IQuitDolphin Posted May 4, 2016 Report Share Posted May 4, 2016 Traditional Glass Cannon Suggestions welcome. Link to comment Share on other sites More sharing options...
Toffee. Posted May 5, 2016 Report Share Posted May 5, 2016 This feels like you are trying way too hard. I mean, interaction with Island is cute and all, but seriously... Why go to this extent? Link to comment Share on other sites More sharing options...
IQuitDolphin Posted May 5, 2016 Author Report Share Posted May 5, 2016 This feels like you are trying way too hard. I mean, interaction with Island is cute and all, but seriously... Why go to this extent? It leads to a bunch of amazing 3-card combos and allows you to end with PePe level Turn 1 Boards. Link to comment Share on other sites More sharing options...
Slinky Posted May 5, 2016 Report Share Posted May 5, 2016 Unfortunately, building it like this also means you are unable to function without the Island gimmick. And after trying FK Kozmo, I would not recommend it. Like you legit just lose if you don't get Island, or a way to pop it Link to comment Share on other sites More sharing options...
Βyakuya Posted May 6, 2016 Report Share Posted May 6, 2016 I've tested out with the variant myself, and I am really concerned about your ratios. For one thing, it is a very powerful engine that can rise up to Pepe level, but there is no true consistency to it as well. I'm sure running 1 Tincan might be too risky considering that even though the best opening would be just to Island -> Ship -> Town, it's best to have at least a full set or 3 to maintain consistency and to go into others as it is very potent early, midgame. It just doesn't seem too healthy to me. For the actual Fire King engine, for me it's only just: x1 Fire King Islandx1-2 Kozmo Delta Shuttlex1 Fire King Avatar Yakshax1 Fire King Avatar Garunixx2-3 Terraforming Having multiple Islands can lead to opening multiples which do nothing at all most of the time. After you wombo combo with the first, it's pretty hard using up the rest, since Island has a hard OPT so you cannot stack them. In the worse case scenario that Island works against you, you might be in big trouble if you don't have Kozmotown. For me, running Allures and 2-3 Terra solves this error with running only 1 Island. But if you really want to capitalize on the opening play by seeing it more often, 2 is fine. 3 is just overkill. 3 Delta Shuttle is also pretty overkill. 1 is already effective as a Soartroop/Strawman dump & float, but then again I haven't tested it @2 yet. But what I am concerned is that there are no Forerunners. When I was testing, there were times where I couldn't get the combo going because I only had Sliprider or Delta Shuttle to work with Island, so my combo plays were very limited. It's very important that you keep Forerunner because it's high enough level to float into Dogfighter or Shuttle and you can make your way down the ladder. Life gain is also crucial at this point since Soartroopers takes 1/8 your life each time the more you extend. I personally run 2 and I find it more effective than an extra Dark Lady or Dark Planet. Overall, I think you're trading away a lot of things like defense for turbo-ish power; I'm not sure if this deck is currently effective if you've been testing, but I personally suggest making it a bit more semi explosive by returning helmet elements like Tincans, x2 Kozmojos, and x2-3 CotH minimum. For your extra, I would run Centaurea over Herald (non-targettable while Herald is too weak and recycle effect is too negligible), take out Volca (Inferior to Tiras/Adreus, horrid against PKs and Kozmo) and probably Dante (Unless you side Reaper) or Hope Harbinger. I recommend replacing with Utopia Prime (4 material Lightning since Kozmos dgaf about the rest of the Extra), Artifact Durendal (You might be better off going into Nova but Durendal is super effective against a lot of things now), F0 (Can clear the board for play extension by using up Leviairs; lethal against the mirror), Barbaroid or Cyber End Dragon (in case they took the Nova to Infinity bait and triggers a Dark Destroyer or something) and some Ghost Reaper targets like Beatrice and such. Link to comment Share on other sites More sharing options...
