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Structure Deck 32: Garden Power


.Exa

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Monsters:
1x – Firaa, Queen of Lilies (Ultra Rare)
1x – Citra (Super Rare)
1x – Plant Mage (Super Rare)
1x – Jerry Beans Man
1x – Botanical Girl
1x – Gigantic Cephalotus
1x – Queen Angel of Roses
1x – Lonefire Blossom
2x – Lord Poison
1x - Botanical Lion
1x – Tytannial, Princess of Camelias
1x – Rose Witch
1x – Gigaplant
1x – Dandylion
1x – Horseytail
1x – Homunculus the Alchemic Being
1x – Arcane Archer of the Forest
1x – Blue Rose Dragon
1x - Snyffus

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Spells:
1x – Magical Seed
1x – Fragrance Storm
1x – Mark of the Rose
1x – Thorn of Malice
2x – Miracle Fertilizer
1x – Seed Cannon
1x – Raging Mad Plants
1x – Spiritual Forest
1x – The World Tree
1x – Wonder Clover
1x – Advance Draw

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Traps:
1x – Miracle Grow
1x – Blossom Bombardment
1x – Overdoom Line
1x – Plant Food Chain
1x – Pollinosis
1x – Sinister Seeds
1x – Wall of Thorns
1x – Acid Trap Hole


New cards:

Firaa, Queen of Lilies
EARTH-Plant/Effect-Level 8
This card cannot be Special Summoned from the Deck. Once per turn: You can Tribute 1 other Plant-Type monster you control; Select 1 card on the field and destroy it. You can banish this card you control and select 1 Spell Card in your Graveyard; Add it to your hand. If this card is sent to the Graveyard by a card effect: Select 1 Plant-Type monster in your Graveyard, except "Firaa, Queen of Lilies"; Special Summon it.
ATK: 2700/DEF: 2300

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Citra
WATER-Plant/Effect/Level 4
You can send this card you control to the Graveyard to inflict 500 damage to your opponent. If there are no Plant-Type monsters on your side of the field: you can Special Summon this card from your Graveyard. The effect of "Citra" can only be activated once per turn. You cannot Normal Summon the turn you activate this effect.
ATK: 1700/DEF: 1600

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Plant Mage
EARTH-Plant/Tuner-Level 3
You can select 1 Spell/Trap card on the field; Destroy this card and that target. You can Tribute 1 Plant-Type monster, except "Plant Mage"; Special Summon this card from your Graveyard. If you Special Summon this card with this effect: Banish it when it leaves the field.
ATK: 1400/DEF: 800

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Magical Seed
Spell Card (Normal)
Banish 1 Plant-Type monster in your hand; draw 2 cards. You cannot Special Summon, Set or conduct your Battle Phase the turn you activate this card.


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Miracle Grow
Trap Card (Normal)
Tribute 1 Plant-Type monster and select 1 other Plant-Type monster in your Graveyard with Level equal to the Level of the Tributed monster; Special Summon that monster.


Any suggestions would be nice.
Also, OCG fixes are a must, because I'm too lazy to do it at the moment.
This is my first Structure Deck, so be nice.

[spoiler='Big thx to:']Time Psyduck[/spoiler]
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Looks nice.

The only thing I can see with the decklist is Lord Poison being at 3. Structure decks haven't run three copies of anything for a long time, so I'd suggest putting something else in instead of one of them. Botanical Girl, maybe? There's also a lack of the generic spell/traps, but given that the deck's for an entire type, and there's enough good cards already, it's not a problem.

On the cards:
Firaa looks solid. I like how it can't just be lonefire'd out of the deck, although you may want to consider limiting the destruction to once or perhaps twice a turn (Dandylion alone lets you pop three of their cards). As is it's a multi-use Scrap Dragon. Also make mention of where it's removed from (I've gone with the field, you can swap this out for whatever), and it's probably best excluded from the revival it gets when it hits the grave.

Ocg: This card cannot be Special Summoned from the Deck. Once per turn: You can Tribute 1 other Plant-Type monster you control; Select 1 card on the field and destroy it. You can banish this card you control and select 1 Spell Card in your Graveyard; Add it to your hand. If this card is sent to the Graveyard by a card effect: Select 1 Plant-Type monster in your Graveyard, excluding "Firaa, Queen of Lilies"; Special Summon it.

