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IRL Cubic Deck


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Monsters: 19
Crimson Nova the Dark Cubic Lord x3 

Vijam the Cubic Seed x3 

Duza the Cubic Vessel x3

Dark Garnex the Cubic Beast x1

Blade Garudia the Cubic Beast x1 

Buster Gundil the Cubic Behemoth x1 

Geira Guile the Cubic King x2 

Vulcan Dragni the Cubic King x1 

Indiora Doom Volt the Cubic Emperor x1 

Summoner Monk x2

Maxx "C" x1

 

Spells: 17

Cubic Rebirth x3

Cubic Wave x3

Foolish Burial Goods x3

Dark World Dealings x2

Recurring Nightmare x2

Twin Twisters x2

Upstart Goblin x1

Raigeki x1 

 

Traps: 4

Cubic Rebirth x1

Unification of the Cubic Lords x3

 

Extra Deck: 15

Crimson Nova Trinity the Dark Cubic Lord x2

Number 81: Superdreadnought Cannon Super Dora x1

Superdreadnought Rail Cannon Gustav Max x1

Castel, the Skyblasting Musketeer x1

Constellar Omega x1 

Constellar Ptolemy M7 x1

Gagaga Cowboy x1

Gear Gigant X x1

Number 39: Utopia x1

Number S39: Utopia Prime x1

Number 103: Ragnazero x1 

Starliege Paladynamo x1 

Sylvan Princessprite x1 

Lyrilusc Assembled Nightingale x1

 

Would include if I had them: Number S39: Utopia the Lightning and Tornado Dragon

 

Side Deck:

I want to go second.

Generally, they'll want to go first Game 1 so it works out (if they win the die roll they tend to choose to go first and if I win I go second).

Then if I won game 1 (by surprise OTK) I'll side in my cards for going first in Game 2, as they're likely to want to go second once they know what I'm playing. 

Then I've either won or choose to go second for Game 3. 

 

Twin Twisters x1 (True Dracos/Paleozoics)

Dark Hole x2 (Zoodiacs/decks it works against)

Forbidden Apocrypha x3 (Zoodiacs) 

Cubic Mandala x2 (True King Dinosaurs)

Paleozoic Leonchoilia x2 (When I go first - for unbanishing Cubic Karmas/Unifications)

Fusion Conscription x1 (For going first)

One Day of Peace x1 (For going first)

Ghost Ogre and Snow Rabbit x1 (True Dracos for Diagram, forcing True Draco Heritage/True King's Return, etc.)

Gameciel, the Sea Turtle Kaiju (for decks running Kaijus/nasty negation body monsters)

Kumongous, the Sticky String Kaiju (above)

Would include if I had them: Ash Blossom and Joyous Spring, more Ghost Ogres, Droll and Lock Bird.

 

Other considerations:

 

Genex Ally Birdman: Can return Duza to Special Summon itself, triggering Unification's GY effect for another Duza to dump Unification and then Sync for a Black Rose Dragon/Michael the Arch-Lightsworn (which can also be Sync'd by Ghost Ogre in a pinch) to trigger another Unification and SS a third Duza to dump Karma. Pretty cool but I depletes my Unifications and Duzas pretty fast which I'm not sure if want. Thinking about it though. 

 

Monster Gate/Reasoning: Have played around with these, but the former can suck if I'm short on monsters and the latter can suck if they guess Level 4 and I immediately dump a Duza/Summoner Monk. Both suck if Maxx "C" is the first card I mill, which happened and felt bad. They're still good cards and I think I'd prefer Monster Gate if I had to choose one for triggering Unification while making use of Vijam (whose defensive merits aren't fantastic if they have Whiptail and Thoroughblade attached.) For that reason, if I have to set Vijam I'm generally in a tough spot. Vijam is very good nonetheless though, as fuels Cubic Karma's buff effect and can be used in conjunction with Recurring Nightmare to recur a Crimson Nova, which it serves as a name for. 

 

Kinka-Byo: Can revive a Vijam dumped off Karma and make a Rank 1 play into Sylvan Princessprite (which is often a draw 2 with a respectable 1800 ATK) or Lyrilusc Assembled Nightingale (which can buy me another turn), but I need to target a face-up Cubic monster in order to dump Vijam off Karma, and that probably means I've already Normal Summoned Duza/Monk and can't use Kinka-Byo, or I already have a buffed Crimson Nova which is my usual win condition.

 

Hand Destruction/Allure of Darkness/Contract with Don Thousand/Pot of Desires: I prefer Dark World Dealings to Hand Destruction largely because Dark World Dealings allows you to draw before discarding, but Hand Destruction does have the benefit of potentially discarding 2 Unifications/Karmas at once. The odds of this aren't great though, I have Twin Twisters and Summoner Monk to discard in a pinch, and Hand Destruction can't be used unless my opponent has at least 2 cards in hand which is pretty annoying. Allure of Darkness is pretty cool, but I don't want Vijam, Crimson Nova, or Summoner Monk banished and the other Cubics are actually other Attributes. If all Cubics were DARK I wouldn't hesitate to run Allure as the ones that can't be Normal Summoned can get pretty cloggy at times. I considered 1 copy of Contract with Don Thousand as it's a cool card that burns both players for 1000 in addition to both players drawing, but it doesn't give me a chance to recover the -1 as DWD does and it can be destroyed before resolving because it's continuous (the Normal Summon-locking effect is pretty irrelevant as the revealed Spell can just be activated). Pot of Desires can banish essential combo pieces in Crimson Nova/Cubic Karma/Unification and I can't really afford it until it gets reprinted anyway. After a win, I side the DWD's out for One Day of Peace and Fusion Conscription, and the latter is why I run Crimson Nova Trinity x2 in the Extra Deck as they can only Lithosagym one. 

 

Other cool Cubic stuff:

 

+7 two-card Cubic/Karakuri combo involving Unexpected Dai (into Angel Trumpeter) and Duza (dumping Unification). From there three Bureidos get Sync'd and overlayed into Coach King Giantrainer.

 

Another cool Synchro Cubic deck from Anthony Ellenburg involving Red Resonators:

 

I wouldn't invest in either of these with Links around the corner though. 

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