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[DNCG] Cybermist Slayer


VCR_CAT

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Monstahs

Dinomist Rex x3

Dinomist Brachion x3

Dinomist Ceratops x3

Dinomist Pteran x3

Dinomist Plesion x2

Cyber Dragon x3

Gazer Shark (!) x2

Luster Pendulum x2

Master Pendulum x2

Rescue Hamster x2

 

Spells and Trahps

Dinomist Charge x3

Wavering Eyes x3

Pot of Riches x2

Mystical Space Typhoon x2

Dinomist Rush x3

Solemn Notice x2

 

Extra Deck

Dinoster x2

Ignister x2

Majester x1

Castel x1

Exciton x1

Dark Rebellion Xyz x1

Cyber Dragon Nova x2

Cyber Dragon Infinity x2

Number 94: Crystalzero x1

Number 73: Abyss Splash x1

Full Armored Crystalzero Lancer x1

 

 

Alright, so I really like this deck and the versatility you have access to. Dinomist Charge is fantastic for working with Wavering Eyes in disgusting ways, and Rescue Hamster is a 1-card CDI in this deck. But, that's not to say it's without its share of problems. Notable weaknesses I'm seeing in play are: A slow startup, a strain on resources, opening mostly S/T can sometimes be really bad. Now, in all fairness, I am not a huge expert on pendulum decks, so if any of you know a really good way to speed up this deck's startup as well as improve its consistency please let me know!

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I haven't had enough time to test against the full meta; and especially have not been given a chance to test it against TCG meta decks (everyone I've played against has either been rogue, or Magicians/Majespecters in some way). So, this will be a lot of theory-crafting based on what I know of this deck and what I know of the main 5 TCG meta decks.

 

This deck might give Shaddolls a run for their money, but this is mostly due to Ignister being frickin' stronk and a lot of the NDR that Dinomists have access to. Plesio, also, may seem weak at first, but his effect might actually be enough to help get over a sitting Shekky as well. Winda shows to be no problem since Dinomists can easily get Rex in one Special Summon. The field spell would also be a solid side-deck card to stop any floats and flips. Shaddolls might have a fairly weak matchup against Dinomists.

 

Nekroz, it really depends. I can see Dinomists having the potential speed and muscle to beat down Nekroz before they can do much, but considering the aggressive nature of Nekroz themselves it might be a very mixed match. I would need to test this one out; but I bet it would be a very fun duel.

 

Burning Abyss would be a decently boring game; but I can say for sure that the target protection the pendulums offer would be a huge pain in the Burning Abyss behind. The field spell would be a very solid side-deck card for this match-up, and probably cause quite a bit of frustration. On the flipside, however, Burning Abyss have the resources for days and could very well outlast Dinomists. Another toss-up that I would need to do some testing on.

 

If Solemn Notice is legal, Tellarknights are going to have a harder time. Bouncing with Triverr would be a questionable move with Rush and the nature of the pendulums while the target protection prevents a lot of go-to Xyz plays. I can say with certainty, though, that a well-placed Exciton really frickin' screws over Dinomists often enough. If Dinomists side a lot of anti back-row stuff, then Tellars would probably have quite a few problems.

 

Qliphorts would have a very, very hard time. This would probably be the Dinomist's strongest match-up out of these five. If Qliphorts can get out enough floodgates fast enough, then they have that advantage. If they can't, then Dinomists are taking apart the Pendulum Scales with Ignister and Rex and guaranteeing that Scout isn't staying on the field very long. But, from my experience with Pendulum Duels, the victor is honestly decided by who is able to successfully resolve Wavering Eyes against 4 scales first...

 

 

 

But yeah, the main problems I face are often the early game and the consistency. So far, there are three searchers for Dinomist cards; 1 monster, 1 spell, and 1 trap. The spell is the best, Pteran is second best, and the trap (while very useful) isn't that great for searching. The monster end there's not much I can do; but on the end of the Spell and Traps there may be something better I can consider. I'm heavily considering Echo Oscillation because, again, comboing that with Dinomist Charge is going to be frickin' hilarious; but that's also a fairly situational combo, and one that's more fragile than Wavering Eyes.

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Made a lot of changes, such as the shift to a DN screenshots (because Percy doesn't have all the cards and Salvation doesn't have Dracorivals). Shifting the build to a bigger focus on Dracoslayers, and reshuffled the Extra Deck to give some more options to work with. The idea with the bigger Dracoslayer focus is to speed up this deck's early game and help consistency with Clash of the Dracorivals, using these +0 and +1 effects to help better establish the Extra Deck and, as a consequence, the board in a much earlier state in the game.

 

Tentative changes that may be reworked are that Plesion may see an axe and/or shift to the Side Deck to make room for a third Dracorivals and a second Pot of Riches. Plesion has some cool utility in enabling a lot of Dinomist battle effects, but in the interest of building an optimal deck he may not be moved. Stego was removed entirely.

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Made some big changes! Primarily, now there's CYBER DRAGON! and GAZER SHARK! Gazer Shark is an interesting tech I want to try out, and see where it takes me. I've been told it works really well with great effect, and I want to see it in action. Also optimized the ED for such a change.

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