jamief Posted April 21, 2008 Report Share Posted April 21, 2008 i came up with a hand destruction deck monsters 193 don zaloog1 cyber dragon3 thestalos1 treeborn frog3 protector of the sanctuary1 sangan1 morphing jar3 gold wu-lord of darkworld3 needle worm spells 143 hand destruction1 card destruction3 dark world dealings1 monster reborn1 premature burial1 mystical space typhoon1 brain control1 heavy storm2 enemy controller traps 73 drop off1 mirror force1 torrential tribute1 trap dustshoot1 mind crush please rate and fix Link to comment Share on other sites More sharing options...
Damian_Knows_All Posted April 21, 2008 Report Share Posted April 21, 2008 Don't run Dark world dealings. Also just go for a dark world deck. I guess it would be close to hand destruction but I don't know. Link to comment Share on other sites More sharing options...
Exiro Posted April 21, 2008 Report Share Posted April 21, 2008 Don't run Dark world dealings. Also just go for a dark world deck. I guess it would be close to hand destruction but I don't know. Yeah, destroying your own hand, that is. Link to comment Share on other sites More sharing options...
Damian_Knows_All Posted April 21, 2008 Report Share Posted April 21, 2008 Don't run Dark world dealings. Also just go for a dark world deck. I guess it would be close to hand destruction but I don't know. Yeah' date=' destroying your own hand, that is.[/quote'] Yeah but then again whats the point of this deck? Link to comment Share on other sites More sharing options...
anthony4 Posted April 21, 2008 Report Share Posted April 21, 2008 put 3 drastic drop offs. they cand chain becuase its a counter trap Link to comment Share on other sites More sharing options...
Damian_Knows_All Posted April 21, 2008 Report Share Posted April 21, 2008 put 3 drastic drop offs. they cand chain becuase its a counter trap Not only counter cards can chain. Reg Trap cards can chain. Link to comment Share on other sites More sharing options...
anthony4 Posted April 21, 2008 Report Share Posted April 21, 2008 u cant chain to the activation of a counter trap unless you use a couinter trap Link to comment Share on other sites More sharing options...
Damian_Knows_All Posted April 21, 2008 Report Share Posted April 21, 2008 Yeah you can, atleast I think you can. Link to comment Share on other sites More sharing options...
anthony4 Posted April 21, 2008 Report Share Posted April 21, 2008 Counter Traps and Chains The basic rule is that Counter Traps can only be used against the card they are immediately following in a chain. So for Counter Traps: Chain Link 2 used against Chain Link 1 only Chain Link 3 used against Chain Link 2 only Chain Link 4 used against Chain Link 3 only Chain Link 5 used against Chain Link 4 only Chain Link 4 CANNOT be used against Chain Link 1's effect. So: Player A activates "Raigeki." Player B chains "Magic Jammer." Player A chains "Seven Tools of the Bandit." Player B cannot chain a second "Magic Jammer", "Magic Drain", etc. The only Counter-Traps he may activate are ones that would negate the previous step ("Seven Tools of the Bandit"). This also prevents "loading on" of "Magic Drains." So you cannot chain 2 "Magic Drains" to the same Spell Card, hoping your opponent won't be able to discard 2 Spell Cards to save his original Spell Card. do you notice that every card after the first one is a counter? Link to comment Share on other sites More sharing options...
Damian_Knows_All Posted April 21, 2008 Report Share Posted April 21, 2008 Yeah. Alright I guess it must be true what you say, but I still think that you can chain a counter,With a normal trap or a quickplay spell. Link to comment Share on other sites More sharing options...
tonisanoob Posted April 21, 2008 Report Share Posted April 21, 2008 i quite liek the idea of this deck its not amazing but i could work well o.O Link to comment Share on other sites More sharing options...
JesusofChaos™ Posted April 22, 2008 Report Share Posted April 22, 2008 this has potential but and its a big but i run a hand control deck and the problem is that it lacks a punch to keep your monsters on the field i.e. don zaloog. I like to combine with counter cards and dark dragon to get field advantage. MAybe take out your mill elements in favour of counters? Link to comment Share on other sites More sharing options...
CalluW Posted April 22, 2008 Report Share Posted April 22, 2008 this has potential but and its a big but i run a hand control deck and the problem is that it lacks a punch to keep your monsters on the field i.e. don zaloog. I like to combine with counter cards and dark dragon to get field advantage. MAybe take out your mill elements in favour of counters? ^^ JoC has one MEAN hand control deck, take advice from him Link to comment Share on other sites More sharing options...
Damian_Knows_All Posted April 22, 2008 Report Share Posted April 22, 2008 Is ''Trap Dustshoot'' Limited? If not why don't you run 2 or even 3? Link to comment Share on other sites More sharing options...
CrabHelmet Posted April 22, 2008 Report Share Posted April 22, 2008 To the people arguing about chaining, there are three Spell Speeds for activating a card: Spell Speed 1 - Can't chain to anything; can start chains.Normal SpellsRitual SpellsContinuous SpellsField SpellsEquip Spells Spell Speed 2 - Can chain to anything except Spell Speed 3; can start chains.Normal TrapsContinuous TrapsQuick-Play Spells Spell Speed 3 - Can chain to anything; can't start chains.Counter Traps Therefore, you can't chain a Normal Trap to a Counter Trap. Note that monster effects also have Spell Speeds. Also note that some cards that remain on the field, such as Field Spells, are a certain Spell Speed for activation but have a different Spell Speed after being activated; for example, Molten Destruction is Spell Speed 1 to activate, but after activation its effect is Continuous (which is technically Spell Speed 1, but which exists outside of change, making Spell Speed irrelevant), and Ancient City - Rainbow Ruins' third effect is Spell Speed 2. Also, the deck isn't worth talking about, since it has no win condition, but Spell Speeds are worth discussing. Link to comment Share on other sites More sharing options...
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