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Leo's Yu-Gi-Oh! CCG


.Leo

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|Mirror Shatter!|0||Spell Card|Spell||Quick-Play|||Activate only when a DARK monster is Summoned to your opponent's field. Destroy that monster. Then, remove from play 1 monster in your opponent's Graveyard.|

Guess what it's supposed to kill. Go on, guess.

Flames? Psychics? idungetit

But seriously, ive been kinda busy with schooling and stuffs so, ill have stuff tomorow for the set

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Alrighty, added to the set.

 

I would love now to have some stuff that counters decks in the game today. Maybe 10-15?

 

|Apprentice Controller|19|DSAS|Spellcaster/Effect|Dark|4||1900|1600|As long as this card remains face-up on the field, neither players can Special Summon a Level 8 or higher monster.|

 

|Thunder Baboon|20|DSAS|Thunder/Effect|Light|4||1900|0|If your opponent Special Summons a monster, you can remove from play this card to negate the Special Summon and remove from play the monster.|

 

|Card of Great Reward|21|DSAS|Spell Card|Spell||Quick-Play|||Negate the activation of a Trap Card. Then, draw 1 card.|

 

 

The last 2 frighten me. The first one because it's like thunder king rai-ou and makes Book of Countercurses Obsolete. And the 2nd because of what Pacman said.

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I've got more to post latter today

 

The New Chaos Monsters. Well one of them......More cards tonight (will be generic cards [mostly])

 

|Paradox Chaos Fusion|?|DSAS|Spell Card|Spell||Normal|||Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a "Chaos" Fusion Monster Card, and Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon). When this card is sent from the field to the Graveyard you can add one "Chaos" card from your Deck to your hand.|

 

|The Mysterious Invader of Chaos|?|DSAS|?/Effect|Fire|12||?|?|This card can only be Fusion Summoned by "Paradox Chaos Fusion". A Fusion Summon of this card can be conducted with any 2 monsters you control. Fusion monsters and Synchro monsters cannot be used as fusion material to Fusion Summon this card. This cards Attribute and Type are the same as the monsters used to Fusion Summon this card. This cards Atk and Def are equal to half the combind original Atk and Def of the monsters used to Fusion Summon this card.|

 

@ Leo and anyone else with the same mind set.

Quick-Plays don't counter. Now your making Counter Traps obsolite

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Alrighty, added to the set.

 

I would love now to have some stuff that counters decks in the game today. Maybe 10-15?

 

|Apprentice Controller|19|DSAS|Spellcaster/Effect|Dark|4||1900|1600|As long as this card remains face-up on the field, neither players can Special Summon a Level 8 or higher monster.|

 

|Thunder Baboon|20|DSAS|Thunder/Effect|Light|4||1900|0|If your opponent Special Summons a monster, you can remove from play this card to negate the Special Summon and remove from play the monster.|

 

|Card of Great Reward|21|DSAS|Spell Card|Spell||Quick-Play|||Negate the activation of a Trap Card. Then, draw 1 card.|

 

First is a mediocre Synchro stopper. Second is a weaker Thunder King Rai-Oh, which is good. Third is a solid +0, but it should be a Counter Trap.

 

Card of Great Reward is an easy +1.

 

It's a +0. Lose the card from your hand, draw a card.

 

|Mirror Shatter!|0||Spell Card|Spell||Quick-Play|||Activate only when a DARK monster is Summoned to your opponent's field. Destroy that monster. Then, remove from play 1 monster in your opponent's Graveyard.|

 

First of all, it should be a Normal Trap (it's kinda like a more powerful Bottomless). That thing actually does more harm to Escrocs than Mirrors, though with Silence, Enfant Stupide!, Escrocs should be able to get over that.

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K, Alfred. It's debtable whether Mirror Shatter! is better then Bottomless, as some decks may not run DARKS, and other may tech non-DARKS, which Mirror Shatter! cannot remove.

I designed Shatter with Silence in mind :P.

It's still lolzy sidedeck material.

 

No new archetypes. Missed that.

