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[YCMCS Top 4] Volcanic


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3x Royal Firestorm Guards

2x Summoner Monk

1x Counter

1x Doomfire

3x Rocket

3x Scattershot

3x Shell

 

2x Dark Hole

3x Magic Planter

2x Mystical Space Typhoon

3x Pot of Duality

1x Raigeki

1x Wildfire

 

3x Blaze Accelerator Reload

1x Bottomless

2x Call of the Haunted

1x Compulse

1x Jar of Avarice

1x Ring of Destruction

 

1x:
Abyss Dweller

Cairngorgon

Castel

Emeral

DRXD

DDW

Exciton

Cowboy

Chain

101

103

50

52

80

82

 

 

2x Lancea

2x Maxx "C"

2x Puppet Plant

2x Queen

2x And The Band Played On

2x Mind Crush

2x Mistake

1x Skill Drain

 

What went right:

Played well. The main is solid, barring the occasional goof-up. When it got going, it would play a mean attrition game, annihilating established fields and never running out of "ammo." Jar of Avarice is such a huge boon to the deck. Being able to have 3 separate recycle engines that work together (Guards, Emeral, Jar) does WONDERS for reload shenanigans and if one goes down, I still have backups. If I could do it again, I'd probably drop Doomfire for...something else. Not sure what, but something to pull me out of the brink were I to draw it.

 

What didn't go right:
The side. The only thing I ever drew out of the side stuff was volcanic queen (leading to some hilarity there), Maxx "C", and Mind Crush, and I guess puppet plant. Maybe I just don't know how to Mind Crush well, but it would never stumble plays enough to be worth the slot, IMO. Many times I'd be topdecking, and topdeck into a floodgate or something I didn't need, and it would cost me the game. If I could do it again, I'd dramatically revise the side. Lanceas almost never came into play, since it was mainly a Nekroz side. Puppet Plant was kinda ok against Shaddoll, but it was always played around or not too helpful. I sided badly and with bad cards. If I hadn't, I think I would've done a lot better, especially since if people found their outs it would be tough to come back from them.

 

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Reload in grave itself does the exact same thing the majority of the time, what you really want to be doing is Plantering it off. Wild Fire's only good when you have reload which is a good situation to be in anyway - having extra copies of L1T means you can stay in games where you don't have open access to Reload.

 

e: Oh, and cut the Heartlandraco for a Giant Hand. That card is really good.

e2: Didn't realise you were only playing 1 Jar. If I were you I'd play 3, maybe cut 2 MST?

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IRL I'm actually trying two Jar and I don't actually like it THAT much. The one jar was enough, for reasons that are referred to with Firestorm - it actually clogs pretty often early game. I could try an MST over one of the Firestorm, and see how that goes.

 

heartlandraco has been surprisingly effective if they've cut off my recycling ability (mostly by banishing one scattershot) and for lategame pushes when they expect another scattershot play.

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This is IRL? Forget the giant hand, then, Heartlandraco's not terrible especially since it's good at getting people down to Scattershot range. idk about Jar, I'm a massive fan of it, but I haven't exactly tested loads.

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1. Counter can be easily played around. I would drop.

2. 3 Planter feels somewhat cloggy; cut it down to 2.

3. Dark Holes feel redundant. You already have 2 Raigekis. Same with Wildfire.

4. No Book of Moon?

5. Doomfire is nice, but in all honesty, Rocket is the boss.

6. Compuls and Ring aren't so good.

 

-2 Dark Hole

-1 Counter

-1 Magic Planter

-1 Doomfire

-1 Compuls

-1 Ring

 

+3 Reckless Greed (Draw power, mitigated by Reload)

+3 Mind Crush

+1 Solemn Warning

+1 Book of Moin

 

Also, try to fit 2-3 L1T (EDIT: Drop CotH for it.)

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