I'm not sure whether Citra is merely solid or broken. The fact that you get a free 1700 beater/1600 wall each turn is very useful, and the loss of a Normal Summon probably just about covers it. The fact that it can't revive with other plants about probably makes it better in other decks. Again, specify where it goes to the grave from. I've also modified the wording of the once per turn clause so that you can't just revive and burn with three in sequence, and also avoiding any 'well it left the grave so it's reset' arguments. If you plan for it to do that, just put it back.

Ocg: You can send this card you control to the Graveyard to inflict 500 damage to your opponent. If there are no Plant-Type monsters on your side of the field: you can Special Summon this card from your Graveyard. The effect of "Citra" can only be activated once per turn. You cannot Normal Summon the turn you activate this effect.

Plant Mage looks fun as an MST with a body, and is actually very good, since it's an instant level 5 synchro from a Dandylion. You may want to add the once per duel or remove from play when it leaves the field clause to it. Also it's own destruction is worded as a cost.

Ocg: You can select 1 Spell/Trap card on the field; Destroy this card and that target. You can Tribute 1 Plant-Type monster, except "Plant Mage"; Special Summon this card from your Graveyard.

Magical Seed is very good draw power, especially since many plants thrive in the grave. Maybe removing a plant would be a better cost. Stopping Special Summons and Sets is odd but fine, and overall the limitations are fine for a card like this. It doesn't need to be optional though - the choice comes in activating it.

Ocg: Discard 1 Plant-Type monster; draw 2 cards. You cannot Special Summon, Set or conduct your Battle Phase the turn you activate this card.

Miracle Grow has a funny name, since it's basically the correctly-spelt variant of a brand of fertilizer, but on a more serious note, a continuous trap that can recycle plants continuously is probably abusable in some way, and since there's no attachment to the summoned monster that's the only way I see it working. It's probably better off as a one shot - make it a normal trap, without having to keep it around for the monster to stay alive, and it's already got something over Call of the Haunted and the like.

Ocg: You can Tribute 1 Plant-Type monster and select 1 other Plant-Type monster in your Graveyard with Level equal to the Level of the Tributed monster; Special Summon that monster.

Overall it's a good deck, and certainly one I'd at least want to buy.
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Thank you for this long reply and the ocg fixes, +rep to you for a good job.
I'll fix the cards later on.

EDIT: Cards edited

[quote name='Time Psyduck' timestamp='1309121908' post='5312653']
Looks nice.

The only thing I can see with the decklist is Lord Poison being at 3. Structure decks haven't run three copies of anything for a long time, so I'd suggest putting something else in instead of one of them.[/quote]

But come to think of it, I don't remember no (TCG) Structure Decks running three of something.
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[quote name='ShadowQueen' timestamp='1309736863' post='5331490']
With "Cards From the Sky", I think it's safe to say you can take the word "set" from "Magical Seed" :)
I agree with Time Psyduck's assessments.
I would just like to point of "abusability" with "Miracle Grow" is with Lonefire and Dandylion recycling.
[/quote]

Meh, I don't know how to fix it, and I like the Set part, it's kind of original, so I'll keep it.

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[quote name='infinitysqrd' timestamp='1309981681' post='5332584']
Magical Seed has a very heavy cost, you can't summon or attack when it's activated, and for what two cards; but hey it does let you draw 2 cards.
My recomendation is change special to normal and take out "you cannot Set."
[/quote]

Aside from what's banished and not allowing sets (which actually is a drawback since Plants are probably the meta deck that sets the most), it's identical to Cards from the Sky. Yugioh isn't a drawpower-heavy game, and most recent draw cards (which is most of the ones that aren't banned or limited) have some sort of drawback to using them. Being able to draw two cards is a [i]very[/i] good thing. The card still allows a Normal Summon - this card actually promotes plant decks which run level 4 beatsticks and don't exist entirely to spam synchro monsters.

The reason than stopping special summons and sets is unusual is that normal summons are usually paired with sets, because you can do one of them in a usual turn. Restrictions on summoning therefore either limit you to that one summon or whatever else you can manage that turn. Given that plants a) like to set if they're not making a big play, at least at a competitive level, and b) can swarm monsters without using a normal summon at all, making it a "no normal summon" wouldn't really be a restriction at all.
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