I know its been a while and things were kind of Vanguard like around here for a bit but...
Back to my first and true love Yuggz
For those that have known me for a while may remember that 2 years ago with the release of Koa'ki Meiru Wall I was a Rock Stunner.
If you wanted to peek at my build from 11/4/10 its right here (and thats just the deck before the release of wall I did change it some as I played it more bringing in Gaia Plate etc)
I love that it had answers to almost every deck, what I didnt like what the cost of that negation and no real way to keep it going. You will notice that I ended up not going the COTH Route back then and instead ran D Fissure with Release (this is still viable in this meta too for those wanting to test)
But now with the release of this guy
Shit just got real
It means that you can negate with abandon and keep bringing them back. Theres also more reasons too that this architype is coming into its own but Ill get into that in a second.
First a shot of the deck (still in construction and Ill talk about the varients at the end)
Im not gonna bore you with a long discussion here about the Koa'ki Meirus, just go read the card and view the rulings to familiarize yourselves.
The Cornerstone
Rock Golem- This card is the keystone to the new play style If you can get him out and you have the cards in the grave you can either set up for locking the field down or XYZ into grade 4s right away. Also in the side is Fossil Dyna and his effect is not hampered by Block Golems negation effect.
So right away he pluses, then if need be you can bring him back via COTH, Reborn, or Release to plus more. The biggest problem you will have will be getting the grave filled with the monsters you need to abuse his effect. The solution are 4 cards. Trooper, Catapult Zone, Jar and even Dark Hole.
The MVP
Card Trooper- is huge in this deck despite not being a rock. To mill 3 means fodder for Rock G. Gaia Plate, Grandsoil, CotH, Reborn etc. Also the 1900 will help you vs TKRO which can hurt the deck someThe level 3 Earth is nice to for xyz summons
Boss Monsters (Grandsoil and Gaia)
Grandsoil- is super easy to bring out and the fact that it can grab Block G., Barbaros @3k, or anything from the opponants grave can be a game ender. But in addition the card has the capacity to die in hand so the level 8 makes it a great Trade In target too as well as making grade 8 xyzs possible. JUST REMEMBER his Battle Phase effect if you use him to XYZ with or if he leaves the field for any reason (compulse will make you sad faced)
Gaia Plate the Earth Giant
Another trade in target and reveal card for your KMs. But even more so he can remove cards to control the grave for grandsoil, set up for Release combos (SS Gaia by removing Block G., Release to SS Block G. tribute for 2x level 4s, normal a level 4 for shock master or just normal a 3rd KM to have spells, traps and Effects covered with Gaia sitting pretty on the field. However this is not a easy card to play you need to think about the costs and which cards to remove, but if done right theres not to many monsters he cant get over and you can always xyz him off for a grade 8
The Pain in the Ass
Revival Golem- Car is a pain when used right for your opponent. He is so under rated in his simplest form you set him and he sits there at 2100 defense and with his effect you can bring him to hand to have a reveal for your KM monsters but mostly will be sending him to the grave via Trooper, or Catapult and he will be ss for xyz summons. Using one of his effects is mandatory so if you have a grandsoil in your hand and 4 earths in the grave, sadly you gotta ss him or bring him to hand.
The Other Guys
Arguably you could pull granmole and Jar from the line up sure they are rocks for reveals and earths for Grandsoil, mole is even a 3 star earth for some interesting XYZ plays. Jar is in here to fill the grave and or replenish your hand when you need him hes great when you dont he's a reveal for the KMs. But Ill be the first to say that the card may find its way out for cards that will help you in your meta. Granmole is in the same boat, when you need him hes great but not essential to the main theme of this build. You may switch them out for needed spell and traps (even skill drain) or to go for a more control variant with more KMs. Some aggro players may run Giant Rat in here instead to speed up your plays and
The Field Spell
So many rock stun players hate Catapult Zone, and in a big inzektor format I may too. But in all my testing so far the card works wonders. In a lot of instances I have good control of the board with my KMs the most common way out for opponents is to attack over the one that is giving them the most issues. Thats where ppl run solidarity or other such cards that can pump up the monsters or they prematurely XYZ into something bigger giving up control and losing some field presence, or they run cards like D Prison or Mirror force to counter this (a great option and may be the route you decide to go in) For me though I love how it can help me control the grave or get me a free Revival G.
Ex. This guy just attacked into Wall with a 3600 attack E Hero. The Zone kept Wall on the field, got me a Revival G. Next turn I could go into Shockmaster then use Block G. to help me gain even more control
The Draw Power
Draw power is an issue. Sure we got the Pots in there and Jar and maybe a trooper via effect. But This is where Trade in comes into play. We have 7 targets (6 if you feel 3 gaias are too much) it really does wonders for those cards that can die in your hand or if you need one more earth in the grave for grand soil or Gaia, or for CatH or Reborn.
The Win More
Im a bit undecided on Release from the Stone. In the case of Gaia he's amazing I can abuse Block G. Like mad and it really helps make Gaia a viable card in the deck (along with trade in) But its one of those cards that maybe viewed as "Win More" especially with 3 CotH and 1 Monster Reborn. It may be more effective to keep the monsters in the grave and SS them that way. The reason why I havnt shed it yet is that it gives me a balanced feel to the game play that all the cards can be used and feel that they dont go somewhere to die and not be accessible. I cant tell you how often the grave is overloaded with earths making Soil inaccessible. Gaia summon removes 2, Release brings back Block G. Tribute Block to bring out 2 Monsters so now Im 3 earths less than when I started. If I need more than next turn I remove fro Gaias effect or I go into CotH or Reborn for 1 more earth or into Block to make it 2 less earths. SO for now Im liking the options of having 2 Releases in the deck
Showing posts with label Deck Review. Show all posts
Showing posts with label Deck Review. Show all posts
Monday, September 24, 2012
Tuesday, January 24, 2012
Deck Profile: Piper's Countdown
OK! Back on track with another fun, inexpensive yet competitive deck profile.
This may actually be the most inexpensive deck I have featured so far with the only money cards really being the Mystic Piper, Metaion and Pot of Duality. So at most your paying $9-10 for a card. Plus theres no synchs to worry about buying
The concept:
Play Final Countdown ASAP then stall (preferably chain able stall) for 20 turns (10 of yours 10 of theirs) easy right??? Ummm yes and no. To really play this deck in a competitive environment you need to be able to read your opponent extremely well. This deck wins if you can walk that line between over extending and under extending. An over extender will find themselves quickly handless and no answers to any cards losing before the 20 turns are up. An under extender will quickly have all their life points knocked away way before they see the 20 turns. So honestly you need to have a good understanding of other decks, game mechanics as well as some math so you can make the long haul to 20 turns.
