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Post by bystander on Sept 10, 2014 15:29:14 GMT -6
Another deck I revisited recently. I want to keep the synchro element. However, I am wondering If I should go up to 3 TGU, and if I need more Trance archfiend.
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Post by bystander on Sept 14, 2014 9:42:27 GMT -6
Ideas/comments?
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Post by troza on Sept 14, 2014 11:39:19 GMT -6
I like to have 2 trance archfiend in there but you're just playing with one Beige...
And more tour guides isn't that good... you have skill drain and that kills your own tour guides. At least, with trance Archfiend, you are still able to get some banished DW. I would say to use 2. And I would use 2 Mirror Force or something else to stop attacks instead of 2 mind crush. I know that you have 3 dragged down and that card just goes too well with it but... you won't need that to get some discards by you and the cards you get with dragged down are often enough.
About techs... no Leo? With Skill Drain and Fabled Raven, you should run Leo in the extra. Just in case that you need something that is a bit over 3000 atk (Grapha + Fabled Raven)
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Post by bystander on Sept 15, 2014 10:24:17 GMT -6
I have ideas for the upgrade for the extra deck.
Could also use Star Eater with Raven + Grapha too.
2 Trance Archfiend isn't a bad idea. Ideas on what to cut for it? My eye goes right to Gateway, but I am unsure about cutting it.
Mirror Force is not that good with all the effects that triggers when a monster is sent to the grave yard. You are basically doing the work for the opponent. Odds are if I lose Mind Crush it will be for it will be for either D.Prison or PWWB to help get the grave set up if I draw into Grapha early.
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Post by troza on Sept 15, 2014 15:34:26 GMT -6
Since when this deck needs help setting up the grave? If you need that, you are doing something wrong.
But Dimensional Prison seems great.
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Post by bystander on Sept 16, 2014 9:41:10 GMT -6
D.Prison is first choice currently.
And PWWB was more about getting Grapha into the grave if I draw into early. There are other reasons I have explained to you for using PWWB. Testing needs to be done to really determine what cards are will wind up mained.
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Post by bystander on Sept 27, 2014 12:09:48 GMT -6
Cut back on the Raven and MST.
yeah I went turbo with this, not happy with this decision however, since it has proven to work for this deck I got no choice.
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Post by bystander on Oct 28, 2014 10:21:10 GMT -6
Tinerking with this recently.
DDV seems to be getting a lot more against this meta so I added that in, I cut the Reckless out of this. I added in a 3rd TGU and 2 Scarm.
Figured Scarm should be more than enough to search what I need to add to the draw power of this deck.
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soup
New Member
Posts: 73
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Dark World
Oct 28, 2014 14:06:09 GMT -6
via mobile
Post by soup on Oct 28, 2014 14:06:09 GMT -6
Is skill drain good in this build, with triple TGU? I have always ran 2-3 of one or the other.
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Post by bystander on Oct 29, 2014 10:46:06 GMT -6
3 TGU just works.
I can't explain this better than that.
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Post by WhiteLightning1 on Oct 30, 2014 5:33:22 GMT -6
Here's another 1 of my Deck Templates you can use, this 1 isn't as old as the others. When I built it this 1 it was based on how I like to build most of my Decks 75% Old Meta, and 25% Current Meta, but I know things have changed so the Bronn's will most likely go for Trance Archfiend, and several of the Spells will be changed.
3x Beiige, Vanguard of the Dark World 3x Brron, Mad King of Dark World 2x Broww, Huntsman of Dark World 3x Fabled Raven 2x Goldd, Wu-Lord of Dark World 3x Grapha, Dragon Lord of Dark World Gorz the Emissary of Darkness Raviel, Lord of Phantasms 2x Sillva, Warlord of Dark World 3x Snoww, Unlight of Dark World
3x Dark World Dealings 3x Dark World Lightning 2x Solidarity Swords of Revealing Light 2x Terraforming 3x The Gates of Dark World
Mirror Force 2x Royal Decree
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Post by bystander on Oct 30, 2014 9:58:25 GMT -6
Interesting I have seen Goldd and Sillva being used, but only as 1-ofs. Same can be said for Beiige. More than 1 can be cloggy @ times, and this deck is known for starting hand issues. You kinda want to minimize the chance of that happening.
I am wondering about using CotH in this instead. The idea is to be able to bring back any DW monster to bounce for an in grave Grapha. This way I can in hand discard fodder and a big beater on the field.
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Post by WhiteLightning1 on Oct 30, 2014 17:38:59 GMT -6
I see what you mean by Beiige, Goldd, and Sillva causing hand issues. However when using that build I didn't find so much of that because there are 5 different cards (15 in total to discard them and get them to the field. Battles aren't that much of a problem because with both The Gates of Dark World, and Solidarity, the monsters in the Deck can get up to an 1100 ATK point boost.
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Post by bystander on Oct 31, 2014 8:06:46 GMT -6
Solidarity is something to consider.
But a lot time I like reaching into my extra to get things out. Any of those monsters hit the graveyard and Solidarity's boost is shot to hell.
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Post by WhiteLightning1 on Nov 2, 2014 14:04:42 GMT -6
Hmmm. This is true, when it's the Main Deck that buggers up Solidarity I'd say don't bother with it, when it's the Extra Deck that could bugger up Solidarity I'd say it depends how the game plays out, but since Dark Highlander, and Number 85 are the only fiends in your Extra Deck, it does make using Solidarity difficult.
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