Jump to content

BurgessFiends or Fiendtoma....


Aman Indra

Recommended Posts

So, this is just an experiment i was doing earlier today to combine some more rank 2 spam along side Burgesstoma and it worked out pretty good with good synergy. Didnt have much success against top decks but was fun anyway using this varient of Burgesstoma.

 

Main Deck : 40 Cards

 

Monsters (13 cards)

 

Malicevorous Fork X 2 (Easily Special Summoned along with some grave setup)

Malicevorous Knife X 3 (1 card rank 2 with no restriction, good normal summon to have)

Malicevorous Spoon X 2 (Easy spam yet again, 3 material rank 2 are very viable with the malice engine)

Umbral Horror Ghost X 3 (Easy rank 2 yet again, consumes Normal summon still a great card to open with)

Cardcar D X 3 (Draw Power)

 

Spells : 7 Cards

Twin Twister X 2 (Grave Setup with double nuke, great card)

Raigeki X 1 (Raigeki is standard )

Forbidden Lance X 2 (Backrow Protection)

RUM Astral Force X 2 (Rank up effectiveness)

 

 

Traps : 20 Cards

Burgesstoma Pikaia X 3 (Again filler and solid draw power to maintain advantage)

Burgesstoma Canadia X 3 ( A semi-Book of Moon and helps disrupt plays, why not ? )

Burgesstoma Olenoidas X 3 (S/T pop, helps get rid of backrow)

Burgesstoma Hallucigenia X 2 (Helps get over big things or just turn something into a pushover monster)

Burgesstoma Marella X 3 (Helps push up and speed the grave setup)

Imperial Iron Wall X 3 (Keeps resources in check while killing some big decks)

Solemn Warning X 1 (Standard)

Solemn Notice X 2 (Ultimate trap in clutch situations)

 

Extra Deck : 15 Cards

 

Burgesstoma Anomalocaris  X 3 (Great Xyz, makes great plays while being very offensive at the same time, monster effect immunity is sweet)

Burgesstoma Opabinia X 2 (Great floater, setup and speed provider with medium defense to sit on)

Sky Cavalry Centaurea X 2 (A great generic rank 2, battle immunity and helps get rid of problem cards easily)

Number F0 : Utopic Future X 1 (Can overlay dead Xyz's with no material into something useful, great tech with awesome effects and a free snatch steal)

Number 65 : Djinn Buster X 1( A great rank 2 , negates monster effects and chips a little damage, its effective)

Number 101 : Silent Honor Ark X 2 (Great rank 4 to RUM into)

Number 96 :Dark Mist X 1 (A tamed version of Dark Rebellion, helps get over problem monsters and the power boost is permanent making it a good beater)

Minerva, The Exalted LightSworn X 1 (Grave setup)

Number 80 : Rhapsody in Berserk X 1 (Good card and buffer)

Bujintei Kagutsuchi X 1 (Mill and beater)

 

 

 

Side Deck : 15 Cards

 

Mistake X 3 ( Does not hurt this deck at all, greatly hurts some great decks)

Light-Imprisoning Mirror X 2 (Tellars, and psyframe counter)

Mask Of Restrict X 2 (Again, stops a lot of recent decks including monarch)

Mind Drain X 2 (Psyframe stop and a decent tech)

Fairy Wind X 2 (Stops floodgates or side deck hate)

Maxx "C" X 2 (Great hand trap and another draw option)

Effect Veiler X 2 (Great negation, always live)

 

So, what do you guys think about this varient ? Cnc is very much appreciated. (Loved using Malice Engine after so long)

Link to comment
Share on other sites

M'kay, I built the deck myself with some addendums, and can recommend these changes.

 

-1 Fork

-1 Spoon

-3 Prodigy

 

Fork is too costly @3, and Spoon is also too slow. Knife and Ghost should be your main playmakers. Prodigy also has little synergy beyond being used for a desperate rank 2 and is just plenty bad. I mean really, if you're in such a shite position that you need him to Rank 2, you ain't gonna survive.

 

+3 Cardcar D

 

It's excellent with a sturdy backrow, and that +2 is pretty valuable if you already have some Burgess ready to block for ya.

 

-1 Twin Twister

 

All things considered, hand advantage will be pretty tight, and relying on 3 of them will drag you pretty far behind. With Olenoides you'd only really need 2 of this.

 

+2 Forbidden Lance

+2 RUM Astral Force

 

Rank 2 are sheet, that's the long and short of it. One of their very limited benefits is that many of them can be Astral Forced into some pretty nice Rank 4s. Centaurea has the benefit of becoming ANY of the Bujin Xyz, such as Kagutsuchi or Tsukuyomi. The Burgess Xyz can also be turned into N101. Lance is just there to be a useful defence due to the backrow intensive format we're in.