Its one of those decks that you will find yourself playing your opponent but also playing against your own self. Which for me makes if fun
This build:
For me Im all about optimizing consistency and after much trial and error I honed in on using Mystical Piper as the focus for my build. Most of my stall cards are level 1 so for that he is good at plusing. The new cars for me that make this build live is "one day of peace" and Metalion the Timelord. ODOP is draw power and stall all in one its the perfect card and one of the only answers you will have in the main deck to cards that burn for damage which is one of the decks tougher opponents (chain burn, Nurse Burn etc) and MTT- is an answer to decks that can OTK when they find a chink in your armor, not to mention that his effect sends him back to the deck for reuse and to give you more draw cards when your deck is thinning down because you waited 5 turns to play Final countdown. Ill chat about building your side deck at the bottom but first Ill get into the build as well as some of the challenges it faces. Read the cons in the card description as well to id some of the challenges.
Monsters:
3x Battle Fader ($0.99 x 3= $2.97)
Pros: level 1 to work with piper, has the ability to stick around longer due to Zero Gardna, Threatening Roar, Waboku, and Thunder of Ruler. He is searchable via Sangan.
Cons: Effect can be negated via anything that negates summons. He is susceptible to Debunk and anything that hates on dark monster effects.
the bls really had me I couldn't set that little winged bastard or the 3 eyed fur ball. plus the back rows really had me worried for my battle fader. Once you start running the deck you will get a good idea of the priority you give to playing which card. With no back rows you should use your traps. This way you don't worry about MST or other back row destruction that can flip on the turn you set them. Next I go for. Early on against a weak field Ill set my kuribohs, this way if they destroy him and his effect can't go of, i won't be hit with the field u you see above. Next priority wise for me is fader with fader your main concern is anything that will negate the summon so read the field and play him before you would your scarecrows.
This may actually be the most inexpensive deck I have featured so far with the only money cards really being the Mystic Piper, Metaion and Pot of Duality. So at most your paying $9-10 for a card. Plus theres no synchs to worry about buying
The concept:
Play Final Countdown ASAP then stall (preferably chain able stall) for 20 turns (10 of yours 10 of theirs) easy right??? Ummm yes and no. To really play this deck in a competitive environment you need to be able to read your opponent extremely well. This deck wins if you can walk that line between over extending and under extending. An over extender will find themselves quickly handless and no answers to any cards losing before the 20 turns are up. An under extender will quickly have all their life points knocked away way before they see the 20 turns. So honestly you need to have a good understanding of other decks, game mechanics as well as some math so you can make the long haul to 20 turns.
Its one of those decks that you will find yourself playing your opponent but also playing against your own self. Which for me makes if fun
This build:
For me Im all about optimizing consistency and after much trial and error I honed in on using Mystical Piper as the focus for my build. Most of my stall cards are level 1 so for that he is good at plusing. The new cars for me that make this build live is "one day of peace" and Metalion the Timelord. ODOP is draw power and stall all in one its the perfect card and one of the only answers you will have in the main deck to cards that burn for damage which is one of the decks tougher opponents (chain burn, Nurse Burn etc) and MTT- is an answer to decks that can OTK when they find a chink in your armor, not to mention that his effect sends him back to the deck for reuse and to give you more draw cards when your deck is thinning down because you waited 5 turns to play Final countdown. Ill chat about building your side deck at the bottom but first Ill get into the build as well as some of the challenges it faces. Read the cons in the card description as well to id some of the challenges.
Monsters:
3x Battle Fader ($0.99 x 3= $2.97)
Pros: level 1 to work with piper, has the ability to stick around longer due to Zero Gardna, Threatening Roar, Waboku, and Thunder of Ruler. He is searchable via Sangan.
Cons: Effect can be negated via anything that negates summons. He is susceptible to Debunk and anything that hates on dark monster effects.
1x Metaion, The Timelord ($9.00) *one seems just right due to his recycling effect
Pros: He is searchable via Sangan. Will feed your deck for further abuse after his effect goes off. Can clear the field from those poised to oak you when the opening presents itself. Gets rid of monsters whose effects can hurt the deck (Thunder King, Krystia, Jinzo etc etc) He is normal summonable through his effect so he works with pot of duality and around cards that impede special summoning. And he is not a dark or a light which a lot of cards are being run against
Cons: Not a level 1
3x Mystic Piper ($9.00 x 3= $27.00)
Pros: He is searchable via Sangan. Is chain able with his effect to draw. You have 11 targets for his effect, so 1/4 of the deck lets you plus with this card
Cons: Hes a light monster which has a lot of hate against it right now.
*There is a rather cool loop you can do with Kinka-byo and this card in the grave that yields tons of draw power however I ruled it out because in 20 turns I want to be very careful on losing cuz I deck out, although you can judiciously use this loop when you need to so test it out and see if it works for you.
1x Sangan ($0.50)
Pros: The decks searcher can grab all your monsters. He's standard in most variant of this deck
3x Swift Scarecrow ($0.99 x 3= $2.97)
Pros: level 1 to work with piper. He is searchable via Sangan. Because he is not summoned he can't be stopped by cards that negate summoning. He is a Earth which has less hate than light and dark monsters
Cons: By going to the grave he doesn't hang around for attack fodder, Is hurt by cards that don't allow access to the grave.
2x Winged Kuriboh ($0.50 x 2= $1.00)
Pros: level 1 to work with piper, has some stun capabilities. He is searchable via Sangan.
Cons: Im not a huge fan of this card because the effect isn't chain able. I only keep it around because of the level 1 thing but he would be the first card I dump in a rebuild. There are Kuriboh builds out there but IMO he is lack luster in this one. Speaking of luster BLS will have you hating this card so if you are against a chaos deck side him out asap as for any deck that uses piercers.
3x Zero Gardna ($0.25 x 3= $0.75)
Pros: His stall effect is chain able. Is a earth and a level 4 giving you access to more synchs if you side into effect veiler and need to go that route. He's searchable via sangan
Cons: I wish this guy was a level 1 but thats about it
Spells:
3x Final Countdown ($2.00 x 3= $6.00)
I run 3 and after I play it I either grab the others with gold sarc so I don't draw into it and set it for MST bait. The 2000 cost + upstarts lets some variants run frozen soul but I found soul fairly worthless with Metaions burn effect happening but oh well thought Id mention it
3x Gold Sarcophagus ($5.00 x 3= $15.00)
Gets that Final Countdown to your hand that much quicker. I normally grab for a Metaion or a final countdown after I played final countdown so I can clear my draws for more piper plays or cards that I need to draw into for my stall
3x One Day of Peace ($0.75 x 3= $2.25)
Card is bad@ss give you a draw and stall in one shot. Plus saves you from pesky burn effects
Traps:
3x Threatening Roar ($0.50 x 3= $1.50)
Don't wait to trigger it when they declare an attack since it will let that attack go through (unless this is your plan)
3x Thunder of Ruler ($0.50 x 3= $1.50)
Its like T-Roars weaker brother, it can be a tough call to flip if they have no monsters out since it has to flip in the main phase. BUT they could also swarm and OTK you so reading your opponent and understanding their deck is crucial.
