Logmon1 Posted April 1, 2008 Report Share Posted April 1, 2008 NOTE: I lack the cards to make anything close to this deck.Note2: This deck is unfinished. Well, I recently got my hands of all four charmers X3. I was looking them over, and I caw great potential for some field Control. To hook myself up with a goal, I decided to base it around "Final Couintdown" Monsters:Wynn the Wind Charmer (X2)Eria the Water Charmer (X2)Hiita the Fire Chamer (X2)Aussa the Earth Charmer (X2)Horus Lv. 6 (X2)Horus Lv. 8Vampire Lady (X3)Vampire Lord (X2)Snipe HunterMagician's Valkyria Spells:Final Countdown (X3)Ground Collapse (X2)The Shallow Grave (X3)Brain ControlMagical Dimension Traps:Royle Oppression (X3)Light of InterventionCompulsory Activation Device (X2)Miorror ForceSeven Tools Of The BanditMagic Jammer (X3)Wabakou (X3) So, any suggestion to make this better? Link to comment Share on other sites More sharing options...
The Dark One Posted April 1, 2008 Report Share Posted April 1, 2008 Kill the V-Ladies. They suck. The charmers aren't my area of expertise, but I'll tell you this. Your deck would be blown away by any modern DAD, TDC, DDT, or ME build. No offense to you, but field control is meaningless If everything you control is blown up on the first turn. V-Lord isn't even useful against DAD, because you won't be alive during your next Standby Phase. Link to comment Share on other sites More sharing options...
Logmon1 Posted April 1, 2008 Author Report Share Posted April 1, 2008 Kill the V-Ladies. They suck. The charmers aren't my area of expertise' date=' but I'll tell you this. Your deck would be blown away by any modern DAD, TDC, DDT, or ME build. No offense to you, but field control is meaningless If everything you control is blown up on the first turn. V-Lord isn't even useful against DAD, because you won't be alive during your next Standby Phase.[/quote'] V-Ladies and V-Lord will be out long before DAD hits the field, allowing me to use their effects to eliminate most things in my oipponent's deck esarly on. Magical Dimension is in the speciffically for when DAD/DD/something ealse hits the field. Link to comment Share on other sites More sharing options...
The Dark One Posted April 1, 2008 Report Share Posted April 1, 2008 Uh, if you think that you're getting them out long before 1st-2nd turn, you're kidding yourself. If you do get them out, you'll only have a turn at most to use their effects. And the effect would help your opponent feed their Graveyard. You do know that your opponent selects the card, not you, right? EDIT: DAD has Priority, it can destroy 1 target before you can chain Magical Dimension. After you destroy it, there will still be 3 monsters in their Graveyard. 2 + DAD. Your opponent just summons another DAD and proceeds to trash your field before activating Dimension Fusion and swinging for game. Link to comment Share on other sites More sharing options...
Mr. Judgment Dragon Posted April 1, 2008 Report Share Posted April 1, 2008 Dark Armed Dragon is actually quite easy to get out. Its possible to summon it in the first turn. Link to comment Share on other sites More sharing options...
CrabHelmet Posted April 2, 2008 Report Share Posted April 2, 2008 Dark Armed Dragon is actually quite easy to get out. Its possible to summon it in the first turn. Everyone under the sun knows this. The easy summoning condition plus the ridiculously broken effect is why DAD is such a fast, consistent, and broken deck. Also, Charmer Girls are bad. Most decks don't run nearly enough EARTH/FIRE/WIND/WATER to make them worth it. Link to comment Share on other sites More sharing options...
JesusofChaos™ Posted April 2, 2008 Report Share Posted April 2, 2008 theres no point to having 1 pyro clock of destiny also force back is better than compulsory evacuation device Link to comment Share on other sites More sharing options...
SephirothKirby Posted April 2, 2008 Report Share Posted April 2, 2008 T_T Saying "DAD/DDT/ME would beat this deck" isn't helpful. DAD beats every deck, and DDT/ME beats every deck that isn't DAD. You can't call a deck bad just because it can't beat something that's broken. Anyway, I'd say focus more on Final Countdown. And, really, I can only echo Crab. Also, Charmer Girls are bad. Most decks don't run nearly enough EARTH/FIRE/WIND/WATER to make them worth it. Link to comment Share on other sites More sharing options...
Mr. Judgment Dragon Posted April 3, 2008 Report Share Posted April 3, 2008 Dark Armed Dragon is actually quite easy to get out. Its possible to summon it in the first turn. Everyone under the sun knows this. The easy summoning condition plus the ridiculously broken effect is why DAD is such a fast' date=' consistent, and broken deck. Also, Charmer Girls are bad. Most decks don't run nearly enough EARTH/FIRE/WIND/WATER to make them worth it.[/quote'] Broken decks are awesome. I heard Dark Armed Dragon is so broken it might get limited. Not sure how limited. Charmer Girls are bad. Just eye candy. Link to comment Share on other sites More sharing options...
CrabHelmet Posted April 3, 2008 Report Share Posted April 3, 2008 Dark Armed Dragon is actually quite easy to get out. Its possible to summon it in the first turn. Everyone under the sun knows this. The easy summoning condition plus the ridiculously broken effect is why DAD is such a fast' date=' consistent, and broken deck. Also, Charmer Girls are bad. Most decks don't run nearly enough EARTH/FIRE/WIND/WATER to make them worth it.[/quote'] Broken decks are awesome. I heard Dark Armed Dragon is so broken it might get limited. Not sure how limited. Cards like DAD ruin this entire format by severely limiting the number of viable decktypes. Also, if we're lucky, DAD will get a mid-format ban, along with Magical Explosion, DMoC, and Dimension Fusion. If we're unlucky, DAD will get Limited in September (even though he's more broken that Black Luster Soldier - Envoy of the Beginning). Link to comment Share on other sites More sharing options...
Logmon1 Posted April 3, 2008 Author Report Share Posted April 3, 2008 Well, I want to keep the charmer girls, mainly because I keep the monsters until the charmers die, instead of just one turn. How would Forced Back work to get Light of Intervention back in my hand? Link to comment Share on other sites More sharing options...
Axiom_Nor Posted April 3, 2008 Report Share Posted April 3, 2008 +3 Wabakuthat way if the charmer would die, it doesn't and its Flip still activates. Link to comment Share on other sites More sharing options...
Logmon1 Posted April 3, 2008 Author Report Share Posted April 3, 2008 +3 Wabakuthat way if the charmer would die' date=' it doesn't and its Flip still activates.[/quote'] Nice, thanks. Cutting the charmers down to two each. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.