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Exodia the Dragon Tamer


Saiyan Knight

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I gave this list, my personal Exodia list, to another user, in this thread titled "Exodia Loop Deck", to increase his own playability. Hopefully you're all fans.

 

17x Monsters:

1x Exodia the Forbidden One

1x Left Arm of the Forbidden One

1x Left Leg of the Forbidden One

1x Right Arm of the Forbidden One

1x Right Leg of the Forbidden One

1x Sangan

3x Emissary of the Afterlife

2x Manticore of Darkness

3x Blue-Eyes Toon Dragon

3x Manga Ryu-Ran

 

23x Spells:

2x Card of Safe Return

1x Dark Factory of Mass Production

3x Dark World Dealings

2x Foolish Burial

3x Hand Destruction

3x Super Rejuvenation

3x Toon Table of Contents

3x Trade-In

3x Upstart Goblin

 

Tech Choices:

 

Manticore of Darkness-

-It's effect allows for an infinite draw, if you have a pair of them and Card of Safe Return.

 

Blue-Eyes Toon Dragon-

-It's a searchable Trade-In target that works with Super Rejuvenation.

 

Manga Ryu-Ran-

-First of all, it's searchable, if you draw a Blue-Eyes Toon Dragon. Secondly, it gives Super Rejuvenation that boost it needs from the 1-3 range into 1-6. Lastly, it allows for easy discard choices with Dark World Dealings and Hand Destruction.

 

Card of Safe Return-

-Functional FTK with Manticore of Darkness pair.

 

Foolish Burial-

-Sends away a Manticore, if I have to, or a piece of Exodia for the Dark Factory.

 

Super Rejuvenation-

-Costless card that allows for a draw of anywhere from 1-6 cards, depending.

 

Toon Table of Contents-

-Searches for a Trade-In Target, and allows for deck thinning speed increase.

 

Taken from: 'http://www.yugioh-card.com/en/gameplay/faqs/cardfaqs/default_pr.html'.

 

'If "Exodia the Forbidden One" is declared with "Prohibition", when a player has all five pieces of Exodia in their hand, they win the Duel. This is a win condition and cannot be prevented with "Prohibition".'

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I really love this deck... mind if I netdeck it to see how it works? I actually run Lightsworn Exodia that runs okay (thought of the idea myself), but it's got so much draw & mill power I usually deck out =/. If you're curious, I'll send you the decklist.

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I've won on the 3rd turn in 10 games' date=' 2nd turn in 4, and 1st turn in 3. 3 games I lost, due to Great Shogun Shien being on the field.

 

I tested 10 games against TeleDAD, 5 against Six Samurai, and 5 against Lightsworn.

[/quote']

 

i tested this myself and ended up getting alot of dead draws... more so than the d hero engine...

 

taking 3 turns to get exodia is way too many...

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I've won on the 3rd turn in 10 games' date=' 2nd turn in 4, and 1st turn in 3. 3 games I lost, due to Great Shogun Shien being on the field.

 

I tested 10 games against TeleDAD, 5 against Six Samurai, and 5 against Lightsworn.

[/quote']

 

i tested this myself and ended up getting alot of dead draws... more so than the d hero engine...

 

taking 3 turns to get exodia is way too many...

 

Um... why is that? There are a lot of instances where TeleDAD, Lightsworn, and other top tier decks don't win by the third turn, so why is it a sin if it takes 3 turns to get Exodia? With all the draw power I see you should be able to grab Exodia before your Life Points get massacred.

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Exodia. On a budget.

 

GOOD Exodia on a budget. Also' date=' sbdnate, If your rule of thumb that "any Exodia deck worth its salt will get him on the first turn 7/10 of the time... ", then Exodia would be winning Shonen Jump Championships.

[/quote']

 

this. banlist to blame.

unlimit Exodia pieces, problem solved.

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some lenience is given... maybe 5/10...

 

the other problem with exodia is that all they have to do is side prohibition and call the head and thats all she wrote since you dont have an alternate way of winning or removing the prohibition... on that note i want to make an exodia deck that sides into a completely different deck...

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some lenience is given... maybe 5/10...

 

the other problem with exodia is that all they have to do is side prohibition and call the head and thats all she wrote since you dont have an alternate way of winning or removing the prohibition... on that note i want to make an exodia deck that sides into a completely different deck...

 

I would say 2/10 is a more fair ratio, if you're lucky. Out of 20 games I hit it in 3, and my deck's pretty good.

 

Also, your assumption that Prohibition would be a problem is outdated. Only three of the Top 16 at the most recent Shonen Jump Championship sided Prohibition, and, of them, only 2 of them ran 3 copies.

 

Prohibition is mostly a dead idea.

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Also, sbdnate, in addition, I would like to mention this information, which will be edited into the first post.

 

Taken from: 'http://www.yugioh-card.com/en/gameplay/faqs/cardfaqs/default_pr.html'.

 

'If "Exodia the Forbidden One" is declared with "Prohibition", when a player has all five pieces of Exodia in their hand, they win the Duel. This is a win condition and cannot be prevented with "Prohibition".'

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