3x Waboku ($0.50 x 3= $1.50)
Doesn't stop the battle so glads and others that need to attack for the effect to go off can still get around this card b ut it can be chains to an attack and stop that damage unlike T-Roar and T-Ruler.
So there it is a $75 deck... Although a lot of these cards are not in use in most other decks and can be traded for quite easily. And the staple ones you probably already have
WHAT HURTS THIS DECK:
You really want to watch out for things that stop your spell and/or traps. Royal decree hurts 25% of your deck and you have no MST or heavy storm in the main. A Dark Bribe or Solemn Judgement on your final countdown can really smart as well.
Other than that burn decks can really get at you fast before you can make the 20 turns, Herald of Perfection builds get mighty tricky, Glads can have the potential to work around some of your cards but Its hilarious to side into GB Hunter who also has the effect of making Metaion stay on the field which will quickly have them pulling their hair out.
But with the new structure deck Dragons Collide coming out you gotta be prepared to see LADD, you will waste tons of resources on getting rid go ladd which in a deck that is always down to the wire this can be a game breaker. Ladd and Herald are why Lava Golem in the side can be so much fun
Speaking of Dragons heres a screenshot, and I kid you not this was his field for like 15 turns Im sure he was just itching to take a swing
But with the new structure deck Dragons Collide coming out you gotta be prepared to see LADD, you will waste tons of resources on getting rid go ladd which in a deck that is always down to the wire this can be a game breaker. Ladd and Herald are why Lava Golem in the side can be so much fun
Speaking of Dragons heres a screenshot, and I kid you not this was his field for like 15 turns Im sure he was just itching to take a swing
the bls really had me I couldn't set that little winged bastard or the 3 eyed fur ball. plus the back rows really had me worried for my battle fader. Once you start running the deck you will get a good idea of the priority you give to playing which card. With no back rows you should use your traps. This way you don't worry about MST or other back row destruction that can flip on the turn you set them. Next I go for. Early on against a weak field Ill set my kuribohs, this way if they destroy him and his effect can't go of, i won't be hit with the field u you see above. Next priority wise for me is fader with fader your main concern is anything that will negate the summon so read the field and play him before you would your scarecrows.
Monday, January 16, 2012
Deck Profile: Bubble Beat
OK I admit it Im a Legendary Collection 2 Junky. Ive been making deck after deck trying to exploit the collection as much as I can. From Air Neos OTKs to Destiny Dragoon builds. OK some are not fully competitive but hey you can tell from most of my posts Im more into the fun game play than playing only whats gonna win me a jump. At least in my spare time.
Where this line between fun and competitive blurs though is with my bubble beat build. It takes all the fun of heroes with the fusion monsters mixes in some explosive game play and has answers to most of the top decks being played right now.
I especially like how for the first time I can run a hero build and have cards other than fusion monsters in my extra deck. True you may have run some synchs in there before in the past but this deck really touches on a more balanced extra deck utilizing XYZ monsters just as it does fusions if not more.
First Ill post a deck list then get into some explanations of the mechanics of the deck. Im not gonna waste time on too much individual card discussion the combos will give u a gist
3x Elemental HERO Bubbleman
3x Elemental HERO Neos Alius
1x Elemental HERO Stratos
WTF only 7 monsters!!! calm down it will be very clear why this is when I get into the dynamics of how bubble man gets utilized
3x E - Emergency Call
3x Pot of Duality
1x Monster Reborn
1x The Warrior Returning Alive
1x Reinforcement of the Army
1x Dark Hole
3x Miracle Fusion
3x Mystical Space Typhoon
2x Super Polymerization
1x Book of Moon
3x Gemini Spark
1x Torrential Tribute
1x Mirror Force
1x Trap Dustshoot
2x Bottomless Trap Hole
2x Hero Blast
1x Solemn Judgement
2x Solemn Warning
OK to get into the deck some. We are all familiar with HERO beat. Its a great stunnish deck that maximizes on Neos Alius (1900 beatstick) and Gemini Spark (a quick play that lets you tribute a face up Neos Alius to target a card on the field; destroy that card and draw one card)
Alius gives u access to Hero Blast (a trap that lets you target neo alius in the grave; add it to your hand, then destroy 1 face-up monster your opponent controls with less than or equal to 1900 attack. He's extremely searchable with ECall, ROTA, Stratos and Not to mention the access to the assortment of Hero Fusion monsters with Super Poly and Miracle Fusion.
But if you want a deck review on hero beat or elemental heroes in general go google it.
What I am much more concerned with here are how we can integrate all this great tech with even more great tech that the XYZs bring to the picture with Order of Chaos and some of the future sets
Where this line between fun and competitive blurs though is with my bubble beat build. It takes all the fun of heroes with the fusion monsters mixes in some explosive game play and has answers to most of the top decks being played right now.
I especially like how for the first time I can run a hero build and have cards other than fusion monsters in my extra deck. True you may have run some synchs in there before in the past but this deck really touches on a more balanced extra deck utilizing XYZ monsters just as it does fusions if not more.
First Ill post a deck list then get into some explanations of the mechanics of the deck. Im not gonna waste time on too much individual card discussion the combos will give u a gist
3x Elemental HERO Bubbleman
3x Elemental HERO Neos Alius
1x Elemental HERO Stratos
WTF only 7 monsters!!! calm down it will be very clear why this is when I get into the dynamics of how bubble man gets utilized
3x E - Emergency Call
3x Pot of Duality
1x Monster Reborn
1x The Warrior Returning Alive
1x Reinforcement of the Army
1x Dark Hole
3x Miracle Fusion
3x Mystical Space Typhoon
2x Super Polymerization
1x Book of Moon
3x Gemini Spark
1x Torrential Tribute
1x Mirror Force
1x Trap Dustshoot
2x Bottomless Trap Hole
2x Hero Blast
1x Solemn Judgement
2x Solemn Warning
OK to get into the deck some. We are all familiar with HERO beat. Its a great stunnish deck that maximizes on Neos Alius (1900 beatstick) and Gemini Spark (a quick play that lets you tribute a face up Neos Alius to target a card on the field; destroy that card and draw one card)
Alius gives u access to Hero Blast (a trap that lets you target neo alius in the grave; add it to your hand, then destroy 1 face-up monster your opponent controls with less than or equal to 1900 attack. He's extremely searchable with ECall, ROTA, Stratos and Not to mention the access to the assortment of Hero Fusion monsters with Super Poly and Miracle Fusion.
