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Post by Shadwen on Dec 3, 2013 3:17:53 GMT -6
2 Swarm of Scarabs 2 Fossil Dyna Pachycephalo 3 Golem Sentry 3 Des Lacooda 2 Worm Linx 1 Swarm of Locusts 2 Stealth Bird
1 Dark Hole 1 Book of Moon 3 Swords of Revealing Light 3 Pot of Duality 3 Messenger of Peace 3 Necrovalley
1 Compulsory Evacuation Device 1 Bottomless Trap Hole 2 Dimensional Prison 1 Solemn Warning 2 Divine Wrath 2 Fiendish Chain 1 Breakthrough Skill 3 Threatening Roar
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Post by BurnForGame on Dec 3, 2013 19:44:11 GMT -6
Two words, my friend: Heat Wave. My Normal deck is what made me think of it first, but it's a true star in decks from Ghostrick to this. You can effectively protect your monsters while you flip Golem around like mad because once Wave resolves, your opponent's not very likely to put more than one monster on the field next turn. You can play Wave, flip an already-set Dyna, then go to work controlling the board for a while. This makes cards like Linx even better as well. I can see you putting Waves in over the D-Prisons, but that's just me.
I don't like to see less than triple Swords with Linx, though. You should swap that illegal BTH slot for the third Swords. Also, I see where you're going with Wrath, but with Scarabs and such able to get rid of monsters anyway, wouldn't Veiler be safe as well? That way, you can streamline your backrow while using Veiler in combination with the monsters you're already running instead of having to rely on a discard that may only be there if the opponent allows Lacooda and Linx to live, and won't be there if you're down to topdecking. You could also try Veiler instead of Breakthrough Skill. Having such a Trap-reliant effect negation suite seems a bit risky...
Aside from those concerns, I like it. It actually has more Traps overall than I'd run, but I'm sure that's just a playstyle deal on your part.
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Post by Shadwen on Dec 3, 2013 21:37:10 GMT -6
I would love to test Heat Wave, the only issue is that it only stops them for a turn..and I cannot capitalize on that turn. I can setup more advantage..
Yes..Ill swap those
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Post by BurnForGame on Dec 4, 2013 15:34:59 GMT -6
Heat Wave's good because it freezes most opponents' boards next turn. Destroying their cards is just the first step of the plan. Keeping them away so you can deal damage is the goal. Realistically, it may mean the turn after you play it is the one that gives you the damage turn, but that's not a problem because, as you know better than most, you're not in any rush here. No matter what, keeping their monsters off the field means you can capitalize by using your monsters to poke. That's all the capitalizing you need.
Building more advantage is what gives you the multiple Heat Waves to dominate for a few turns straight. Then, you can go into a stronger Rank 3 if you have an extra Messenger to replace one you're about to turn off. I have a few PACMAN builds I've been trying to test. I'll get back to you with more ideas when I actually get more duels in... Heat Wave's for real, though.
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Post by Shadwen on Dec 4, 2013 19:47:46 GMT -6
Where would I fit it in? And if so, that will give me enough spells for 1-2 cursed seal
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Post by BurnForGame on Dec 4, 2013 19:52:02 GMT -6
Like I said, I would at least try them over the D-Prisons. I feel Cursed Seal is best sided, mostly because cards like MST aren't mained as a set everywhere, and even some Fields are treated the same depending on the deck you are facing.
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Post by Shadwen on Dec 4, 2013 20:20:20 GMT -6
Ok great choice. Need to pick up a new playset.
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