton of fun with it, and I'm definetly gonna make it in real life once I get all the cards in my possesion, which won't be hard at all. Almost all the cards are either commons or rares.
Even the Xyz monsters wont be hard to get. I'm making a Solda build, primarily, because Solda is just a cool looking motherfucker.
Look how sexy he is.
Also primarily because he pretty much does Laggia's job for him and then some. He stops inherent special summons and cant be blown up by card effects when he has material, which means he stops Torrentials, Dark Hole, Mirror Forces, Bottomless, Ryko, Snowman, and a bunch of other shit. I love him. 10/10.
But they deck is really cool. I've always been a control player and I love how the deck offers that level of control.
As for the downsides to the deck, there are a lot of them. If you draw a hand of nothing but Eliases and Darwinos then you better hope you draw Evo-Diversity or draw into a Najasho because if you don't you're gonna get spanked, and hard. The other downside is that if you don't draw into your good evoltiles or evolsaurs first few turns you're going to get your ass handed to you. It's a rare occasion, but it will happen where you're draw absolute garbage. The deck does that more often then I'd like it to, but that's also why were running Dualitys in the deck.
I'll post a deck list once I feel like I have one perfected, or at least to my liking. It's not gonna replace madolche, but I really do like it.
More to come later.
Sunday, December 30, 2012
My thoughts while trying to effectively build a Madolche side deck
So, basically, I've decided that now has come the time in my competitive Yu-Gi-Oh career where I need to start really dedicating time to Side Decking. This is essentially a live (or close to live) post documenting my thought process to this. I might as well write it somewhere.
==================================================
Goal: To make my deck less susceptible to the game design flaw known as "The Gayness"
Decks in the meta that are heavily infected with "The Gayness" in order of level of infection:
Dino Rabbit
Six Samurai
Dark World
Inzektors
Wind-Ups
Chain Burn
Dino Rabbit. What the fuck kills it?
Snowman Eater kills Laggias
Summon Limit because lol
Effect Veiler stops Rescue Rabbits
Third Compulse because haha no
Mirror of Oaths fucks up their shit
Imperial Iron Wall because KNOCK IT THE FUCK OFF
Six Sams. What the fuck kills them?
Gozen Match. Aint that just a BITCH
Summon Limit. AINT THAT A BITCH.
Torrential Tribute ruins lives and makes children cry
Chain Disappearance on Grandmasters and Kizans, Kizans, and Kagemushas
Warrior Elimination. Die. Die horribly.
Kinetic Soldier for lulz
Mind Crush because ROTA and smoke signal are fucking stupid
Dark World. What the fuck kills them?
D.D. Crow wrecks shit
Gemini Imps. ALL UP IN THIS BITCH.
Shadow Imprisoning Mirror because I'm sick of your SHIT
Debunk. Eh.
Different Dimension Ground. It's a temporary Macro Cosmos. I can dig it.
D. Prison. FUCK OUT OF HERE.
Neko Mane King because LOL U MAD
Chain Disappearance the Grapha. HAHAHAHAHAHAHA
Royal Prison stops shit
Inzektors. What the fuck kills them?
Shadow Imprisoning Mirror for win
Veiler their Dragonfly and ain't shit getting done
D.D. Crow the hornet. D.D. CROW IT.
Really Eternal Rest. Game, sir.
Wind-Ups. What the fuck kills them?
Torrential Tribute. Boom
Summon Limit. GOOD GAME SIRS.
Gozen Match. Y'all crazy.
Effect Veiler for Rat and Zenmaity and other stupid shit
Chain Disappearance for Magicians and Rats and STUPID SHIT
Chain Burn. What the fuck Stops it?
Des Wombat. GG, sir.
Nature's reflection. G.G. SIR.
General decent side deck shit:
Imperial Iron Wall
Royal Decree
Royal Prison
==================================================
Okay, so now I gotta figure out what cards are most useful and most versitile.