But if you want a deck review on hero beat or elemental heroes in general go google it.
What I am much more concerned with here are how we can integrate all this great tech with even more great tech that the XYZs bring to the picture with Order of Chaos and some of the future sets
2 level 4 warrior-type monsters
once per turn: You can detach 1 xyz material from this card to target 1 face-up "Ninja" monster you control; this turn, that monster can attack twice during each Battle Phase.
2 level 4 monsters
When a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon and destroy it.
2 level 4 monsters
When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card.
OK in looking at the material for all the above xyz's do you notice a pattern. Yup Level 4s and warriors for the ninja. So in steps bubble man
If this is the only card in your hand, you can Special Summon it (from your hand). When this card is Summoned: You can draw 2 cards. You must control no other cards and have no cards in your hand to activate and to resolve this effect.
Forget the draw effect if you can pull it of and use it to save ur but thats great but what we are really after is a special summonable, level 4 warrior, that is hella searchable, a water target for absolute zero, and with out any once per turn restrictions.
(In hand a level 4 and bubbleman)
The basic play is to summon a level 4 monster, then with only bubbleman in hand special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
(Stratos in hand)
The second and most basic combo is to summon Stratos, grab Bubbleman from the deck, set your hand so you can special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
In the absence of Stratos you can also summon a level 4, use E-Call or Rota to grab Bubbleman, set your hand and special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
These 3 core combos can interact together as well to perform more complex plays. Since a lot of your spells are normal spells they can be set to let Bubbleman special himself and still be used the same turn. allowing you to swarm the field with XYZ and Fusion monsters.
To reach 8000 attack points all you need is 2 Blade Armor Ninjas that have used their effects to attack 2x. And the fact that you are using XYZ monsters solves the Dimensional Fissure issue with Miracle Fusion since detaching the materials still sends them to the grave.
Looking forward to future sets the deck only gets better:
Elemental HERO Escuridao will finally let you super poly almost everything and let you miracle with BAN or Roach.
Vylon Disigma that can be easily summoned with 3 level 4s and can easily clear a path for your Ninjas to OTK
Evigishki Merrowgeist who can give you some grave removal to your stun type arsenal
AND MY FAVORITE!!!
Daigusto Emeral that will open up tons of new plays buy shuffleing 3 monsters back to the deck and letting you draw or by special summoning your Neos Alius for 1900 more attack, additional XYZ or fusion summoning or for quick Gemini Spark plays
The basic play is to summon a level 4 monster, then with only bubbleman in hand special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
(Stratos in hand)
The second and most basic combo is to summon Stratos, grab Bubbleman from the deck, set your hand so you can special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
In the absence of Stratos you can also summon a level 4, use E-Call or Rota to grab Bubbleman, set your hand and special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
These 3 core combos can interact together as well to perform more complex plays. Since a lot of your spells are normal spells they can be set to let Bubbleman special himself and still be used the same turn. allowing you to swarm the field with XYZ and Fusion monsters.
To reach 8000 attack points all you need is 2 Blade Armor Ninjas that have used their effects to attack 2x. And the fact that you are using XYZ monsters solves the Dimensional Fissure issue with Miracle Fusion since detaching the materials still sends them to the grave.
Looking forward to future sets the deck only gets better:
Elemental HERO Escuridao will finally let you super poly almost everything and let you miracle with BAN or Roach.
Vylon Disigma that can be easily summoned with 3 level 4s and can easily clear a path for your Ninjas to OTK
Evigishki Merrowgeist who can give you some grave removal to your stun type arsenal
AND MY FAVORITE!!!
Daigusto Emeral that will open up tons of new plays buy shuffleing 3 monsters back to the deck and letting you draw or by special summoning your Neos Alius for 1900 more attack, additional XYZ or fusion summoning or for quick Gemini Spark plays
Sunday, December 18, 2011
Changing the direction of this blog: Yugioh can be fun and not break the bank.
I checked and saw that I hadnt posted anything since august. A lot of this has to do with my lack of enthusiasm for yugioh due to the cost of the cards.
The fact is that the trend right now to be tier 1 you need shell out tons of $$$ for your builds. Hey I get a card or 2 being 50-60 but.... total up a rabbit deck with 3 Rescue Rabbits, 3 Tour guides and then slap the XYZ/synchs and other cards in and you paying way too much for card game that has weaker prize support than others and printed by a company that will only reprint them as commons in a couple months.
SO WITH THAT SAID...
Im changing the direction of my blog some. Im going to focus on alternative decks that wont break the bank and are still fun and competitive.
So the next couple posts will be about some of the decks that Ive been running lately that have really been doing well and have left enough money in my pocket to have fun.
I hope you enjoy the next couple posts your comments and suggestions are welcome and appreciated
The fact is that the trend right now to be tier 1 you need shell out tons of $$$ for your builds. Hey I get a card or 2 being 50-60 but.... total up a rabbit deck with 3 Rescue Rabbits, 3 Tour guides and then slap the XYZ/synchs and other cards in and you paying way too much for card game that has weaker prize support than others and printed by a company that will only reprint them as commons in a couple months.
SO WITH THAT SAID...
Im changing the direction of my blog some. Im going to focus on alternative decks that wont break the bank and are still fun and competitive.
So the next couple posts will be about some of the decks that Ive been running lately that have really been doing well and have left enough money in my pocket to have fun.
I hope you enjoy the next couple posts your comments and suggestions are welcome and appreciated
Monday, May 16, 2011
Deck Review: Scraps Reborn
Im gonna post the list up now and come back to explain it later. Work has been crazy so I've had no time. PM me in the meant time if you have any questions. But I will get pretty elaborate later. This will most probably be my competitive deck as Im setting my frogs down for a bit, because of the FTK crazyness. I actually have 2 builds and will post the other one that uses Level Eater and some other variations and a different trap line up Ill post it later
MONSTERS: 17
II Effect Veiler
II Meklord Granel
III Reborn Tengu
II Scrap Beast
III Scrap Chimera
I Scrap Goblin
II Scrap Golem
I Scrap Orthros
I Sangan
SPELLS: 17
I Book of Moon
I Dark Hole
I Foolish Burial
I Giant Trunade
I Monster Reborn
I Monster Gate
II Mystical Space Typhoon
I Mind Control
II Pot of Duality
III Scrap Yard
III Scrap Storm
Traps: 8
I Call Of The Haunted
II Dust Tornado
II Royal Decree
Last 2 spots Im testing
I Solemn Warning & I Solemn Judgement
II BTH
or
II Compulsory
________________________
For those that know me from my writings before this blog know about my 2 old scrap decks (Magical Scraps and Tricky Scraps. The above build is kind of the love child of those 2 so is maybe a little Meklord and Golem heavy. Thats great when it works but not when it doesnt. this format is all about speed so the below build is to enable some faster plays.
