「tea.leaf」 Posted November 20, 2008 Report Share Posted November 20, 2008 081211 // Format: 2008.09.01 ADV // Last Update: 2008.12.22 [spoiler=Main Deck]MONSTER: 22 Cards3 Apprentice Magician1 Breaker the Magical Warrior3 Crystal Seer3 Dark Red Enchanter3 Kycoo the Ghost Destroyer3 Magical Exemplar3 Night’s End Sorcerer3 Old Vindictive Magician SPELL: 15 Cards3 Allure of Darkness2 Book of Moon1 Brain Control2 Foolish Burial1 Heavy Storm2 Instant Fusion1 Monster Reborn1 Mystical Space Typhoon2 Secret Village of the Spellcasters TRAP: 5 Cards2 Magician’s Circle3 Solemn Judgment [spoiler=Extra Deck]MONSTER: 15 Cards2 Black Rose Dragon3 Goyo Guardian1 Kamionwizard2 Musician King1 Psychic Lifetrancer ‹32 Stardust Dragon3 Tempest Magician1 Thought Ruler Archfiend [spoiler=Side Deck]MONSTER: 6 Cards3 D.D. Crow3 Thunder King Rai-Oh SPELL: 3 Cards3 Twister TRAP: 6 Cards2 Rivalry of Warlords3 Threatening Roar Thanks for checking this out. Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted November 20, 2008 Report Share Posted November 20, 2008 It's funny how decks that seem to be based around having monsters on the field seem to be lacking a number of monsters in the deck. Anyway, the deck looks okay, I guess. Have you done any testing on it so far? Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted November 20, 2008 Author Report Share Posted November 20, 2008 It's funny how decks that seem to be based around having monsters on the field seem to be lacking a number of monsters in the deck. Anyway' date=' the deck looks okay, I guess. Have you done any testing on it so far?[/quote'] No, I don't have the means. Ideally, this deck would have a pair of Summon Priest, and that would make the Monster count more reasonable. Link to comment Share on other sites More sharing options...
Mr. Judgment Dragon Posted November 20, 2008 Report Share Posted November 20, 2008 Instant Fusion could be run at 2. Dropping stuff is the difficult part. I doubt you will need 3. Basically make the Extra Deck something like this. 3x Tempest Magician3x Goyo Guardian2x Stardust Dragon2x Thought Ruler Archfiend2x Black Rose Dragon2x Reaper on the Nightmare1x Darkfire Dragon Thought Ruler Archfiend is a good option since it can't be removed from the field with Compulsory Evacuation Device or PWWB or any other Spell or Trap card that targets at a cost that can be refunded if it destroys a Monster. Reaper on the Nightmare is a CCV target and gives access to Level 7 Synchros. Particularly Black Rose Dragon which is a field nuker. Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted November 20, 2008 Author Report Share Posted November 20, 2008 Instant Fusion could be run at 2. Dropping stuff is the difficult part. I doubt you will need 3. Basically make the Extra Deck something like this. 3x Tempest Magician3x Goyo Guardian2x Stardust Dragon2x Thought Ruler Archfiend2x Black Rose Dragon2x Reaper on the Nightmare1x Darkfire Dragon Thought Ruler Archfiend is a good option since it can't be removed from the field with Compulsory Evacuation Device or PWWB or any other Spell or Trap card that targets at a cost that can be refunded if it destroys a Monster. Reaper on the Nightmare is a CCV target and gives access to Level 7 Synchros. Particularly Black Rose Dragon which is a field nuker. I can't figure out what to drop at all. Link to comment Share on other sites More sharing options...
Mr. Judgment Dragon Posted November 20, 2008 Report Share Posted November 20, 2008 You could possibly drop MST and 1 Shrink. Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted November 20, 2008 Author Report Share Posted November 20, 2008 You could possibly drop MST and 1 Shrink. That's tough... That's REALLY tough... I don't know... >..< Link to comment Share on other sites More sharing options...
Akira Posted November 20, 2008 Report Share Posted November 20, 2008 I like to think that minor spell/trap removal such as MST can be sided at best, despite it's ability to generate spell counters. Instant Fusion would be useful for synchro summoning, since you only have 16 monsters, although Exempler/Foolish should be able to take care of that most of the time. Good luck with this! Link to comment Share on other sites More sharing options...
