liljramos88 Posted February 10, 2014 Report Share Posted February 10, 2014 artifacts using synchros tellme what you think Link to comment Share on other sites More sharing options...
Zauls Posted February 10, 2014 Report Share Posted February 10, 2014 Why not play Oracle of the Sun over Ghost Ship? You can search it off Supay in weird situations and its a Level 5 for Rank 5 Xyzs. Link to comment Share on other sites More sharing options...
liljramos88 Posted February 10, 2014 Author Report Share Posted February 10, 2014 will do i was also thinking of adding instant fusion but dont know what to remove. Link to comment Share on other sites More sharing options...
Zauls Posted February 10, 2014 Report Share Posted February 10, 2014 I don't think Instant Fusion is that necessary. You are fine with just Artifacts and Oracle as your Level 5s and you need the Extra Deck space. Link to comment Share on other sites More sharing options...
toralyon Posted February 11, 2014 Report Share Posted February 11, 2014 Fisrt off, manny card choices u have in this deck are just dead draws, and for fire ant to resolve especially in a format were geargia are more than alive it just doest happen that often. And u have better options. instant fusion with panzer dragon is just 2 good and oracle nor ghost ship are good in this deck. Drop the honest becouse u really dont need it. And this deck has really tight extra deck space and if u must play something syncro in it do it with steam syncrom and lvl 8 syncrom monsters (u can just sync in your opponents main phase for a stardust) and lose the quila and inti... they are just useless Link to comment Share on other sites More sharing options...
Slinky Posted February 11, 2014 Report Share Posted February 11, 2014 Fisrt off, manny card choices u have in this deck are just dead draws, and for fire ant to resolve especially in a format were geargia are more than alive it just doest happen that often. And u have better options. instant fusion with panzer dragon is just 2 good and oracle nor ghost ship are good in this deck. Drop the honest becouse u really dont need it. And this deck has really tight extra deck space and if u must play something syncro in it do it with steam syncrom and lvl 8 syncrom monsters (u can just sync in your opponents main phase for a stardust) and lose the quila and inti... they are just useless I'm literally about to smack you. Ghost Ship is there for a very good reason. Saying Honest isn't needed is redundant. Of course it isn't needed, its just a win button. People run those. Steam Synchron is a REALLY bad tuner. If it kept its anime effect, it'd be good, but alas, it sucks now. The Deck ITSELF is a dead draw. They need the backrow nukes to go off. That said, I'd swap out 2 Double Cyclones for MST. not as dependant on opponent actions. And drop a Quilla for a Gaia Dragoon. Link to comment Share on other sites More sharing options...
ihop Posted February 11, 2014 Report Share Posted February 11, 2014 That said, I'd swap out 2 Double Cyclones for MST. not as dependant on opponent actions. Why would you play MST when you have Movement and anyway Cyclone is like the way to get all your plays going and it's an MST as part of the bargain. Link to comment Share on other sites More sharing options...
Slinky Posted February 11, 2014 Report Share Posted February 11, 2014 Why would you play MST when you have Movement and anyway Cyclone is like the way to get all your plays going and it's an MST as part of the bargain. Like I said, it relies on your opponent playing stuff. They are going to expect double cyclone, and play around it. Its really good at first glance, but falters under tighter scrutiny. Link to comment Share on other sites More sharing options...
ihop Posted February 11, 2014 Report Share Posted February 11, 2014 Like I said, it relies on your opponent playing stuff. They are going to expect double cyclone, and play around it. Its really good at first glance, but falters under tighter scrutiny. Playing round Double Cyclone isn't anywhere near as easy as it seems because it requires you to set no backrow which will probably make you lose anyway. Link to comment Share on other sites More sharing options...
Slinky Posted February 11, 2014 Report Share Posted February 11, 2014 Irregardless, Double Cyclone is dead when MST is not. MST has a bunch more applications than Double Cyclone does. Both are useful in the deck, but Double Cyclone is extremely gimmicky and not to be relied upon. Because, if the opponent doesn't set anything. OH HEY! DEAD CARD. That doesn't happen with MST. Link to comment Share on other sites More sharing options...
