Hitting Rock Bottom

sirch1964

Don't fear da Reaper
In the past, I have mainly built Zombie decks with the occasional odd ball type of deck. Lately though, I have decided that I need to find another format to try. I decided to give the rock monsters a chance since they look very interesting and have many different possiblities.

Monsters: 20
Tribute: 4
1 Granmarg the Rock Monarch - I really enjoy the Monarch for their flexibilty
1 Criosphinx - Nice defense and interesting effect, make people think befor they act.
1 Master Monk - Okay attack but being able to attack twice in a turn makes it better.
1 Guardian Sphinx - JD got me addicted to this card. I really need to find some more for my other deck. All the flipping and returning opponents monsters to their hand is a nasty effect.

Normal: 13
1 Grave Ohja - Has interesting effect that is worth taking a chance with.
1 Giant Rat - Search for those fun Earth cards (1500 <)
1 Guardian Statue - It's a mini Guardian Sphinx.
1 Des Wombat - A must have when you mess around with Dice Jar.
3 Monk Fighter - Used to tribute for Master Monk. Has nice effect.
1 Mine Golem - Kaboom!!!
1 Dice Jar - Nasty card that can really change the tide of a game.
1 Dummy Golem - A monster that is also a Creature Swap.
1 Medusa Worm - The Rock version of Man Eating Bug.
2 Milus Radiant - A nice boost card for Earth monsters.

Spells: 17
1 Mystical Space Typhoon - Staple
1 Snatch Steal - Staple
1 Level Limit - Area B - This deck has a good number of LVL 3 and lower cards
1 Swords of Revealing Light - Staple
1 Card Destruction - Staple
1 Kaminote Blow - A nice effect.
2 Nobleman of Extermination - Staple (for me)
1 Nobleman of Crossout - Staple
1 Premature Burial - Staple
1 Creature Swap - Staple
1 Smashing Ground - Staple
1 Dark Hole - Staple
2 Soul Exchange - I really like this card to abuse you opponent and tribute their cards instead.
1 Monster Reincarnation - I just like this card and cost really isn't that bad.
1 The Shallow Grave - A must have in my deck.

Traps: 9
1 Chain Burst - Nasty cards
1 Compulsory Evacuation Device - Always good to get something out of the way.
1 Dust Tornado - Staple
1 Statue of the Wicked - Staple (for me)
1 Magic Cylinder - Nice effect
1 Judgment of Anubis - Staple
1 Minefield Eruption - Nice to add with Mine Golem.
1 Call of the Haunted - Staple
1 Ultimate Offering - JD also got me addicted to this card.

Side Deck: 15
1 Medusa Worm
1 Milus Radiant
1 Elephant Statue of Blessing
1 Elephant Statue of Disaster
1 Dice Jar
1 The Shallow Grave
1 System Down
1 Swords of Concealing Light
1 Nobleman of Extermination
1 Kaminote Blow
1 Heavy Storm
1 Spirit Barrier
1 Statue of the Wicked
1 Trap of Board Eraser

I hope the explanations will answer any questions. As always I am up for suggestions and fixes.

Note: I have to appologize for falling asleep while typing this last night and not finishing it until now.
 
you should move heavy from your side to your main deck because it is the only form of mass removal for magic and traps beside mobius.
 
pssvr said:
so Greenkappa, XY dragon cannon, Chiron the Mage, Giant Trunade, etc. don't exist?

-pssvr
xy dragon wont be able to be summoned with this deck so its not useable. He already has plenty of ways to use his resources up so Giant Trunade isnt a viable option. Chiron the Mage might not be that bad of an idea since from the looks of it a lot of the spells could be stuck in his hand for a while before hes able to activate them. and Greenkappa is just bad in my opinion. Plus are you actually trying to say that them other cards should be used and Heavy Storm shouldnt be?
 
ilikepiesodie said:
xy dragon wont be able to be summoned with this deck so its not useable. He already has plenty of ways to use his resources up so Giant Trunade isnt a viable option. Chiron the Mage might not be that bad of an idea since from the looks of it a lot of the spells could be stuck in his hand for a while before hes able to activate them. and Greenkappa is just bad in my opinion. Plus are you actually trying to say that them other cards should be used and Heavy Storm shouldnt be?

You guys forgot about about Trap Master and um Armed Ninja. XD jk jk.

Anyways, why not the use of Gigantes??? I think it could see some nice play in this deck, and it has that "mass s/t removal" that you guys were talking about, plus it fits nicely in the deck :D.

And what about the use of Exiled Force, not like its needed, but its presense wouldn't hurt.
 
ilikepiesodie said:
you should move heavy from your side to your main deck because it is the only form of mass removal for magic and traps beside mobius.

