ÆƵ– Posted May 31, 2015 Report Share Posted May 31, 2015 [spoiler=Deck List] 3x Trolley Olley 3x Derricrane 3x Muzanichia 3x Haipa 3x Express Knight 3x Ruffian Railcar 2x Hustle Rustle Foolish 2x Chalice 2x Galaxy Cyclone 2x MST Raigeki 3x Switchyard 2x Special Schedule 3x Terraforming BTH CED RoD Warning 3x 81 99 Utopic Dragon 2x C9 2x S0 2x Gangaridai 2x Galaxy Destroyer 3x Gustav Max [/spoiler] so yeah. I figured I'd try out trains and I saw a gimmick and this happened. Originally, I thought Gangaridai was a Number (which would have helped this deck a lot imo), but I suppose this still works. CnC? Link to comment Share on other sites More sharing options...
ÆƵ– Posted June 1, 2015 Author Report Share Posted June 1, 2015 Byump??? Link to comment Share on other sites More sharing options...
VCR_CAT Posted June 1, 2015 Report Share Posted June 1, 2015 A few problems with the build so far, and I'll start with the maindeck monsters. A lot of problems lie with Trolley Olley and the Karakuris mostly. So far, you don't appear to have any method for a single-turn Rank 4, and seeing as those monsters won't do much other than either walling or poking outside of the rank 10 plays, they will most certainly be dead draws quite often. I understand the synergy with Switchyard, but there are too many potential hands and setups where you can't really go into any kind of power play. If you want to work into the Rank 4 plays, I would suggest either Summoner Monk as a way of searching out Railcar for a generic rank-4, or Tin Goldfish to go into Gear Gigant X. Detaching Railcar with Gear Gigant instantly midigates the cost of the two monsters needed for its summon and is a very excellent play to work off of. Unless you plan on running Iron Call, I would take out Trolley Olley entirely and instead put in either Scrap Recyclers or Mathematicians to help with the deck's consistency and draw power. Mathman you can run at 3, but Recycler I wouldn't put at more than 2. In my own build, I actually run 2 Recyclers and 1 Mathematician. The spell and trap lineup isn't looking too bad. I would maybe reconsider the 4 staple traps; a Number 81 with a Derricrane attached fulfills most disruptive needs you have whether you actually need the immunity effect or not. Being able to pop any card with Derricrane on your opponent's turn with the ace monster that this deck makes its darnedest effort to summon consistently. My suggestion would be to max out on the Chalices and have some anti-backrow protection like Royal Decree instead. The Trains monsters are all really strong, and most opponents won't be trying to beat over them and will instead rely on their monster effects to remove them. Because of this, cover the most used strategies and counter them; in the case of the beatdowns there's always ways out. Running a single Instant Fusion with Noden is also a really clutch card; even at 1. Makes for excellent plays, and reusing a Railcar is really good. The Extra Deck needs some work. From my experience, you won't be summoning the triple-material Rank 10's very often, and definitely not each and every duel. I'd trim down the triple materials to just a single 99 and C9 at the most; or just C9. 81 covers all the effect-protection you need, and C9 is impossible to beat over without any kind of effect negation or immunity; and considering it doesn't target, destroy, or even remove from the field and the fact that it's a Rank 10 (sorry Qliphorts); there's not much that can actually achieve that. Now if you place some focus on Rank 4's in the deck, Number S0 becomes a little more viable especially with Instant Fusion plays; but otherwise you won't have that many monsters on the field at any given time. Still, I think using a Rank 4 engine in the deck using the cards I suggested, combined with how difficult Number 81 can be to remove, I think you would be able to make a better use out of S0 than this build already does. It's a cool idea; but admittedly less efficient than the existing Utopia engine. Link to comment Share on other sites More sharing options...
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