BulletMan Posted August 14, 2009 Report Share Posted August 14, 2009 [align=center]X-L is proud to present... In inspiration of the so far confirmed Banlist... And other YCMers in the TCG section: Guide to Skill Drain Decks. Currently, I only have made 1 current Deck for this guide, but when time is available, I will make more of them. If anybody has suggestions for a Deck Type or cards I could add to one, I would appreciate that. Skill Drain is the key card. It negates all face-up Effect Monsters effects. A Skill Drain Deck will be adapted to Skill Drain, which Skill Drain could negate a monsters negative effect. Skill Drain may also leave your opponent at a disadvantage, while you have an advantage of your own. This makes Skill Drain lethal in many ways. Decks so far:[spoiler=Skill Town][spoiler=The Concept of Skill Town]Skill Town uses the Skill Drain in combination with Geartown. The important reason why is that Geartown can help bring out Ancient Gear Gadjiltron Dragon. AGGD is more important than Geartown, for he is Level 8, and a Machine-Type. Which means Trade In and adding speed to the Deck along side Beast King Barbaros. And with many Machine and Beast-Warrior targets, Beast Machine King Barbaros Ur can be run, who is also a Trade In target. When together, the Deck get out fast AGGD's and BKB, too. If they go to the Grave, BMKBUr can kick in, and along with Skill Drain can almost garantee a win. [spoiler=MONSTERS]Beast King Barbaros********Beast-WarriorEARTHATK/3000DEF/1200Lore; You can Normal Summon or Set this card without Tributing. If you do, its original ATK becomes 1900. You can Tribute 3 monsters to Tribute Summon this card. When you do, destroy all cards your opponent controls. With Skill Drain Out, you can Summon him without the decrease. So he becomes an instant 3000 ATK beatstick. Even without Skill Drain, 1900 is nothing to to laugh about, unless he's on your side. Level 8 means Trade In, and being Beast-Warrior helps his bigger counterpart. And at rare times, if you Tribute him with 3 monsters, your opponents field becomes cleared and you can get atleast 3000 points of damage that turn. Awesome. He is a common staple of Skill Drain Decks. Beast Machine King Barbaros Ür********Beast-WarriorEARTHATK/3800DEF/1200Lore; You can Special Summon this card from your hand by removing from play 1 Machine-Type monster and 1 Beast-Warrior-Type monster from your hand, your side of the field, or your Graveyard. When this card battles, Battle Damage to your opponent becomes 0. This guy is incredibly easy to Summon, for you can remove targets from the same place from practically anywhere. He is Level 8, Trade In, and his type is a target for himself. Without Skill Drain, he only poses as monster removal. With it, yoo can feel power from this card. Just one of him and he can take your opponent down. And he beats most monsters, except things like 5headed Dragon/BEUD which only Hopeless can do. But even then they would have to have certain cards/monster removal to do so. Ancient Gear Gadjiltron Dragon********MachineEARTHATK/3000DEF/2000Lore; If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. If you Tribute Summon this card by Tributing any of the following monster(s), this card gets the appropriate effect: ● "Green Gadget": When this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. ● "Red Gadget": When this card inflicts Battle Damage to your opponent's Life Points, inflict 400 points of damage to your opponent's Life Points. ● "Yellow Gadget": When this card destroys an opponent's monster in battle, inflict 600 points of damage to your opponent's Life Points. He is here because he is easy to Summon, Trade In-able, BMKBur target, and and easy beatstick that when even Skill Drain is not out, his effect to bypass a Mirror Force helps. Good. Fusilier Dragon, the Dual-Mode Beast *******MachineDARKATK/2800DEF/2000Lore; You can Normal Summon or Set this card without Tributing. If you do, its original ATK and DEF are halved. With Skill Drain, he becomes an east beatstick. If you Set him, either way, EEV and DDV can work with him. Thunder King Rai-Oh****ThunderLIGHTATK/1900DEF/800Lore; Neither player can add cards from their Deck to their hand except by drawing them. You can send this face-up card to the Graveyard to negate the Special Summon of 1 of your opponent monsters, and destroy it. After recent tests, Gigantes will be replaced by this guy. Though he does not say "Tribute" but "Send" instead, his effect still activates even while Skill Drain is up. While it is not, you can negate things that your opponent might try to add to their hand with Black Whirlwind, Charge of the LB, Sangan, Stratos, or Proving Grounds. This card negates the Summons of Synchros, DAD, and JD. He's a pain of his own if Skill Drain is not out, but could be double the pain if he is. Rose, Warrior