BDKMRV Posted August 21, 2008 Report Share Posted August 21, 2008 Tell me what to add, take out, etc.Rate if you want. Fusions:E Heros :InfernoPhoenix Enforcer x2Flame WingmanShining Flare WingmanThunder GiantWild Edge x2Wild WingmanNecro Shaman Monsters:18HeatLady Heat x2WoodsmanAvian x2Sparkman x2Clayman x2WildheartNecroshadeBladedge x2The Light The Earth Card TrooperWroughtwieler Spells:12HEROHero FlashDark Factory of Mass ProductionCyclone BoomerangHero MaskDe-FusionFusion RecoveryPolymerizationThe Warrior Returning Alive Traps:10Hero SignalHero BarrierMagical CylinderHero Counter AttackEdge HammerA Hero EmergesMagic JammerNegate AttackMirror Gate Link to comment Share on other sites More sharing options...
Sixty Posted August 21, 2008 Report Share Posted August 21, 2008 Too many bad traps. Don't use HERO Flash. Link to comment Share on other sites More sharing options...
BDKMRV Posted August 21, 2008 Author Report Share Posted August 21, 2008 I like it though. Link to comment Share on other sites More sharing options...
keji masters Posted August 28, 2008 Report Share Posted August 28, 2008 hero flash inst much use really unless you are using it in a neos deck it's not bad maybe another polimerization and e - emergency call try a plasma vice in there for your fusions as well Link to comment Share on other sites More sharing options...
Flame Dragon Posted August 29, 2008 Report Share Posted August 29, 2008 Dude, this deck rocks my socks. 10/10 Link to comment Share on other sites More sharing options...
BDKMRV Posted August 29, 2008 Author Report Share Posted August 29, 2008 I traded my Plasma Vice. Hero Flash is a last resort card like my Edge Hammer when my opponent has no defensive traps/spells.Might get another Polymerization from my friend. Link to comment Share on other sites More sharing options...
Guest Posted August 29, 2008 Report Share Posted August 29, 2008 Protip: If you're going to play Trad, run banned cards. Locked. Link to comment Share on other sites More sharing options...
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