Post by BurnForGame on Dec 7, 2013 22:15:58 GMT -6
It's double-Golem PACMAN, or PAC(Man) with (Go)lems:
Total: 42
Monsters: 19
3 Lava Golem
3 Golem Sentry
3 Des Lacooda
3 Stealth Bird
3 Swarm of Scarabs
1 Swarm of Locusts
1 Swarm of Crows
1 Worm Linx
1 Marshmallon
Spells: 16
3 Swords of Revealing Light
3 Messenger of Peace
3 Nightmare's Steelcage
3 Heat Wave
3 Pot of Duality
1 Dark Hole
Traps: 7
3 Vanity's Emptiness
3 Imperial Custom
1 Macro Cosmos
When I want to build Stall Burn, I really like to go for it. In all honesty, the only reason I'm not running Threatening Roar and/or Waboku instead of my other Traps is because the pathetic state of this game requires me to be so hard on Special Summons. It's obviously a PACMAN deck, but this version actually aims to use the double Golem interaction to deter me from having to summon Lava Golem, rather than to punish those who try to play through that threat.
Think of it like this: If I'm constantly summoning Lava Golem then flipping Golem Sentry, that means the opponent's repeatedly putting multiple monsters on the field. That type of thing only happens so often if the opponent's able to control the game enough to know they will be dealing more damage than Golem will deal back, then following that up on their next turn. I have built this deck to promote the opponent having only up to one monster on the field, and for that monster to not be able to attack while it is on the field.
Swords, Messenger and Steelcage are my "Long-Term Trio of Trouble," which keeps my monsters quite safe most of the time. When the exception occurs, that is, when something is getting under Messenger, I can typically double up with one of the other two so that Scarabs and the like can take care of it, or until Sentry or Stealth Bird can be set to solve the problem. Then, there is the ultimate stall power of Heat Wave. When I don't need a Golem summon more, Heat Wave all but assures that if I get (or already have) monster removal set, I'll be able to at least try to attack directly next turn. The game has progressed in terms of monster usage to the point where Heat Wave needs to be a staple set in this type of deck. Running that set has quite literally won me games, and linking multiples using this deck's draw power to collect them is one of the best things about this build.
The single Marsh may seem strange here, but keep in mind that Swarm of Crows is Level 5. I can tribute anything in a pinch, but Marsh is perfect under Messenger and gives me all the fodder I need for Crows. Crows' effect is one that this deck has needed for a while to punish opponents who simply refuse to play cards from the hand when they can't overcome the PACMAN goodness, and I'm finding myself enjoying its presence so far.
Oh, and Macro's a massively awesome card here. It protects Emptiness, which is already being protected by Custom. My only regret for this deck is that I don't have room to main a fuller Trap protection suite (adding Bribes and Fake Trap.)
Fun trivia: This deck didn't even have that Dark Hole until I typed up the deck list just now. I didn't notice its absence, and I didn't even miss it. That is how well this has operated in the limited times I've been able to use it since its creation a few weeks ago. (It is obviously still better to have it anyway, hence its addition.) It's not my best Burn deck, but I'll tell you this: It's the most "my type of PACMAN" deck I've ever built, and it does fit my playstyle hand-in-glove a lot like ParalEclipse.
Total: 42
Monsters: 19
3 Lava Golem
3 Golem Sentry
3 Des Lacooda
3 Stealth Bird
3 Swarm of Scarabs
1 Swarm of Locusts
1 Swarm of Crows
1 Worm Linx
1 Marshmallon
Spells: 16
3 Swords of Revealing Light
3 Messenger of Peace
3 Nightmare's Steelcage
3 Heat Wave
3 Pot of Duality
1 Dark Hole
Traps: 7
3 Vanity's Emptiness
3 Imperial Custom
1 Macro Cosmos
When I want to build Stall Burn, I really like to go for it. In all honesty, the only reason I'm not running Threatening Roar and/or Waboku instead of my other Traps is because the pathetic state of this game requires me to be so hard on Special Summons. It's obviously a PACMAN deck, but this version actually aims to use the double Golem interaction to deter me from having to summon Lava Golem, rather than to punish those who try to play through that threat.
Think of it like this: If I'm constantly summoning Lava Golem then flipping Golem Sentry, that means the opponent's repeatedly putting multiple monsters on the field. That type of thing only happens so often if the opponent's able to control the game enough to know they will be dealing more damage than Golem will deal back, then following that up on their next turn. I have built this deck to promote the opponent having only up to one monster on the field, and for that monster to not be able to attack while it is on the field.
Swords, Messenger and Steelcage are my "Long-Term Trio of Trouble," which keeps my monsters quite safe most of the time. When the exception occurs, that is, when something is getting under Messenger, I can typically double up with one of the other two so that Scarabs and the like can take care of it, or until Sentry or Stealth Bird can be set to solve the problem. Then, there is the ultimate stall power of Heat Wave. When I don't need a Golem summon more, Heat Wave all but assures that if I get (or already have) monster removal set, I'll be able to at least try to attack directly next turn. The game has progressed in terms of monster usage to the point where Heat Wave needs to be a staple set in this type of deck. Running that set has quite literally won me games, and linking multiples using this deck's draw power to collect them is one of the best things about this build.
The single Marsh may seem strange here, but keep in mind that Swarm of Crows is Level 5. I can tribute anything in a pinch, but Marsh is perfect under Messenger and gives me all the fodder I need for Crows. Crows' effect is one that this deck has needed for a while to punish opponents who simply refuse to play cards from the hand when they can't overcome the PACMAN goodness, and I'm finding myself enjoying its presence so far.
Oh, and Macro's a massively awesome card here. It protects Emptiness, which is already being protected by Custom. My only regret for this deck is that I don't have room to main a fuller Trap protection suite (adding Bribes and Fake Trap.)
Fun trivia: This deck didn't even have that Dark Hole until I typed up the deck list just now. I didn't notice its absence, and I didn't even miss it. That is how well this has operated in the limited times I've been able to use it since its creation a few weeks ago. (It is obviously still better to have it anyway, hence its addition.) It's not my best Burn deck, but I'll tell you this: It's the most "my type of PACMAN" deck I've ever built, and it does fit my playstyle hand-in-glove a lot like ParalEclipse.