 

Time to make SPIRIT OPPRESION SUPPORT YEAH!

 

|Jailer of Lost Souls|0||Fiend/Spirit|Light|4||1800|1900|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. If this card is returned to your hand during the End Phase, your opponent cannot Synchro Summon any monsters until the End Phase of their next turn.|

 

OTK Stopper I think, and also helps Spirits stall until Supreme Decloration is activated. It also can hold off as a beatstick, and if you keep it on the field, it combos with...

 

|Binder of Spirit|0||Fiend/Spirit|Light|4||1700|2000|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. Once per turn, during the End Phase, you can return one Spirit monster from your field to your hand and place one "Bound Counter" on one monster, besides you control. The selected monster's effect is negated during the End Phase only.|

 

As said before, combos with Jailer and is really a staple in Spirits. For the cost of nothing, really, just the normal Spirit upkeep charge, you can keep a beatstick or Overlord Spirit Omega on the field, allowing you to further the lock if you keep Spirit Warden on the field.

 

|Spirit Warden|0||Fiend/Spirit|Light|5|DSAS|0|0|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. During your opponent's turn, if you control no face-up monsters, you can Normal Summon this card from your hand. When this card is Normal Summoned during your opponent's turn, add 3 "Ward Counters" on this card (max. 3). You can remove 1 counter from this card to negate 1 attack. During every End Phase, add 1 "Ward Counter" to this card.|

 

 

Wards off monster attacks until Decloration and Jailer start hitting the field, which lock your opponent out of the game. It and Binder make a potent combo. Binder keeps it on the field and gives it an extra negation, and Warden allows you to reuse Binder over and over. However, the best way to use Binder is to set Spirits and stall with this, until you can Tribute for...

 

|Overlord Spirit Omega|0||Fiend/Spirit|Light|7||2600|2800|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. Once per turn, you can place 1 "Gate Counter" on this card. You can remove a Gate Counter from this card to Normal Summon 1 Level 4 or lower Spirit monster from your hand, in addition to your regular Normal Summon.|

 

Is a beast. Summon, add a Gate, remove a Gate, ss Binder, Bind him. Next turn, swarm at will. Spirit Fader is awesome with him, allowing you to summon Fader and tribute Fader to add a Spirit from your deck to your hand, then NS it.

 

|Spirit Fader|0||Fiend/Spirit|Light|3||1500|0|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase it was Normal Summoned, Flip Summoned, or flipped face-up. When you control a Level 4 or higher Spirit monster, you can Tribute this card to add 1 Spirit monster from your deck to your hand.|

 

The searcher of the Archetype. Tribute it to toolbox a Spirit, probably Warden or Omega.

. Use it to grab another Spirit Fader for some reason or another- Maybe to clear the field for Warden. Combos with Omega. Is a nice card all in all.

 

|Soul of the Merged|0||Fiend/Spirit|Dark|3||1300|0|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase it was Normal Summoned, Flip Summoned, or flipped face-up. This card is also treated as a Tuner.|

 

Synch with any generic Bound level 4 to form a generic, or synch with a level 3 like Fader to go Eterenal Guardian.

 

|Gate into the Underworld|0||Trap Card|Trap||Continuous|||When you activate this card, pay 3000 life points. As long as this card is face-up on the field, only one non-Spirit monster can be Summoned per turn.|

 

The heart of the deck. This and Declaration combo into a major lock. Only one Summon per turn, which includes Flip Summons. However, if you get stuck, the weakened opponent can manage a Tribute Summon and control the field. With 5000 life points if you activate this off the bat, it takes a lot of skill to use correctly.

 

|Spirit Shield|0||Spell Card|Spell||Continuous|||As long as this card is face-up on the field, both players can negate 1 Spell or Trap card per turn, execpt "Spirit Shield".|

 

Combos with Decloration and UnderGate to further the lock.

 

And that's all/

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The negated Trap does go away.

 

Also.