________________________
MONSTERS: 18
II Effect Veiler
I Glow-up Bulb
I Level Eater
III Reborn Tengu
II Scrap Beast
III Scrap Chimera
II Scrap Goblin
II Scrap Golem
I Scrap Orthros
I Sangan
SPELLS: 17
I Book of Moon
I Dark Hole
I Foolish Burial
I Giant Trunade
I Monster Reborn
II Mystical Space Typhoon
I Mind Control
I One for One
II Pot of Duality
III Scrap Yard
III Scrap Storm
Traps: 8
II Compulsory Evacuation Device (may switch to Dust Tornado, Royal Decrees or BTH)
II Solemn Warning
I Solemn Judgment
I Trap Dustshoot
The hardest part here is the trap lineup being a frogfish player I love going up against a decree build so I pulled em but honestly it can go any way, the deciding factor on the CEDs are the chain ability to Dragons effect and Im gonna have Dust Tornadoes in the side for this reason aswell)
MONSTERS: 17
II Effect Veiler
II Meklord Granel
III Reborn Tengu
II Scrap Beast
III Scrap Chimera
I Scrap Goblin
II Scrap Golem
I Scrap Orthros
I Sangan
SPELLS: 17
I Book of Moon
I Dark Hole
I Foolish Burial
I Giant Trunade
I Monster Reborn
I Monster Gate
II Mystical Space Typhoon
I Mind Control
II Pot of Duality
III Scrap Yard
III Scrap Storm
Traps: 8
I Call Of The Haunted
II Dust Tornado
II Royal Decree
Last 2 spots Im testing
I Solemn Warning & I Solemn Judgement
II BTH
or
II Compulsory
________________________
For those that know me from my writings before this blog know about my 2 old scrap decks (Magical Scraps and Tricky Scraps. The above build is kind of the love child of those 2 so is maybe a little Meklord and Golem heavy. Thats great when it works but not when it doesnt. this format is all about speed so the below build is to enable some faster plays.
________________________
MONSTERS: 18
II Effect Veiler
I Glow-up Bulb
I Level Eater
III Reborn Tengu
II Scrap Beast
III Scrap Chimera
II Scrap Goblin
II Scrap Golem
I Scrap Orthros
I Sangan
SPELLS: 17
I Book of Moon
I Dark Hole
I Foolish Burial
I Giant Trunade
I Monster Reborn
II Mystical Space Typhoon
I Mind Control
I One for One
II Pot of Duality
III Scrap Yard
III Scrap Storm
Traps: 8
II Compulsory Evacuation Device (may switch to Dust Tornado, Royal Decrees or BTH)
II Solemn Warning
I Solemn Judgment
I Trap Dustshoot
The hardest part here is the trap lineup being a frogfish player I love going up against a decree build so I pulled em but honestly it can go any way, the deciding factor on the CEDs are the chain ability to Dragons effect and Im gonna have Dust Tornadoes in the side for this reason aswell)
Monday, April 11, 2011
Deck Review: Dopple Chaos
Ok Im a huge fan of fun decks, be it intricate combos, or interesting play styles. But I also love when you have a ton of diversity and options in a deck where each game plays a bit different than the last. Normally this diversity ends up at the expense of competitiveness. Strong tier 1 decks have very simple and straight forward win conditions, but a Dopple Synchro deck with some teched in chaos seems to be a jack of all trades and master of SOME.
Ill go over the build a bit with some description but will follow up this post soon with some common combos: (OMFG Dandylion isnt in the image DONT YOU EFFIN FORGET DANDY!!!)
Card Trooper (2)- a true workhorse can single handily set up a crazy amount of plays, will make sense the more you look at how this deck works
Chaos Sorcerer (3)- This varient mills alot and unless you got POA this guys only use in the grave is to help you summon another one, thus the 3 rather than 2 number. Wanna get crazy SS Sorcerer (remove a faceup monster) SS or summon Glow-Up/Spore/Veiler, synch for Arcanite Magican (use the counters to destroy 2 cards), SS Glow Up Bulb or Spore, Synch for Scrap Dragon and you have the option to use his effect for more destrucion, thats 4 cards and it can be done with out even using up a summon.
D.A.D (1)- with the amount of graveyard control built into this deck DAD can be beast, I would chalk him up as tech and optional in the build but vary rarely do you draw him and are not able to figure a way to summon him.
Dandylion (1)- OK OK I forgot dandy in the picture above. Yeah he got r4ped in the ban list but what are you gonna do? Run him at 1 stop running Quickdraw and let Junk have his moment in the sun.
Debris Dragon (2)- A semi-limit on this card was not a huge set back, he is your go to guys for quick BRD plays heck with dandylion you can even get into shooting star.
Doppelwarrior (2)- this is the guys that took the sting out of Dandy's ban list b-tch slap. And as a dark he also supports DAD and Chaos plays, but also he makes Junk Synchron playable another big dark in the deck. You can test him at 3 but I settled on 2.
Effect Veiler (2)- Two is the standard for this format for most decks but in this deck EV shines. I tested out D.D. Sprite and was mehhhh. EV is not just a 1 star tuner that is light. The effect is a game saver as well.
Glow Up Bulb (1)- GUB is the best daisey headed, cycloptic dirt ball you ever met, he synchs, he mills, he comes back he can be removed for spore. When we get T.G. Hyper Librarian this card = hand advantage. If you don't run him I will cry
Junk Synchron (2)- Run him at 2 or 3 depending on your style I pulled the 3rd for a Lyla or maybe running Ryko at 3. When you look at all that he can bring out with his effect combined with having a doppelwarrior in your hand you brain may lock up going over all the possibilities.
Lonfire Blossom (2)- Lonefire is one of those cards that just adds consistency and sets up big plays and really helps out with chaos since somtimes those dark and light monsters you need in the grave end up being synchros that lonefire helps you get at fast.
Lyla (1)- is a tech choice and very easily could go into the side for a 3rd ryko or junk. Personally I like the destruction effect and will let her go the end phase to get the mill. Having another light aint to shabby neither and is why I put her in the main rather than the side, for now.