Summon Limit, obviously. x2 of the shit. probably use it to replace the compulses, depending on the match-up
Shadow Imprisoning x2, more than likely.
I have two monster slots that are interchangable. Those can be filled with Veilers, Crows, and Snowman Eaters
Chain Disappearance x2. definetly. 4 slots left.
Nature's Reflection for Burn x2, 3 Gozen match, Neko Mane King?
Summon Limit stops most of the things that I'd require Torrential for, but i really want to use Neko Mane King, and if i don't draw into him it fucks everything up. He ruins Dark Worlds.
If I'm running Shadow Imprisoning Mirror then I don't really need the Crows for Dark Worlds, plus silver sentinel kills grapha as is
okay so Crows are out, Nekos are in.
Wait. But Gozen and Summon Limit are now stopping the same damn things.
Gozen stops Wind-Ups, Samurai, and Rabbit, but thats what Summon Limit is supposed to do, too. But which is better?
Gozen Match stops Sams from spamming, but they can still go Kagemusha into Kizan and then go into Barkion, at which point I'm pretty much fucked, but if I use Summon Limit they can't do that. But, if I have Summon Limit they can still bring out Grandmaster and swing over my shit, but Nagatama can't do shit to Queen, but at the same time they can just bring out all their stupid the next turn, and Gozen would stop them going into Shien with Kagemusha and Kageki.
Gozen Match also acts as a Summon Limit to Wind-Ups and to Rabbit, plus Summon Limit doesn't really do anything to Dark Worlds, Dragons, Inzektors, and the like, so I guess Summon Limit is being taken out for triple Gozen Match.
Okay now I have:
Gozen Match x3
Snowman Eater x2
Effect Veiler x2
Neko Mane King x2
Shadow Imprisoning Mirror x2
Nature's Reflection x2
Chain Disappearance x2
Which gives me a total of 15.
Okay, so what are each of these things stopping?
Gozen - Wind-Ups, Rabbit, Samurai, Dragons
Snowman Eater - Rabbit
Effect Veiler - Wind-Ups, Rabbit, Inzektors
Neko Mane King - Dark Worlds, Inzektors
Shadow Imprisoning Mirror - GKs, Dragons, Inzektors, Dark Worlds
Nature's Reflection - Burn
Chain Disappearance - Rabbit, Inzektors, Wind-Ups, Samurai
So from what I'm seeing I have a lot of hate against Rabbit, Samurai, and Wind-Ups, which are probably going to be my biggest problems. Dark Worlds are equally hate-able, but that's why I have Neko Mane and Shadow Imprisoning.
Snowman Eater seems to be the weakest link in this. It only works against one deck. Maybe I replace it with Rykos? Then they could serve the same purpose, give me targets for Queen, and force Lightpulsar to miss timing.
Yeah except if I mill Magileines or Messengelatos I'm screwed. What else can Snowman Eaters serve?
They're mainly useful against Dinos, but they don't do shit against Dragons.
Actually, Chaos Trap Holes could work. They stop Dragons, Dark Worlds, GKs, Inzektors, and remove the shits from play, plus they could be easily sided in in place of Solemn Warnings.
I also have that one straggler space, so I could side in mass elimination spells.
So
System Down x1
Chaos Trap Hole x2
Gozen Match x2
Chain Disappearance x2
Nature's Reflection x2
Effect Veiler x2
Neko Mane King x2
Snowman Eater x2
Shadow Imprisoning Mirror x2
Leaving me with 15
So this deck now counters Gadgets, Geargia, Agents, Dragons, Inzektors, Rabbit, Dark World, GKs, Burn, Wind-Ups, and Samurai
Pretty fuckin' good, if i do say so myself.
==================================================
Goal: To make my deck less susceptible to the game design flaw known as "The Gayness"
Decks in the meta that are heavily infected with "The Gayness" in order of level of infection:
Dino Rabbit
Six Samurai
Dark World
Inzektors
Wind-Ups
Chain Burn
Dino Rabbit. What the fuck kills it?
