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Chaos Agents - Returning to the Game


Kazooie

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So I was out of the game for most of this format, mostly because of Atlantian / Mermail bull, but I'm bored and figured I would get back into it. First draft of the deck I want to stick with for the format.

[img]http://i.imgur.com/y4QlH.png[/img]

Just some notes:

Traps aren't needed. This laughs at their Spell / Trap destruction Game 1 and can side into Decree's / Traps Game 2 if they side out the Destruction.

[s]The side I'm not so sure about. The Traps I have in I want to keep. The deck doesn't have many bad match ups, but the absolute WORST are Dark World and HERO s***. Leeching the Light is just something I'm using in case.[/s]

Forbidden Lance is amazing and the Third Lance and the Third MST are interchangeable.

[s]This is the one deck where Teching in a Birdman isn't saying "This card doesn't work but I want it to so I threw it in anyway." One Birdman is great for bouncing those Shine Balls and Synchro'ing into a six with Venus with a Rank 2.[/s]

Night Assailant is amazing. No contest there.

[s]Hand Traps! Hand Traps everywhere! I don't want to side the Maxx "C" since I run so few traps. It just lets the deck operate a bit better.

I might want to find space for Solemn Judgement in the Main, but not sure what to Neg.[/s]

A lot of this can now be ignored.

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Looks like a solid build, but I'm a bit iffy on 9 Hand Traps. Also Birdman shouldn't be making a level six, you should be making Stardust + Phoenix (bring out 3 Shine Balls, bounce one, bring it out again, sync and overlay). You've got enough HERO side-material, for DWs/Atlanteans you should find room for 2 or 3 Soul Drains.

I'd make the side look something like this:

[3] Thunder King
[2] Snowman Eater
[1] Nobleman of Crossout
[1] System Down
[3] Soul Drain
[3] Royal Decree
[2] Torrential/Compulsory

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[quote name='b0b3rt' timestamp='1357075067' post='6108371']
Looks like a solid build, but I'm a bit iffy on 9 Hand Traps. Also Birdman shouldn't be making a level six, you should be making Stardust + Phoenix (bring out 3 Shine Balls, bounce one, bring it out again, sync and overlay). You've got enough HERO side-material, for DWs/Atlanteans you should find room for 2 or 3 Soul Drains.

I'd make the side look something like this:

[3] Thunder King
[2] Snowman Eater
[1] Nobleman of Crossout
[1] System Down
[3] Soul Drain
[3] Royal Decree
[2] Torrential/Compulsory
[/quote]

That Side looks pretty good to me. I completely forgot Soul Drain was a card so that's especially good.

Stardust isn't always optimal play though. Sometimes I need to bring out a Six or a Rank 3 with Venus. Not saying it isn't a good play, and I have done it before, just saying it's not always first choice and that it isn't the only play. Plus that Shine Ball can be Herald fuel.

The hand traps seem bad, but it's a better defense for this deck then just using Traps. Things like Trag give me more Extra Deck potential, Gorz is Gorz, Veiler can be sided out in bad matchups, Herald is one of the best cards in the Deck and it almost never dead, Maxx "C" I can understand, but it's pretty much my only Defense against massive swarm like Wind-Ups and stuff.

@Sora: It's a possibility, but I'll have to think about that one.

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-1 Night Assailant
-1 Genex Ally Birdman
-1 Mind Control
-2 Maxx "C"
-2 Effect Veiler
-2 Duality

+3 Thunder King Rai-Oh
+2 Archlord Kristya
+2 Card Trooper
+1 Herald of the Orange Light
+1 Gorz the Emissary of Darkness

Duality is unneeded. You don't need to dig for a good opening when you have a lot more good cards to open with (TKRO and Trooper).

Honestly Birdman is only good when you're winning and not worth using, mainly due to a lack of Trishula. It doesn't offer anything broken to the deck and isn't very necessary.

