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Blake

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http://www.youtube.com/watch?v=-R81NVDoNvc
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3 Brotherhood of the Fire Fist - Bear
3 Satellarknight Altair
3 Satellarknight Deneb
3 Scarm, Malebranche of the Burning Abyss
3 Tour Guide from the Underworld
1 Coach Soldier Wolfbark
1 Mathematician
1 Kuribandit

 
3 Fire Formation - Tenki
3 Soul Charge
2 Forbidden Lance
2 Pot of Dichotomy
2 Reinforcement of the Army
1 Book of Moon


2 Breakthrough Skill
2 Call of the Haunted
2 Phoenix Wing Wind Blast
1 Bottomless Trap Hole
1 Solemn Warning
1 Torrential Tribute


2 Ghostrick Alucard
1 Abyss Dweller
1 Castel the Avian Skyblaster
1 Daigusto Emeral
1 Dante, Traveler of the Burning Abyss
1 Evilswarm Exciton Knight
1 Lavalval Chain
1 Leviair the Sea Dragon
1 Mechquipped Angineer
1 Number 49: Fortune Tune
1 Number 80: Rhapsody in Berserk
1 Number 82: Heartlandraco
1 Number 101: Silent Honor ARK
1 Stellarknight Delteros


Or, Tour Guide Brotherhood of the Fire Fist Satellarknight +1

Just a silly +1 deck based on what you can do post-DUEA. Remember that +1 decks aren't actually that good post-DUEA because the decks either outspeed you and/or outpower you. And in the case of Midrash, just don't give a damn. Still think this is better than straight-up Satellars, though.

I tried Hands, but they felt way too reactive for the other 2 engines, so I switched to a Fire Fist Engine. This has at least mild synergy with Heartlandraco, as well.

I have yet to soul charge for more than 2 cards, and that's just for the sake of getting more off of Bark/Altair, the latter having great synergy with both Soul Charge and Pot of Dichotomy. Also this deck made me realize that Altair is a "... for the rest of the turn" card, which is hilarious.

Deck's very normal summon reliant, like most of these +1 decks are, but at least most of the NSs can supply instant answers/walls and pay for themselves, if not pay for themselves and then some.

Math is just a general utility card that can set up for Altair or fetch a TGU, and Kuribandit is a nice extra target for Scarm chains that is really decent to draw.

Lavalval Chain too stronk. Sets up each of my +1 summons on its own, if not multiple at once.

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Were the Hands only really too reactive, because the ideal concept for this Deck is that you want to get your advantage on the spot, and not really wait for your Opponent to do anything?

That aside, seems like you could get away with techning a lone Summoner Monk here. Ever considered it?

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It just felt slow and too opp dependent for post-DUEA. Hands don't do much to any of the archetypes printed in DUEA, except Yang Zing... but when is Fire Hand going to make Yang Zing miss timing which is the relevant part?

Summoner Monk doesn't seem incredibly worth it, even with the +1 targets. It's just more SSing that gets locked out.

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So I guess this is the new H.A.T/+1 FF post DUEA. Still, looks fun. What is soul charge @ 3 like? Seems a bit cloggy bearing in mind it's not a very graveyard heavy deck.

Um... This is me making a +1.dek, nothing standard.

Soul Charge at 3 isn't cloggy at all. It's decent for general stuff (TGU/Bear), and great once Wolfbark or Altair hit the grave while live. It's never really dead.
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