of Revenge****WarriorFIREATK/1600DEF/600Lore; When this card inflicts Battle Damage to your opponent, inflict 300 damage to your opponent. a Tuner that is Level 4. With it and Gigantes, Synchro Summoning is easy. And with Summoner Monk... Summoner Monk****SpellcasterDARKATK/800DEF/1600Lore; This card cannot be Tributed. When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, you can discard 1 Spell Card to Special Summon 1 Level 4 monster from your Deck. It cannot attack this turn. With it, you could easily get a Rose, or another monster, but in Roses case, you could Synchro into Stardust/RDA, which they are not affected by Skill Drain/have their negative effects negated. This card is not needed, it's only for Rose or other Level 4's. And he is going to be limited, so you can only use 1 or none. Morphing Jar**RockEARTHATK/700DEF/600Lore; FLIP: Both players discard their hands. Then both players draw 5 cards. Helps draw into Skill Drain and puts BMKBur targets in the Grave. Simple. Exiled Force****WarriorEARTHATK/1000DEF/1000Lore; You can Tribute this card to destroy 1 monster on the field. His effect works with Skill Drain, and he is searchable by Monk. A Cat of Ill Omen**BeastDARKATK/500DEF/300Lore; FLIP: Select 1 Trap Card from your Deck and place it on top of your Deck. If "Necrovalley" is active on the field, you can add the selected card to your hand instead. Helps search Skill Drain. Searches faster with Necrovalley, but we don't run that here. It's here because it can help if your not getting it fast enough. Vice Dragon*****DragonDARKATK/2000DEF/2400Lore; If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. If you do, its original ATK and DEF are halved. He is literally a Cyber Dragon that became a real Dragon, is DARK, and work with Skill Drain! If you Summon him through his easy way with Skill Drain, his ATK will not behalved. And I have just mentioned quite a few DARK monsters here, so if you want to try Allure of Darkness go right ahead. Indomitabl Fighter Lei Lei****Beast-WarriorEARTHATK/2300DEF/0Lore; If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card's battle position cannot be changed until the end of your next turn, except with a card effect. A target for BMKBur, Gigantes, and Summoner Monk or can help Synch with Rose. With Skill Drain out, it becomes a hefty beater and its negative effects are hurtful when Skill Drain is not out. It's an option. Gene-Warped Warwolf****Beast-WarriorEARTHATK/2000DEF/100Normal Monster Like Lei Lei, he is a Beast-Warrior and Earth. He has a less ATK however and can be useful when Skill Drain is not out. IMO, I would prefer this guy over Lei Lei, but that's me.) Cyber Dragon*****MachineLIGHTATK/2100DEF/1600Lore; If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. Cyber Dragon is a better choice than Vice, though Vice is Allurable, CCV is going to be banned, which leaves him in the dust. Cyber, however may be of use for his ATK stays the same, and he is LIGHT, which I will explain why later. There are many more monsters, but they are either not as important or just side material. [spoiler=SPELLS]Trade InNormalLore; Discard 1 Level 8 monster. Draw 2 cards. Bingo! This is our main draw engine. With it, this Deck has an easy way of searching for Skill Drain and other cards. It also helps put BMKBur targets in the Grave. Gear TownFieldLore; Both players can Tribute Summon "Ancient Gear" monsters with 1 less Tribute than required. When this card is destroyed and sent to the Graveyard, you can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard. This is the card that really helps. It can easily get AGGD out and into battle or into the Grave. Helps mill the Deck for a quick way to get card, and unneeded AGGD's in your hand. It also can scare an opponent who might want to get rid of your Skill Drain but not your Gear Town. TerraformingNormalLore; add 1 Field Spell Card from your Deck to your hand. Helps get Gear Town and helps get it out of your Deck for faster success. Allure of DarknessNormalLore; Draw 2 cards. Then remove 1 DARK from your hand. If you cannot remove a Dark monster from your hand, discard you entire hand. Well, it's another draw engine that might only be used because you built Skill Town with more DARK monsters. That may speed things up yes, but trying that can get a little messy with the build. Foolish BurialNormalLore; Send 1 monster from your Deck, to the Graveyard. This card helps put BMKBur targets in the Grave and mill the Deck for extra speed. Forbidden ChaliceQuick-PlayLore; One face-up monster on the field gains 400 ATK, but its effect is negated until the End Phase. Now this card is very much like Skill Drain, except it's only for 1 card for 1 turn only. And it gets an ATK bonus of 400. MegamorphEquipLore; While your Life Points are lower than your opponent's, the original ATK of the