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Blue-Eyes TCG


jabber2033

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Pretty much what I'll be running the whole format.

 

Monsters: 19

3 Blue-Eyes White Dragon

3 Blue-Eyes Alternative White Dragon

1 Dragon Spirit of White

3 The White Stone of Ancients

1 The White stone of Legend

3 Sage with Eyes of Blue

1 Master with Eyes of Blue

1 Maiden with Eyes of Blue

1 Effect Veiler

2 Maxx "C"

 

Spells: 19

3 Return of the Dragon Lords

1 Silver's Cry

3 Trade-In

2 Cards of Consonance

3 Melody of Awakening Dragon

3 Dragon Shrine

2 Twin Twisters

1 Foolish Burial

1 Soul Charge

 

Traps: 2

1 Solemn Warning

1 Vanity's Emptines

 

Extra Deck: 15

2 Azure-Eyes Spirit Dragon

2 Blue-Eyes Spirit Dragon

1 Blue-Eyes Twin Burst Dragon

1 Black Rose Moonlight Dragon

1 Stardust Spark Dragon

1 Hieratic Sun Dragon Overlord of Helipolis

1 #46

1 Divine Dragon Knight Felgrand

1 #62

1 #38

1 #95

1 Alsei, the Sylvan High Protector

1 Michael the Arch Lightsworn

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You should definitely up your Maiden count to 3. She is too good for the deck not to have. I've never really found much use for Master on the other hand, so if you need to drop something to make room for Maiden, I'd say cut him. 

 

Speaking of Maiden, is Mausoleum of White out in TCG yet? If so, that's a very good card for Blue-Eyes to have, since it can help you trigger Maiden without ditching a Sage. You can also summon both Sage and Maiden in the same turn (obviously summoning Sage first if you don't have a Maiden in hand), trigger Maiden with Mausoleum, and then synchro summon for a Level 9 using Sage. Maiden can stick around and does what she does best afterwards.

 

Alternative White Dragon and White Spirit Dragon are both good at 2 in my experience. I can see why you'd run Alternative at 3 though.

 

Might as well ditch that single Foolish Burial for a 3rd copy of Dragon Shrine. 

 

Extra Deck cards I'm fond of using are Galaxy-Eyes Tachyon Dragon, Galaxy-Eyes Full Armor Photon Dragon, Galaxy-Eyes Cipher Dragon (steal Xyz from opponent, then overlay with it into Full Armor or Dark Matter), Galaxy-Eyes Dark Matter Dragon, Hope Harbinger, Cloudcastle, and Phantom Fortress Enterblathnir.

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You should definitely up your Maiden count to 3. She is too good for the deck not to have. I've never really found much use for Master on the other hand, so if you need to drop something to make room for Maiden, I'd say cut him. 

 

Speaking of Maiden, is Mausoleum of White out in TCG yet? If so, that's a very good card for Blue-Eyes to have, since it can help you trigger Maiden without ditching a Sage. You can also summon both Sage and Maiden in the same turn (obviously summoning Sage first if you don't have a Maiden in hand), trigger Maiden with Mausoleum, and then synchro summon for a Level 9 using Sage. Maiden can stick around and does what she does best afterwards.

 

Alternative White Dragon and White Spirit Dragon are both good at 2 in my experience. I can see why you'd run Alternative at 3 though.

 

Might as well ditch that single Foolish Burial for a 3rd copy of Dragon Shrine. 

 

Extra Deck cards I'm fond of using are Galaxy-Eyes Tachyon Dragon, Galaxy-Eyes Full Armor Photon Dragon, Galaxy-Eyes Cipher Dragon (steal Xyz from opponent, then overlay with it into Full Armor or Dark Matter), Galaxy-Eyes Dark Matter Dragon, Hope Harbinger, Cloudcastle, and Phantom Fortress Enterblathnir.

 

I actually object to 3 Maidens. You're better off running 1 to none since Maiden is not an easy card to initiate plays if you lack Sage or Mausoleum, and Mausoleum is a weak card that only best supports Maiden, drains your Blue-Eyes from your Deck quickly, and is generally a brick. If you can stick to 1 Maiden as a vanguard and focus more on Sage and Alternate as your opening plays then you'll have more healthier boards and setups. The other argument here would be being able to make more power plays and getting stuff like multiple Spirits and/or Crystal Wing quickly, but you can risk not needing that investment and still work fine. Since TCG has everything now we can move on from Maiden plays. That said, you might not need Master at all either.

 

Alternate is best at 3 to open with, to be more apparent lategame, and to ensure the deck has fodder for the Melody search.

 

Dragon Ravine is still Semi-Limited...personally I would think of Ravine more useful if you teched Dragunity Coresca and/or Arkbrave +Goliath/Felgrand combo but it might not be entirely ideal.

 

Even though it seems harsh, I still would recommend running about 2 Pot of Desires. The banish 10 is negligible if you can filter all your Blue-Eyes fast, setup a board with Spirit and plan to go all out for the rest of the game. The risk is definitely apparent when you can banish a normal Blue-Eyes, but it's worth it because it turns opening hands into more options since Blue-Eyes can do so little but NS Sage/White Stone + Alt and so fourth. A lot of people in regionals and YCSes are running this and it would not hurt to try and I can confirm myself it's helped me win a good amount of duels  by drawing what I needed.

 

Crystal Wing is a must too. Much easy with Spirit -> Moonlight/Michael, then use a Sage/White Stone to make it. Very easy to make with Soul Charge and the like, and is more easier to do with the Mausoleum engine if you prefer. Gives you another floodgate monster to pressure alongside Spirit and 38. That said, run Michael over Spark (Azure is stronger and does the job better) and Utopia Roots.

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  • 2 weeks later...

Made a few changes; mostly dropped the Strikes, which haven't been too helpful, and added a third Shrine and a third Melody.  Now I usually open either Melody or Shrine, which I can use to make plays with.  And did add the searchable Veiler.  

 

And as an aside; Pot of Desires is well outside my current budget.  They're like $70 a pop and I'm not spending that much for 1 small piece of cardboard, let alone a playset.

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