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Crystal Dude Turbo


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I don't know what I'm doing anymore.

Rulings for spells listed beside them.

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14:
1 Elemental HERO Stratos
3 Destiny HERO - Diamond Dude
3 Crystal Beast Sapphire Pegasus
3 Crystal Beast Topaz Tiger
2 Crystal Beast Ruby Carbuncle
2 Summoner Monk

25:
2 Crystal Promise (Can't target)
2 Crystal Blessing (Can't target)
3 Rare Value (Only one Crystal required. Has to be sent)
2 Crystal Beacon (Works exactly as it would)
1 Crystal Abundance (No cost)
2 Miracle Fusion (Works exactly as it would)
3 Destiny Draw (No discard)
1 E - Emergency Call (Works exactly as it would)
1 Reinforcement of the Army (Works exactly as it would)
1 Dark Hole (Works exactly as it would)

1 Mind Control (Works exactly as it would)
1 Monster Reborn (Works exactly as it would)
1 Monster Gate (No Tribute required)
1 Reasoning (Works exactly as it would)
2 Pot of Duality (Works normally, you can activate another Duality, and you can SS)
1 A Feather Of The Phoenix (No cost)

1:
1 Starlight Road


15:
1 Elemental HERO Great Tornado
1 Elemental HERO Gaia
1 Elemental HERO The Shining
1 Elemental HERO Escuridao
1 Stardust Dragon
1 Number C39: Utopia Ray
1 Number 32: Shark Drake
1 Number 66: Master Key Beetle
1 Gem-Knight Pearl
1 Blade Armor Ninja
1 Photon Papilloperative
1 Diamond Dire Wolf
1 Lightning Chidori
1 Maestroke the Symphony Djinn
1 Gagaga Cowboy

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The deck's pretty self-explanatory. You've got Diamond Dude ploughing through spells for constant plussing, while the Crystal Beast engine provide a solid way to Xyz Summon through Ruby/Beacon. 
I've considered adding Dark Armed Dragon but decided against it as I want to keep the monster lineup small-ish and the spell lineup massive. I'm also considering teching another HERO to make Miracle Fusion more consistent.

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