 

|Hero's Demise|0|DSAS|Trap Card|Trap||Normal|||Pay 1000 Life Points. Negate the Special Summon of an opponent's monster and destroy it.|

 

|Eccentric Electron|1|DSAS|Thunder/Effect|Light|1||300|300|You can remove from play this card from your hand to negate the effect of a monster and destroy it.|

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The negated Trap does go away. OK, you don't +1. You -1 your opponent.

 

Also.

 

|Hero's Demise|0|DSAS|Trap Card|Trap||Normal|||Pay 1000 Life Points. Negate the Special Summon of an opponent's monster and destroy it.| o_O

 

|Eccentric Electron|1|DSAS|Thunder/Effect|Light|1||300|300|You can remove from play this card from your hand to negate the effect of a monster and destroy it.| ...Can it be used in your opponents turn?

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|Brittle Field|0|DSAS|Spell Card|Spell||Continuous|||This card is treated as a Field Spell card while in the deck. Damage calculation to a player(s) is resolved by comparing the ATK of the Attacking monster with the DEF of the attacked monster when both monsters are in Attack position. Damage to the monsters is calculated normally. When a monster attacks, and it’s DEF is lower than the ATK of it’s target, during damage calculation the monster’s controller takes battle damage equal to the difference. You can add this card from your graveyard to your hand by skipping your draw phase.|

 

|Vibrato Singer|1|DSAS|Warrior/Tuner/Effect|Water|3||1000|1900|While you control “Brittle Field”, destroy any monster that this card battles with a DEF lower than this card’s ATK at the end of the damage step.|

 

|Mirror Dragon – Ictinus|2|DSAS|Sea Serpent/Effect|Wind|7||500|2600|By sending 1 “Brittle Field” you control to the graveyard, switch the ATK and DEF of all monsters on the field until the end of the turn. This card is not destroyed in battle while in Attack Position.|

 

|Glass Spirit|3|DSAS|Rock/Effect|Light|1||0|1600|Discard this card from your hand to add 1 “Brittle Field” from your deck to your hand. During either player’s turn, you can remove this card from your graveyard to decrease the DEF of 1 monster by 500 until the end of the turn.|

 

|Matrix Magician|4|DSAS|Psychic/Effect|Dark|4||100|1800|Once per turn, you can pay 500 Life Points to Switch the ATK and DEF of all monsters you control, except this card, until the end phase. If this card is destroyed by battle while in Attack Position, Special Summon 1 Level 4 or Lower Monster from your deck with an ATK equal to or lower and a DEF equal to or higher than the difference between this card's ATK and the monster that destroyed this card. You cannot activate this effect more than once per turn. |

 

|Spiked Pestle|5|DSAS|Spell Card|Spell||Equip|||The DEF of a monster that the equipped monster battles is halved before damage calculation. When the equipped monster is destroyed in battle and this card is sent to the graveyard, draw 1 card.|

 

|Elastic Field|6|DSAS|Spell Card|Spell||Field|||When an Attack-position monster would be destroyed in battle by a monster with less ATK than that monster's DEF, once per turn, it is not destroyed. |

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|Pure Angel Light|0||Fairy/Effect|Light|4||0|1900|FLIP: Destroy all DARK monsters on the field. Then, discard cards equal to the amount of monsters destroyed by this card's effect. If you cannot, take damage equal to the amount of monsters destroyed x 500.|

 

How would a series of monsters like this work?

Balanced or brokez?

 

Reposting Spirit Oppresion guys.

 

|Jailer of Lost Souls|0||Fiend/Spirit|Light|4||1800|1900|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. If this card is returned to your hand during the End Phase, your opponent cannot Synchro Summon any monsters until the End Phase of their next turn.|

 

OTK Stopper I think, and also helps Spirits stall until Supreme Decloration is activated. It also can hold off as a beatstick, and if you keep it on the field, it combos with...

 

|Binder of Spirit|0||Fiend/Spirit|Light|4||1700|2000|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. Once per turn, during the End Phase, you can return one Spirit monster from your field to your hand and place one "Bound Counter" on one monster, besides you control. The selected monster's effect is negated during the End Phase only.|

 

As said before, combos with Jailer and is really a staple in Spirits. For the cost of nothing, really, just the normal Spirit upkeep charge, you can keep a beatstick or Overlord Spirit Omega on the field, allowing you to further the lock if you keep Spirit Warden on the field.

