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(1st attempt) Deskbots


TF2_The_Scout

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i.imgur.com/YJwuWT0.png

 

Deskbot 001 x1

Deskbot 002 x3

Deskbot 003 x3

Deskbot 004 x3

Deskbot 005 x3

Deskbot 006 x2

Deskbot 007 x1

Deskbot 008 x1

Deskbot 009 x1

Maxx C x2

Speedroid Menko x2

Glow-Up Bulb x1

 

 

 

Limit Removal x1

Machine Duplication Factory x3

Raigeki x1

Twin Twister x2

Upstart Goblin x3

Foolish Burial x1

Wavering Eyes x1

 

Bottomless Trap Hole x1

Solemn Warning x1

Torrential Tribute x1

Storming Mirror Force x2

 

Deskbot Jet x1

Black Rose Dragon x1

Trishula Dragon of the ice barrier x1

Stardust Spark Dragon x1

Star Eater x1

Leo, the Keeper of the sacred tree x1

Jerald of the arc light x1

Hi-Speedroid Chanbara x2

Castel the skyblaster musketeer x1

Dark rebellion XYZ dragon x1

Gagaga Cowboy x1

Gear Gigant X X1

Number 101: Silent Honor ARK x1

Sky Cavalry Centaurea x1

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Alright...time to cut this one up and see the damages. *gets gloves and scalpel*

 

Let's address the ratio of Deskbots; the lineup for the most optimal deck goes:
 

x1 001

x3 002

x3 003 

x3 004 

x3 005

x2-3 006

x1 007

x1 008

x1 009

 

Having more than 1 001 will lead you to a lot of clogs. I can understand the difficulty getting it in the first place, but opening multiples will be very painful as you can't PS it or NS it without wasting the NS meant for 003. You would rather have better synergy with 004 or Foolish, and running Foolish gives you options to mill it or Glow-Up Bulb as well, and Bulb is an excellent alternate Tuner for the Synchros. One for One is also optimal as well. There's no reason you have no 006s or 007s. 006 might not be as a powerful boon as 005, but popping it nets a Deskbot to hand, which is key for backup setups such as adding back scales and 003s. His change position effect is also nifty. It also doesn't hurt running 1 007 since piercing damage can push for game and is a fair scale alternative. The key is that you want to abuse the scale float effects when possible, and 006 helps in part with that and makes an opposing Wavering Eyes not so bad.

 

Lone Droll & Lock Bird is awkward as hell @1; You'd be better off moving it and its copies to the side and replace it in the main deck with better cards.

 

A lot of people do not like Base, and some can argue 1 is fine because of the mulligan...but 3 is cancer. Wtf do you do if you have multiples? I found this problem when I ran multiple Light Shrines in BEWD.dek, and it really was too painful of how limited it could help me when it couldn't apply its effects well. The main problem with this card however, is not the mulligan problem, but it's that the 500 ATK boost turns off Machine Dupe, and that the banish x9 is completely unnecessary and is a wasteful condition, even if you manage to get it off. You can run the Chicken Game engine, but I don't think it would warrant much of anything. IMO, I would cut it, but it could be fine @1 or if you find a way to get around it. Otherwise it just hinders you. That 1 Terraforming is also pretty pointless as well. On the other hand, there's no reason you should be running Machine Dupe @2. None at all. You need to have max copies to max the odds of opening it since it can't be searched, and the payoff is legendary when you Dupe a 002 and +3 or Dupe 003 for over 9000 shenanigans.

 

Reasoning is very unoptimal here. The biggest reason: Hitting a 003 hurts a lot. In addition to having a variety of monsters having varying levels, criteria for Reasoning should only be ideal if it can mill resources without eliminating precious S/Ts, and the monsters being summoned would likely have summon-trigger effects. Trust me, it will do you no good.

 

I'm a bit ambivalent about Soul Charge. You get to spam, but you waste a turn and LP to summon a bunch of monsters. Granted you can make a strong ED setup, but judging from what you have...it's not worth it at all. Deskbots want to kill fast, and sacrificing the BP is no good. I would only accept it if somehow you could create a lock setup like Beast/Barkion since 001 shenanigans, but I'll talk about the Extra later.

 

x3 Twin Twister seems a bit overkill; For consistency issues, you can stick to 2. 005 is a good option to pop things as well.

 

Your trap lineup looks a bit lacking. Either you add more defense resources, or you devote more to consistency. Maybe adding another Strike and some Storming Mirrors will do it for you. Would also recommend Maxx "C"s in the maindeck @2 and some Speedroid Menkos to prevent your opponent from overpowering you. Even though it's not that relevant in the meta anymore, 1-2 Wavering Eyes can help you trigger your scales and search another, as well as hurting the DraPe matchup. 

 

Your Extra seems to have a lot of outdated cards...no one uses Catastor anymore when Armades is a thing. No one uses Leviathan anymore when Alucard is a thing and so forth. But the main issue is that your Extra should be more focused on Synchros than Xyzs. From my experience and other accounts of people I know, going to the Extra for Xyzs is too rare. Honestly all you need is:

 

-Castel

-Gear Giant X

-Nova & Infinity

-Herald of Pure Light/Centaurea

 

And you'll be set. The Synchro toolbox however, opens you up to a lot of things if you work with 001 and Bulb very well. I personally run Birdman to add to the spam to aid this as well. Key is, if you fail to OTK, or can't even OTK in the first place, then there are a lot of synchros  you could be running that will help you. So cut out the lame Catastor and Mist Wurm and consider:

 

-Herald of Arc Light (Meh card but is good bait)

-Metaphys Horus (005 + 001 for shenanigans)

-Naturia Beast & Barkion (Earth Tuners and Earths gives birth to lockdowns. Beast is more useful but both have good merits)

-Odd-Eyes Meteorburst (Locks down the BP for anything monster-related that could slow your OTK down)

-Scrap Dragon/Scarlight (Scrap pops a scale and +s for you. Scarlight is an overkill powerhouse that is also a game ender if you use him well)

 

So overall, if you follow these steps, you should be fine. Any Extra place can be replaced with personal techs or consistency boosts/defense cards. 