Snowman Eater kills Laggias
Summon Limit because lol
Effect Veiler stops Rescue Rabbits
Third Compulse because haha no
Mirror of Oaths fucks up their shit
Imperial Iron Wall because KNOCK IT THE FUCK OFF
Six Sams. What the fuck kills them?
Gozen Match. Aint that just a BITCH
Summon Limit. AINT THAT A BITCH.
Torrential Tribute ruins lives and makes children cry
Chain Disappearance on Grandmasters and Kizans, Kizans, and Kagemushas
Warrior Elimination. Die. Die horribly.
Kinetic Soldier for lulz
Mind Crush because ROTA and smoke signal are fucking stupid
Dark World. What the fuck kills them?
D.D. Crow wrecks shit
Gemini Imps. ALL UP IN THIS BITCH.
Shadow Imprisoning Mirror because I'm sick of your SHIT
Debunk. Eh.
Different Dimension Ground. It's a temporary Macro Cosmos. I can dig it.
D. Prison. FUCK OUT OF HERE.
Neko Mane King because LOL U MAD
Chain Disappearance the Grapha. HAHAHAHAHAHAHA
Royal Prison stops shit
Inzektors. What the fuck kills them?
Shadow Imprisoning Mirror for win
Veiler their Dragonfly and ain't shit getting done
D.D. Crow the hornet. D.D. CROW IT.
Really Eternal Rest. Game, sir.
Wind-Ups. What the fuck kills them?
Torrential Tribute. Boom
Summon Limit. GOOD GAME SIRS.
Gozen Match. Y'all crazy.
Effect Veiler for Rat and Zenmaity and other stupid shit
Chain Disappearance for Magicians and Rats and STUPID SHIT
Chain Burn. What the fuck Stops it?
Des Wombat. GG, sir.
Nature's reflection. G.G. SIR.
General decent side deck shit:
Imperial Iron Wall
Royal Decree
Royal Prison
==================================================
Okay, so now I gotta figure out what cards are most useful and most versitile.
Summon Limit, obviously. x2 of the shit. probably use it to replace the compulses, depending on the match-up
Shadow Imprisoning x2, more than likely.
I have two monster slots that are interchangable. Those can be filled with Veilers, Crows, and Snowman Eaters
Chain Disappearance x2. definetly. 4 slots left.
Nature's Reflection for Burn x2, 3 Gozen match, Neko Mane King?
Summon Limit stops most of the things that I'd require Torrential for, but i really want to use Neko Mane King, and if i don't draw into him it fucks everything up. He ruins Dark Worlds.
If I'm running Shadow Imprisoning Mirror then I don't really need the Crows for Dark Worlds, plus silver sentinel kills grapha as is
okay so Crows are out, Nekos are in.
Wait. But Gozen and Summon Limit are now stopping the same damn things.
Gozen stops Wind-Ups, Samurai, and Rabbit, but thats what Summon Limit is supposed to do, too. But which is better?
Gozen Match stops Sams from spamming, but they can still go Kagemusha into Kizan and then go into Barkion, at which point I'm pretty much fucked, but if I use Summon Limit they can't do that. But, if I have Summon Limit they can still bring out Grandmaster and swing over my shit, but Nagatama can't do shit to Queen, but at the same time they can just bring out all their stupid the next turn, and Gozen would stop them going into Shien with Kagemusha and Kageki.
Gozen Match also acts as a Summon Limit to Wind-Ups and to Rabbit, plus Summon Limit doesn't really do anything to Dark Worlds, Dragons, Inzektors, and the like, so I guess Summon Limit is being taken out for triple Gozen Match.
Okay now I have:
Gozen Match x3
Snowman Eater x2
Effect Veiler x2
Neko Mane King x2
Shadow Imprisoning Mirror x2
Nature's Reflection x2
Chain Disappearance x2
Which gives me a total of 15.
