Post by ragda on Feb 13, 2014 3:44:33 GMT -6
Well... let's finally get on posting decks once again! I'm starting off with a personal creation, affectionately called "DEF.dek".
It was built on the premise of DEF OTK, and it can be adapted to set that up, but the direction has changed several times, and each flavour has their pros and cons. As of right now, it's a control build, less emphasis on winning on one turn. Main difference between such a build and the OTK variant is that it can survive with the minimal amount of cards, and can become rather insurmountable if given too much time to rebuild the defenses. As a result, the games can last rather long, but it gives me the consistency that I longed for the deck.
That said, I do miss just surprising the opponent with an OTK he did himself in. Maybe some of that variant's elements will be worked back into the Main/Side Deck, who knows?
Come @ Me Bro [DEF.dek] (45 Cards):
Monsters:
3 Revival Golem
3 Tackle Crusader
3 Stronghold Guardian
3 Legendary Jujitsu Master
2 Gagaga Gardna
1 Junk Gardna
1 Block Golem
1 Redox, Dragon Ruler of Boulders
1 Exodius, the Ultimate Forbidden Lord
1 Morphing Jar #2
Spells:
2 Catapult Zone
1 Dark Hole
1 Book of Moon
1 Foolish Burial
Traps:
3 D2 Shield
3 Dark Bribe
3 Metal Reflect Slime
3 Skill Drain
2 Imperial Custom
2 Fake Trap
2 Imperial Iron Wall
Extra Deck:
1 Evilswarm Exciton Knight
1 Daigusto Emeral
1 Number 85: Crazy Box
1 Skypalace Gangaridai
1 Superdreadnought Rail Cannon Gustav Max
1 Maestroke the Symphony Djinn
1 Giant Soldier of Steel
1 Soul of Silvermountain
1 Number 101: Silent Honor ARK
1 Lavalval Chain
1 Ghostrick Alucard
1 Gagaga Cowboy
1 Number 50: Blackship of Corn
1 Gorgonic Guardian
1 Number 30: Acid Golem of Destruction
Ignore the Side Deck, it's one of those "toolbox" of cards to consider, which includes artifacts of other variants like DEF OTK.
Yes, that's 45 cards. There are reasons why it is usually that, but I can also spin it to have less cards. Though the early game can be a bit weaker because of the general inconsistencies that deck count brings, it makes for a stronger mid and late game. Not only will I typically deck people out if it ever goes that far, I also have plenty of redundancies to make it rather difficult to let the opponent do what they want freely. Usually the deck can rely on its multitudinous backrow, but with just the right cards, the monsters too can shine.
As some of you may know from before, the deck preys on the surprise factor this deck brings. The level of annoyance that some cards in the deck some people already know, like Skill Drain or Imperial Iron Wall, but couple that with monsters that are hard to break, or layers upon layers of backrow defense can be rather frustrating to an impatient opponent.
Of course, the deck isn't perfect, it has its fair share of wins and losses, so I always work on improving it. Whether it be to tweak ratios, what cards to keep in the main/extra to better fit the general trend of matchups, what variant works best with what cards and vice versa, etc., there is always room for improvement. The Extra Deck for example has decent variety for the right amount of utility and flexibility for when the need to use Xyz Monsters arises. As well, the deck count is mainly a consequence of trying out new cards and seeing what it changes for the deck. When the deck becomes more focused, it can change in card count, or at the very least, certain ratios will be tweaked.
Comment below, suggest fixes, ask any questions about the deck, even request some games to see it in action.
BONUS: Pics of notable wins with the deck
It was built on the premise of DEF OTK, and it can be adapted to set that up, but the direction has changed several times, and each flavour has their pros and cons. As of right now, it's a control build, less emphasis on winning on one turn. Main difference between such a build and the OTK variant is that it can survive with the minimal amount of cards, and can become rather insurmountable if given too much time to rebuild the defenses. As a result, the games can last rather long, but it gives me the consistency that I longed for the deck.
That said, I do miss just surprising the opponent with an OTK he did himself in. Maybe some of that variant's elements will be worked back into the Main/Side Deck, who knows?
Come @ Me Bro [DEF.dek] (45 Cards):
Monsters:
3 Revival Golem
3 Tackle Crusader
3 Stronghold Guardian
3 Legendary Jujitsu Master
2 Gagaga Gardna
1 Junk Gardna
1 Block Golem
1 Redox, Dragon Ruler of Boulders
1 Exodius, the Ultimate Forbidden Lord
1 Morphing Jar #2
Spells:
2 Catapult Zone
1 Dark Hole
1 Book of Moon
1 Foolish Burial
Traps:
3 D2 Shield
3 Dark Bribe
3 Metal Reflect Slime
3 Skill Drain
2 Imperial Custom
2 Fake Trap
2 Imperial Iron Wall
Extra Deck:
1 Evilswarm Exciton Knight
1 Daigusto Emeral
1 Number 85: Crazy Box
1 Skypalace Gangaridai
1 Superdreadnought Rail Cannon Gustav Max
1 Maestroke the Symphony Djinn
1 Giant Soldier of Steel
1 Soul of Silvermountain
1 Number 101: Silent Honor ARK
1 Lavalval Chain
1 Ghostrick Alucard
1 Gagaga Cowboy
1 Number 50: Blackship of Corn
1 Gorgonic Guardian
1 Number 30: Acid Golem of Destruction
Ignore the Side Deck, it's one of those "toolbox" of cards to consider, which includes artifacts of other variants like DEF OTK.
Yes, that's 45 cards. There are reasons why it is usually that, but I can also spin it to have less cards. Though the early game can be a bit weaker because of the general inconsistencies that deck count brings, it makes for a stronger mid and late game. Not only will I typically deck people out if it ever goes that far, I also have plenty of redundancies to make it rather difficult to let the opponent do what they want freely. Usually the deck can rely on its multitudinous backrow, but with just the right cards, the monsters too can shine.
As some of you may know from before, the deck preys on the surprise factor this deck brings. The level of annoyance that some cards in the deck some people already know, like Skill Drain or Imperial Iron Wall, but couple that with monsters that are hard to break, or layers upon layers of backrow defense can be rather frustrating to an impatient opponent.
Of course, the deck isn't perfect, it has its fair share of wins and losses, so I always work on improving it. Whether it be to tweak ratios, what cards to keep in the main/extra to better fit the general trend of matchups, what variant works best with what cards and vice versa, etc., there is always room for improvement. The Extra Deck for example has decent variety for the right amount of utility and flexibility for when the need to use Xyz Monsters arises. As well, the deck count is mainly a consequence of trying out new cards and seeing what it changes for the deck. When the deck becomes more focused, it can change in card count, or at the very least, certain ratios will be tweaked.
Comment below, suggest fixes, ask any questions about the deck, even request some games to see it in action.
BONUS: Pics of notable wins with the deck