CLG Klavier Posted June 25, 2015 Report Share Posted June 25, 2015 3 Fire Hand3 Heroic Challenger - Assault Halberd1 Heroic Challenger - Thousand Blades2 Ice Hand3 Juragedo3 Performage Damajuggler3 Performage Hatricker2 Performage Tricklown 2 Book of Eclipse1 Foolish Burial2 Forbidden Lance1 Raigeki2 Reinforcement of the Army2 Wonder Wand 3 Fiendish Chain3 Mind Crush2 Mirror Force1 Solemn Warning1 Vanity's Emptiness 1 Abyss Dweller1 Castel, the Skyblaster Musketeer1 Constellar Pleiades1 Dark Rebellion Xyz Dragon1 Diamond Dire Wolf1 Evilswarm Exciton Knight2 Lavalval Chain1 Number 103: Ragnazero1 Number 80: Rhapsody in Berserk2 Performage Trapeze Magician1 Stellarknight Constellar Diamond1 Stellarknight Delteros1 Tellarknight Ptolemaeus Link to comment Share on other sites More sharing options...
Spinny Posted June 25, 2015 Report Share Posted June 25, 2015 aren't hands just a hindrance to this deck since they have fallen out of favor? Link to comment Share on other sites More sharing options...
CLG Klavier Posted June 25, 2015 Author Report Share Posted June 25, 2015 aren't hands just a hindrance to this deck since they have fallen out of favor?So because something fell out of favor, it's suddenly a hinderance? I mean, if you can tell me why are Hands bad, then yeah. Link to comment Share on other sites More sharing options...
Spinny Posted June 25, 2015 Report Share Posted June 25, 2015 So because something fell out of favor, it's suddenly a hinderance? I mean, if you can tell me why are Hands bad, then yeah.Because they fell out of favor for a reason, they arent effective against the meta anymore. The deck works well without them, i dont really see what they give the deck, they are also quite slow and require your NS, which is better spent on juggler. Link to comment Share on other sites More sharing options...
CLG Klavier Posted June 25, 2015 Author Report Share Posted June 25, 2015 Because they fell out of favor for a reason, they arent effective against the meta anymore. The deck works well without them, i dont really see what they give the deck, they are also quite slow and require your NS, which is better spent on juggler."They fell out of favor because they aren't effective against the meta anymore". So let's see what Hands actuall are, shall we? One of them can turn itself into a bunch of snipe removal against specific targets on the field. Among the top/common decks, we have: Yosenju, Yang Zing, Burning Abyss, Shaddolls, Nekroz, Tellarknights, Qliphorts Yosenju, Yang Zing and Qliphorts run a very big amount of various floodgates, and most of them partially hurt the deck. Skill Drain turning your Xyzs off, chained Mistake to a RotA/Damajuggler, Light-Imprisoning Mirror even stopping your Tricklown, Lose 1 Turn etc. Ice Hand can get rid of them on the spot, granted you have something to kill it off at, and that's usually not a problem. Against Qliphorts it additionally kills off Scout on demand. Shaddolls, Nekroz and Burning Abyss often leave up big monsters you might sometimes have trouble getting over. Sure, you can say Castel and DRXD exist, but the thing is that you have to actually make them, while NS Fire Hand -> ram it requires zero setup from your side and lets you get rid of a threat or a monster with Djinn on it. There's also a small synergy between the way Hands are used and Thousand Blades, since if you have Blades in grave and draw a Hand, you can NS is, ram it, then use both its effect and Blades's and Xyz in MP2 into anything, so it's like you got a Tricklown proc and you can make a free Xyz. So I believe I can justify why I run them pretty well. If you don't like them, sure, but saying they're out of favor isn't true for a longer time now, especially as they're very common sideboard cards. Here I decided to main them to solve some problems the deck has and have a bit more synergy with the main engine. Admittedly now I wanna run a 3rd Ice Hand. Link to comment Share on other sites More sharing options...
ihop Posted June 25, 2015 Report Share Posted June 25, 2015 I disagree entirely with playing hands in here because they don't really solve many problems in the deck. People side hands in Nekroz because they're one of the only things which can deal with Spell locks like the Triverr lock, Spell Canceller and Village, as well as other floodgates, whereas here a number of the floodgates that cause you larger issues (Macro and Fissure, for example) aren't solved by Hands. If you want to go through the decks and how useful they are against them- Yosenju never leave monsters on the field so it's almost impossible to get value out of hands unless they crash into a set one, and then it's obvious and they'll keep bouncing them back with Kama 1/Spinning them with Chidori.Yang Zing it's pretty good against, in fairness, unless they have Yazi.They're excellent against Qliphort, but you should be playing 3 Ice and 2 Fire anyway if you are playing hands.They're difficult to use against BA because most of the time they leave Dante in defense which you can't crash a hand into.They are complete shite against Nekroz because they can be Valked, Trished plus Ice Hand is 100% useless against them.They're pretty good against Shaddoll and decent in the mirror match. The trouble is that Clownblade's meant to be a fast, offensive deck and these things, aside from being terrible against a lot of the meta, just slow you down, especially in the main deck where you'll have to set them against certain matchups. It's not like Nekroz which don't really need their normal summon and really have a lot of their problems solved by the Hands. Link to comment Share on other sites More sharing options...
CLG Klavier Posted June 25, 2015 Author Report Share Posted June 25, 2015 I disagree entirely with playing hands in here because they don't really solve many problems in the deck. People side hands in Nekroz because they're one of the only things which can deal with Spell locks like the Triverr lock, Spell Canceller and Village, as well as other floodgates, whereas here a number of the floodgates that cause you larger issues (Macro and Fissure, for example) aren't solved by Hands. If you want to go through the decks and how useful they are against them- Yosenju never leave monsters on the field so it's almost impossible to get value out of hands unless they crash into a set one, and then it's obvious and they'll keep bouncing them back with Kama 1/Spinning them with Chidori.Yang Zing it's pretty good against, in fairness, unless they have Yazi.They're excellent against Qliphort, but you should be playing 3 Ice and 2 Fire anyway if you are playing hands.They're difficult to use against BA because most of the time they leave Dante in defense which you can't crash a hand into.They are complete shite against Nekroz because they can be Valked, Trished plus Ice Hand is 100% useless against them.They're pretty good against Shaddoll and decent in the mirror match. The trouble is that Clownblade's meant to be a fast, offensive deck and these things, aside from being terrible against a lot of the meta, just slow you down, especially in the main deck where you'll have to set them against certain matchups. It's not like Nekroz which don't really need their normal summon and really have a lot of their problems solved by the Hands.I guess you have a point. My thinking was that yeah, Clownblade is meant to be a crazy fast deck, but without Norden being here yet (and he won't be for over a month after Clowns are out here) it's not THAT fast and resilient and can't buyback from falling behind that well. Hands were meant to be another way for you to get a level 4 onto the field while reviving Thousand Blades, so a sudo Norden, plus bring a bit more utility to the table. Link to comment Share on other sites More sharing options...
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