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Alright...time to cut this one up and see the damages. *gets gloves and scalpel*

 

Let's address the ratio of Deskbots; the lineup for the most optimal deck goes:

 

x1 001

x3 002

x3 003

x3 004

x3 005

x2-3 006

x1 007

x1 008

x1 009

 

Having more than 1 001 will lead you to a lot of clogs. I can understand the difficulty getting it in the first place, but opening multiples will be very painful as you can't PS it or NS it without wasting the NS meant for 003. You would rather have better synergy with 004 or Foolish, and running Foolish gives you options to mill it or Glow-Up Bulb as well, and Bulb is an excellent alternate Tuner for the Synchros. One for One is also optimal as well. There's no reason you have no 006s or 007s. 006 might not be as a powerful boon as 005, but popping it nets a Deskbot to hand, which is key for backup setups such as adding back scales and 003s. His change position effect is also nifty. It also doesn't hurt running 1 007 since piercing damage can push for game and is a fair scale alternative. The key is that you want to abuse the scale float effects when possible, and 006 helps in part with that and makes an opposing Wavering Eyes not so bad.

 

Lone Droll & Lock Bird is awkward as hell @1; You'd be better off moving it and its copies to the side and replace it in the main deck with better cards.

 

A lot of people do not like Base, and some can argue 1 is fine because of the mulligan...but 3 is cancer. Wtf do you do if you have multiples? I found this problem when I ran multiple Light Shrines in BEWD.dek, and it really was too painful of how limited it could help me when it couldn't apply its effects well. The main problem with this card however, is not the mulligan problem, but it's that the 500 ATK boost turns off Machine Dupe, and that the banish x9 is completely unnecessary and is a wasteful condition, even if you manage to get it off. You can run the Chicken Game engine, but I don't think it would warrant much of anything. IMO, I would cut it, but it could be fine @1 or if you find a way to get around it. Otherwise it just hinders you. That 1 Terraforming is also pretty pointless as well. On the other hand, there's no reason you should be running Machine Dupe @2. None at all. You need to have max copies to max the odds of opening it since it can't be searched, and the payoff is legendary when you Dupe a 002 and +3 or Dupe 003 for over 9000 shenanigans.

 

Reasoning is very unoptimal here. The biggest reason: Hitting a 003 hurts a lot. In addition to having a variety of monsters having varying levels, criteria for Reasoning should only be ideal if it can mill resources without eliminating precious S/Ts, and the monsters being summoned would likely have summon-trigger effects. Trust me, it will do you no good.

 

I'm a bit ambivalent about Soul Charge. You get to spam, but you waste a turn and LP to summon a bunch of monsters. Granted you can make a strong ED setup, but judging from what you have...it's not worth it at all. Deskbots want to kill fast, and sacrificing the BP is no good. I would only accept it if somehow you could create a lock setup like Beast/Barkion since 001 shenanigans, but I'll talk about the Extra later.

 

x3 Twin Twister seems a bit overkill; For consistency issues, you can stick to 2. 005 is a good option to pop things as well.

 

Your trap lineup looks a bit lacking. Either you add more defense resources, or you devote more to consistency. Maybe adding another Strike and some Storming Mirrors will do it for you. Would also recommend Maxx "C"s in the maindeck @2 and some Speedroid Menkos to prevent your opponent from overpowering you. Even though it's not that relevant in the meta anymore, 1-2 Wavering Eyes can help you trigger your scales and search another, as well as hurting the DraPe matchup.

 

Your Extra seems to have a lot of outdated cards...no one uses Catastor anymore when Armades is a thing. No one uses Leviathan anymore when Alucard is a thing and so forth. But the main issue is that your Extra should be more focused on Synchros than Xyzs. From my experience and other accounts of people I know, going to the Extra for Xyzs is too rare. Honestly all you need is:

 

-Castel

-Gear Giant X

-Nova & Infinity

-Herald of Pure Light/Centaurea

 

And you'll be set. The Synchro toolbox however, opens you up to a lot of things if you work with 001 and Bulb very well. I personally run Birdman to add to the spam to aid this as well. Key is, if you fail to OTK, or can't even OTK in the first place, then there are a lot of synchros you could be running that will help you. So cut out the lame Catastor and Mist Wurm and consider:

 

-Herald of Arc Light (Meh card but is good bait)

-Metaphys Horus (005 + 001 for shenanigans)

-Naturia Beast & Barkion (Earth Tuners and Earths gives birth to lockdowns. Beast is more useful but both have good merits)

-Odd-Eyes Meteorburst (Locks down the BP for anything monster-related that could slow your OTK down)

-Scrap Dragon/Scarlight (Scrap pops a scale and +s for you. Scarlight is an overkill powerhouse that is also a game ender if you use him well)

 

So overall, if you follow these steps, you should be fine. Any Extra place can be replaced with personal techs or consistency boosts/defense cards.

 

In your opinion, is Jet worth it or not? Also, how many GUBs should be ran for synchro plays?
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In your opinion, is Jet worth it or not?

 

In my experience it's moderately simple to summon, and the payoff for it is pretty nice but mediocre at the same time. The key is that you pop 005/006 to kill a card/summon a Deskbot while using their effects. If it was a quick effect, it elevate it from being mediocre to amazing, but it's an okay card that can help you. 

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