TF2_The_Scout Posted October 29, 2018 Report Share Posted October 29, 2018 Monsters:Danger! Bigfoot x2Danger! Chupacabra x1Danger!? Jackalope? x2Danger! Dogman! x1Danger! Nessie! x3Danger!? Tsuchinoko? x2Shaddoll Beast x2Shaddoll Dragon x2Shaddoll Falco x1Shaddoll Hedgehog x2Shaddoll Squamata x3 Spells:Allure of Darkness x3Nephe Shaddoll Fusion x1Called by the Grave x2Danger! Response Team x2El Shaddoll Fusion x1Shaddoll Fusion x3Foolish Burial x1Scapegoat x1Soul Charge x1 Traps:Danger! Zone x2Second Expedition into Danger x1Skill Drain x1 Extra:El Shaddoll Shekhinaga x1El Shaddoll Winda x2Black Rose Dragon x1Scrap Dragon x1Trishula, Dragon of the Ice Barrier x1Castel x1Number 68: Sanaphond the Sky Prison x1Number 89: Diablosis the Mind Hacker x1Borreload Dragon x1Linkuriboh x2Shaddoll Construct x2Proxy Dragon x1 Side:Ash Blossom & Joyous Spring x2Ghost Belle & Haunted Mansion x2El Shaddoll Anoyatyllis x1El Shaddoll Grysta x1El Shaddoll Wendigo x1Raigeki x1Super Polymerization x1Imperial Order x1 Link to comment Share on other sites More sharing options...
Darj Posted October 29, 2018 Report Share Posted October 29, 2018 Does this really work? How do your tests look?I get the theory behind it: use Dangers! and either Summon them, or discard Dangers! and Shaddolls that float anyway. But in practice, beaters + Winda can only get you so far, and I don't see much synergy beyond "using Shaddolls to get value from Dangers!' discards". So I'm curious on how the deck actually performs. Maybe you would be better off with Magicalize Fusion or Necro Fusions instead of the Shaddoll Fusion Spells? By the way, does using Dangers! from the hand as Fusion material actually trigger their effects? I ask because Fusion Spells send to the GY rather than discard, and Dangers! require a discard so... does it still counts as discarding them? I can't find rulings regarding that on monsters like Fabled Cerburrel and Catsith as reference. Link to comment Share on other sites More sharing options...
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