Slinky Posted May 6, 2016 Report Share Posted May 6, 2016 I've tested out with the variant myself, and I am really concerned about your ratios. For one thing, it is a very powerful engine that can rise up to Pepe level, but there is no true consistency to it as well. I'm sure running 1 Tincan might be too risky considering that even though the best opening would be just to Island -> Ship -> Town, it's best to have at least a full set or 3 to maintain consistency and to go into others as it is very potent early, midgame. It just doesn't seem too healthy to me. For the actual Fire King engine, for me it's only just: x1 Fire King Islandx1-2 Kozmo Delta Shuttlex1 Fire King Avatar Yakshax1 Fire King Avatar Garunixx2-3 Terraforming Having multiple Islands can lead to opening multiples which do nothing at all most of the time. After you wombo combo with the first, it's pretty hard using up the rest, since Island has a hard OPT so you cannot stack them. In the worse case scenario that Island works against you, you might be in big trouble if you don't have Kozmotown. For me, running Allures and 2-3 Terra solves this error with running only 1 Island. But if you really want to capitalize on the opening play by seeing it more often, 2 is fine. 3 is just overkill. 3 Delta Shuttle is also pretty overkill. 1 is already effective as a Soartroop/Strawman dump & float, but then again I haven't tested it @2 yet. But what I am concerned is that there are no Forerunners. When I was testing, there were times where I couldn't get the combo going because I only had Sliprider or Delta Shuttle to work with Island, so my combo plays were very limited. It's very important that you keep Forerunner because it's high enough level to float into Dogfighter or Shuttle and you can make your way down the ladder. Life gain is also crucial at this point since Soartroopers takes 1/8 your life each time the more you extend. I personally run 2 and I find it more effective than an extra Dark Lady or Dark Planet. Overall, I think you're trading away a lot of things like defense for turbo-ish power; I'm not sure if this deck is currently effective if you've been testing, but I personally suggest making it a bit more semi explosive by returning helmet elements like Tincans, x2 Kozmojos, and x2-3 CotH minimum. For your extra, I would run Centaurea over Herald (non-targettable while Herald is too weak and recycle effect is too negligible), take out Volca (Inferior to Tiras/Adreus, horrid against PKs and Kozmo) and probably Dante (Unless you side Reaper) or Hope Harbinger. I recommend replacing with Utopia Prime (4 material Lightning since Kozmos dgaf about the rest of the Extra), Artifact Durendal (You might be better off going into Nova but Durendal is super effective against a lot of things now), F0 (Can clear the board for play extension by using up Leviairs; lethal against the mirror), Barbaroid or Cyber End Dragon (in case they took the Nova to Infinity bait and triggers a Dark Destroyer or something) and some Ghost Reaper targets like Beatrice and such. In addition to this, you should only stick to your key Extra deck cards. 1 Castel1 Break Sword0-1 Volcasaurus1 Gaia Dragon (if you run Volc)2 Leviair1 F00-1 Grampulse1 Nova1 Infinity1 Pleiades1 Utopia1 Lightning0-1 Prime The rest can be match-up based (Durandel, Dweller, etc.) or can be your Reaper targets (Beatrice, Dante etc. Break Sword already works for this, and hitting a Lightning is pretty effective too). As for the main deck, as mentioned above, you /need/ Forerunner. the lp gain is much too important, both for Soartroopers interactions and for EOMP scenarios. More Tincan = More consistency.You can also squeeze in a Landwalker if you want, because that actually is pretty funny sometimes. Really up to you though. Link to comment Share on other sites More sharing options...
IQuitDolphin Posted May 6, 2016 Author Report Share Posted May 6, 2016 I've tested out with the variant myself, and I am really concerned about your ratios. For one thing, it is a very powerful engine that can rise up to Pepe level, but there is no true consistency to it as well. I'm sure running 1 Tincan might be too risky considering that even though the best opening would be just to Island -> Ship -> Town, it's best to have at least a full set or 3 to maintain consistency and to go into others as it is very potent early, midgame. It just doesn't seem too healthy to me. For the actual Fire King engine, for me it's only just: x1 Fire King Islandx1-2 Kozmo Delta Shuttlex1 Fire King Avatar Yakshax1 Fire King Avatar Garunixx2-3 Terraforming Having multiple Islands can lead to opening multiples which do nothing at all most of the time. After you wombo combo with the first, it's pretty hard using up the rest, since Island has a hard OPT so you cannot stack them. In the worse case scenario that Island works against you, you might be in big trouble if you don't have Kozmotown. For me, running Allures and 2-3 Terra solves this error with running only 1 Island. But if you really want to capitalize on the opening play by seeing it more often, 2 is fine. 3 is just overkill. 3 Delta Shuttle is also pretty overkill. 1 is already effective as a Soartroop/Strawman dump & float, but then again I haven't tested it @2 yet. But what I am concerned is that there are no Forerunners. When I was testing, there were times where I couldn't get the combo going because I only had Sliprider or Delta Shuttle to work with Island, so my combo plays were very limited. It's very important that you keep Forerunner because it's high enough level to float into Dogfighter or Shuttle and you can make your way down the ladder. Life gain is also crucial at this point since Soartroopers takes 1/8 your life each time the more you extend. I personally run 2 and I find it more effective than an extra Dark Lady or Dark Planet. Overall, I think you're trading away a lot of things like defense for turbo-ish power; I'm not sure if this deck is currently effective if you've been testing, but I personally suggest making it a bit more semi explosive by returning helmet elements like Tincans, x2 Kozmojos, and x2-3 CotH minimum. For your extra, I would run Centaurea over Herald (non-targettable while Herald is too weak and recycle effect is too negligible), take out Volca (Inferior to Tiras/Adreus, horrid against PKs and Kozmo) and probably Dante (Unless you side Reaper) or Hope Harbinger. I recommend replacing with Utopia Prime (4 material Lightning since Kozmos dgaf about the rest of the Extra), Artifact Durendal (You might be better off going into Nova but Durendal is super effective against a lot of things now), F0 (Can clear the board for play extension by using up Leviairs; lethal against the mirror), Barbaroid or Cyber End Dragon (in case they took the Nova to Infinity bait and triggers a Dark Destroyer or something) and some Ghost Reaper targets like Beatrice and such. Acknowledged all of your points, I will concede this was more of a "throw 3 of everything and call it a deck" type of deal. Will update eventually. Link to comment Share on other sites More sharing options...
IQuitDolphin Posted May 8, 2016 Author Report Share Posted May 8, 2016 Bump. Updated w/ non-Glass Cannon variant. Link to comment Share on other sites More sharing options...
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