Okay, so what are each of these things stopping?
Gozen - Wind-Ups, Rabbit, Samurai, Dragons
Snowman Eater - Rabbit
Effect Veiler - Wind-Ups, Rabbit, Inzektors
Neko Mane King - Dark Worlds, Inzektors
Shadow Imprisoning Mirror - GKs, Dragons, Inzektors, Dark Worlds
Nature's Reflection - Burn
Chain Disappearance - Rabbit, Inzektors, Wind-Ups, Samurai
So from what I'm seeing I have a lot of hate against Rabbit, Samurai, and Wind-Ups, which are probably going to be my biggest problems. Dark Worlds are equally hate-able, but that's why I have Neko Mane and Shadow Imprisoning.
Snowman Eater seems to be the weakest link in this. It only works against one deck. Maybe I replace it with Rykos? Then they could serve the same purpose, give me targets for Queen, and force Lightpulsar to miss timing.
Yeah except if I mill Magileines or Messengelatos I'm screwed. What else can Snowman Eaters serve?
They're mainly useful against Dinos, but they don't do shit against Dragons.
Actually, Chaos Trap Holes could work. They stop Dragons, Dark Worlds, GKs, Inzektors, and remove the shits from play, plus they could be easily sided in in place of Solemn Warnings.
I also have that one straggler space, so I could side in mass elimination spells.
So
System Down x1
Chaos Trap Hole x2
Gozen Match x2
Chain Disappearance x2
Nature's Reflection x2
Effect Veiler x2
Neko Mane King x2
Snowman Eater x2
Shadow Imprisoning Mirror x2
Leaving me with 15
So this deck now counters Gadgets, Geargia, Agents, Dragons, Inzektors, Rabbit, Dark World, GKs, Burn, Wind-Ups, and Samurai
Pretty fuckin' good, if i do say so myself.
Friday, December 14, 2012
Gravekeper's Deck Profile
It's the Christmas season, so naturally, I have no goddamn clue what I want. Instead of getting something expensive, I decided to try that I might as well use the opportunity to build one of the decks I've been fucking around with, and I decided to use Gravekeepers, since the other decks I would try and build are relatively more expensive. This is the decklist I ended up with:
Monsters: 20
Gravekeeper's Descendant x3
Gravekeeper's Recruiter x3
Gravekeeper's Spy x3
Gravekeeper's Commandant x3
Gravekeeper's Guard x2
Gravekeeper's Assailant x2
Gravekeeper's Spear Soldier x2
Gravekeeper's Chief x1
Spirit Reaper x1
Spells: 10
Necrovalley x3
Gravekeeper's Stele x2
Mystical Space Typhoon x2
Royal Tribute x2
Allure of Darkness x1
Traps: 10
Bottomless Trap Hole x2
Seven Tools of the Bandit x2
Magician's Circle x2
Solemn Warning x2
Solemn Judgment x1
Mirror Force x1
--------------------------------------------------------------------------------------------------------
As for why Chief is in the deck, I use him primarily as a beatstick, and also because of his effect to special out the same Gravekeeper that was used to tribute for him. I don't use him to unlock my own Graveyard, but he can be brought out with Magician's Circle and he's useful for when your opponent has something moderately big and you can't swing over it.
I don't run Wonder Wand primarily because I don't own one, but if I did I would probably test it out in place of Allue of Darkness. It's generally better because it gives an attack boost and it can be used to get rid of Recruiter and essentially get 3 cards to your hand, which is pretty damn valuable.
I'll post some more when finals are done with.