Tekken Ham Posted November 20, 2008 Report Share Posted November 20, 2008 The fact that you're running ONLY OVM along with obvious Night's for the Apprentice engine is bad. Crystal Seer is better this format. Magical Exemplar at 3 is too much. Night's End at 3 is arguably too much, but that comes down to personal preference. 3 Magician's Circle is too much, 2 is much better. Magical Dimension is a total jabroni female dog in this format. Chainable, turns Night's into double crows, and since it all happens when it resolves it keeps field presence for Village. No Terraforming it bad. With the Circles you need 1-2 DR Enchanters or 1-2 Marionettes, or a combination of both. Shrink makes it seem like it's trying too hard to be Honest, but it's not. I do like the idea though. SO:-2 OVM-1 Exemplar-1 Circle-1 Shrink +2 Crystal Seer+1 Terraforming+2 DR Enchanter/Marionette Forgoing Magical Dimension entirely, although with Enchanter/Marionette it gets a little better. Extra should be:3x Tempest2x Goyo2x SDD2x TRA2x Colossal1x RDA1x BRD 1x Gyz1x Herak Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted November 21, 2008 Author Report Share Posted November 21, 2008 The fact that you're running ONLY OVM along with obvious Night's for the Apprentice engine is bad. Crystal Seer is better this format. Magical Exemplar at 3 is too much. Night's End at 3 is arguably too much' date=' but that comes down to personal preference. 3 Magician's Circle is too much, 2 is much better. Magical Dimension is a total [s']b****[/s] female dog in this format. Chainable, turns Night's into double crows, and since it all happens when it resolves it keeps field presence for Village. No Terraforming it bad. With the Circles you need 1-2 DR Enchanters or 1-2 Marionettes, or a combination of both. Shrink makes it seem like it's trying too hard to be Honest, but it's not. I do like the idea though. SO:-2 OVM-1 Exemplar-1 Circle-1 Shrink +2 Crystal Seer+1 Terraforming+2 DR Enchanter/Marionette Forgoing Magical Dimension entirely, although with Enchanter/Marionette it gets a little better. Extra should be:3x Tempest2x Goyo2x SDD2x TRA2x Colossal1x RDA1x BRD 1x Gyz1x Herak For some reason, I don't like any of those fixes. Crystal Seer... Although, considering my budget, Crystal Seer is a much better option, since then I wouldn't have to get CCV. Enchanter and Marionette are too slow, I think. Link to comment Share on other sites More sharing options...
Tekken Ham Posted November 21, 2008 Report Share Posted November 21, 2008 They're slow, but they're you're beatsticks in place of Skilled Dark. Since you have Circles they're really easy to get out and with Shrink keeping Tempest alive, they get faster. Link to comment Share on other sites More sharing options...
Blue Lightning Posted November 21, 2008 Report Share Posted November 21, 2008 marionette is awesome. Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted November 21, 2008 Author Report Share Posted November 21, 2008 marionette is awesome. In a deck that locks Spells, no, and neither is Enchanter. Both of those are still poor choices, I think. Link to comment Share on other sites More sharing options...
Tickle Me Emo Posted November 22, 2008 Report Share Posted November 22, 2008 Go with the changes that JD made, except neg a magicians circle and an exampler. Also as Cheese Pirate said.... MAGICAL DIMENSION IS SO ANNOYING!!!! What do teh numbers mean? Link to comment Share on other sites More sharing options...
Blue Lightning Posted November 22, 2008 Report Share Posted November 22, 2008 As Cheese said, theyre your skilled darks and marionette is a very good target for circle. Also, If you have marionette out, how in the world would your spells be locked? Go with the changes that JD made' date=' except neg a magicians circle and an exampler. Also as Cheese Pirate said.... MAGICAL DIMENSION IS SO ANNOYING!!!! What do teh numbers mean?[/quote'] That too. Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted November 22, 2008 Author Report Share Posted November 22, 2008 As Cheese said' date=' theyre your skilled darks and marionette is a very good target for circle. Also, If you have marionette out, how in the world would your spells be locked? Go with the changes that JD made, except neg a magicians circle and an exampler. Also as Cheese Pirate said.... MAGICAL DIMENSION IS SO ANNOYING!!!! What do teh numbers mean? That too. Marionette is just going to be a dumb beatstick, why would I do that? Link to comment Share on other sites More sharing options...
oO C H A O S Oo Posted November 22, 2008 Report Share Posted November 22, 2008 Maybe +2 RDA? It would help your Extra Deck out just a bit. Looks good though. Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted November 25, 2008 Author Report Share Posted November 25, 2008 Maybe +2 RDA? It would help your Extra Deck out just a bit. Looks good though. There's no space for it, so I won't. Link to comment Share on other sites More sharing options...
