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Post by bystander on Jan 5, 2014 18:30:53 GMT -6
I know what you were trying to say. I only run 7 Spells currently: - Book of Moon - Dark Hole - Enemy Controller - Forbidden Lance - Mystical Space Typhoon x3 All good choices. E-Con can be used with the Mystic Shine Balls to steal monsters and another way to protect your monsters. Nice choice, might be better in my deck too. MST x3 is interesting, but with x3 Hyperion I didn't see the need for this in my deck.
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Post by g1nz0 on Jan 5, 2014 20:09:36 GMT -6
I dropped the Lance to run 2 Controllers.
I run Chaos Agent. Seems to be the most consistent and effective through testing the last several weeks.
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Post by troza on Jan 6, 2014 4:56:32 GMT -6
I also feel like MST at 3 is a must in agents. This deck has a hard time against everything that runs a heavy trap line up... And that is why I'm using 3 MST, 2 Lance, 1 controler
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Post by bystander on Jan 6, 2014 16:47:40 GMT -6
All good choices. E-Con can be used with the Mystic Shine Balls to steal monsters and another way to protect your monsters. Nice choice, might be better in my deck too. MST x3 is interesting, but with x3 Hyperion I didn't see the need for this in my deck. What if Hyperion gets Fiendish Chained? It's one of the strongest cards pre-premier event so far. What about Veiler? What if you open weak, which is possible in a less focused build, since it does happen in focused builds, and you can't put Hyperion on board? Mystical Space Typhoon has been really great versus Mistake and rando Vanity's Emptiness'. Hey I didn't say not to include it. I run 2 in my version. Primarily to deal with these threats. I also feel like MST at 3 is a must in agents. This deck has a hard time against everything that runs a heavy trap line up... And that is why I'm using 3 MST, 2 Lance, 1 controler More things to think about. I still am liking Controller over Mind Control much better for my deck.
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Post by g1nz0 on Jan 7, 2014 3:31:26 GMT -6
Enemy Controller is better than Mind Control so I am glad you are coming around to that.
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Post by troza on Jan 7, 2014 3:54:00 GMT -6
Enemy Controller is better than Mind Control so I am glad you are coming around to that. I guess that we all agree on that.
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Post by g1nz0 on Jan 7, 2014 16:16:44 GMT -6
I also feel I should say that I'm not saying that E Con is required, it's just a preference of mine here recently.
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Post by troza on Jan 8, 2014 4:15:13 GMT -6
I also feel I should say that I'm not saying that E Con is required, it's just a preference of mine here recently. Agreed. But I must say that this deck really needs some way to defend and that is a good way to disrupt an xyz summon or protect Earth from one attack...
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Post by g1nz0 on Jan 8, 2014 4:55:24 GMT -6
Oh yeah, that is why ECon made it in my version. I developed a game state called the "Floating Earth" that has several combos build into it and it all revolves around having correct card combinations, on top of an Earth sitting on the field.
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Post by troza on Jan 8, 2014 8:03:52 GMT -6
Oh yeah, that is why ECon made it in my version. I developed a game state called the "Floating Earth" that has several combos build into it and it all revolves around having correct card combinations, on top of an Earth sitting on the field. "Floating Earth"... what's that? I mean... I guess that I know what's that... the turn after you normal summoned earth cause you needed and you can't do anything more that turn... but exactly what's that?
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Post by g1nz0 on Jan 8, 2014 17:06:50 GMT -6
It's exactly what I said it was, a developed game-state which is brought up by my opponent allowing an Earth to remain on-board. I have certain card selections which allow for recoveries and OTKs as well, and the game-state is applicable at all points throughout a game; Open/Mid/End.
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Post by bystander on Jan 9, 2014 20:39:03 GMT -6
It's exactly what I said it was, a developed game-state which is brought up by my opponent allowing an Earth to remain on-board. I have certain card selections which allow for recoveries and OTKs as well, and the game-state is applicable at all points throughout a game; Open/Mid/End. Nice.
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Post by bystander on Jan 20, 2014 9:58:41 GMT -6
Ok I updated the deck. Was thinking about how to get the chaos engine going, then it hits me use the mini Chaos Dragons!!!
Shouldn't be hard to get going then. Just wondering if I should try and a Trag and a Chaos Sorceror into this as well.
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Post by troza on Jan 20, 2014 10:40:37 GMT -6
I still don't like all those traps.
The idea is not bad cause you can always search one with the other, but isn't 3 of each a bit too much?
And I get why you are using the T.G. there... they can make it really easy to summon all you want in a turn (special summon Striker, Warwolf, one of the dragons and Venus and you end you with a level 6 or 8, a rank 3 and a rank 2... or even a synchro with another level). But I feel that you would be better with tour guides in there...
Also... if you're going to use those dragons, why not one The Agent of Miracles - Jupiter? You can search and set up a rank 4 play in the next turn.
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Post by bystander on Jan 20, 2014 15:37:33 GMT -6
I personally like the traps in this, it allows me to be able to respond to things my opponent's do. I like having that option.
I decided to go with a more easier to use Chaos Engine in this instead of the T.G., partly because I want to conserve my remaining T.G. for another deck. Plus this is an excellent excuse to go after Armageddon Knight, which I don't have.
Using Armageddon Knight to get the dark into the grave will also open up the Rank 4 plays. Especially if I have the Light Dragon already in hand.
TGU block is back in, but I am using Resonator and TGU as the 3rd and 4th options. Recycling effect plus an extra synchro out.
Threw Gorz into this because there have been times where I don't have any Traps on the field.
There are other issues: Herald/Effect Veiler, CotH/Pinpoint Guard, Gorz/Trag
Just wondering about the extra too. Could make use of Daigusto Emeral, and Laval Chain in this as well.
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