toralyon Posted February 11, 2014 Report Share Posted February 11, 2014 I'm literally about to smack you. Ghost Ship is there for a very good reason. Saying Honest isn't needed is redundant. Of course it isn't needed, its just a win button. People run those. Steam Synchron is a REALLY bad tuner. If it kept its anime effect, it'd be good, but alas, it sucks now. The Deck ITSELF is a dead draw. They need the backrow nukes to go off. That said, I'd swap out 2 Double Cyclones for MST. not as dependant on opponent actions. And drop a Quilla for a Gaia Dragoon. Ok it just seems u dont accept constructive critisizm. I didnt say u should play steam, its an option and the sun dragon shit is way worse thah u think (and the other one 2). And no, this whole deck is not a dead draw. This deck will require really skilled players to take it in hand and play effectevly. And i still think playing honset in this deck is not that good. Game one u need to have the most stable build so u dont get dead draws, and honest doesnt help with it... this deck loses to ophion first turn... (thus breaktrough skill). And if u cant accept criticizm then dont post, and if u want to keep the combo that doesnt mean the deck will run smoothly and be good. Playing round Double Cyclone isn't anywhere near as easy as it seems because it requires you to set no backrow which will probably make you lose anyway. now this is a good coment, wich some of u lack in this group. this format is bacrow based and cyclone is a good card, and if that isnt enoughf u have movement. Link to comment Share on other sites More sharing options...
Slinky Posted February 11, 2014 Report Share Posted February 11, 2014 So.. dark worlds take skill? Because thats what Artifacts are. a Light version of Dark Worlds. And this deck has really tight extra deck space and if u must play something syncro in it do it with steam syncrom and lvl 8 syncrom monsters (u can just sync in your opponents main phase for a stardust) This is nowhere near "just a suggestion". You just literally said "Your extra deck sucks. Don't use Synchroes, but if you do, use them with Steam Synchron". And yes the whole deck is a dead draw. Dark Worlds can open with 6 spells, or a bunch of combo pieces, but not the actual combo. Artifacts NEED backrow destruction to go off. You can draw allllll you want, but your deck can't do anything unless you draw a backrow nuker. Its why Dark Worlds fell off the map. They were too inconsistent. And how is this a skill-based deck? Thats like saying Dark Worlds take skill because of card destruction. Logic doesn't work like that. Artifacts summon Beagalltach? It sucessfully goes off? Guess What? They win. Its a win button. Link to comment Share on other sites More sharing options...
toralyon Posted February 11, 2014 Report Share Posted February 11, 2014 So.. dark worlds take skill? Because thats what Artifacts are. a Light version of Dark Worlds. And this deck has really tight extra deck space and if u must play something syncro in it do it with steam syncrom and lvl 8 syncrom monsters (u can just sync in your opponents main phase for a stardust) This is nowhere near "just a suggestion". You just literally said "Your extra deck sucks. Don't use Synchroes, but if you do, use them with Steam Synchron". And yes the whole deck is a dead draw. Dark Worlds can open with 6 spells, or a bunch of combo pieces, but not the actual combo. Artifacts NEED backrow destruction to go off. You can draw allllll you want, but your deck can't do anything unless you draw a backrow nuker. Its why Dark Worlds fell off the map. They were too inconsistent. And how is this a skill-based deck? Thats like saying Dark Worlds take skill because of card destruction. Logic doesn't work like that. Artifacts summon Beagalltach? It sucessfully goes off? Guess What? They win. Its a win button. I just now see it, u are a theory swinger. All u do,sounds good in theory but is really bad in practical terms. What i ment (and i see u dint understand) U SHOULD NOT EVEN PLAY SYNCROM MOSNTERS IN THIS DECK ( and if u do dont play shitty one like Quilla and inty.... or whatever they are) And like all decks this has dead draws 2, maybe more that others ur right, but that is why u play theosophy, movement, double cyclone (not mst), catastrophe and these cards minimize the dead draw factor. Plus u play cardcar D, upstart, POD...and so on. Link to comment Share on other sites More sharing options...
Slinky Posted February 11, 2014 Report Share Posted February 11, 2014 So basically, you're criticizing the build because it runs synchroes? Because by your definition, Artifacts shouldn't run them? Yes, Inti and Quilla may not be the best options, but they have a certain fun factor to them. Some people DO like them, and some try to find ways to tech them in. Furthermore TC SPECIFICALLY STATED he wanted to keep them. So stating to get rid of them is just plain ignorance. Yes, You can reduce the amount of dead draws. But you're never going to be able to get rid of it altogether. Link to comment Share on other sites More sharing options...
toralyon Posted February 11, 2014 Report Share Posted February 11, 2014 So basically, you're criticizing the build because it runs synchroes? Because by your definition, Artifacts shouldn't run them? Yes, Inti and Quilla may not be the best options, but they have a certain fun factor to them. Some people DO like them, and some try to find ways to tech them in. Furthermore TC SPECIFICALLY STATED he wanted to keep them. So stating to get rid of them is just plain ignorance. Yes, You can reduce the amount of dead draws. But you're never going to be able to get rid of it altogether. sure u cant get rid of it but just one of the stated cards up there means your hand is no dead draw... werry simple. sry, forgot that people overlook the fact that cards are usable and just look for fun... my bad Link to comment Share on other sites More sharing options...