Benraino Posted November 25, 2008 Report Share Posted November 25, 2008 What is twister used for(in side deck)? Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted November 25, 2008 Author Report Share Posted November 25, 2008 What is twister used for(in side deck)? Oppressions, if they spring up, or the rogue Macro; you never know. Link to comment Share on other sites More sharing options...
tonisanoob Posted November 25, 2008 Report Share Posted November 25, 2008 it does need more beatsticks imoand seers foolish is horrible here you lose enough hand advantage as it isand i would only use 1 nights end also i like cosr in deck tht run exemplar (yes 1 nights end, as the only way to use it is exemplar and you have kycoo anyway ^_^) Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted November 27, 2008 Author Report Share Posted November 27, 2008 it does need more beatsticks imoand seers foolish is horrible here you lose enough hand advantage as it isand i would only use 1 nights end also i like cosr in deck tht run exemplar (yes 1 nights end' date=' as the only way to use it is exemplar and you have kycoo anyway ^_^)[/quote'] Why would I not want to Synchro? I've built in everything that'd support running 3. Link to comment Share on other sites More sharing options...
Psycho Shocker Android Posted November 28, 2008 Report Share Posted November 28, 2008 -1 night's end sorcerer-2 foolish burial-1 magician's circle +3 dark red enchanter+1 brain control I don't even know why you're running Foolish Burial here. Apprentice Magician should be enough to search what you need. Dark Red Enchanter gives you something to do with those Old Vindictive Magician once they've been flipped. Brain Control is one of the best syncro support and almost a staple. You're running too many copies of the same synchro's in your extra deck . You'll never bring out 3 goyos for example. Think of your extra deck as a tool box or a swiss knife you need to have a response for everything. I'd run something more like : 1 red dragon archfiend2 colossal fighter2 thought ruler archfiend2 stardust dragon1 black rose dragon2 goyo guardian2 tempest magician1 magical android1 reaper on the nightmare1 darkfire dragon Link to comment Share on other sites More sharing options...
「tea.leaf」 Posted November 29, 2008 Author Report Share Posted November 29, 2008 -1 night's end sorcerer-2 foolish burial-1 magician's circle +3 dark red enchanter+1 brain control I don't even know why you're running Foolish Burial here. Apprentice Magician should be enough to search what you need. Dark Red Enchanter gives you something to do with those Old Vindictive Magician once they've been flipped. Brain Control is one of the best syncro support and almost a staple. You're running too many copies of the same synchro's in your extra deck . You'll never bring out 3 goyos for example. Think of your extra deck as a tool box or a swiss knife you need to have a response for everything. I'd run something more like : 1 red dragon archfiend2 colossal fighter2 thought ruler archfiend2 stardust dragon1 black rose dragon2 goyo guardian2 tempest magician1 magical android1 reaper on the nightmare1 darkfire dragon Magical Exemplar + Foolish Burial = Goyo Guardian/Tempest Magician. That aside, however, Foolish Burial has no purpose. I really don't like taking out Night's End Sorcerer and Magician's Circle; any reason why you chose to take them out? Extra Deck looks nice, but I don't like Magical Android here, so I'll swap it for another Black Rose Dragon. Link to comment Share on other sites More sharing options...
Psycho Shocker Android Posted November 30, 2008 Report Share Posted November 30, 2008 I was debating between night's end sorcerer and old vindictive magician to make some room for dark red enchanter. I fugured that since old vindictive combos well with dark red and since you don't have many crush target besides those and apprentice that i should keep them over night's end sorcerer. I wasn't very fond of triple magician circle. Drawing multiple of those is usually bad, and you have to be able to attack with something for them to be useful. (like you won't always have shrink or book of moon with it) Now I'm starting to understand why you run foolish here you might be able to cut 2 other cards to fit was I suggested if you want to try it like a shrink and an old vindictive. Link to comment Share on other sites More sharing options...
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