 

|Spirit Warden|0||Fiend/Spirit|Light|5|DSAS|0|0|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. During your opponent's turn, if you control no face-up monsters, you can Normal Summon this card from your hand. When this card is Normal Summoned during your opponent's turn, add 3 "Ward Counters" on this card (max. 3). You can remove 1 counter from this card to negate 1 attack. During every End Phase, add 1 "Ward Counter" to this card.|

 

 

Wards off monster attacks until Decloration and Jailer start hitting the field, which lock your opponent out of the game. It and Binder make a potent combo. Binder keeps it on the field and gives it an extra negation, and Warden allows you to reuse Binder over and over. However, the best way to use Binder is to set Spirits and stall with this, until you can Tribute for...

 

|Overlord Spirit Omega|0||Fiend/Spirit|Light|7||2600|2800|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. Once per turn, you can place 1 "Gate Counter" on this card. You can remove a Gate Counter from this card to Normal Summon 1 Level 4 or lower Spirit monster from your hand, in addition to your regular Normal Summon.|

 

Is a beast. Summon, add a Gate, remove a Gate, ss Binder, Bind him. Next turn, swarm at will. Spirit Fader is awesome with him, allowing you to summon Fader and tribute Fader to add a Spirit from your deck to your hand, then NS it.

 

|Spirit Fader|0||Fiend/Spirit|Light|3||1500|0|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase it was Normal Summoned, Flip Summoned, or flipped face-up. When you control a Level 4 or higher Spirit monster, you can Tribute this card to add 1 Spirit monster from your deck to your hand.|

 

The searcher of the Archetype. Tribute it to toolbox a Spirit, probably Warden or Omega.

. Use it to grab another Spirit Fader for some reason or another- Maybe to clear the field for Warden. Combos with Omega. Is a nice card all in all.

 

|Soul of the Merged|0||Fiend/Spirit|Dark|3||1300|0|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase it was Normal Summoned, Flip Summoned, or flipped face-up. This card is also treated as a Tuner.|

 

Synch with any generic Bound level 4 to form a generic, or synch with a level 3 like Fader to go Eterenal Guardian.

 

|Gate into the Underworld|0||Trap Card|Trap||Continuous|||When you activate this card, pay 3000 life points. As long as this card is face-up on the field, only one non-Spirit monster can be Summoned per turn.|

 

The heart of the deck. This and Declaration combo into a major lock. Only one Summon per turn, which includes Flip Summons. However, if you get stuck, the weakened opponent can manage a Tribute Summon and control the field. With 5000 life points if you activate this off the bat, it takes a lot of skill to use correctly.

 

|Spirit Shield|0||Spell Card|Spell||Continuous|||As long as this card is face-up on the field, both players can negate 1 Spell or Trap card per turn, execpt "Spirit Shield".|

 

Combos with Decloration and UnderGate to further the lock.

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|Hero's Demise|0|DSAS|Trap Card|Trap||Normal|||Pay 1000 Life Points. Negate the Special Summon of an opponent's monster and destroy it.|

 

|Eccentric Electron|1|DSAS|Thunder/Effect|Light|1||300|300|You can remove from play this card from your hand to negate the effect of a monster and destroy it.|

 

Demise is balanced, but I think it may be outclassed. Electron will be a side deck staple.

 

|Big Shield Locker|0|Warrior/Effect|Earth|4|0|2300|When this card is Summoned, it is changed to face-up Defense Position. This card cannot be switched to face-up Attack Position. Neither player can Special Summon monsters. When this card is destroyed, it's controller can select and destroy 1 card on the field.|

 

I think an Anti-Meta deck would a be great thing to build. I've got a rough decklist ready. I won't disclose too much of the strategy as that would ruin it's impact.

