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Post by Shadwen on Mar 18, 2014 14:22:39 GMT -6
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Post by JerkJerk on Mar 18, 2014 17:43:26 GMT -6
Don't play Trap Hole unless you're playing Myrmeleo. Which you aren't. It's only really good to pull out of the deck, and set on already drawn options, especially here where GBs would rather see Chariot.
Drop Hoplomous, far too passive. Instead, I'd run Samnite.
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Post by Drillwarrior on Mar 18, 2014 17:49:38 GMT -6
I would agree, definitely don't run the wall. It will just get wrecked. This deck is going to need to play the attacking game if it wants to win. However I would say I feel trap hole still has a place here, it is a GREAT card for firefists at the moment.
Sammanite over a 3rd Equest? (Damn I am butchering these guys names) Seems you would rather want a 3rd monster that can grab chariot back from the yard.
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Post by Shadwen on Mar 18, 2014 17:55:37 GMT -6
samnite searches for the chariot and besti/laquari.
then I could run horn over the trap holes..thoughts?
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Post by Drillwarrior on Mar 18, 2014 19:05:35 GMT -6
You could, but I'd honestly rather block the summons. Trap hole stops bear from summoning and nuking. Horn doesn't.
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Post by Yoh Komori on Mar 18, 2014 21:36:30 GMT -6
Jarvis: "Sir, MK 42 inbound" Tony:"the prodigal son returns" ^THAT> trap hole.
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Post by Drillwarrior on Mar 19, 2014 8:01:11 GMT -6
Jarvis: "Sir, MK 42 inbound" Tony:"the prodigal son returns" ^THAT> trap hole. Why would you rather return bear to hand than destroy it before it can use its effect?
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Post by Yoh Komori on Mar 19, 2014 10:02:08 GMT -6
They need summons to pull off advantage, this is a MASSIVE setback, since it does not set up wolfberk, does not allow for MP2 XYZ play, does not allow them to further their game, AND keeps bear from wrecking board. Trap hole MIGHT stop bear's eff, but it gives wolfberk a play and likely won't solve much beyond that turn, this is like what PWWB was at one point. when wing blast kicked off and spun your card to the top of the deck, you effectively fell behind in the game by a turn. It's not only effective, but psychologically damaging. Play the mind game, run forced back!
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Post by bystander on Mar 19, 2014 10:07:04 GMT -6
Forced Back excellent call. True, pushing a monster off the field does have more benefits than destroying it.
And Yoh is now off quoting the the Dark Knight trilogy and quoting Iron Man trilogy.
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Post by Drillwarrior on Mar 19, 2014 10:51:49 GMT -6
They need summons to pull off advantage, this is a MASSIVE setback, since it does not set up wolfberk, does not allow for MP2 XYZ play, does not allow them to further their game, AND keeps bear from wrecking board. Trap hole MIGHT stop bear's eff, but it gives wolfberk a play and likely won't solve much beyond that turn, this is like what PWWB was at one point. when wing blast kicked off and spun your card to the top of the deck, you effectively fell behind in the game by a turn. It's not only effective, but psychologically damaging. Play the mind game, run forced back! Valid points.
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Post by Yoh Komori on Mar 19, 2014 12:11:35 GMT -6
Forced Back excellent call. True, pushing a monster off the field does have more benefits than destroying it. And Yoh is now off quoting the the Dark Knight trilogy and quoting Iron Man trilogy. hm? so that's how that feels....
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Post by Shadwen on Mar 19, 2014 16:14:25 GMT -6
While forced back is good, it allows them to play it next turn. I have a few pushes, but not enough to capitalize on it. Forced back just sets them back a turn, trap hole eliminates the monster.
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Post by bystander on Mar 19, 2014 20:52:05 GMT -6
Sometimes it is better to set them back a turn. It can prevent them from a bigger play on their next.
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Post by Yoh Komori on Mar 19, 2014 20:58:24 GMT -6
Sometimes it is better to set them back a turn. It can prevent them from a bigger play on their next. Someone gets it.
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Post by bystander on Mar 19, 2014 21:01:05 GMT -6
Sometimes it is better to set them back a turn. It can prevent them from a bigger play on their next. Someone gets it. been there too many times before. lesson learned the hard way.
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