equipped monster is doubled. While your Life Points are higher, the original ATK of the equipped monster is halved. By equipping this and using Chalice on BMKBur he becomes an 8000 ATK for 1 turn. Enough for an OTK, but not very effective for you would still need the targets for BMKBur and a clear or safe field to Attack your opponent reliably with. Not needed, but an option. Other cards like Heavy Storm were not explained due to the fact that they are easy staples and don't need to be explained. [spoiler=TRAPS]Skill DrainContinuousLore; Pay 1000 Life Points. As long as this card remains on the field, all Effect Monsters effects are negated. The big card, the card this Deck is focussed on, and without it is almost demolished. With its effect to negate monster effects, it shoots down GB's, Blackwings, Synchros, Lightsworns, and many other important cards. It does not however take out cards that Tribute themselves or activate of the field, such as Honest, Kalut, Necro Gardna, and Lonefire Blossom. However, we have other cards to deal with them. Dark BribeNormalLore; Negate the activation and effect of an opponents Spell or Trap Card and destroy it. You r opponent draws 1 card. This is to help with the Spell and Trap cards that can do something while your opponents monsters are useless to Skill Drain. It also helps so that your opponent can't do anything funny to your monsters. Magical HatsNormalLore; Activate only during your opponent's Battle Phase. Select 2 non-Monster Cards from your Deck and 1 monster you control. Shuffle those 3 cards and Set them on the field in face-down Defense Position. The 2 cards selected from your Deck are treated as monsters (ATK 0/DEF 0) and are destroyed at the end of the Battle Phase. This helps with Gear Town while also milling some of your Deck or maybe help protect your monsters or use Morphing Jars effect again. Reckless GreedNormalLore; Draw 2 crds. Then skip your next 2 Draw Phases. Another Draw engine if needed. Though, its drawback is big, it is good to use in 3 and at once. Many other Traps that don't need an explanation are not listed. [spoiler=MAIN FOCUS]My theory on Skill Town is that its suppose to speed through for Skill Drain and mill BMKBur targets into the Grave and then begin taking the field by storm. While the Spells help get more recruit along the way and help destroy problems and Traps help speed/negate other threats. In a sample Skill Town, it would look like:MONSTERS: 19x3 BKBx3 BMKBurx3 AGGDx3 Fusilierx2 Gigantesx2 Rosex1 Monkx1 Morphing Jarx1 Exiled Force SPELLS: 13x3 Trade Inx3 gearTownx1 Terraformingx1 Heavy Stormx1 MSTx2 Chalicex1 Lightning Vortexx1 Foolish Burial TRAPS: 8x3 Skill Drainx3 Dark Bribex1 Call of the Hauntedx1 Magical Hats Well, thats all I got to say for Skill Town for now. Any ideas are welcomed and I'm not saying this will be meta, but I think it might be a contender. [spoiler=Skilless Village][spoiler=Concept of Skilless Village]Instead or Geartown, we have Secret Village of the Spellcasters. You not only negate your opponents card effects, but their Spells as well, while you have a Spellcaster-Type Beatstick out to make your opponent go crazy. This can lock down many Decks that are used, and it's quite potent. [spoiler=MONSTERS]Breaker, the Magical Warrior****SpellcasterDARKATK/1600DEF/1000Lore; When this card is Normal Summoned, place 1 Spell Counter on it (max. 1). This card gains 300 ATK for each Spell Counter on it. You can remove 1 Spell Counter from this card to destroy 1 Spell or Trap Card on the field. Very good since it will be unlimited in September. It has good ATK (with the boost) and can destroy a S/T, maybe before you pull something off. He is also Allurable. Skilled Dark Magician****SpellcasterDARKATK/1900DEF/1700Lore; Each time a Spell Card is activated, place 1 Spell Counter on this card (max. 3). You can Tribute this card with 3 Spell Counters on it to Special Summon 1 "Dark Magician" from your hand, Deck, or Graveyard. His effect is not very useful, but he is a beatstick and Allurable Gemini Elf****SpellcasterEARTHATK/1900DEF/900Normal Monster Another generic Beatstick. Summoner Monk****SpellcasterDARKATK/800DEF/1600Lore; This card cannot be Tributed. When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, you can discard 1 Spell Card to Special Summon 1 Level 4 monster from your Deck. It cannot attack this turn. Since I've listed many Level4's, he can be used effectively before you do something with Skill Drain. He is also Dark, and a Spellcaster himself. Rose, Warrior of Revenge****WarriorFIREATK/1600DEF/600Lore; When this card inflicts Battle Damage to your opponent, inflict 300 damage to your opponent. Now why am I listing her? Well, we have many Level 4's here, and a Summoner Monk. Since she is a Tuner, we can effectively use this card for a Synchro Summon of cards like