Hastis Posted July 9, 2009 Report Share Posted July 9, 2009 I need to know how good/bad my deck is and instead of just complayning about how sucky it is (if that's the case), give me some advice to. Monsters x20 Dark Blade x3Dark Magician x2Dark TinkerDespair from the darkHiro's shadow scoutJunk Synchron x2Kahkki, Guerilla of dark worldKuribohMask of darknessMystic tomatoOld vindictive magicianPatrician of darknessSummoned skullTotal defense shogunWall of illusionZombyra the dark Spells x11 Axe of despairBlack pendantLightning vortexMalevolent nuzzlerMonster rebornMonster reincarnationMystical plasma zoneMystical space typhoonRush recklesslySwords of revealing lightThe reliable gueardian Traps x10Divine wrathMagic cylinderMagic jammerMiniaturizeTreatening roarTrap holeSakuretsu armorScrap-iron scarecrowSeven tools of the banditSpellbinding circle Oh, one more thing, if you make a dark-deck does it have to be dark-monsters only or can you use other attributes and the same thing with type-moster decks. Link to comment Share on other sites More sharing options...
GenzoTheHarpist Posted July 9, 2009 Report Share Posted July 9, 2009 ARGH!!!!!! Yes, you can use cards of other type/attribute! Only use cards of the same attribute if they have actual synergy with each other! At least you cut it down to 41 cards, that's a good start. Unfortunately most of the 41 cards suck. Hear these words I wrote on what to run cards based on: Okay' date=' when deciding what sort of deck to make, here are the biggest factors: 1. Archetypes. These are generally made to work together, making the task of figuring out what to put in the deck vastly easier. 2. Type/Attribute based decks. It's good to focus on one type or attribute, but ONLY if they actually have effects that benefit each other. There's no benefit in running all Pyros if their effects are totally uncooperative and have no synergy. 3. Win condition/OTK decks. These are centered purely around executing a small list of combos that ensure victory. In order to build this, just choose one combo that you know can win reliably, then center the rest of the deck around drawing and executing the combo. 4. Single-Strategy decks. Good examples of these are beatdown and burn. You just select cards that work well with that strategy though they may not be related. For instance, run many high-attack monsters with few drawbacks in beatdown, though they may be from different attributes or archetypes. All that matters is that they fit the theme.[/quote'] Link to comment Share on other sites More sharing options...
Toffee. Posted July 9, 2009 Report Share Posted July 9, 2009 2. Type/Attribute based decks. It's good to focus on one type or attribute' date=' but ONLY if they actually have effects that benefit each other. There's no benefit in running all Pyros if their effects are totally uncooperative and have no synergy.[/quote']^TC might have a problem with this one^ Since he might end up running Horus and Armed Dragon in the same deck.Which is a terrible deck idea :/ Link to comment Share on other sites More sharing options...
Hastis Posted July 9, 2009 Author Report Share Posted July 9, 2009 Ok, that's many tips and thanks, though I don't know what synergy or beatdown means but thx anyway. Link to comment Share on other sites More sharing options...
GenzoTheHarpist Posted July 9, 2009 Report Share Posted July 9, 2009 Synergy means the cards separate abilities work with each other to produce better results than they alone could have. Beatdown is a deck strategy consisting of "summon monsters with really high ATK and attack your opponent with them". Link to comment Share on other sites More sharing options...
Cavloe Posted July 11, 2009 Report Share Posted July 11, 2009 :( MISA SAD Link to comment Share on other sites More sharing options...
Noveriak Posted July 17, 2009 Report Share Posted July 17, 2009 good call with Pratrician. I suggest adding 2 or three Double Costons, they will act as 2 tributes for Despair. Maybe add 2 more kuribohs (just in case). Take out kahki, he reaks like cow crap. LOW ATK. try out ordeal of a Traveler, possibly add Invader of Darkness. Oh and Miricle Restoring and Royal Magical Library in there is good, because if Dark Magician is destroyed, the spell counters on Royal Magical Library can be used for Miricle Restoring to bring back DM. Also try a Bottomless Trap Hole and add another Wall of Illusion. So my edits are:+ 2 or 3 Double Coston+ 2 Kuriboh-Kahki+ Ordeal of a Traveler+ Invader of Darkness+ Miricle Restoring+ Royal Magical LibraryThat's all I got.also try a Spirit Reaper really good annoyance and also Sinister Serpent Link to comment Share on other sites More sharing options...
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