Ryko (2)- NOT only a game saving effect, but a light for Chaos, food for Junk and Debris, a beast for Frozen Fitzgerald, a lightsworn for charge... He mills, he slice, he dices, enjoys long walks on the beach and poetry what more could you ask for
Sangan (1)- Staple, dude searcher for almost all of your monsters
Spore (1)- Comboed with GUB and Lonefire hes amazing even more so when we get Librarian
Charge of the Light Brigade- with 3 targets the card makes sense, milling helps set up so many plays in this deck
Dark Hole/ Trunade- Staples (as is Mind Control in a synmcro heavy deck like this)
Foolish Burial- Helps DAD and Chaos stay alive in your hand, sets up Junk plays, gets you tokens with dandy, GUB and Spore combos, its one of the swiss army knives of the deck
Reborn (1)- is a staple as well and I would have included it in the group above but I wanted to mention how it works with Doppel as well. :)
One For One (1)- Card is broke, it gets you one of your tuners while helping to set up for DAD and Chaos
Pot of Averice (2)- with the mad milling and synchroing POA will help you recycle synchros, help out DAD and get you some much needed cards
ROTA (1)- You got 4 targets with Junk and Doppel, which is always good even if you dont need them right at that second so that they dont get milled
COTH / Limit Reverse - both have great synergy with Doppel just like reborn
*I've messed with Decree trap line ups in this deck but honestly I'd rather have the Holy Trinity of 1 judgment and 2 warnings
Trap Stun (2)- Just works before making big plays and can be more than helpful in certain match ups.
Torrential (1)- Staple
Here's my Extra Deck lineup (with Librarian and Trishshula) Frozen Fitz could go for a 2nd BRD, by the time I get him out Im usually set to do more synchroing so I really dont get to use his effect as much and Magical Android being a Light can come in handy, but Im keeping him for now. I'll get more into the syncros when I post about the combos
Ill go over the build a bit with some description but will follow up this post soon with some common combos: (OMFG Dandylion isnt in the image DONT YOU EFFIN FORGET DANDY!!!)
Card Trooper (2)- a true workhorse can single handily set up a crazy amount of plays, will make sense the more you look at how this deck works
Chaos Sorcerer (3)- This varient mills alot and unless you got POA this guys only use in the grave is to help you summon another one, thus the 3 rather than 2 number. Wanna get crazy SS Sorcerer (remove a faceup monster) SS or summon Glow-Up/Spore/Veiler, synch for Arcanite Magican (use the counters to destroy 2 cards), SS Glow Up Bulb or Spore, Synch for Scrap Dragon and you have the option to use his effect for more destrucion, thats 4 cards and it can be done with out even using up a summon.
D.A.D (1)- with the amount of graveyard control built into this deck DAD can be beast, I would chalk him up as tech and optional in the build but vary rarely do you draw him and are not able to figure a way to summon him.
Dandylion (1)- OK OK I forgot dandy in the picture above. Yeah he got r4ped in the ban list but what are you gonna do? Run him at 1 stop running Quickdraw and let Junk have his moment in the sun.
Debris Dragon (2)- A semi-limit on this card was not a huge set back, he is your go to guys for quick BRD plays heck with dandylion you can even get into shooting star.
Doppelwarrior (2)- this is the guys that took the sting out of Dandy's ban list b-tch slap. And as a dark he also supports DAD and Chaos plays, but also he makes Junk Synchron playable another big dark in the deck. You can test him at 3 but I settled on 2.
Effect Veiler (2)- Two is the standard for this format for most decks but in this deck EV shines. I tested out D.D. Sprite and was mehhhh. EV is not just a 1 star tuner that is light. The effect is a game saver as well.
Glow Up Bulb (1)- GUB is the best daisey headed, cycloptic dirt ball you ever met, he synchs, he mills, he comes back he can be removed for spore. When we get T.G. Hyper Librarian this card = hand advantage. If you don't run him I will cry
Lonfire Blossom (2)- Lonefire is one of those cards that just adds consistency and sets up big plays and really helps out with chaos since somtimes those dark and light monsters you need in the grave end up being synchros that lonefire helps you get at fast.
Lyla (1)- is a tech choice and very easily could go into the side for a 3rd ryko or junk. Personally I like the destruction effect and will let her go the end phase to get the mill. Having another light aint to shabby neither and is why I put her in the main rather than the side, for now.
Ryko (2)- NOT only a game saving effect, but a light for Chaos, food for Junk and Debris, a beast for Frozen Fitzgerald, a lightsworn for charge... He mills, he slice, he dices, enjoys long walks on the beach and poetry what more could you ask for
Sangan (1)- Staple, dude searcher for almost all of your monsters
Spore (1)- Comboed with GUB and Lonefire hes amazing even more so when we get Librarian
![]() |
| K Im an idioy I didnt just forget Dandy I forgot One for One as well, I appologize I musta been drinking when I did this. |
Charge of the Light Brigade- with 3 targets the card makes sense, milling helps set up so many plays in this deck
Dark Hole/ Trunade- Staples (as is Mind Control in a synmcro heavy deck like this)
Foolish Burial- Helps DAD and Chaos stay alive in your hand, sets up Junk plays, gets you tokens with dandy, GUB and Spore combos, its one of the swiss army knives of the deck
Reborn (1)- is a staple as well and I would have included it in the group above but I wanted to mention how it works with Doppel as well. :)
One For One (1)- Card is broke, it gets you one of your tuners while helping to set up for DAD and Chaos
Pot of Averice (2)- with the mad milling and synchroing POA will help you recycle synchros, help out DAD and get you some much needed cards
ROTA (1)- You got 4 targets with Junk and Doppel, which is always good even if you dont need them right at that second so that they dont get milled
COTH / Limit Reverse - both have great synergy with Doppel just like reborn
*I've messed with Decree trap line ups in this deck but honestly I'd rather have the Holy Trinity of 1 judgment and 2 warnings
Trap Stun (2)- Just works before making big plays and can be more than helpful in certain match ups.
Torrential (1)- Staple
Here's my Extra Deck lineup (with Librarian and Trishshula) Frozen Fitz could go for a 2nd BRD, by the time I get him out Im usually set to do more synchroing so I really dont get to use his effect as much and Magical Android being a Light can come in handy, but Im keeping him for now. I'll get more into the syncros when I post about the combos
Sunday, March 20, 2011
Deck Review: Reckless Dragunity
Ok I was asked by a couple for my current Dragunity deck list and was really hesitant to post it because its still testing a lot of stuff out. But I thought it may be cool to post it so you can see its evolution.
Im a combo guy which can at times make for bad Yugio which really operates of of the K.I.S.S. philosophy (keep it simple stupid), but there is something satisfying for me in complexity. I've been mucking around with that comboism philosophy a bit in the dragunity deck.
At first I ran the deck very conservatively, first turn Stardust with back rows & using Icarus attack, legionnaire and aklys combos alot but soon needed to add more offensive strategies to the deck and realized my wing-beast rarely stuck around to justify deck space for the icarus in the main, from there I kinda focused on the Ley La Loop a lot but got really tired of the whole field getting nuked from LaDD and mudderfugginbrionaccompulsorybullshit.
