VCR_CAT Posted October 26, 2016 Report Share Posted October 26, 2016 MonstersFlower Cardian Pine - x3Flower Cardian Cherry Blossom with Curtain - x3Flower Cardian Zebra Grass - x2Flower Cardian Willow - x3Flower Cardian Paulownia - x2Flower Cardian Maple with Deer - x2Flower Cardian Clover with Boar - x2Flower Cardian Peony with Butterfly - x3Flower Cardian Willow with Calligrapher - x3 Spells and TrapsFlower Gathering - x3Galaxy Cyclone - x2Card Regeneration - x3Flower Stacking - x3SUPERKOIKOI - x1Soul Charge - x1One for One - x1Reinforcement of the Army - x1Allure of Darkness - x3Breakthrough Skill - x1 Extra DeckStardust Charge Warrior - x1Flower Cardian Boardeefly - x1Scarlight Red Dragon Archfiend -x1Beelze of the Diabolical Dragons - x1Crystal Wing Synchro Dragon - x1Flower Cardian Lightshower - x3Flower Cardian Fivelights -x2Ultimaya Tzolkin - x1Phantasmal Lord Ultimitl Bishbaalkin - x1Number 65: Djinn Buster - x1Leviair the Sea Dragon - x1Super Quantum Mecha Beast Grampulse - x1 As per the last thread, monsters with red names are the nomi variants. Link to comment Share on other sites More sharing options...
shadowsapex Posted November 3, 2016 Report Share Posted November 3, 2016 How useful are Breakthrough and Galaxy Cyclone? I'd personally replace them with Rise to Full Height and Electromag Turtle. Link to comment Share on other sites More sharing options...
VCR_CAT Posted November 3, 2016 Author Report Share Posted November 3, 2016 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. Link to comment Share on other sites More sharing options...
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