The Warden Posted February 12, 2014 Report Share Posted February 12, 2014 For what it's worth Lil, I've found 2 MST 2 D.Cyclones to be most efficient, as the big DC is pretty much a + in Artifacts; but sadly people do try to play around it, so MST acts as a safety net because, and trust me on this, Movement isn't as great a safety net as you'd think Link to comment Share on other sites More sharing options...
Zauls Posted February 12, 2014 Report Share Posted February 12, 2014 I am stepping in with my judgement because this topic is full of retardedness. For starters, how the hell is this deck anything like Dark Worlds? Dark Worlds don't set themselves in the s/t zones and they don't focus on blowing themselves up. They are a turbo deck that focuses very specifically on spamming one card (Grapha). Artifacts are a combo-oriented more versatile deck that focuses on setting themselves and triggering effects when they are blown up/Special Summoned during the opponent's turn. Dark Worlds are proactive, Artifacts are generally very reactive. Dark Worlds don't care what the opponent does, Artifacts are very opponent reliant. No, playing an Artifact build with Inti/Quilla is not the most consistent or powerful way of doing it, but it still works as a really cool fun deck and TC did specify he wanted to keep that, so just let him already... Personally I think the only non-Artifact monsters you should be playing is M-Jar, Absorb Jar and Cardcar D, but if the guy wants to try out a different build then that's fine. Double Cyclone is very good in here because it is a backrow heavy format and blowing up your opponent's backrow End Phase and getting your Artifacts' effects is extremely valuable and advantageous. However, I would also play MST, because it is a safety net (as has already been mentioned) and the deck needs as much s/t popping as possible. MalCat also works as basically a win button. And those saying this deck doesn't take skill, you are very wrong. The deck is heavily focused on predicting the opponent's plays and since there are so many different ways of reacting, then picking the right way is difficult. There are about 100 different ways to play most hands. Even knowing what is the best order to chain your cards is difficult when you first start playing the deck. Since the deck is opponent reliant, you will have to play differently each time you play a game against a different person, even if they are playing similar decks. Adapting play style to suit your opponent is very important. Side-decking is also very important and it is generally difficult to side in this deck since there are a lot of essential cards that you can't side out and the deck is easy to side against (Dyna and Banisher basically screw over you). Link to comment Share on other sites More sharing options...
toralyon Posted February 13, 2014 Report Share Posted February 13, 2014 I am stepping in with my judgement because this topic is full of retardedness. For starters, how the hell is this deck anything like Dark Worlds? Dark Worlds don't set themselves in the s/t zones and they don't focus on blowing themselves up. They are a turbo deck that focuses very specifically on spamming one card (Grapha). Artifacts are a combo-oriented more versatile deck that focuses on setting themselves and triggering effects when they are blown up/Special Summoned during the opponent's turn. Dark Worlds are proactive, Artifacts are generally very reactive. Dark Worlds don't care what the opponent does, Artifacts are very opponent reliant. No, playing an Artifact build with Inti/Quilla is not the most consistent or powerful way of doing it, but it still works as a really cool fun deck and TC did specify he wanted to keep that, so just let him already... Personally I think the only non-Artifact monsters you should be playing is M-Jar, Absorb Jar and Cardcar D, but if the guy wants to try out a different build then that's fine. Double Cyclone is very good in here because it is a backrow heavy format and blowing up your opponent's backrow End Phase and getting your Artifacts' effects is extremely valuable and advantageous. However, I would also play MST, because it is a safety net (as has already been mentioned) and the deck needs as much s/t popping as possible. MalCat also works as basically a win button. And those saying this deck doesn't take skill, you are very wrong. The deck is heavily focused on predicting the opponent's plays and since there are so many different ways of reacting, then picking the right way is difficult. There are about 100 different ways to play most hands. Even knowing what is the best order to chain your cards is difficult when you first start playing the deck. Since the deck is opponent reliant, you will have to play differently each time you play a game against a different person, even if they are playing similar decks. Adapting play style to suit your opponent is very important. Side-decking is also very important and it is generally difficult to side in this deck since there are a lot of essential cards that you can't side out and the deck is easy to side against (Dyna and Banisher basically screw over you). finaly someone with brain... u get my like sir Link to comment Share on other sites More sharing options...
liljramos88 Posted February 17, 2014 Author Report Share Posted February 17, 2014 updated with pic made a few changes thanks for the input guys Link to comment Share on other sites More sharing options...
Zauls Posted February 17, 2014 Report Share Posted February 17, 2014 I think I would go -1 Cardcar +1 Moral Cardcar isn't amazing late game especially in this build and Moral is way too good. Also Achilles is pretty meh and the deck appreciates Solemn Warning to get rid of problem cards like Felgrand, Dweller, Dyna, Banisher etc. Link to comment Share on other sites More sharing options...
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