Cynder

SirViper said:
for some reason i realy dunt like this... Spirit Reaper + Royal Decree will so mess you up like crazy... this deck has like 0 chance against a stall deck, it prolly doesnt even have to be that good of a stall deck... don't get surprised if all of a sudden an exodia deck will lay the smackdown on this, so many weaknesses i dunt even know where to start. its only power is swarm and stick together while your traps do a little stall/disruption, which with a Royal Decree will be obsolete, and you dunt even have 1 magic/trap killer.
In my experience, the actal number of Royal Decrees I've ever faced total 3. And that includes the Columbia Regionals. People are slowing begining to learn just how little advantage Royal Decree has as opposed to Jinzo or something else that does more then just sit there laughing at you in your Spell/Trap Zone.

I've also learned to stop worrying about peoples Spell/Trap Zones. If something isn't usable in any situation and it can't be run in pairs, then I won't run it, unless I'm trying to prove a point with it. So Dust Tornadoes and MSTs aren't all what there cracked up to be in my builds. I've been killed too many times with a bunch of Spell/Trap removal/negaation in my hand or Spell/Trap Zones doing me absolutely no good. I'm more worried about my opponent's monsters, and so should my opponent.

The excesive number of traps I run always eat up my opponent's removal. This game isn't really suitable for tech as most TCGs are. I can't tech in for every possibly contingency. I can only make a strong deck with a strong theme and focus on getting it out.

Exodia? Well, when I play one again, which has been like a year ago, I'll let you know how it does. I never ever concern myslef with oddball decks that I might play once ever year or so. That would just make run around in circles teching in this and teching in that when I could just have a sound stable deck that does wat it should, when it should. If it doesn't work against some deck types, oh well. I don't recall anyone ever building a deck that does.
 
krazykidpsx said:
were is the spritual Fire art to use with Combustoble collective? He must go sploodie.
Well, as I mentioned up above, I prefer Different Dimension Gate for gaia soul the combustable collective. It has more functions then Spiritual Fire Art - Kurenai does. And Kurenai has the dead draw potential that I'm not fond of. I had the same problems with Backfire when it first came out. Great potential, but situational.
 
well ok that example might have not been the best, but Gravity Bind level limit... cmon, any deck you build you shouldat least stick in like 2 magic/trap removals... mst and breaker... thats almost stabled. i dislike Dust Tornadoes myself... but still you have to make sure your deck may also contain a few cards that can overcome those oddball decks... at least the ones you may go up against in your area... and in worst case scenario make a sidedeck that can overcome the majority of oddballs even if you realize your deck may not be good to challenge your opponents, your sidedeck should be able to counter your weaknesses that you will be running into... especially if this is ever going to step in tournament mode... even if your not going to put magic/traps that will defend you, at least your monsters effects should be able to keep you safe... i like making my decks and thinking of all the diff decks i've fought before and even if not decking a card to disrupt my opp. at least sidedecking it... although 1 card will hardly have an impact, 2 or so should at least put you at ease that you have something to disrupt the flow of your opp. deck. anyways thats my 2 cents, it kinda differs what you play against in your area/regionals... but i play yu-gi-oh online/ yvd as well so you can understand where im comming from... hopefully.
 
i see, the gate does make things different.

possible explosion pottential under Field removal. Yea field Removal is better. :)
 
SirViper said:
well ok that example might have not been the best, but Gravity Bind level limit... cmon, any deck you build you shouldat least stick in like 2 magic/trap removals... mst and breaker... thats almost stabled. i dislike Dust Tornadoes myself... but still you have to make sure your deck may also contain a few cards that can overcome those oddball decks... at least the ones you may go up against in your area... and in worst case scenario make a sidedeck that can overcome the majority of oddballs even if you realize your deck may not be good to challenge your opponents, your sidedeck should be able to counter your weaknesses that you will be running into... especially if this is ever going to step in tournament mode... even if your not going to put magic/traps that will defend you, at least your monsters effects should be able to keep you safe... i like making my decks and thinking of all the diff decks i've fought before and even if not decking a card to disrupt my opp. at least sidedecking it... although 1 card will hardly have an impact, 2 or so should at least put you at ease that you have something to disrupt the flow of your opp. deck. anyways thats my 2 cents, it kinda differs what you play against in your area/regionals... but i play yu-gi-oh online/ yvd as well so you can understand where im comming from... hopefully.
Well, first off, Ultimate Baseball Kids are 3 star, so Gravity Binds and Level Limits aren't a problem for him. And considering the deck is built around getting to him quickly, then it's not a real concern.

MST and Breaker are indeed staples. But since your new around here and probably don't know me as well as the old (or maybe I should say "seasoned" lol) guys around here do, you wouldn't know I'm not fond of staples. In fact, stay away form then as much as I can, tournament scene or otherwise. Breaker doesn't fit my plaing style anyway. His sole function is to pop a Spell or Trap card that may or may not give me an advantage. He's not Fire. So the only real thing he is, is an option that every one will be expecting. Sorry, he's just too common for me, and his usefullness is overhyped in my book.

Now what exactly is it about my monsters that isn't going to keep me safe?
 
well i guess i cant prove it that well unless i try it... regardless i trust you'll bring out your warriors quickly... your flames quickly... so you would swarm... but with a stall deck... your bb kid will be mainly your offense... im thinking you would use the gate and evac device, Waboku, roar to save him... rota, warrior returning alive, ufo, Ultimate Offering to storm the field... spirit, dna, command for defence... it sounds good if you think about it, but with stable cards speed decks a some good beatdown and stall decks you wont be able to keep it up... but ill test it and ill show you... im not sure if you've heard of YVD- yugioh virtual desktop... ill put your cards in and duel with them against a couple various decks and let you know how it goes.
 