Stardust. Not needed, really. But sideable. Kycoo the Ghost Destroyer****SpellcasterDARKATK/1800DEF/700Lore; When this card inflicts Battle Damage to your opponent, you can remove from play up to 2 Monster Cards from their Graveyard. Your opponent cannot remove from play any cards in either Graveyard. Another Beatstick, and while Skill Drain is away he removes your opponents monsters from play. And another Allure target, who can also keep monsters you need in your Grave. Dark Elf****SpellcasterDARKATK/2000DEF/800Lore; You must pay 1000 Life Points in order to have this card attack. Another, guess what? Beatstick. This one has the highest ATK, but with the cost of 1000 LP. But with Skill Drain she's a beast. She is also allurable. Right now, not many other monsters (besides staples) are most likely not listed. If you have ideas, give them plz. [spoiler=SPELLS]Secret Village of the SpellcastersFieldLore; If you control a Spellcaster-Type monster and your opponent does not, your opponent cannot activate Spell Cards. If you control no Spellcaster-Type monsters, you cannot activate Spell Cards. The card to help the lock down. With atleast a Spellcaster out and this can devastate your opponent, for they cannot activate Spells, like Heavy Storm, Fissure, Allure, etc. The bad side is that if they have one, it's disabled, and if you control not a single one, you can't activate Spells. But most likely, you will have the advantage with this card. TerraformingNormalLore; Add 1 Field Spell Card from your Deck, to your hand. Searches out Village. Easy. Allure of DarknessNormalLore; Draw 2 cards. Then remove 1 DARK monster in your hand. If you cannot remove a DARK monster from your hand, discard your entire hand. The great draw engine for this Deck. Since many of the listed monsters are DARK here, it should be used. ShrinkQuickplayLore; Select 1 face-up monster. The original ATK of that monster is halved until the End Phase. Village does not run many (or none) high Leveled monsters. It does have low Leveled high ATK monsters, but even then they are not enough to deal with some of your opponents monsters. However, this card helps counter that, making an opponents monster beatable. Magical DimensionQuickplayLore; Activate only while you control a Spellcaster-Type monster. Tribute 1 monster and Special Summon 1 Spellcaster-Type monster from your hand. Then, you can destroy 1 monster on the field. It has its uses. Tribute 1 of yours and then Summon a new Spellcaster from your hand. While also getting to destroy your opponents monster (If they don't have 1, you have to destroy one of yours, but then you wouldn't have used this card anyways.) [spoiler=TRAPS]Skill DrainContinuousLore; Pay 1000 Life Points to activate. Negate all face-up Effect Monsters effects. Of course we know why this card is used. It helps create a lock, negates your opponents monster effect. Its uses are obvious. Royal OppressionContinuousLore; Pay 800 Life Points to negate a Special Summon of a monster and the effect of a card that Special Summons a monster and destroy it. Both you and your opponent can use this effect as long as this card remains face-up on the field. This Deck does not SS often, so that is the main reason why we use it, and the fact that many Decks thrive on SSing a monster. Magicians CircleNormalLore; Activate only when a Spellcaster-Type monster declares an attack. Each player Special Summons 1 Spellcaster-Type monster with 2000 or less ATK from their Deck in face-up Attack Position. Most of your monsters can be used with this card, helping you to swarm. The only problem is that your opponent also can get a Spellcaster out, which stops Village. However, Breaker is the only real common Spellcaster used outside a non-Spellcaster Deck(and Summoner Monk). But the Spellcaster you Summon will most likely destroy that one. Reckless GreedNormalLore; Draw 2 cards. Then skip your next 2 Draw Phase. I'm only suggesting this card because there is not alot of Draw Powah going on here. You don't have to use it, but if you find that your going to slow, use it. [spoiler=MAIN FOCUS]Lock down the opponent and beat the crap out of them. Just having one huge ATK Level 4lower Spellcaster, Village, and Skill Drain in your hand can create an immediate kinda lock. A build would look like:MONSTERS: 15x3 Breakerx3 Skilled Dark Magicianx3 Kycoox1 Summoner Monkx2 Dark Elfx3 Gemini Elf SPELLS: 14x3 Shrinkx3 Villagex1 Terraformingx1 MSTx1 Heavy Stormx2 Allurex1 Giant Trunadex1 Fissurex1 Magical Dimension TRAPS: 11x3 Skill Drainx2 Royal Oppressionx2 Magicians Circlex1 Call of the Hauntedx3 Reckless Greed This build is suppose to be fast, quick to get Village and Skill Drain so you can put your opponent under pressure and, well, beat the crap out of them. So enjoy. :)[/align] Link to comment Share on other sites More sharing options...
