ZeRainbowDash Posted April 28, 2014 Report Share Posted April 28, 2014 Monster: 1x Beetron 2x Effect Veiler 1x Esper Girl 2x Golblindbergh 1x Gorz 1x Lonefire Blossom 1x Spore 2x Tin Goldfish 2x Tour Guide of the Underworld 2x Traptrix Atrax 3x Traptrix Myrmeleo 2x Traptrix Nepenthes Spells 1x Book of Moon 1x Dark Hole 2x Forbidden Lance 1x Emergency Teleport 3x MST 2x Pot of Duality 1x Verdant Sanctuary Traps 1xBottomless Trap Hole 1xComplus 2xD.Prisons 2x Trap Hole 2x Traptrix Hole Nightmare Extra 1x Ally of Justice Catastor 1x BRD 1x Barkion 1x Daigusto Emeral 1x Laval Chain 1x Sky Pegasus 1x Ouroboros 1x DDW 1x Wind-Up Zenmaines 1x Exciton Knight 1x Maestroke 1x Fairy King Albverdich 1x Blackship of Corn 1x Photon Papilloperative 1x Silent Honor ARK Thoughts? Link to comment Share on other sites More sharing options...
Sir Yamiegg Posted April 29, 2014 Report Share Posted April 29, 2014 Sorry to say this, but yes, there is a problem, officer! There is no point in the Goblindberghs and Goldfishes at 2 each. They simply waste resources that could be another, more valuable card. Beetron is infinitely superior. Also, Esper does prctically nothing for the deck, as she cant even make Underground Arachnid. Also, you need more holes to make Nepethenes worth it, and Doniea is a must unless you are playing pure Traptrix in the TCG, where they are much worse than in the OCG. Also, Atrax is pretty bad, even at 1. Also, Sky Pegasus? SKY PEGASUS? Why no 2 Ark - he is one of your most important forms of removal in this deck as a great Rk4? Gorz is not good with Continuouses, which you WILL want to run for Beetron and because verdant is awesome, so: -1 Gorz -2 Goldfish -2 Goblindbergh (you can keep it at 1/2 if its TCG) -2 Atrax -1 Nepenthenes (unless either it tests well at 2 OR you add 2 more Trap Holes -1 Esper -2 Tour Guide (Has no synergy with the main strategy and Zenmaines isn't all that useful nowadays. You don't even need to stall either. What were you thinking?) -1 MST (You'll be popping S/Ts all day with your revival of Myrmeleos) -1 E-Tele +1/2 Beetron +3 Doinaea +1/2 Spacetime/Void Trap Hole (run 2 in your preferred ratio if you want to keep Nepenthenes at 2) +1/2 Verdant (NEED Myrmeleo/Beetron/Dioneaaiauaaeiaieaeuiuaauiuae or however you spell it) +1 Duality (optional, but you NEED that Myrmeleo) +2 COTH (Continuous, +2/3 Fiendish Chain (Continuous, good, needed negation) +X Staple Traps (depending on how much room you have) +3 Eradicating Aerosol I'm a bit iffy on the D-Prisons. Link to comment Share on other sites More sharing options...
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