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FINAL ENJOY [Cardians]


VCR_CAT

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Monsters

Flower Cardian Pine - x3

Flower Cardian Cherry Blossom with Curtain - x3

Flower Cardian Zebra Grass - x2

Flower Cardian Willow - x3

Flower Cardian Paulownia - x2

Flower Cardian Maple with Deer - x2

Flower Cardian Clover with Boar - x2

Flower Cardian Peony with Butterfly - x3

Flower Cardian Willow with Calligrapher - x3

 

Spells and Traps

Flower Gathering - x3

Galaxy Cyclone - x2

Card Regeneration - x3

Flower Stacking - x3

SUPERKOIKOI - x1

Soul Charge - x1

One for One - x1

Reinforcement of the Army - x1

Allure of Darkness - x3

Breakthrough Skill - x1

 

Extra Deck

Stardust Charge Warrior - x1

Flower Cardian Boardeefly - x1

Scarlight Red Dragon Archfiend -x1

Beelze of the Diabolical Dragons - x1

Crystal Wing Synchro Dragon - x1

Flower Cardian Lightshower - x3

Flower Cardian Fivelights -x2

Ultimaya Tzolkin - x1

Phantasmal Lord Ultimitl Bishbaalkin - x1

Number 65: Djinn Buster - x1

Leviair the Sea Dragon - x1

Super Quantum Mecha Beast Grampulse - x1

 

As per the last thread, monsters with red names are the nomi variants.

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  • 2 weeks later...

How useful are Breakthrough and Galaxy Cyclone? I'd personally replace them with Rise to Full Height and Electromag Turtle.

 

Cyclone is absolutely needed to deal with Spells and Traps. The grave removal is very clutch for dealing with pendulums, and being able to remove at least 1 set is removing at least 1 possibility to stop your plays. It's only 2, but it's made a gigantic difference for how the deck has played for me. Before when I wasn't using it, I was having a lot of trouble dealing with backrow, and it's not often that I'm able to bait everything and still have plays to go; so it's a nice option to have when you can use it, while the grave effect can really save your skin at times. I considered Twin Twister and Cosmic, but the versatility of the grave effect is what really set Cyclone apart for me. I need cards in my hand to do plays, and Twin Twisters competes with my cards, and Cosmic doesn't have the grave versatility. I wouldn't at all replace this with Rise to Full Height or Turtle because neither do what this card does; and losing the S/T removal niche outside Deer is a bullet to the foot.

 

As for Breakthrough Skill over either of those; it's because of the versatility, again. Rise to Full Height doesn't help in shutting down the enemy team, and it's not often that I'll have things in Defense Mode to really make full use of all of its effects. Not to mention the fact that if the grave is the primary use you're looking for, then you're only making your deck less consistent by using either of them. Breakthrough helps in both shutting down enemy plays that would threaten my field, as well as its grave effect helps deal with monsters that would otherwise ruin my day. Rise to Full Height is very situational when on the field, and Electromagnetic Turtle is dead in the hand because the deck lacks a means to discard cards if you don't use Twin Twisters. Breakthrough Skill is a much better choice over either because it's a card that's great to see in my hand or in the grave; it's that added versatility combined with how it can help deal with very serious problems effectively.

 

Overall, the niche of battle protection is just not needed; I can use Cherry Blossoms as a Kalut if I absolutely need to, and I can get that into my hand a lot more reliably than either of your cards.

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