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Post by JerkJerk on Jun 4, 2014 13:15:38 GMT -6
Looking for ways to improve it. Sort of improvised it on the fly the morning of. My biggest problem was not being able to revitalize the Traptrix monsters enough. Not being able to use their secondary effects. I also find it could use a little more speed. HPD is also a hugely lackluster card in this deck, so need to really hear some thoughts about it before deciding to drop it or keeping it. Side deck could use some work. Thoughts on Soul Charge vs Hysteric Party? Ratios?
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Post by bystander on Jun 4, 2014 13:19:28 GMT -6
Again what are your primary issues with this deck?
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Post by JerkJerk on Jun 4, 2014 13:32:42 GMT -6
Again what are your primary issues with this deck? Edited a few comments below, those were my main issues. Inherent bad match ups against HAT and somewhat Bujin sort of ruins my day.
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Post by bystander on Jun 4, 2014 13:40:37 GMT -6
Well LIM from the side would be what I run against the HAT and Bujin decks shuts down most of their moves, so you wouldn't have to worry about Hunting Ground picking off backrow.
As for the ratios try running of party/Charge trying testing 2:2.
Personally with how hard it is to get HPD, I run it. A a big beatstick isn't something to laugh @.
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Post by JerkJerk on Jun 5, 2014 13:03:14 GMT -6
Well LIM from the side would be what I run against the HAT and Bujin decks shuts down most of their moves, so you wouldn't have to worry about Hunting Ground picking off backrow. As for the ratios try running of party/Charge trying testing 2:2. Personally with how hard it is to get HPD, I run it. A a big beatstick isn't something to laugh @. LIM is definitely now in the side, after that day it seemed necessary. 2:2 ratio looks good,too. Thanks for the input in, HPD. Going to look at other options though. Zephyros has tons of potential along with Monk.
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Post by Drillwarrior on Jun 5, 2014 14:00:47 GMT -6
I was thinking a 2:2 Ratio with Party/Soul Charge for the moment as well, or at least testing that. As long as you remember you can't attack off Charge you should be good as you can always stun with Zero/Chidori without attacking. Charge also allows you to use the second effect of Traptrix monsters more easily. Consider swapping Maxx "C" for Effect Veiler, it should improve your HAT matchup by stopping both the Traptrix monsters. It might even stop the Hands as it kind of follows to graveyard, but don't quote me on that I don't know if it's true. Just a thought I had. I'd have to ask Ursiel and ragda
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Post by bystander on Jun 5, 2014 14:36:17 GMT -6
Veiler negates when they summon on their turn, if they are smart and don't crash the hand into a big monster of yours I don't see the point of veiler.
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Post by Drillwarrior on Jun 5, 2014 14:56:48 GMT -6
It let's him stall to drop Abyss Dweller which stops the hands. Also, Veiler is still good against all 6 Traptrix monsters that will most likely be maindecked.
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Post by bystander on Jun 5, 2014 17:01:28 GMT -6
against the traptrix yeah I get that.
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Post by Ursiel on Jun 5, 2014 17:51:50 GMT -6
Veiler doesn't hurt the Hand monsters at all, their effects all trigger in grave after they're destroyed.
Debunk is a huge card to use against HAT decks, and LIM only hurts the decks Artifact monsters. Some don't use them at all and when they do I haven't seen them play a huge role. Breakthrough Skill has had a huge impact on the game right now too and should be considered.
With the prevalence of Wiretap I would probably drop Hysteric Sign entirely though. That discard just for Party to get spun to the deck is harsh.
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Post by ragda on Jun 6, 2014 4:19:38 GMT -6
You mean Hysteric Party the first time right?
And don't forget what this deck excels at: popping backrow. That Wiretap won't last that long there imo. And/or the notion of what the matchup has for them, they may be rather conservative of their backrow (referring to decks that don't play Artifacts).
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Post by Ursiel on Jun 6, 2014 8:31:13 GMT -6
Except every time I played against Harpies, or watched a Harpie/HAT match, Hunting ground never lasted long. Between Moral, Ice Hand, and MST/Ignition; Ground just couldn't survive.
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Post by Drillwarrior on Jun 6, 2014 8:39:48 GMT -6
It's way too easy for HAT to remove S/T. Ursiel didn't even mention Dio > Myrm!
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Post by Ursiel on Jun 6, 2014 9:57:11 GMT -6
^Very true. Some builds even had Coth > Myr, which did similar things.
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Post by Drillwarrior on Jun 6, 2014 9:57:56 GMT -6
CotH into Myr on opponent's end phase is a really fun play.
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