Post by BurnForGame on Nov 7, 2013 22:56:15 GMT -6
I'd like to take this opportunity to discuss a deckbuilding foundation I created earlier this year. It's a Synchro foundation, and it provides a great base to achieve any Level depending on which Tuners you add to fill out the deck. This is what it looks like:
3 Tuningware
3 Darksea Rescue
They are the non-Tuner core of the Framework. Ware's Level change allows for the Extra Deck to become a powerful Synchro weapon and draw engine, and these two cards' stats really are ideal for the rest of the Framework.
0 or 3 Cyber Valley
Sometimes, there's just not space. It's obviously a fitting addition, though.
1-3 Scapegoat
This should be obvious, but they're just tools for matching Levels with the Tuners you choose. The flexibility they provide makes them an "opponent's End Phase" staple.
NOTE: The upcoming Hippo Carnival may be poised to replace Scapegoat. It does not restrict summoning at all!
1 Mind Control
It's a Synchro deck. I don't need to explain this. Just understand that the meta may sometimes demand that this card is better off sided.
2-3 Swords of Revealing Light
It may seem unnecessary, but like it or not, there will be times when you have to just set a non-Tuner and hope for the best. Swords gives you the time you need to draw what you really want. Don't underestimate it, either. I've lulled many an opponent into a false sense of security, thinking they shouldn't use MST on a card that will destroy itself eventually as long as I'm not making plays. Passivity is an illusion with this deck once the summons start up, and that doesn't always take very long. Understand that this can even be used to protect your Synchros if you want.
2-3 Machine Duplication
This is a true key card here. Valley-Dupe is one thing, but Dupe for Ware or Rescue simultaneously opens up incredible drawing and deck thinning powers. All that's missing is...
1-3 De-Synchro
Yup, De-Synchro. Drawing 3 cards for a single Synchro Summon is good enough, but doing it twice in one turn is what really wins games pro-style. This card does evil things with a Formula Synchron summoned using Ware or Rescue, people.
1 One for One
Obviously, access to the non-Tuners is important, but this can also be used in a pinch to summon a Level 1 Tuner like Unknown Synchron, opening up the above Formula combo. Not every Framework deck needs to use Formula or Level 1 Tuners, though. It's just nice to have. Regardless, One for One should always have a target in any one of the up to three non-Tuners. That leads me to the next card, for which this card is another way to set things off if you want to take the risk for it.
0-2 Inferno Reckless Summon
If you have the space for it, IRS turns one Ware, Rescue or (if it's still early) Valley into the full set, meaning you're basically about to draw a lot. It's mainly triggered by the next card (depending on the chosen Tuners) especially if you go into Vulcan the Divine, but Kinka-byo cannot be discounted as another way to pull it off:
3 Call of the Haunted
Do you have a Tuner, but nothing for it to do? Is your field loaded up with draws waiting to happen, but you've already used a bunch of Tuners? Call is the glue to piece together mid-game hands, especially once you've used Dupe and a number of your monsters. Call on an eventual Synchro Material turns Vulcan into a Call recycler, and De-Synchro turns Vulcan into a monster-removing, draw-abusing dominant force.
I've been playing around with this since February, and I've come up with some wicked strategies to achieve the ideal: Special Summon masses of Tuners, so that the Normal Summons only need to go toward the draw monsters. All you need is that ability, and the rest of the deck will generally fill itself out. I believe in this suite I've created, and I've tested it enough to know that it can be used to a successful extent.
Discuss how you might want to use this. I have built a bunch of decks with it, but I'm always looking to try more.
3 Tuningware
3 Darksea Rescue
They are the non-Tuner core of the Framework. Ware's Level change allows for the Extra Deck to become a powerful Synchro weapon and draw engine, and these two cards' stats really are ideal for the rest of the Framework.
0 or 3 Cyber Valley
Sometimes, there's just not space. It's obviously a fitting addition, though.
1-3 Scapegoat
This should be obvious, but they're just tools for matching Levels with the Tuners you choose. The flexibility they provide makes them an "opponent's End Phase" staple.
NOTE: The upcoming Hippo Carnival may be poised to replace Scapegoat. It does not restrict summoning at all!
1 Mind Control
It's a Synchro deck. I don't need to explain this. Just understand that the meta may sometimes demand that this card is better off sided.
2-3 Swords of Revealing Light
It may seem unnecessary, but like it or not, there will be times when you have to just set a non-Tuner and hope for the best. Swords gives you the time you need to draw what you really want. Don't underestimate it, either. I've lulled many an opponent into a false sense of security, thinking they shouldn't use MST on a card that will destroy itself eventually as long as I'm not making plays. Passivity is an illusion with this deck once the summons start up, and that doesn't always take very long. Understand that this can even be used to protect your Synchros if you want.
2-3 Machine Duplication
This is a true key card here. Valley-Dupe is one thing, but Dupe for Ware or Rescue simultaneously opens up incredible drawing and deck thinning powers. All that's missing is...
1-3 De-Synchro
Yup, De-Synchro. Drawing 3 cards for a single Synchro Summon is good enough, but doing it twice in one turn is what really wins games pro-style. This card does evil things with a Formula Synchron summoned using Ware or Rescue, people.
1 One for One
Obviously, access to the non-Tuners is important, but this can also be used in a pinch to summon a Level 1 Tuner like Unknown Synchron, opening up the above Formula combo. Not every Framework deck needs to use Formula or Level 1 Tuners, though. It's just nice to have. Regardless, One for One should always have a target in any one of the up to three non-Tuners. That leads me to the next card, for which this card is another way to set things off if you want to take the risk for it.
0-2 Inferno Reckless Summon
If you have the space for it, IRS turns one Ware, Rescue or (if it's still early) Valley into the full set, meaning you're basically about to draw a lot. It's mainly triggered by the next card (depending on the chosen Tuners) especially if you go into Vulcan the Divine, but Kinka-byo cannot be discounted as another way to pull it off:
3 Call of the Haunted
Do you have a Tuner, but nothing for it to do? Is your field loaded up with draws waiting to happen, but you've already used a bunch of Tuners? Call is the glue to piece together mid-game hands, especially once you've used Dupe and a number of your monsters. Call on an eventual Synchro Material turns Vulcan into a Call recycler, and De-Synchro turns Vulcan into a monster-removing, draw-abusing dominant force.
I've been playing around with this since February, and I've come up with some wicked strategies to achieve the ideal: Special Summon masses of Tuners, so that the Normal Summons only need to go toward the draw monsters. All you need is that ability, and the rest of the deck will generally fill itself out. I believe in this suite I've created, and I've tested it enough to know that it can be used to a successful extent.
Discuss how you might want to use this. I have built a bunch of decks with it, but I'm always looking to try more.