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Post by thursday on Feb 20, 2014 20:34:09 GMT -6
Key Beetle could help, Skill Prisoner as Ragda suggested too.
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Post by Ursiel on Feb 21, 2014 9:22:51 GMT -6
Wouldn't Magic Cylinder as well for battle scenarios? (I know there is a lot to stop attacks already, just a suggestion that furthers the deck type.)
Forbidden Lance could help keep Nurse on field from S/T monster removal.
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Post by Yoh Komori on Feb 21, 2014 14:03:13 GMT -6
Wouldn't Magic Cylinder as well for battle scenarios? (I know there is a lot to stop attacks already, just a suggestion that furthers the deck type.) Forbidden Lance could help keep Nurse on field from S/T monster removal. the one I battled had it, but I found he clogged on it, cause as soon as I seen he had it I waited till I could wipe backrow before making a push or just used commander to knock over nurse for 1500 at a time. 2 max but IMO it's kind of bad.
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Post by Ursiel on Feb 21, 2014 18:52:24 GMT -6
It's an idea. Pinpoint Guard could help get it back on field, or Safe Zone to keep it there.
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Post by Yoh Komori on Feb 21, 2014 23:34:22 GMT -6
It's an idea. Pinpoint Guard could help get it back on field, or Safe Zone to keep it there. now I like that idea. zones and guard, keeping reficule online indefinitely.
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Post by Ursiel on Feb 22, 2014 20:09:39 GMT -6
Only downside is that can start getting on the trap heavy side and cut spells to fuel Summoner Monk.
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Post by BurnForGame on Feb 22, 2014 20:21:10 GMT -6
You're welcome! This looks all right to me as a stall-focused rather than speed-focused build, but I just have to caution against going full Fusion in the Extra. I know about the new Gift Card, but if this is only on DN (where cost isn't an issue) there's no reason you shouldn't have #101 and Exciton as Xyz options here, at the very least!
Just remember that Veiler can only hit you during your Main Phase, so feel free to at least spring your Traps at other times when you can.
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