You shouldn't be playing Night Assailant unless you NEED to resolve Tour Guide more than once (see: Dino Rabbit). It's a slow card when you draw it and your normal summon is better off going to other cards.

The only hand trap you need is Orange. It's a lot more useful than the other two and we're not in a format that demands a lot of hand traps (especially due to DFissure/Macro popularity but eh)

Thunder King and Card Trooper are good in the main because Trooper makes dead hands better and Thunder King is just well.. Thunder King. Also you'd have to be silly to not play Gorz.

Your extra deck needs Temtempo because he is a god

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[quote name='Jenny' timestamp='1357079089' post='6108424']
-1 Night Assailant
-1 Genex Ally Birdman
-1 Mind Control
-2 Maxx "C"
-2 Effect Veiler
-2 Duality

+3 Thunder King Rai-Oh
+2 Archlord Kristya
+2 Card Trooper
+1 Herald of the Orange Light
+1 Gorz the Emissary of Darkness

Duality is unneeded. You don't need to dig for a good opening when you have a lot more good cards to open with (TKRO and Trooper).

Honestly Birdman is only good when you're winning and not worth using, mainly due to a lack of Trishula. It doesn't offer anything broken to the deck and isn't very necessary.

You shouldn't be playing Night Assailant unless you NEED to resolve Tour Guide more than once (see: Dino Rabbit). It's a slow card when you draw it and your normal summon is better off going to other cards.

The only hand trap you need is Orange. It's a lot more useful than the other two and we're not in a format that demands a lot of hand traps (especially due to DFissure/Macro popularity but eh)

Thunder King and Card Trooper are good in the main because Trooper makes dead hands better and Thunder King is just well.. Thunder King. Also you'd have to be silly to not play Gorz.

Your extra deck needs Temtempo because he is a god
[/quote]

I already play Gorz so I'm gonna keep the Night Assailant in.

True enough on Duality. I haven't actually used it and it's clogged a bit more then I would like.

Birdman makes sense, but I dunno. I'll test without it since I would prefer the Night Assailant over it. People tend attack into it thinking it's just a Shine Ball in this deck so it's a bit more useful then normal.

Seriously? Veiler not being that useful anymore makes sense, but I don't want to believe. I'll test moving Maxx to the Side. Taking out Veiler.

Derp me for forgetting Kriysta.

Thunder King sounds good in main with these changes.

Card Trooper I'll try, but I don't expect it to stay in. Anyone who has ever seen me use it has seen me mill things like Torrential, Solemns, Reborn, never anything I want to mill. My luck, not that it's a bad card, but since I hardly have anything that's bad in the Grave, hopefully it works out better.

I'll probably take out Mist Wurm for Temtempo now that Birdman is out.


[quote name='Beige W. Mage' timestamp='1357078445' post='6108415']
It can also be used, as a hat.
[/quote]

this deck is not a drying pan :(

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Shouldn't be using Card Trooper (or double Kristya) outside of the CotH build. Triple Herald WILL clog, I promise. Thunder King in the main isn't a bad idea at all considering the format, and it provides more options if you don't draw into Earth/Venus.

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[quote name='b0b3rt' timestamp='1357095312' post='6108723']
Shouldn't be using Card Trooper (or double Kristya) outside of the CotH build. Triple Herald WILL clog, I promise. Thunder King in the main isn't a bad idea at all considering the format, and it provides more options if you don't draw into Earth/Venus.
[/quote]

Call of the Haunted Build seems bad for Agents to me.

Kristya is amazing and I can't believe I had forgotten to put it in at all. Triple Herald shouldn't clog considering none of the hand traps had really clogged before, especially since it has more of a chance of going off now.

Card Trooper I still have to test.

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[quote name='Devil's Advocate' timestamp='1357096238' post='6108738']
I don't think you need 2 Kristya because the second one tends to be dead.

Treacherous?
[/quote]

If the second one tests badly I'll probably cut it for either Treacherous or that Solemn Judgement I've been considering.

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