Monsters: 20
Gravekeeper's Descendant x3
Gravekeeper's Recruiter x3
Gravekeeper's Spy x3
Gravekeeper's Commandant x3
Gravekeeper's Guard x2
Gravekeeper's Assailant x2
Gravekeeper's Spear Soldier x2
Gravekeeper's Chief x1
Spirit Reaper x1
Spells: 10
Necrovalley x3
Gravekeeper's Stele x2
Mystical Space Typhoon x2
Royal Tribute x2
Allure of Darkness x1
Traps: 10
Bottomless Trap Hole x2
Seven Tools of the Bandit x2
Magician's Circle x2
Solemn Warning x2
Solemn Judgment x1
Mirror Force x1
--------------------------------------------------------------------------------------------------------
As for why Chief is in the deck, I use him primarily as a beatstick, and also because of his effect to special out the same Gravekeeper that was used to tribute for him. I don't use him to unlock my own Graveyard, but he can be brought out with Magician's Circle and he's useful for when your opponent has something moderately big and you can't swing over it.
I don't run Wonder Wand primarily because I don't own one, but if I did I would probably test it out in place of Allue of Darkness. It's generally better because it gives an attack boost and it can be used to get rid of Recruiter and essentially get 3 cards to your hand, which is pretty damn valuable.
I'll post some more when finals are done with.
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Friday, November 30, 2012
Agents Build
I'm fucking around with a build of Agents and its probably gonna end up being my main build. I've been running it online and once it's done I'll start running it locally. It's not anything amazing but it wins and I like the control it offers me.
I decided to go for a more control oriented build. A lot of Agent decks I've seen tend to try and run an aggro or spam strategy, and after many builds of attempting that I've decided to go heavily stun-oriented.
==========================================================
MONSTERS: 20
The Agent of Creation - Venus x3
Mystical Shine Ball x3
The Agent of Mystery - Earth x2
Master Hyperion x2
Herald of Orange Light x2
Nova Summoner x2
Archlord Kristya x2
Hecatrice x1
Zeradias, Herald of Heaven x1
Honest x1
Lightray Daedalus x1
SPELLS: 10
The Sanctuary in the Sky x3
Mystical Space Typhoon x2
Valhalla, Hall of the Fallen x2
Monster Reborn x1
Smashing Ground x1
Terraforming x1
TRAPS: 10
Divine Punishment x2
Seven Tools of the Bandit x1
Call of the Haunted x1
Bottomless Trap Hole x1
Mirror Force x1
Compulsory Evacuation Device x1
Black Horn of Heaven x1
Solemn Judgment x1
Fiendish Chain x1
EXTRA DECK: 9
Ally of Justice Catastor x1
Flamvell Uruquizaz x1
Light End Dragon x1
Gravity Warrior x1
X-Saber Urbellum x1
Gachi Gachi Gentetsu x2
Wind-Up Zenmaines x1
Number 30: Leviathan Dragon x1
Now, I know it's not exactly the most "pro" thing in the world to not run a full 15 Extra Deck, but honestly, it's not worth it. I rarely ever use the Extra Deck in this build anyway. The Extra Deck for this exists purely just to use it when I can.
As for the deck itself, it includes some weird choices. Lightray Daedalus is helpful in a lot of ways because of the combo possibilities it has with Hyperion and Kristya, as well as the Icarus Attack it pulls with Sanctuary in the Sky. It allows for a free summon of a boss monster, and even though you're blowing up a Sanctuary, it doesn't hurt because you run 3 and 2 methods of searching it out. With all said and done, 12.5% of the deck is dedicated to getting Sanctuary of the Sky on the field, which is also why I run double Divine Punishment.
I know that the OCG players don't run it, but I really don't care all that much. Because the deck is so reliant on having Sanctuary out on the field, having the two Divines helps lock out he opponent because it negates almost everything in the deck from attempting to go off.
Valhalla is there not for the beat stick method, but because I find that I draw into it, Venus, and Earth way more often than you'd think that I would. It allows me to get out my Gachis and then normal Earth to either get another Venus or to get Hyperion should I be lucky enough to get Sanctuary on that same turn as well. Then, with those on the field, I can synch directly into Catastor. If I also drew a Herald of Orange Light, then I could run it and the Extra Shine Ball directly into Mist Wurm. I would spend the money on a Mist Wurm but I get that card out very, very rarely and it's not worth the $15 for a card that's a giant pulsating "Maybe".