So in this build Im much more offensive focused and really going for maximum boss monster presence. Namely Trident Dragon, Red Nova Dragon and Five Headed Dragon and using IRS plays.
MONSTERS:
II - Dragunity Aklys - I go back and forh with him at 2 or 3 both work but I may go for a brandystock before adding a 3rd Aklys
I - Dragunity Arma Leyvaten- He is good for my trident dragon plays, can use with future fusion, can be reborned for trident aswell. I was hot on this card but not so much now
III - Dragunity Dux - Id question any deck that run him in less than 3
III - Dragunity Legionnaire - Same as dux but if one had to go to 2 it would be legionnaire though I dont see that happening
III - Dragunity Phalanx - 3 nuff said
II - Effect Veiler - I was running in the side but too many times did I say "I wish I had Veiler" been happy at 2 so I dont see that changing all that much
I - Morphing Jar - Im not really a huge fan so really kept him in the side, but mostly I think its because I test this deck so much against 6 sams. With the way this format is shaping up I may pull him out again this is an iffy card at the moment. May be taking up valuable deck space
I - Malefic Stardust Dragon - There is lest cost to me to get at Trident Dragon this way since I run Stardust at 2 then the removal of 2 dragunities to Special Leyvaten. His protection is good too.
SPELLS:
III - Cards of Consonance - Almost never a dead draw (excepting not having a Dragon Ravine or I draw into multiples)
III - Dragon Ravine - key card if I have one out I can always pitch it for the in play ones effect
I - Dark Hole - Staple
I - Forbidden Lance - I run 1, Ive had it in and out of the deck but ultimately it works pretty go to support all my plays. Considered it at 2 but may run a Book of Moon before I make lance at 2
I - Future Fusion - Really sets up my grave nicely and applies pressure all in the same turn I love watching people waste resources with this card
I - Giant Trunade - Staple
II - Inferno Reckless Summon - I love how easy this card lets me get into Red Nova but even with out that there are a lot of other plays you can go for with 3 Planxes out.
I - Monster Reborn - Staple or instant Trident Dragon with the proper grave set up
II - Mystical Space Typhoon - Im not a huge fan of the card but there are a couple of cards that can really stop this deck that MST is the best solution for.
I - Pot of Avarice - Meeting the requirement is no biggy and the fact that this deck can deplete a hand like crazy make POA have great synergy with the deck (even with 3 terraforming and 3 Dragon Ravine its still possible to not draw into one) the draw power can be a game saver. Whether this card is a luxury or a necessity though I cant say yet
TRAPS:
II - Bottomless Trap Hole
I - Mirror Force
I - Solemn Judgement
II- Solemn Warning
I - Torrential Tribute
I - Trap Stun - this card is a floater, I'll either make space for more, swap for 7 tools or make room for more lances or a book of moon with it
Im a combo guy which can at times make for bad Yugio which really operates of of the K.I.S.S. philosophy (keep it simple stupid), but there is something satisfying for me in complexity. I've been mucking around with that comboism philosophy a bit in the dragunity deck.
At first I ran the deck very conservatively, first turn Stardust with back rows & using Icarus attack, legionnaire and aklys combos alot but soon needed to add more offensive strategies to the deck and realized my wing-beast rarely stuck around to justify deck space for the icarus in the main, from there I kinda focused on the Ley La Loop a lot but got really tired of the whole field getting nuked from LaDD and mudderfugginbrionaccompulsorybullshit.
So in this build Im much more offensive focused and really going for maximum boss monster presence. Namely Trident Dragon, Red Nova Dragon and Five Headed Dragon and using IRS plays.
MONSTERS:
II - Dragunity Aklys - I go back and forh with him at 2 or 3 both work but I may go for a brandystock before adding a 3rd Aklys
I - Dragunity Arma Leyvaten- He is good for my trident dragon plays, can use with future fusion, can be reborned for trident aswell. I was hot on this card but not so much now
III - Dragunity Dux - Id question any deck that run him in less than 3
III - Dragunity Legionnaire - Same as dux but if one had to go to 2 it would be legionnaire though I dont see that happening
III - Dragunity Phalanx - 3 nuff said
II - Effect Veiler - I was running in the side but too many times did I say "I wish I had Veiler" been happy at 2 so I dont see that changing all that much
I - Morphing Jar - Im not really a huge fan so really kept him in the side, but mostly I think its because I test this deck so much against 6 sams. With the way this format is shaping up I may pull him out again this is an iffy card at the moment. May be taking up valuable deck space
I - Malefic Stardust Dragon - There is lest cost to me to get at Trident Dragon this way since I run Stardust at 2 then the removal of 2 dragunities to Special Leyvaten. His protection is good too.
SPELLS:
III - Cards of Consonance - Almost never a dead draw (excepting not having a Dragon Ravine or I draw into multiples)
III - Dragon Ravine - key card if I have one out I can always pitch it for the in play ones effect
I - Dark Hole - Staple
I - Forbidden Lance - I run 1, Ive had it in and out of the deck but ultimately it works pretty go to support all my plays. Considered it at 2 but may run a Book of Moon before I make lance at 2
I - Future Fusion - Really sets up my grave nicely and applies pressure all in the same turn I love watching people waste resources with this card
I - Giant Trunade - Staple
II - Inferno Reckless Summon - I love how easy this card lets me get into Red Nova but even with out that there are a lot of other plays you can go for with 3 Planxes out.
I - Monster Reborn - Staple or instant Trident Dragon with the proper grave set up
II - Mystical Space Typhoon - Im not a huge fan of the card but there are a couple of cards that can really stop this deck that MST is the best solution for.
I - Pot of Avarice - Meeting the requirement is no biggy and the fact that this deck can deplete a hand like crazy make POA have great synergy with the deck (even with 3 terraforming and 3 Dragon Ravine its still possible to not draw into one) the draw power can be a game saver. Whether this card is a luxury or a necessity though I cant say yet
TRAPS:
II - Bottomless Trap Hole
I - Mirror Force
I - Solemn Judgement
II- Solemn Warning
I - Torrential Tribute
I - Trap Stun - this card is a floater, I'll either make space for more, swap for 7 tools or make room for more lances or a book of moon with it
Thursday, March 10, 2011
Deck Review: K.M.P (Karakuri Machine Plants)
After working with Karakuris some I began running a Salvo build and quickly realized that speed and consistency was sorely lacking even though the Machine Duplication OTK was cool as H3ll.
While I was looking at some of the Machina builds I realized that all I wanted to do was get out a bunch of Karakuri (KK) synchros as fast and as consistently as possible. To do this first you have to look at the KK synchros
Well how are we gonna make him? Instant Fusion. You know that spell card that looks like a cup of Ramen.