GenzoTheHarpist Posted August 14, 2009 Report Share Posted August 14, 2009 Run allure for more draw. Link to comment Share on other sites More sharing options...
RyanAtlus Posted August 14, 2009 Report Share Posted August 14, 2009 Hurray for Guide-making! *bro-fists*If every member made a Deck Guide to the Deck they're specialized in, we'd have a YCM libarary. And that is happening as I type!Personally, I see guides as an interesting read, and it gives me more info on how to stop other Decks. (Stall FTW)+rep Link to comment Share on other sites More sharing options...
Crow™ Posted August 15, 2009 Report Share Posted August 15, 2009 Epic guide is epic win. Great job bro. Link to comment Share on other sites More sharing options...
BulletMan Posted August 15, 2009 Author Report Share Posted August 15, 2009 Thanks. You should update yours Syncrow. Link to comment Share on other sites More sharing options...
Crow™ Posted August 15, 2009 Report Share Posted August 15, 2009 Thanks. You should update yours Syncrow.Yeah, I'll get to that soon. I think I know how to do it better too. Link to comment Share on other sites More sharing options...
OnSlaUghT Posted August 15, 2009 Report Share Posted August 15, 2009 great guide, my friend uses the same Geartown + magical hats combo, but in a demise deck. Link to comment Share on other sites More sharing options...
-Doodle Posted August 15, 2009 Report Share Posted August 15, 2009 this deck is EPICXD Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted August 15, 2009 Report Share Posted August 15, 2009 this deck is EPICXD It's epic for the last two metas. Needs more Beast Warrior for Ur. D: Link to comment Share on other sites More sharing options...
BulletMan Posted August 15, 2009 Author Report Share Posted August 15, 2009 this deck is EPICXD It's epic for the last two metas. Needs more Beast Warrior for Ur. D: Hmm.. I'll add the 2 other Beast-Warriors that can be used (Lei Lei and Genewarped.) EDIT: done. Link to comment Share on other sites More sharing options...
~ P O L A R I S ~ Posted August 18, 2009 Report Share Posted August 18, 2009 The reason why you can't splash Gadjiltron Dragon and Geartown into Skill Drain is because you have no reliable method of destroying Geartown, and no way of clearing your opponent's field except for Barbaros, but you need 3 Tributes, and with the dead draws you'll get here, you won't have nearly the field presence required. So yeah. Link to comment Share on other sites More sharing options...
Mister Sir Posted August 18, 2009 Report Share Posted August 18, 2009 Allure with four targets? Change that or add more targets. And why would you not be running CyDra? Link to comment Share on other sites More sharing options...
Jericho Posted August 18, 2009 Report Share Posted August 18, 2009 I don't see any reason to run Vice over CyDra. In fact, its just plain stupid to do that. CyDra is a target to be removed from Beast Machine King Barbaros Ür. The only reason I can see that you ran Vice is that it benefits from Skill Drain. That's just stupid. Link to comment Share on other sites More sharing options...
