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Thx


Poofin

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To be fair, a lot of the Structure Decks released during the DM/GX era just don't have a chance in the power creep. SD7 is no exception.

 

But that being said, I don't exactly have the time to give you a thorough analysis on what you should add/remove, etc at the time of writing, but I can leave general pointers. (Other members can give you more thorough fixes if they wish to.)

  • Remove the non-Rock monsters as they aren't helping you accomplish your goal of surviving / don't benefit from any support. Replace them with newer Rock monsters.
    • What you want is to be able to keep a sizable board that you can build off of with the support cards Rocks have access to. Right now, you're running a jumble of Rocks and other random cards that don't synergize well. That, and your Deck has a more passive strategy.
    • You say this has an issue with Utopia/Pendulum decks, but also notice that they're able to field massive boards quickly; something you cannot do right now with the mix you have.
  • Exxod and the Sphinxes are too slow to being used nowadays; former has a decent DEF, yes, but you still have to go through the effort of summoning Hieraco/Crio in the first place if you are able to.
    • You may want to consider stuff like Block Dragon, which can prevent your stuff from getting blasted from common removal, searches faster and can be summoned much faster than one of the Sphinxes. (You can't argue with a 25/30 body).
  • You need to run max copies of Mystical Space Typhoon (or the maximum you can afford to get). Either that, or get ahold of something like Twin Twisters, etc.
  • Run more Rock support cards, such as Release from Stone (recover stuff you end up banishing for Block if you run it), Triamid Pulse (and the Field Spells) for removal options, etc.

That being said, I do not know what kind of limitations you have in terms of deck building (price budget, accessibility to suggested cards, do you adamantly want to stick to this strategy even though old-school Flip Rocks are too slow to work in the faster game, etc).

 

However you need to set a definitive goal that you want the Deck to be able to accomplish, or prepare alternative options if your original fails. You're running the Xyz and claim to make F0, but approximately how many times have you managed to even Xyz Summon in the first place, let alone that?

 

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I apologize if this sounds harsh on you, but yeah, if you want a workable Rock deck that can have a semi-decent chance at surviving the power creep, you need to cut out a lot of the cards and think about how you can maintain field advantage to Xyz/make your bosses quickly.

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A few questions.

1. Night beam is essentially mst, so would 2 mst and 1 Night beam do? 

2. If Block Dragon isn't in my hand, I can save 2 turns by using a foolish burial. The foolish burial can also help with Megarock Dragon.

3. I should remove Exxod and Hierosphinx right? But I think that Guardian Sphinx's effect is too good to give up.

4. Should I keep Staunch Defender and Continuous Destruction Punch? 

5. Would the card Attack the Moon! be useful? (It's like a MST that stays on your field and can be used each turn.)

6. Would Pot of Acquisitiveness have more effect than Release from Stone, and how many copies of it should I carry?

 

I can summon Number F0 somewhat consistently, and if I can't, I will most likely be able to summon Gorgonic Guardian, which has a good effect (I think).

 

 

 

Will these edits help?:

 

*No Exxod, Master of the Guard

*No Staunch Defender 

*No Continuous Destruction Punch

*No Hierosphinx

*Block Dragon

*Foolish Burial

*Attack the Moon!   (Isn't that a reference from the anime?)

*1-3 Pot of Aquisitiveness

*2 MST

*Sentry Soldier of Stone

 

 

 

Also, would Pot of The Forbidden and Gaia Plate the Earth Giant be useful?

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