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Post by BurnForGame on May 1, 2014 12:12:13 GMT -6
This is something random I've been working on lately:
Total: 41
Monsters: 10
3 Koa'ki Meiru Ice 3 Malice Doll of Demise 2 Secret Sect Druid Wid 1 Seismic Crasher 1 A Cat of Ill Omen
Spells: 24
3 Wave-Motion Cannon 3 Messenger of Peace 3 Ectoplasmer 3 The Dark Door 3 Kaiser Colosseum 2 Swords of Concealing Light 2 Stumbling 2 Vengeful Bog Spirit 2 Pot of Duality 1 Dark Hole
Traps: 7
3 Gem Flash Energy 3 Five Brothers Explosion 1 The Huge Revolution is Over
The Continuous Traps, Wave-Motion Cannon, and Ectoplasmer give this some unexpectedly large Burn power, while Ice knocks the opponent's monsters around and feeds Explosion all with its own effect. This deck needs more stall (which I'm looking to add with Toll and/or the third Bog or Swords) but the foundation is there. Granted, Explosion doesn't always get triggered for its Burn effect, but the LP gain is always decent. I may swap THRiO to the side for something like Rainbow Life, so Ectoplasmer can be that much more awesome.
Card Guard is the next option to consider. If I ever add the third Stumbling, I'll be looking into Double Defender in the main once I get the monster lineup worked out better.
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Post by Drillwarrior on May 1, 2014 13:32:37 GMT -6
Seems like this deck would be a fan of Pot of Duality and The Huge Revolution is Over. (I saw you getting screwed be Icarus) Opinion?
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Post by BurnForGame on May 1, 2014 19:45:24 GMT -6
I could see the latter swapping in to replace my other Counter Trap. I could possibly swap PoD for the pair of Crasher I'd like to lose, as Duality would essentially act like a stall card in most cases! Good call there.
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Post by Yoh Komori on May 1, 2014 21:08:46 GMT -6
gateblocker?
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Post by BurnForGame on May 1, 2014 21:25:06 GMT -6
I'm not seeing the benefit there. What interaction did you have in mind?
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Post by Yoh Komori on May 2, 2014 19:45:10 GMT -6
general destruction bait do to pure annoyance.
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Post by BurnForGame on May 6, 2014 9:17:06 GMT -6
Only that last effect would really give me anything, and that 2000 DEF, if it lets Blocker live, would only serve it up to Ectoplasmer. I believe I understand what you're going for, but Gate Blocker's subpar to me.
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Post by bystander on May 6, 2014 12:35:37 GMT -6
I remember this.
Some pretty sick plays.
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Post by Drillwarrior on May 6, 2014 14:48:03 GMT -6
general destruction bait do to pure annoyance. Maybe I'm not remembering what Gate Blocker does correctly, but doesn't he really only do much against decks that use field spells? And his target bait effect would be great... if it was monsters BurnForGame really needed to protect, it's his backrow he needs to protect if I'm not mistaken.
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Post by BurnForGame on May 6, 2014 17:01:15 GMT -6
^That is pretty much it. I need to protect WMC and my long-term backrow stall, and only until there's something like Explosion in my hand that makes me want to get more of that backrow in the grave. It's mostly Gem Flash Burn until I can draw destruction to a chainable Explosion.
Knowing that won't happen all too much once an opponent figures out what I'm running gives this deck a certain plateau of potential in a sense. Good opponents shouldn't blindly hit my sets once they see an Explosion go off. That means I only need to be able to protect what's already face-up. Card Guard and Magic Reflector do the job along with #66, so I may need to slip some card Guards in here. They even work with Wid to make #66!
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Post by Drillwarrior on May 6, 2014 17:58:25 GMT -6
Could you potentially run an Artifact Durandal play in this in some way, shape, or form to force explosion to get hit? Or would that not make sense? I forget exactly what explosion does.
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Post by Yoh Komori on May 6, 2014 18:34:50 GMT -6
thoughts on card guard then?
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Post by BurnForGame on May 7, 2014 11:53:31 GMT -6
Could you potentially run an Artifact Durandal play in this in some way, shape, or form to force explosion to get hit? Or would that not make sense? I forget exactly what explosion does. That wouldn't work because the opponent would get to choose which of my cards gets destroyed. They could still just avoid Explosion and set cards. As for Card Guard, I did already mention that it might work.
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Post by Ursiel on May 9, 2014 19:45:56 GMT -6
This thing has been highly annoying.
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Post by BurnForGame on May 10, 2014 10:34:33 GMT -6
And now, it's updated!
-2 Seismic Crasher -1 Cursed Seal of the Forbidden Spell +2 Pot of Duality +1 The Huge Revolution is Over
Next, I'm looking at maybe swapping a Wid for Card Guard to see how often Ectoplasmer will take it off the field. In theory, the protection effect of Guard would almost always be able to go to stall cards that would keep me from having a vulnerable field if it's sent by Ecto.
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