BulletMan Posted August 18, 2009 Author Report Share Posted August 18, 2009 Polaris: I have done tests on the Deck (went against Lightsworns) and it has won 70% of the time. Geartown can be destroyed if I Set a new Field Spell (another Geartown), and for the almost all the test duels, I used this combo or used MST/Heavy. And when I ever use Gigantes, it comes in the wrong times, so he needs replacing. You also rarely ever use his 2nd effect. This Deck is more of go quick and overwhelm the opponent before he does something to big. And that's exactly what it does. Luxord: I never said you had too. If YOU could make your own and add more DARK's to it, add Allure. Also, I forgot CyDra?! Jericho: Vice was a last minute thing. I was thinking of Allure at the time, and forgot CyDra. It's an Allure target. But since CCV is going to be banned, I shall add CyDra. Link to comment Share on other sites More sharing options...
OnSlaUghT Posted August 18, 2009 Report Share Posted August 18, 2009 Polaris: I have done tests on the Deck (went against Lightsworns) and it has won 70% of the time. Geartown can be destroyed if I Set a new Field Spell (another Geartown)' date=' and for the almost all the test duels, I used this combo or used MST/Heavy. And when I ever use Gigantes, it comes in the wrong times, so he needs replacing. You also rarely ever use his 2nd effect. This Deck is more of go quick and overwhelm the opponent before he does something to big. And that's exactly what it does. Luxord: I never said you had too. If YOU could make your own and add more DARK's to it, add Allure. Also, I forgot CyDra?! Jericho: Vice was a last minute thing. I was thinking of Allure at the time, and forgot CyDra. It's an Allure target. But since CCV is going to be banned, I shall add CyDra.[/quote'] Actually i don't think if a new field spell is played Geartown will count as being 'Destroyed' Link to comment Share on other sites More sharing options...
burnpsy Posted August 18, 2009 Report Share Posted August 18, 2009 Actually i don't think if a new field spell is played Geartown will count as being 'Destroyed' It does, but if you play it, it must go face-down or it will miss the timing. Link to comment Share on other sites More sharing options...
BulletMan Posted August 18, 2009 Author Report Share Posted August 18, 2009 Correct. Link to comment Share on other sites More sharing options...
Guest PikaPerson01 Posted August 19, 2009 Report Share Posted August 19, 2009 Why is this in TCG and not in Decks? Link to comment Share on other sites More sharing options...
burnpsy Posted August 19, 2009 Report Share Posted August 19, 2009 Why is this in TCG and not in Decks? The presence of this thread suggests that all articles go here. Link to comment Share on other sites More sharing options...
Guest PikaPerson01 Posted August 19, 2009 Report Share Posted August 19, 2009 Right, but this is just this guys deck, only with a load of other extras. Link to comment Share on other sites More sharing options...
BulletMan Posted August 19, 2009 Author Report Share Posted August 19, 2009 Right' date=' but this is just this guys deck, only with a load of other extras.[/quote'] Should probably make a guide just about Skill Drain, and this being one of the types you can play...I think I'll edit. Link to comment Share on other sites More sharing options...
Crow™ Posted August 19, 2009 Report Share Posted August 19, 2009 Right' date=' but this is just this guys deck, only with a load of other extras.[/quote'] Should probably make a guide just about Skill Drain, and this being one of the types you can play...I think I'll edit.There's also that (kinda-meh) Skillwings variation on BWs. I could help on that X-L. Link to comment Share on other sites More sharing options...
BulletMan Posted August 19, 2009 Author Report Share Posted August 19, 2009 Right' date=' but this is just this guys deck, only with a load of other extras.[/quote'] Should probably make a guide just about Skill Drain, and this being one of the types you can play...I think I'll edit.There's also that (kinda-meh) Skillwings variation on BWs. I could help on that X-L. IDK, since I would want most of the Decks here do well and not something that is just for lulz. But would you say they are GOOD/FUN enough to cut it? Link to comment Share on other sites More sharing options...
Crow™ Posted August 19, 2009 Report Share Posted August 19, 2009 Right' date=' but this is just this guys deck, only with a load of other extras.[/quote'] Should probably make a guide just about Skill Drain, and this being one of the types you can play...I think I'll edit.There's also that (kinda-meh) Skillwings variation on BWs. I could help on that X-L. IDK, since I would want most of the Decks here do well and not something that is just for lulz. But would you say they are GOOD/FUN enough to cut it?1 word. meh.I waz just sayin' that their is a vari for skill but yeah it's pretty dull. No explosions or cool stuff. Link to comment Share on other sites More sharing options...
YuugiCM Posted August 19, 2009 Report Share Posted August 19, 2009 how does Thunder King Rai-Oh's effect still activate while skill drain is on the field? Link to comment Share on other sites More sharing options...
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