Dog King Posted March 20, 2014 Report Share Posted March 20, 2014 3 Blue Boy 3 Justice of Prophecy 3 High Priestess of Prophecy 2 Effect Veiler 3 Secrets 3 Library of the Crescent 2 The Grand Spellbook 2 Master 2 Eternity 1 Fate 1 Wisdom 1 Power 1 Life 3 Upstart 3 MST 1 Book of Moon 3 Fiendish 1 Warning 1 BTH 1 TT 3 Chimeratech Fortress Dragon 1 Armored Kappa 1 Shining Elf 1 Phoenix 1 Gachi Gachi 1 Herald of Pure Light 1 Downerd 1 Big Eye 1 Dracossack 1 Master of Blades 1 Gaia Dragon 1 1 Heriophant 1 Acid Golem 3 Veiler 2 CyDra 1 Jowgen 1 Dark Hole 3 Overworked 2 Black Horn 2 Full House 1 Soul Drain havent really used this deck and wanna learn it just looking for a skeleton to start off with suggestions? Link to comment Share on other sites More sharing options...
Toffee. Posted March 20, 2014 Report Share Posted March 20, 2014 Pretty sure nobody runs World.I mean, I don't play Spellbooks myself, but I've seen a lot of games with the deck, and I've never really seen anyone play World. Link to comment Share on other sites More sharing options...
Dog King Posted March 20, 2014 Author Report Share Posted March 20, 2014 Pretty sure nobody runs World. I mean, I don't play Spellbooks myself, but I've seen a lot of games with the deck, and I've never really seen anyone play World. actually a lot of decks run 2 world and 2 high priestess even the top winning ones im pretty sure Link to comment Share on other sites More sharing options...
Dog King Posted March 20, 2014 Author Report Share Posted March 20, 2014 oh ok updated Link to comment Share on other sites More sharing options...
.Ash Posted March 20, 2014 Report Share Posted March 20, 2014 world builds have fallen to the wayside in favour of consistent builds the deck so often loses to itself and an inability to sustain fate loops or sticking towers to the board and using world + discard traps that only gain full value when you keep a fate and tower on the field will contribute to a lot of losses as a result the deck focus has shifted to one suited for consistency - being able to match and then overwhelm the also streamlined builds of fire fist, mermail etc. to that end, world+discard traps have been cut and replaced with dualities and reckless and temperance replaced with justice to threaten comfortably with high priestess on a consistent basis as opposed to drawing world and discard traps so basically: -3 temperance -1 world -2 raigeki break +3 justice +3 reckless greed would be a reasonable starting point imo and if after testing you can find a suitable way to fit in dualities i would recommend you do so edit: but you already did most of that but still the theory is what it is Link to comment Share on other sites More sharing options...
Dog King Posted March 20, 2014 Author Report Share Posted March 20, 2014 world builds have fallen to the wayside in favour of consistent builds the deck so often loses to itself and an inability to sustain fate loops or sticking towers to the board and using world + discard traps that only gain full value when you keep a fate on the field will contribute to a lot of losses as a result the deck focus has shifted to one suited for consistency - being able to match and then overwhelm the also streamlined builds of fire fist, mermail etc. to that end, world+discard traps have been cut and replaced with dualities and reckless and temperance replaced with justice to threaten comfortably with high priestess on a consistent basis as opposed to drawing world and discard traps so basically: -3 temperance -1 world -2 raigeki break +3 justice +3 reckless greed would be a reasonable starting point imo and if after testing you can find a suitable way to fit in dualities i would recommend you do so i did update this 6 mins ago with -temperance +3 justice i guess you sort of got ninjad but idk if I want to run reckless here id prob run some generic traps instead Link to comment Share on other sites More sharing options...
.Ash Posted March 20, 2014 Report Share Posted March 20, 2014 the idea of reckless is two-fold - unbricking your hands (basically anything that doesn't include secrets/blue) and dig priestess out of your deck while simultaneously feeding its requirements generic traps are fine but your ideal gamestate is consistent priestess drops, tower and fate recycling and reckless not only gets you to that gamestate faster but also smooths over suboptimal and/or unplayable hands Link to comment Share on other sites More sharing options...
werewolfjedi Posted March 25, 2014 Report Share Posted March 25, 2014 if you find yourself in need of the field clearing effect against your opponent, it is worth having temperance and 1 world in the side. since you want to proc the effect anyway, it should be summoned off that effect obviously. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.