darkguy00000 Posted August 6, 2007 Report Share Posted August 6, 2007 This deck utilizes a nice little facet of Reasoning: if you run 4+ different monster levels, your opponent's pretty much screwed for choice, and THIS deck allows me to abuse that point all the way home. 2 Two-Tribute Monsters1 x Dark Magician of Chaos1 x Horus the Black Flame Dragon LV8 12 Tribute Monsters2 x Horus the Black Flame Dragon LV61 x Jinzo3 x Destiny Hero - Dasher3 x Cyber Dragon3 x Destiny Hero - Malicious 6 Level 4 or Lower Monsters3 x Nimble Momonga1 x Elemental Hero Stratos1 x Spirit Reaper1 x Treeborn Frog 15 Spells3 x Destiny Draw1 x Confiscation1 x Nobleman of Crossout1 x Premature Burial1 x Snatch Steal3 x Brain Control1 x Mystical Space Typhoon1 x Heavy Storm3 x Reasoning 7 Traps1 x Ring of Destruction1 x Torrential Tribute1 x Mirror Force2 x Trap Dustshoot2 x The Transmigration Prophecy 42 cards. The Monsters: The high-level monsters are monsters WHOSE EFFECTS WORK WHEN SPECIAL SUMMONED (so no Monarchs), or I don't care if they get nailed by Reasoning (D-Heroes). Level Six allows me to pull Level Eight, augmented by The Transmigration Prophecy, and then pretty much cruise. Gravekeeper's Spy didn't get through, as it can hurt when it gets hit by Reasoning, so I decided to go unorthodox and play Nimble Momonga, an old favourite of mine. It has synergy with an unorthodox trap I'm running, and it allows me to gain much-needed life if I'm getting shut down. The Spells: Fairly generic spell lineup, and I play the philosophy: why destroy if you can steal? Late game, I'd prefer a Snatch Steal over Smashing Ground. Everything else works for simplification, or is key: Reasoning. The Traps: Another fairly common trap lineup: again, I side out passive removal (Widespread, Sakuretsu), over Trap Dustshoot, which allows me to deal with the threat before it gets there: and what with Cyber Phoenix, Trooplication, and Raiza running rampant, Dustshoot's a much better choice, being chainable, than reactive removal, which is not, and usually has a much more limited scope. The Big 3 traps are here, along with a brand-new tech I'm experimenting with: The Transmigration Prophecy. It's there for two reasons: a) ruin certain combos and combo-based decks (Call of the Haunted? No problem! Shuffle back the monster. DDT? No worries. Shuffle back Phoenix Blade. Destiny Heroes got you down? The Transmigration Prophecy deals with Malicious and Dasher. And it's not just reactive removal against your opponent. If your opponent swarms you and you have a Nimble Momonga on the field, he wipes it, pull two more, another goes down, and when the third's attacked, chain the Transmigration Prophecy, shuffle the other two back, and pull them out again when the third's destroyed. That's a serious amount of field presence there, plus the LP gain's not bad, either. The stuff Transmigration does is brill. If your deck's running low, you can put back a few key cards and be assured you'll draw them soon. If you used Reasoning and had to discard Horus 8 (what with him unable to be Normal Summoned), when Horus 6 attacks a timely Transmigration Prophecy can get you some lovely spell negation. If you've got too many Malicious than you know what to do with in your grave, The Transmigration Prophecy can set things right again. After Dasher's done his thing, you can put him back for another go. Just so much you can do. Rates/Fixes, please. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.