Valhalla is also there for getting Hyperion out on the field, as well as dropping Kristya if all else fails.
All the tech spells are just there to be tech spells. Smashing Ground is either a bait for a Void Ogre or Shi-En and if not it destroys a card on the field, quite possibly their ONLY monster.
Those are my Agents in a nutshell.
Dimensional Alchemist is a fucking stupid card.
I decided to go for a more control oriented build. A lot of Agent decks I've seen tend to try and run an aggro or spam strategy, and after many builds of attempting that I've decided to go heavily stun-oriented.
==========================================================
MONSTERS: 20
The Agent of Creation - Venus x3
Mystical Shine Ball x3
The Agent of Mystery - Earth x2
Master Hyperion x2
Herald of Orange Light x2
Nova Summoner x2
Archlord Kristya x2
Hecatrice x1
Zeradias, Herald of Heaven x1
Honest x1
Lightray Daedalus x1
SPELLS: 10
The Sanctuary in the Sky x3
Mystical Space Typhoon x2
Valhalla, Hall of the Fallen x2
Monster Reborn x1
Smashing Ground x1
Terraforming x1
TRAPS: 10
Divine Punishment x2
Seven Tools of the Bandit x1
Call of the Haunted x1
Bottomless Trap Hole x1
Mirror Force x1
Compulsory Evacuation Device x1
Black Horn of Heaven x1
Solemn Judgment x1
Fiendish Chain x1
EXTRA DECK: 9
Ally of Justice Catastor x1
Flamvell Uruquizaz x1
Light End Dragon x1
Gravity Warrior x1
X-Saber Urbellum x1
Gachi Gachi Gentetsu x2
Wind-Up Zenmaines x1
Number 30: Leviathan Dragon x1
Now, I know it's not exactly the most "pro" thing in the world to not run a full 15 Extra Deck, but honestly, it's not worth it. I rarely ever use the Extra Deck in this build anyway. The Extra Deck for this exists purely just to use it when I can.
As for the deck itself, it includes some weird choices. Lightray Daedalus is helpful in a lot of ways because of the combo possibilities it has with Hyperion and Kristya, as well as the Icarus Attack it pulls with Sanctuary in the Sky. It allows for a free summon of a boss monster, and even though you're blowing up a Sanctuary, it doesn't hurt because you run 3 and 2 methods of searching it out. With all said and done, 12.5% of the deck is dedicated to getting Sanctuary of the Sky on the field, which is also why I run double Divine Punishment.
I know that the OCG players don't run it, but I really don't care all that much. Because the deck is so reliant on having Sanctuary out on the field, having the two Divines helps lock out he opponent because it negates almost everything in the deck from attempting to go off.
Valhalla is there not for the beat stick method, but because I find that I draw into it, Venus, and Earth way more often than you'd think that I would. It allows me to get out my Gachis and then normal Earth to either get another Venus or to get Hyperion should I be lucky enough to get Sanctuary on that same turn as well. Then, with those on the field, I can synch directly into Catastor. If I also drew a Herald of Orange Light, then I could run it and the Extra Shine Ball directly into Mist Wurm. I would spend the money on a Mist Wurm but I get that card out very, very rarely and it's not worth the $15 for a card that's a giant pulsating "Maybe".
Valhalla is also there for getting Hyperion out on the field, as well as dropping Kristya if all else fails.
All the tech spells are just there to be tech spells. Smashing Ground is either a bait for a Void Ogre or Shi-En and if not it destroys a card on the field, quite possibly their ONLY monster.
Those are my Agents in a nutshell.
Dimensional Alchemist is a fucking stupid card.
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