 

-1 Halucigenia

-3 Mirror Force

 

+1 Solemn Warning

+2 Solemn Notice

 

All things considered, targeting tends to be fairly weak now, what with Kozmo and Majespecters skulking about, so you'd only really need 2 Halucigenia. I get that you like defence, but it's important that you stop cards before they become a problem, which is what the Solemns achieve. Monsters are always more dangerous the longer they're allowed to be on the field.

 

-2 Anomalacaris (Odds of you making all 3 are sheerly impossible unless your opponent is playing a sheet deck/is sheet)

-1 Opabinia (2 is succinct)

-1 Centaurea (2 is succinct)

-1 NF0 (What are the chances of keeping 2 Rank 2s on the field with no mats?)

-1 N65 (He's crap, but can be useful under the right circumstances)

-2 Socuteboss (Bit too gimmicky, and is wasted due to the ever common nuke)

 

+1 Armored Kappa (A good shield, plus a discard outlet to Waboku you for a Battle Phase)

+1 Herald of Pure Light (Useful recovery in a pinch)

 

+1 Bujintei Kagutsuchi (AF from Centaurea, and because AF is treated as an Xyz Summon he can then mill 5, filling your grave with Burgess and/or fodder for Knife)

+1 Bujintei Tsukuyomi (AF from Centaurea, and his draw effect can be quite abusable)

+2 Number 101 (AF from either Burgess Xyz, can be a sudden shock after you expend all but 1 of Anomala's mats)

+1 Minerva, the Exalted Lightsworn (AF from Pure Light, she's yet another mill outlet)

+1 N80 (AF from N65/96, can be quite a surprise as he banishes 2 cards from your opponent's grave, then equip himself to a non-Burgess Xyz to power it up)

 

 

These are the changes I can suggest, and the reasoning behind them.

Link to comment
Share on other sites

M'kay, I built the deck myself with some addendums, and can recommend these changes.

 

-1 Fork

-1 Spoon

-3 Prodigy

 

Fork is too costly @3, and Spoon is also too slow. Knife and Ghost should be your main playmakers. Prodigy also has little synergy beyond being used for a desperate rank 2 and is just plenty bad. I mean really, if you're in such a shite position that you need him to Rank 2, you ain't gonna survive.

 

+3 Cardcar D

 

It's excellent with a sturdy backrow, and that +2 is pretty valuable if you already have some Burgess ready to block for ya.

 

-1 Twin Twister

 

All things considered, hand advantage will be pretty tight, and relying on 3 of them will drag you pretty far behind. With Olenoides you'd only really need 2 of this.

 

+2 Forbidden Lance

+2 RUM Astral Force

 

Rank 2 are s***, that's the long and short of it. One of their very limited benefits is that many of them can be Astral Forced into some pretty nice Rank 4s. Centaurea has the benefit of becoming ANY of the Bujin Xyz, such as Kagutsuchi or Tsukuyomi. The Burgess Xyz can also be turned into N101. Lance is just there to be a useful defence due to the backrow intensive format we're in.

 

-1 Halucigenia

-3 Mirror Force

 

+1 Solemn Warning

+2 Solemn Notice

 

All things considered, targeting tends to be fairly weak now, what with Kozmo and Majespecters skulking about, so you'd only really need 2 Halucigenia. I get that you like defence, but it's important that you stop cards before they become a problem, which is what the Solemns achieve. Monsters are always more dangerous the longer they're allowed to be on the field.

 

-2 Anomalacaris (Odds of you making all 3 are sheerly impossible unless your opponent is playing a s*** deck/is s***)

-1 Opabinia (2 is succinct)

-1 Centaurea (2 is succinct)

-1 NF0 (What are the chances of keeping 2 Rank 2s on the field with no mats?)

-1 N65 (He's crap, but can be useful under the right circumstances)

-2 Socuteboss (Bit too gimmicky, and is wasted due to the ever common nuke)

 

+1 Armored Kappa (A good shield, plus a discard outlet to Waboku you for a Battle Phase)

+1 Herald of Pure Light (Useful recovery in a pinch)

 

+1 Bujintei Kagutsuchi (AF from Centaurea, and because AF is treated as an Xyz Summon he can then mill 5, filling your grave with Burgess and/or fodder for Knife)

+1 Bujintei Tsukuyomi (AF from Centaurea, and his draw effect can be quite abusable)

+2 Number 101 (AF from either Burgess Xyz, can be a sudden shock after you expend all but 1 of Anomala's mats)

+1 Minerva, the Exalted Lightsworn (AF from Pure Light, she's yet another mill outlet)

+1 N80 (AF from N65/96, can be quite a surprise as he banishes 2 cards from your opponent's grave, then equip himself to a non-Burgess Xyz to power it up)

 

 

These are the changes I can suggest, and the reasoning behind them.

I agree on almost all changes but F0 has saved me in many cases and you dont need 2 with out mat, you can just spam lay them and also in my every match with burgess, i summon ano minimum 2 times lol ? The decklist has been updated).

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...