 

CCG Anti-Meta (post Darkstrike Assault)

 

|41|Cards|

 

|18|Monsters|

 

3|Eccentric Electron

3|Big Shield Locker

2|Escroc le Diamant

3|Escroc le Annuleur

1|Jailer of Lost Souls

1|Binder of Spirit

1|Bati, the Fat Guy

3|Thunder Baboon

1|Apprentice Controller

 

|15|Spells|

 

3|Façade

2|Cold Snap

1|Curiosity

3|Field Lock

1|Fission Blast

2|Scrap Explosion

1|Last Gasp Blast

2|Spiritcore

 

|8|Traps|

 

2|Attack Barrier

1|Dark Tornado

2|Innocence

1|Surprise Vent

2|Proper Burial

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|Dooms Day Golem|?||Machine/Effect|Fire|9||2730|1940|This card cannot be Normal Summoned or Set this card cannot be Special Summoned except when you have 20 or more cards in your Graveyard. When this card is Special Summoned choose one Monster cards, Spell cards, or Trap cards and inflict 300 damage to your opponets Life Points for each card of the declared type of card in your Graveyard. Durning your opponets End Phase you can remove from play 3 cards in your Graveyard to return this card to your hand.|

 

|War Ravenged WasteLand|?|DSAS|Spell Card|Spell|Field|||When ever a Fire Attribute monster is Summoned both players go through their Decks select 3 cards show them to each other than discard them to the Graveyard.|

 

the fixed Synthetic Zombie Sea [now 20x more fair].

 

|Synthetic Zombie|?||Zombie/Synchro/Effect|Dark|4||0|0|1 Tuner monster + 1 or more non-Tuner monsters

If this card is destroyed and sent to the Graveyard as a result of battle, this card's effect is activated. While this card is in the Graveyard you can only select and activate one of the following effects per turn.

* Instead of counducting your normal Draw Phase you can add one Zombie-Type monster from your deck to your hand.

* Durning your Stand by Phase you can remove from play a number of monsters from your hand who's combind level equals that of one Zombie-Type monster in your Graveyard and Special Summon that monster.|

 

|NecroDragon|?||Dragon/Synchro/Effect|Dark|8||2300|3200|1 tuner + 1 or more nontuner monsters

This card is also treated as a Zombie-Type monster while it is face-up on the field and in the Graveyard. When this card is targeted by the effect of a Spell, Trap, or Effect Monster remove this card from play. Twice per turn during a turn that this card has been removed from play by this effect you can remove from play monsters whose total Levels equal 8 or more to Special Summon this card and Destroy upto 2 monsters on the field whose Atk is lower than this cards Def.|

 

|Armageddon Golem|?||Pyro/Effect|Fire|4||1600|1900|When this card is Summoned select 1 Spell card 1 Trap card and 1 Monster card from your Deck and send them to the Graveyard. Durning each End Phase send the top 2 cards of your deck to the Graveyard.|

 

My EVIL POST post 666

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No comments on my deck OR my new card?

 

Owait, there's...ESCROC SUPPORT (CAPS for LOUD, BOOMING EMPHASIS!).

 

|Escroc le Remplacement|0|DSAT|Psychic/Effect|Dark|4||1200|0|This card cannot be Special Summoned. If this card was added from your Deck to your hand by the effect of an "Escroc" monster, remove it from play when it is removed from the field.|

|Escroc le Annuleur|0|DSAT|Psychic/Effect|Dark|2||100|200|You can discard this card to the Graveyard to end the Battle Phase. This effect can be activated during either player's turn. If this card was sent to the Graveyard by it's own effect, you can remove from play 1 Trap Card in your Graveyard to Special Summon it. If this card is removed from the field after it was Special Summoned by it's own effect, remove it from play.|

|Silence, Enfant Stupide!|0|DSAT|Trap|Trap Card||Normal|||Activate only when you control a face-up "Escroc" monster. Negate the effect of a Spell or Trap Card and destroy it.|

 

Those French are just too awesome.

 

Reposting Escroc support for submission.