But last but not least DONT EVER FORGET ABOUT YOUR SYNCHROS!!! Ally of Justice Catastor is a machine as is your Armory Arm (which is really cool when you look at your karakuri tuners level 4 and 3 :) )
Speaking of the Karakuri's (wait not yet)
Im going to add another P to KMP (well maybe not KMPP sounds kinda bad) Lets take a quick look at the Psychic tuner engine. Emergency teleport is rockin' here you can grab 2 targets Mind Master (a level one tuner) and Psychic Comander a DESPERATELY needed level 3 (4+3=7 & 5+3=8, ya feel me)
No with all that said the Karakuris. The heart and soul is this guy
Level 3 Tuner (3+4=7), grabbable with Rei and Burrito, plus his effect can let you draw a card if you have Burrito up on the field.
My other KKs:
Karakuri Watchdog mdl 313 "Saizan": level 4 tuner (4+4=a tasty burrito), cant be destroyed by battle and in the rare case u take battle damage from this card u pump your KKs up by 800 atk. nifty if you gotta get over something big.
Karakuri Ninja mdl 919 "Kuick": level 4, 1700 atk that when you destroy an opponent's monster by battle to the graveyard he can grab your strategist or watchdog to synch with.
Traps (5)
I Call Of The Haunted
I Mirror Force
I Solemn Judgment
II Solemn Warning
I Trap Dustshoot
Extra (15)
I Armory Arm
I Ally of Justice Catastor
I Black Rose Dragon
I Brionac, Dragon of the Ice Barrier
I Chimeratech Fortress Dragon
I Colossal Fighter
I Cyber Saurus
II Formula Synchron
III Karakuri Steel Shogun mdl 00X "Bureido"
III Karakuri Shogun mdl 00 "Burei"
PS..
Its worth while to note that the introduction of psycics here in this build, I personally see a a temporary fix untill we get some cards like:
Karakuri Komachi mdl 224 “Ninishi” in Extreem Victory then we can bump up the KK count and really run it how it should be run where we go for Rei use the effect then get a level 1 tuner out to go for Burrito, It does kinda hurt to go right to Burrito leaving Rei all lonely in the extra deck. Genex Neutron seems a bit slow to me but for those out there that prefer you can pull the Psychic cards and run him instead.
While I was looking at some of the Machina builds I realized that all I wanted to do was get out a bunch of Karakuri (KK) synchros as fast and as consistently as possible. To do this first you have to look at the KK synchros
Well how are we gonna make him? Instant Fusion. You know that spell card that looks like a cup of Ramen.
But last but not least DONT EVER FORGET ABOUT YOUR SYNCHROS!!! Ally of Justice Catastor is a machine as is your Armory Arm (which is really cool when you look at your karakuri tuners level 4 and 3 :) )
Speaking of the Karakuri's (wait not yet)
Im going to add another P to KMP (well maybe not KMPP sounds kinda bad) Lets take a quick look at the Psychic tuner engine. Emergency teleport is rockin' here you can grab 2 targets Mind Master (a level one tuner) and Psychic Comander a DESPERATELY needed level 3 (4+3=7 & 5+3=8, ya feel me)
No with all that said the Karakuris. The heart and soul is this guy
| Karakuri Strategist mdl 248 “Nishipachi” |
My other KKs:
Karakuri Watchdog mdl 313 "Saizan": level 4 tuner (4+4=a tasty burrito), cant be destroyed by battle and in the rare case u take battle damage from this card u pump your KKs up by 800 atk. nifty if you gotta get over something big.
my other 2 are non-tuners to give you targets you can synch with your other tuners.
Karakuri Muso mdl 818 "Haipa": level 4, 2100 atk (bring him out when you need to swing for game or synch)Karakuri Ninja mdl 919 "Kuick": level 4, 1700 atk that when you destroy an opponent's monster by battle to the graveyard he can grab your strategist or watchdog to synch with.
Karakuri Soldier mdl 236 "Nisamu": Can get you a level 4 or lower KK from deck when destroyed by battle
THE LIST
Monsters (21)
III Karakuri Strategist mdl 248 "Nispachi"
I Karakuri Muso mdl 818 "Haipa"
I Karakuri Ninja mdl 919 "Kuick"
I Karakuri Soldier mdl 236 "Nisamu"
I Karakuri Watchdog mdl 313 "Saizan"
II Cyber Dragon
III Machina Gearframe
II Machina Fortress
I Dandylion
I Glow-up Bulb
II Lonefire Blossom
I Spore
I Mind Master
I Psychic Commander
Spells (13)
I Dark Hole
I Emergency Teleport
I Foolish Burial
I Giant Trunade
I Instant Fusion
I Limiter Removal
I Monster Reborn
I Mind Control
II Mystical Space Typhoon
I One for One
II Pot of Duality
THE LIST
Monsters (21)
III Karakuri Strategist mdl 248 "Nispachi"
I Karakuri Muso mdl 818 "Haipa"
I Karakuri Ninja mdl 919 "Kuick"
I Karakuri Soldier mdl 236 "Nisamu"
I Karakuri Watchdog mdl 313 "Saizan"
II Cyber Dragon
III Machina Gearframe
II Machina Fortress
I Dandylion
I Glow-up Bulb
II Lonefire Blossom
I Spore
I Mind Master
I Psychic Commander
Spells (13)
I Dark Hole
I Emergency Teleport
I Foolish Burial
I Giant Trunade
I Instant Fusion
I Limiter Removal
I Monster Reborn
I Mind Control
II Mystical Space Typhoon
I One for One
II Pot of Duality
Traps (5)
I Call Of The Haunted
I Mirror Force
I Solemn Judgment
II Solemn Warning
I Trap Dustshoot
Extra (15)
I Armory Arm
I Ally of Justice Catastor
I Black Rose Dragon
I Brionac, Dragon of the Ice Barrier
I Chimeratech Fortress Dragon
I Colossal Fighter
I Cyber Saurus
II Formula Synchron
III Karakuri Steel Shogun mdl 00X "Bureido"
III Karakuri Shogun mdl 00 "Burei"
PS..
Its worth while to note that the introduction of psycics here in this build, I personally see a a temporary fix untill we get some cards like:
Karakuri Komachi mdl 224 “Ninishi” in Extreem Victory then we can bump up the KK count and really run it how it should be run where we go for Rei use the effect then get a level 1 tuner out to go for Burrito, It does kinda hurt to go right to Burrito leaving Rei all lonely in the extra deck. Genex Neutron seems a bit slow to me but for those out there that prefer you can pull the Psychic cards and run him instead.
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