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Post by JerkJerk on Nov 8, 2013 13:22:50 GMT -6
So, v2. Return of the Monarch makes this deck loopy. Whether it's field clearing, searching every important monster in the deck via many tactics, drop Rank 6 out of nowhere, etc sets up some serious plays. Anything a that with create pluses and start chains is absurd, like Call of the Haunted. Thoughts?
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Post by Ursiel on Nov 8, 2013 15:23:20 GMT -6
I guess I'm not seeing what makes use of the Chain aspect now.....
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Post by thursday on Nov 8, 2013 15:25:22 GMT -6
Yah, you don't have very many ways of actually getting a chain past 3 unless you plan on using your quick-plays prematurely.
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Post by Drillwarrior on Nov 8, 2013 21:04:45 GMT -6
Return of the Monarchs honestly looks kind of.... bad in this. You can't summon from the extra deck if you have it so doesn't it clash with half the deck?
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Post by Ursiel on Nov 8, 2013 21:08:37 GMT -6
I think part of that is just to use it when it is convenient for him. Otherwise I'm sure it draws MSTs like a lightning rod.
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Post by g1nz0 on Nov 9, 2013 4:09:58 GMT -6
But you wouldn't be MSTing that ideally. You would hit the sets to put your field on board and fight for position. The deck seems odd at first glance, synergy wise. Why 3 Raiza over 3 Caius? Maybe three of each with two Mobius Sided.
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Post by JerkJerk on Nov 9, 2013 10:12:40 GMT -6
Ursiel - Most of the the chains start and finish with Monster effects. Again, Tin Gold Fish SS Gadget for eff one, Kagetokage c2, Chain Summoning c3 is still the main play, however, here are so other examples. Tribute for Monarch, c1, TT/BTH/Compulse c2, Chain Summoning c3 Attack into Mirror Force, c1, Lance c2, Chain c3, Main Phase 2, Summon out Rank 4 Engine, Gear Gigant/King of Feral Imps, set up the next Chain Summoning combo. I normal summon a Gadget, c1, Veiler drops, c2, Chain Summoning. Gadget/Tin Goldfish eff, Enemy Controller an Opponent's monster, Chain Summoning Monarch drop c1, Return of Monarch c2, Chain Summoning c3 ---- You have to look at this from the standpoint that the opponent can be used as a stepping stone, and that certain cards just out perform others unexpectedly. @thursday - Same as above, it's a Monster effect driven deck that will ultimately bait Veilers/Maxx "C" to abuse Chain Summoning, utilizing the opponent as a Chain Link system @the Doctor - It's bad in the sense you can easily misplay it. For example, being able to access Gear Gigant/King of the Feral Imps is imperative, so shutting yourself out from Extra Deck basically forces you to abuse straight Monarchs. That isn't horrible, but it can easily let you down once you run out of Monarchs. Still, being able to summon multiple Monarchs off a Chain Summoning play can win games. g1nz0 - You're right, that's how players should play against a Return of the Monarchs. But this deck is bad player proof in many ways. Return almost always gets MST'd by people who draw pairs, or those who were just hit with a massive Monarch play. Because they don't want to see it again, which just allows me to go off again with Rank 4 madness. It's a nice paradigm. 3 Raiza is preference because I like setting my opponent back in terms of drawing. Having decks that fly through cards, the more options I can eliminate through drawing, the better. Might drop the Mobius to the side though for Caius. Mobius just devastates players reliant on backrow plays or amazing Veiler Bait. ---- After some testing, I realize this deck can easily adapt to make Key Beetle Lock as another hard to remove card on field. This also promotes a better use of Return of the Monarch, seeing as I can now just pick the opponents field apart if they do not have the required resources to bounce Key Beetle. And gives me an excuse to run a card I've always had a soft spot for, Genex Ally Duradark as a Gear Gigant target. Safe Zones obviously are mandatory, and also goes along with g1nz0's line of thinking about the optimal play being to MST backrow while Return is live. Thoughts?
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Post by g1nz0 on Nov 9, 2013 16:31:41 GMT -6
Well I'll say this, we should never be building decks/conceptualizing ideas/strategies with the thought that bad kids exist. We should be building to play versus the best opponent. Granted locals do exist and it's hard to hold that against someone since we all know it's those kinds of locales where we take the things we shouldn't speak of for funsies, lol.
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Post by BurnForGame on Nov 9, 2013 19:50:35 GMT -6
I feel that if you can utilize the Key Beetle Lock while it's still available, you might as well. This deck, being one that can do so much with its assembled resources, seems like an ideal candidate to benefit from being able to sit on that lock for a while, then going off in a massive rush. I think your reasoning is enough for you to consider it (maybe as v3 rather than as an edit to this one, because this build also has its useful qualities.)
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Post by JerkJerk on Nov 10, 2013 0:28:00 GMT -6
Well I'll say this, we should never be building decks/conceptualizing ideas/strategies with the thought that bad kids exist. We should be building to play versus the best opponent. Granted locals do exist and it's hard to hold that against someone since we all know it's those kinds of locales where we take the things we shouldn't speak of for funsies, lol. That's a given. It wasn't intentional, it was the result of testing and having experienced just... bad plays. Ugh, it was just sickening to see it. But definitely a locals deck, for now.
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Post by g1nz0 on Nov 10, 2013 9:07:37 GMT -6
Totally understood.
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Post by JerkJerk on Nov 10, 2013 14:18:09 GMT -6
I feel that if you can utilize the Key Beetle Lock while it's still available, you might as well. This deck, being one that can do so much with its assembled resources, seems like an ideal candidate to benefit from being able to sit on that lock for a while, then going off in a massive rush. I think your reasoning is enough for you to consider it (maybe as v3 rather than as an edit to this one, because this build also has its useful qualities.) This sounds like a good idea.
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