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|Lost Soul|0||Fairy/Effect|Dark|2||0|0|When you summon a "Jailer of Lost Souls", you can Special Summon this card from your Graveyard or Hand. When this card is destroyed by battle, add 1 "Supreme Decloration" or "Gate to the Underworld" to your hand.|

 

Allows you to search Decloration and Gate. Might be the only non-spirit a dedicated Spirit Opression deck should run, and only at twos, as it can be a dead draw when Gate and Decloration are out- But by then, you should be able to Synchro Summon Eternal Guardian, and discard Lost Souls to destroy face-downs. Speaking of Eternal Guardian....

 

|Eternal Guardian- Forever Knight|0||Fairy/Synchro/Effect|Dark|6||0|0|1 Tuner Monster + 1 or more Spirit monsters

This card's Synchro Summon is treated as a Normal Summon. Up to three times per turn, you can discard one DARK monster and destroy 1 Spell or Trap on the field. This card's ATK is equal to the amount of Spirit monsters in your Graveyard x 700. This card cannot attack.|

 

Dudududu. This lil guy is basically the "Forget lockdown, let's deal some damage! With an instant attack of at least 1400, he can become 2100 attack with a single other Spirit monster on the board. And if you Synch for him before flipping Decloration and Gate, you've got the win. By tributing monsters for Omega, Forever Knight's attack goes up to 2800! However, his fourth effect reduces his attack by 700 each turn, and he can't attack. His field-holding power is awesome, while you whittle away your opponent's life points with...

(Note: Those of you who think this is anti-meta, it's not. Thus synchros fit.)

 

|Spirit of Fire|0||Fiend/Spirit|Dark|1||800|1000|This card cannot be Special Summoned. This card returns to its owner's hand the turn it is Normal Summoned, Flip Summoned, or flipped face-up. This card can attack directly. If this card is used in a Synchro Summon, the Synchro Summoned monster gains the following effect:

-Once per turn, Tribute 1 monster you control and draw 1 card.|

Mhmm. Fun to synch for Forever Knight with this, and it's actually more important then it appears. You summon it with Gate and Decloration out, attack directly, then end phase it returns to your hand, safe.

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|Lost Soul|0||Fairy/Effect|Dark|2||0|0|When you summon a "Jailer of Lost Souls", you can Special Summon this card from your Graveyard or Hand. When this card is destroyed by battle, add 1 "Supreme Decloration" or "Gate to the Underworld" to your hand.|

 

Allows you to search Decloration and Gate. Might be the only non-spirit a dedicated Spirit Opression deck should run, and only at twos, as it can be a dead draw when Gate and Decloration are out- But by then, you should be able to Synchro Summon Eternal Guardian, and discard Lost Souls to destroy face-downs. Speaking of Eternal Guardian....

 

|Eternal Guardian- Forever Knight|0||Fairy/Synchro/Effect|Dark|6||0|0|1 Tuner Monster + 1 or more Spirit monsters

This card's Synchro Summon is treated as a Normal Summon. Up to three times per turn, you can discard one DARK monster and destroy 1 Spell or Trap on the field. This card's ATK is equal to the amount of Spirit monsters in your Graveyard x 700. This card cannot attack.|

 

Dudududu. This lil guy is basically the "Forget lockdown, let's deal some damage! With an instant attack of at least 1400, he can become 2100 attack with a single other Spirit monster on the board. And if you Synch for him before flipping Decloration and Gate, you've got the win. By tributing monsters for Omega, Forever Knight's attack goes up to 2800! However, his fourth effect reduces his attack by 700 each turn, and he can't attack. His field-holding power is awesome, while you whittle away your opponent's life points with...

(Note: Those of you who think this is anti-meta, it's not. Thus synchros fit.)

 

postwillbeedited

 

Lost Soul is too situational and a potential dead draw. Nice specific tutor though. And Spirit Oppression decks should run Escroc le Annuleur and Diamant (for Synchros and a Battle Fader). Guardian is a good beatstick to stop your opponent from getting anywhere even if they do summon a monster.

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