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Newb Defense League III [locked because remake]


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Golem is a staple in burns most of the time for me.

I really want to get back into deck making ;/

 

Well it does fit perfectly with cards like Magic Cylinder or Dimensional Wall.

 

What other cards are staple's? ( I'm guessing that means they have to be in it? )

 

I added about half of the cards myself without help from Max so I might have done something wrong here.

 

Decklist?

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I told you I had no idea what I was doing. :(

 

Also its tag force 3 so no cards later than crossroads of chaos.

 

MONSTERS

 

Arcana Force 0- The Fool x3

Big Shield Gardna

Dark Resonator x2

Destiny Hero Defender X2

Gallenduo

Gyroid x2

Ice Blast User Rice x2

Marshmellon

Iron Chanin Snake x2

Morphing Jar

Spirit Reaper

Volcanic Splicer x2

 

SPELL

 

Ante

Card Destruction

Cup Of Ace

Dragged down into the grave x3

Final Countdown

Hand Destruction

Level Limit - area b

Magical Mallet

Nitghtmares Steelcage

Nobleman of Crossout

Wave motion cannon

 

TRAP

 

Conscription

Gravity Bind

Mirror Force

Magical Cylinder

Sakurersu Armor

Shadow Spell x3

Spellbinding circle x2

Widespread Ruin

Wall of revealing light

Scrap Iron scarecrow

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I told you I had no idea what I was doing. :(

 

Also its tag force 3 so no cards later than crossroads of chaos.

 

MONSTERS

 

Arcana Force 0- The Fool x3

Big Shield Gardna

Dark Resonator x2

Destiny Hero Defender x2

Gallenduo

Gyroid x2

Ice Blast User Rice x2

Marshmellon

Iron Chanin Snake x2

Morphing Jar

Spirit Reaper

Volcanic Splicer x2

Lava Golem

Stealth Bird x3

Solar Flare Dragon x3

UFO Turtle x3

Ragin Flame Sprite

 

SPELL

 

Ante

Card Destruction

Cup Of Ace

Dragged down into the grave x3

Final Countdown

Hand Destruction

Level Limit - area b

Magical Mallet

Nitghtmares Steelcage x2

Nobleman of Crossout

Wave motion cannon x3

 

TRAP

 

Conscription

Gravity Bind

Mirror Force

Magical Cylinder

Sakurersu Armor

Shadow Spell x2

Nightmare Wheel x3

Widespread Ruin

Wall of revealing light

Scrap Iron scarecrow

Threatening Roar x2

 

I'm going to help you make a better one if you like it or not.

 

K I've edited it some. And you should be able to win a lot quicker now. Without changing it too much that is.

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I recently watched epp 18 of Zexal, and though the duels are starting to become less newbish. I must say that quite some OP cards have apeared in it. Like 'Dance of Forbidden Summon' which is basicly an anti-Normal Summon version of 'Cold Wave. 'Chaos Number: Utopia Ray' is sorta OP. Seeing as it actually gives an use for 'Utopia' it could be considered ballanced. But I don't like it. It's like an Accel Xyz.

 

Actually, I think it's more like the "Majestic" Synchros. Hard to Summon, and although their effects aren't brilliant, they could turn the tide in a duel. And considering it took 5Ds 40 episodes to get to the "Majestics", 100 to get to Accel Synchros and 154 to end; ZeXal should have Accel Exceeds by episode 50, and be done by episode 77; meaning Konami can go and make a much better series.

 

 

Yeah with wave-motion cannon and final countdown, I end up winning with them or my opponent runs out of cards.

 

Just thought could I have just x3 heart of the underdog then have the exodia pieces and the rest normal monsters?

^The idea would be to just keep drawing untill I get all 3 exodia pieces.

 

The best "Exodia" Draw Decks are based on one of two strategies. "Royal Magical Library" or "Appropriate". The former floods Spell Counters to keep drawing (by using drawing Spells) while the latter uses cards like "Cup of Ace" and "D-HERO Defender" to make your opponent draw and thus trigger "Appropriate".

 

 

 

I told you I had no idea what I was doing. :(

 

Also its tag force 3 so no cards later than crossroads of chaos.

 

MONSTERS

 

Arcana Force 0- The Fool x3 (Good. Perhaps cut to 2)

Big Shield Gardna (Too weak for use)

Dark Resonator x2 (Unless you're Synching, get rid of them)

Destiny Hero Defender X2 (Good semi-staple)

Gallenduo (Too unreliable to use really)

Gyroid x2 (If your Deck is built well enough, you only need to rely on monsters that cannot be destroyed)

Ice Blast User Rice x2 (See above)

Marshmellon

Iron Chanin Snake x2 (Not great, since you're not focussing on milling in a Stall Burn)

Morphing Jar

Spirit Reaper

Volcanic Splicer x2 (There are better burners)

 

Solar Flare Dragon x 3 (The ultimate burn staple)

Stealth Bird x 2 (1700 DEF and 1000 points of burn)

Volcanic Queen (A perfect way to ruin your opponent's field)

 

 

SPELL

 

Ante (Useless)

Card Destruction

Cup Of Ace (There are better drawers)

Dragged down into the grave x3 (Can screw you over more times than not)

Final Countdown (Increase to 2)

Hand Destruction

Level Limit - area b (Increase to 2)

Magical Mallet

Nitghtmares Steelcage (Increase to 2)

Nobleman of Crossout (You're not attacking, nor needing to remove your opponent's monsters)

