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Army of the Wicked


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[img]http://i.imgur.com/qYsV7.jpg[/img]

Ok, so I have been working on this deck for months now, always gets scrapped, and then redone, then re-scrapped, then redone. It has gone through countless changes and whatnot, and I know it's still not right. I like the idea of the Wicked Gods, I really do, but a deck that harnesses all three is ridiculous, hence why I only went with Avatar and Eraser. Dreadroot is a good beatstick, but other than that, Avatar and Eraser have better effects. That being said, lets go over a few of the mechanics I tried.

1: Deck Thinning - Running cards like Dark World Dealings, Destiny Draw, Allure, and Foolish all thin the deck and allow me to search for key cards, EI the Wickeds. Sangan also helps this by searching cards like Malicious, Broww, and Hardened. Would be better if Sangan searched the Wicked Gods themselves, but since they have ? for ATK, Sangan falls short of that.

2: Spamming - Spamming has always helped decks that center around high level monsters, so I figured the Wickeds were no different. Cards like Cyber Dragon, Malicious, Mezuki, Reborn, Escape, and Gorz are all great in this aspect IMO. Gorz gives you 2 monsters if you get attacked, Cyber summons itself if you control no monsters, Malicious spams another if you banish it and Escape helps you get back removed dark monsters you used with Allure or even Malicious from its own effect. I had toyed with playing Dasher instead of Broww, after reading the rulings on the fact that you can use his effect 1 time in the grave, then recycle him by either returning him to the deck, or to the field, then sending him to the grave again.

3: Tribute Reduction - Self explanatory, the Wickeds need 3 tributes, but using two can still work, thanks to Double Coston. Acting as 2 tributes, you really only need to tribute Coston and one other monster. Combining that with spamming, its fairly possible to get a Wicked onto the field in 1 turn.

4: Invulnerability - Mainly for Avatar, incorporating Hardened Armed Dragon is a nice little way to ensure Avatar stays on the field. Not being able to be destroyed by battle due to its own effect is great, and Hardened ensures that no Spell/Trap/Monster Effect gets rid of him, aside from the occasional D-Prison. Eraser on the other hand, I won't waste Hardened on, due to Eraser's effect that nukes the field if its destroyed.

So there you have it, everything i have been toying with in my head with this deck. Any comments and criticism is welcome. Any fixes are much appreciated.

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[quote name='Phantom Warrior' timestamp='1334015553' post='5908166']
Plasma has the same requirements-[/quote]
Plasma is [i]Special Summoned[/i] with his effect.
Wicked Gods are [i]Normal Summoned[/i].

Also, Swap your Cyber Dragons with Pyramid Turtles.

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  • 1 month later...

[quote name='Immortal Chaos' timestamp='1334038821' post='5908752']
I wasnt saying Plasma wasnt good, I was simply saying, Special Summoning Aside, Plasma requires 3 monsters like the other wicked gods, so I really dont see how he's easier to summon than they are.
[/quote]

*Assuming opponent has monsters and you don't*
SS Cyber Dragon -> Use Dasher's Eff in grave to SS 2nd Monster (or tribute a Wicked God [lvl 10] to SS Hardened Armed Dragon) -> NS 3rd monster -> SS Plasma.
Especially in today's meta that's chalk-full of swarm tactics and effects, Plasma can make a quick appearance in a duel whereas you have to stall a little bit to get an EGC or WGC out on the field. Another plus for Plasma is he's an instant Avatar killer should your opponent decide to use him against you, since Avatar's A/D will become 0 as a result.

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