(GigaDrillBreaker) Posted February 26, 2015 Report Share Posted February 26, 2015 Yeah... Volcanics and Traptrix. To be totally honest, their isn't much synergy other than "lel your monsters are fucked". Dio helps make rank 4 plays, and Myrm is an amazing card in general. TtTHN singlehandledly beats Fluffals, and has potential to screw with Nekroz. Flipping a bottomless on Qliphort can win you the game. Volcanics Provide both a ridiculously searchable draw engine, and a spell speed 2 raigeki that burns and draws a card and fuel Emeral. Hands are just good cards in general, tbh. [spoiler=Deck Image] [/spoiler] CnC appreciated, but as a warning, if you tell me to cut the Traptrix, I will ignore the fuck out of you. I don't care if they are suboptimal, I really enjoy them. Link to comment Share on other sites More sharing options...
Sir Yamiegg Posted March 1, 2015 Report Share Posted March 1, 2015 Normal Summon clog much? Is Blaster really necessary? In my experience playing Volcanics you need all your stuff in Grave. And he's gimmicky and inconsistent + doesn't do anything but be a beater for at most 2 turns. I don't like Doomfire in this Deck either, but I spose that's personal choice. YOU ALWAYS NEED 3 FIRESTORM GUARDS as well - I would cut the Hands for it as it allows you to blow more things up, which is essentially what Hands do anyway. If you don't cut the Hands, cut Blaster ansd the Monks - in my testing Monk has never been good with that few Spells. I would also swap a Nightmare for a Void Trap Hole since it shines vs Nekroz where the other Holes can be avoided/won't stop them completely. Srry but this deck with Traptrix just looks like an inferior version of Volcanics. Link to comment Share on other sites More sharing options...
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