Well, it might be a little misleading, but I'm not going for speed or swarm, per se. I've mentioned elsewhere that I think the game of Yu-Gi-Oh! is a little too fast as it is, and then people build their decks to be even faster, so I build all mine to put a stop to all that. I prefer to make you wait then kill you in three turns. I'd rather you'd suffer a little. If your gonna beat me, I'm gonna make you earn it. If I'm gonna beat you, then I can say I fought for it.
 
well you dunt wanna wait until you opp gets like Dark Hole or Lightning Vortex or a couple smashing/Fissure's thats why i think its best ending it as quickly as possible before your opp gets to his more usefull resourcess... but if i were you, id think about a sidedeck... im pretty sure you dunt think thats this deck will mop the floor with every1... and good enough isnt wut you were going for, i assume.
 
Good enough to win the way I like to win. Slowly and painfully. ;) It much mre fun.

Fox Fires? :puke_jedi

EDIT: Hmmm. Note to DaAmazing1. The puke_jedi smiley is still overlapping with the silly smiley. I think you changed the name of the cog_puke instead of this one. Now I'm going to go hide.
 
***puke***

<EDIT: BLEEEPPPPPPPPP!!!!!!!!!!!!!!!

I COULD'VE SWORN THAT HAD WORKED NOT TOO LONG AGO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!>
 
well i dueled with the deck you currently have up on the first post of this thread (iunno if thats the latest update) it did quite good in swarm+ overpower ive beat every noob/intermediate player... beat 1 or 2 pros but lost a couple 2... heres the weakness... if you dont start strong and your opp does... you'll have hard time recuperating... opp used d.d. and mobius and 1 guy used exiled 3 times... summon, coth, and premature... solar flare seemed quite useless i would say... the deck mainly builds up on itself... what hurts the deck is smashing and stuff like that... compulsory and Waboku saved my skin lots... ive dueled just a little so i havent been able to use it to the fullest, didnt use gaia or the gate... Messenger of Peace really put a slow down on me and my opp used solar and wave-motion and mask of something that has similar effect as Nightmare Wheel... then i used Nightmare Wheel and solar and i bluffed him into removing his messenger (those trunades never came when i needed them) then i just overpowered, it was nice how they were building themselves up... i put down 2 Command Knights and then i was safe... bb kid came out and then i was just pwning... kamakazied the turtle for another bb kid.... i had 5 monsters and and the bb kids where at 5300 atk. but still...
weakness:
cards like- mobius, exiled, breaker, d.d., spirit
useless cards:
solar flare...
suggestions:
2 DNA Surgery... transplant only make everything into fire... i used 1 surgery to make everything warrior and thus buusting my turtles to 2200 when i had 2 Command Knights...
The A. Forces?
2 rush reckless
remove 1/2 solar flare unless combine DNA Surgery
remove 1 DNA Transplant
dunt use Offerings to the Doomed... use smashing
coth
add 1 more Nightmare Wheel over a Waboku
Molten Destruction?
thestalos- good effect plus powerhouse, good with solar flare, or if you use DNA Surgery, then good with Command Knight.
marauding?

ill test the deck out more.
 
Well, I have to say this is the first time anyone actually gave one of my decks a chance and actually playtested it. I appreciate you giving it a chance. I actually don't have all the peices and it's sort of a revamp of my old Fire Deck, which had some similar weakness (although in a different meta)

One of the things I liked in my old Fire Dek was the use of Ojama Trio and I noticed I didn't have it in this build. Not sure why I left it out, but it comboed well with DNA Surgery and Ultimate Baseball Kid and of course the general all around stall.

I'm surprised you weren't able to pull the Solar Flare Dragon lock, but did get the Command Knight lock. I always managed to pull at least one being that UFO Turtle gave the option of pulling both. It's the reason I opted against DNA Surgery. I didn't wanted my Pyro-Types when I needed them.

No mention of Different Dimension Gate? I presume that means you never pulled it. Offerings is a personal prefrence of mine. I've learned how to use it effectively. Trick is, it's Quick-Play and non-negatable by Jinzo or Decree. Only Horus presents a problem, but thats not an issue if my traps are still working.

Interesting build. Smashing Grounds have gotten a little too stapley for me. I prefer Fissure over it. Hammer Shot when its a deck that doesn intend to overpower my opponent, so not here.

I'm not fond of sca monsters in this deck. Paticularly if Gaia Soul stays in. I learned that in the early days. It's nice if you can tribute her for a Thestalos, but it doesn't come up as often as you would like.

Let me get ahold of the current build, and I'll let you know where I would direct change. Just like everyone else I'm probably going to jump on the Nightmare's Steelcage Bandwagon, so changes may yet ensue. Thanks for trying it out though. There's great potential in the combos here.
 
i only played a couple times thats why i never pulled the gate or gaia, and i only pulled 1 solar flare...
i was thinking about what would be best as monster removal... and i think i agree with Fissure... smashing is good to kill medium strength/high strength monsters... Hammer Shot would be bad cuz it kills high strength monsters and your gonna be the one most of the time... Fissure is good for stallers, Spirit Reaper, and low atkers that have high def for stall... so yah i think Fissure would do the trick. dont mess yourself up with nightmare steelcage dude... if you stop yourself from atking, your opp. will have time to recover... this deck i find is best when it swarms and keeps pushing at atking and your opp will try fending you off and using up resources... if you stop yourself, he'll draw more cards and prepare himself... use Swords of Revealing Light if you have to, but dunt halt the atks. use the gate to rfg whats blocking you and clear the field.

ps. Ojama Trio is kickass against tramble decks, my friend pwned me once with his Ojama Trio+ Gyaku-Gire Panda combo... i hate that stupid panda.
 
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