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Golem Burn [Sept]


Airride

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List will come once I get to >42 cards. Which I need to, BTW. Euuugh.

 

In case you don't know the deck, you basically try and spam Mine golem to the field with Block Golem, Grandoil, and whatnot (Usually to bring out Block to get 2) and, if you can, use minefuield eruption to deal up to 3k damage, and you also burn with other cards (Magic Cylinder, Rock Bombardment).

Magical Planter gets rid of CotH, Limit Reverse, and such that are left on the field that you don't need.

Everything else is basically staples or stun-y cards (like Mole and Drain which hardly affects you except for grandsoil)

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I'd like to keep the tornadoes for now. They help against the myriad of stuff that can wreck my stradegy, and I can set something for next turn with it as well.

And Pinpoint guard...eh. It's okay, but it's a bit slow and prone to being destroyed. I might try it out later if I have the chance.

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I'd like to keep the tornadoes for now. They help against the myriad of stuff that can wreck my stradegy, and I can set something for next turn with it as well.

And Pinpoint guard...eh. It's okay, but it's a bit slow and prone to being destroyed. I might try it out later if I have the chance.

Well, Pin Point Guard at least has the benefit of not taking up s/t zone space and also letting the monster stay, unlike how it could be destroyed if your opponent used MST on your Call after the fact. I'd at least test it out as opposed to 1 or 2 of the Reverses.

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Without Bombardment, I have too little Milling; Mine Golem REALLY relies need to get to the Grave ASAP, and without it...I have 3 cards for it. I already took out Catapult Zone, since it's too vulnerable to MST and such, and I have too few Monsters to make it reliable. Rock Bombardment is quite reliable for milling the Golems.

Otherwise, sure.

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