I agree with putting Heavy Storm in the main deck. It will come in handy. MST and 1 Dust will not be enough in this deck.
 
I played around with this deck tonight, mainly after all the duels were done and I was sitting there talking to JD. He made some interesting observations about another one of my deck. This caused me to look over this deck a little closer. There are some changes that I going to make in the Main and Side decks. When we dueled, there were certainly some rough spots with this one. Some fine tuning though and making some of the changes suggested, I think this will end up being a viable deck. I will update this in the next day or so. Thanks everyone for the suggestion.
 
version 1.2

Monsters: 17
Tribute: 4
1 Granmarg the Rock Monarch - I really enjoy the Monarch for their flexibilty
1 Criosphinx - Nice defense and interesting effect, make people think befor they act.
1 Master Monk - Okay attack but being able to attack twice in a turn makes it better.
1 Guardian Sphinx - JD got me addicted to this card. I really need to find some more for my other deck. All the flipping and returning opponents monsters to their hand is a nasty effect.

Normal: 13
1 Berserk Gorilla - Great attack for lvl 4 monster (earth)
1 Grave Ohja - Has interesting effect that is worth taking a chance with.
1 Giant Rat - Search for those fun Earth cards (1500 <)
1 Guardian Statue - It's a mini Guardian Sphinx.
1 Des Wombat - A must have when you mess around with Dice Jar.
2 Monk Fighter - Used to tribute for Master Monk. Has nice effect.
1 Dice Jar - Nasty card that can really change the tide of a game.
1 Medusa Worm - The Rock version of Man Eating Bug.
3 Milus Radiant - A nice boost card for Earth monsters.
2 Golem Sentry
1 Armed Ninja - Destroys spell card on field (earth)

Spells: 16
1 Mystical Space Typhoon - Staple
1 Snatch Steal - Staple
1 Level Limit - Area B - This deck has a good number of LVL 3 and lower cards
1 Swords of Revealing Light - Staple
1 Heavy Storm - Not one of my favorite cards but needed for S/T control.
2 Kaminote Blow - A nice effect.
1 Nobleman of Crossout - Staple
1 Premature Burial - Staple
1 Creature Swap - Staple
1 Smashing Ground - Staple
1 Dark Hole - Staple
2 Soul Exchange - I really like this card to abuse you opponent and tribute their cards instead.
2 The Shallow Grave - A must have in my deck.

Traps: 11
1 Compulsory Evacuation Device - Always good to get something out of the way.
2 Dust Tornado - Staple
1 Statue of the Wicked - Staple (for me)
1 Magic Cylinder - Nice effect
1 Lone Wolf
1 Call of the Haunted - Staple
1 Ultimate Offering - JD also got me addicted to this card.
1 Robbin' Goblin - just to be a pain in the a$$
2 Waboku - LP protection

17 + 16 + 11 = 44 (and no, I will not change the deck size)

Side Deck: 15
1 Monk Fighter
1 Dice Jar
1 Sangan
1 Magician of Faith
1 Card Destruction
1 System Down
2 Nobleman of Extermination
1 Spirit Barrier
1 Trap of Board Eraser
1 Skill Drain
1 Robbin' Zombie
1 Lightforce Sword
1 Fairy Box
1 Dimension Wall
 
I'd say take out your stapled Nobleman of Exterminations for 2 Sakuretsu Armor's you can't run Exterminators alongside Sakuretsu's because you'll exterminate a sakuretsu and lose all of yours. :( Sakuretsu Armors provide good control over the field and you might want to consider getting rid of the Level Limit - Area B, the only spell and trap removal you have is three Dust Tornados, it can screw you over.

Edit: Also, Dummy Golem can really screw you over when using Criosphinx. It returns to YOUR hand when you use Guardian Sphinx, so YOU discard. You may haven't encountered this problem yet though.
 
Complex_Mind said:
I'd say take out your stapled Nobleman of Exterminations for 2 Sakuretsu Armor's you can't run Exterminators alongside Sakuretsu's because you'll exterminate a sakuretsu and lose all of yours. :( Sakuretsu Armors provide good control over the field and you might want to consider getting rid of the Level Limit - Area B, the only spell and trap removal you have is three Dust Tornados, it can screw you over.

Edit: Also, Dummy Golem can really screw you over when using Criosphinx. It returns to YOUR hand when you use Guardian Sphinx, so YOU discard. You may haven't encountered this problem yet though.

I don't know if you saw the updated version but Nobleman of Extermination was removed. I also am going to remove Card Destruction or at least move it to my side. I think the NoE's will be side decked incase I need to switch to spell based defense over trap based.
 
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