Wave motion cannon (Increase to 2)

 

Dark Room of Nightmare (Its extra damage quickly builds up)

Dark World Dealings (You can always activate this compared to "Hand Destruction")

Mind Control (If you're Synching, then it's always good to use your opponent's monsters)

Poison of the Old Man x 2 (2 of them is 1600 damage, and it's a Quick-Play)

Swords of Concealing Light (The harder to use, but still as good 'Swords')

Swords of Revealing Light (Ancient stalling staple)

 

TRAP

 

Conscription (Not really useful in this Deck)

Gravity Bind

Mirror Force

Magical Cylinder

Sakurersu Armor (If you have "Mirror Force" and "Scrap-Iron" that's all you need)

Shadow Spell x3

Spellbinding circle x2 (Both are too slow and not great)

Widespread Ruin ("Needle Wall" is better)

Wall of revealing light (Too heavy a LP cost)

Scrap Iron scarecrow

 

Just Desserts x 3 (A packed field means heavy damage)

Secret Barrel x 2 (Incredibly potent)

 

So you end up with:

 

Monsters (15):

 

Arcana Force 0 - The Fool x 2

Dark Resonator x 2

Destiny HERO - Defender x 2

Marshmallon

Morphing Jar

Solar Flare Dragon x 3

Spirit Reaper

Stealth Bird x 2

Volcanic Queen

 

Spells (17):

 

Card Destruction

Dark Room of Nightmare

Dark World Dealings

Final Countdown x 2

Level Limit - Area B x 2

Magical Mallet

Mind Control

Nightmare's Steelcage x 2

Poison of the Old Man x 2

Swords of Concealing Light

Swords of Revealing Light

Wave Motion Cannon x 2

 

Traps (10):

 

Gravity Bind

Just Desserts x 3

Magic Cylinder

Mirror Force

Needle Wall

Scrap-Iron Scarecrow

Secret Barrel x 2

 

Extra Deck (?):

 

Stardust, Red Dragon, Goyo etc.

 

 

 

EDIT: Now, you can see what happens when two people are give the same Deck to modify for the same purpose, and you get two completely different results.

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Actually, I think it's more like the "Majestic" Synchros. Hard to Summon, and although their effects aren't brilliant, they could turn the tide in a duel. And considering it took 5Ds 40 episodes to get to the "Majestics", 100 to get to Accel Synchros and 154 to end; ZeXal should have Accel Exceeds by episode 50, and be done by episode 77; meaning Konami can go and make a much better series.

 

Mhh, I gues you're right. But then only for Yuma.

Lol, though I doubt there will be another YGO.

 

EDIT: Now, you can see what happens when two people are give the same Deck to modify for the same purpose, and you get two completely different results.

 

Yep, exactly.

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Mhh, I gues you're right. But then only for Yuma.

Lol, though I doubt there will be another YGO.

 

You're probably right about the anime. But they'll most likely continue releasing sets since those are what make the money.

 

Also, can you have a look at the other Geminis and support I ended up making for them? http://forum.yugiohcardmaker.net/topic/259614-md-experimental-ocg-part-3-geminis/ Thanks.

 

 

Looks like I'll have to try both and see which on is better. :)

 

See which one suits your playing style the best.

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Mhh, maybe something like the classical 'Treeborn Frog' or perhaps other Trap Monsters like 'Cyber Shadow Guardna'. I think that should be usefull enough.

 

Since he relies on a large number of Traps, it's unlikely "Treeborn" will work. And, if I remember correctly, "Cyber Shadow" is the one that sets itself at the end of the turn. So I think I'll use "Zoma the Spirit" since it's a more savage effect.

 

This is the Deck I've ended up with:

 

Monsters (17):

Battle Fader

Caius the Shadow Monarch x 3

Jester Confit x 3

Kuraz the Light Monarch

Mobius the Frost Monarch x 2

Raiza the Storm Monarch x 2

Spell Striker x 2

The Tricky

Thestalos the Firestorm Monarch

Zaborg the Thunder Monarch

 

Spells (10):

Fallen Emperors *

Fiend’s Sanctuary

Future Colours x 2 *

Imperial March x 2 *

Magical Mallet

Monster Reborn

One for One

Shrink

 

Traps (13):

Dark Bribe

Dimension Wall

Dimensional Prison

Final Attack Orders

Imperial Council *

Miracle’s Wake

Mirror Force

Prideful Roar x 2

Strike Slash

Ultimate Offering

Waboku

Zoma the Spirit

 

 

* Fallen Emperors: Normal Spell: Banish 2 Tribute Summoned "Monarch" monsters in your Graveyard to draw 3 cards. You cannot activate any of the cards drawn by this effect this turn.

 

Future Colours: Normal Spell: Select and send 2 monsters from your Deck to the Graveyard. Then, add 2 monsters from your Deck to your hand with the same Level but different Attributes. The sent monsters cannot leave the Graveyard.

 

Imperial Council: Normal Trap: Tribute Summon 1 "Monarch" monster from your hand.

 

Imperial March: Normal Spell: Add 1 "Monarch" monster from your Deck to your hand.

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Ah, quite nice indeed.

 

Glad you think so.

 

I am still wrestling with how much power the False Signer Marks have, considering they are implied to be on par, or possibly greater than the originals. This comes not from the Crimson Dragon, but from Momentum. So it makes sense that the False Signers have abilities similar to Psychic Duelists.

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