I really need some help...

An0n-Ri0

New Member
Hello to you all! An0n here,

I really need some help (as the title suggests) with making some decks.

I'm going to be honest, I suck at deck building, not so much coming up with the ideas, combos, strats and everything, just putting it together and it performing well in a big situation.

in the year 2005, i went through 10 decks, 4 were successful, but were eventually, for want of a better word - raped, of all their dignity at a number of local UDE tournys.

I need help putting a couple of decks together, I have the ideas - I just need a consensus help with making it work.

my ideas are:

a spirit deck - yes, I know, spirits can be unpredictable - but 2 of 10 of my decks were spirits and they worked casually but get beaten fast by swarms and beatdowns, I'm looking to build a competative spirit deck that takes advantage of their magics and traps for a certain amount of field control.

idea the second - a Meisei/spellcaster deck
everybody knows about the power of a well made spellcaster deck, but Ive noticed that they all look the same, all have chaos command magician, chaos sorcerer, OVM, etc.
I looked through my stacks for something to put into a spellcaster deck, and found... Sealmaster Meisei!!!... i know, anticlimactic... a weak spellcaster... with some awesome back-up, with his magic and trap lockdown cards, then i tried him in a deck... as the l33t say - 0\/\/|\|3|)!!1 and now im hoping to make a deck where his power can be unleased.

idea the last - A Dark Flare Assault
out of about 24 packs of Dark Crisis, I got 2 Mirage Knights, and a Dark Flare Knight... and i got 2 more Mirage knights and a dark flare knight from Dark Revelation 2... why not i thought?
after experimenting with DF for a while... i found a nice little combo:

DFK - Shooting star bow, ceal - Heart of clear water

A direct attacker, a non-destroyable, and a damageless monster

the problem is getting DFK out and kepping it out with or without combo, if its destroyed, sure i get mirage knight, but hes only around for 1 attack.

OK - there are my ideas

im looking for some help in construction in the decks from anybody with, if possible, a deck list - also, advanced only... any help wanted!!!

thank you for reading this - and feel free to tell me these ideas are complete bull, i won't mind! and suggestions for other decks are also welcome!

again, thak you for your time!

An0n - Ri0.
 
decks always take a lot of work and trial and error. it could simply be that by switching out between 10 different decks in 05 that you never really gave yourself more than a month to tweak and improve your favorite idea.

I have never tried the Mirage deck, though it does sound appealing. In fact, all three of these choices are going to be difficult head spinners. Definitely fun, but not exactly easy choices.

My preference would be for focusing on the Spirit monsters you mentioned. I have played those before, and I know John Danker has too. Probably a host of other CoGers have as well.

If we just pick that and go with it, why don't you start by telling us a little about what you have done with Spirits and what you would like to accomplish.

I have to run, but Ill think on it.
 
I'm no expert on spirit decks but I know someone here who has made a killer one, I'll let him know you're looking for advice.
 
One of the tricks to a spirit deck, from what I remember going against, is Kaiser Colesium. That way you can continuously bounce your spirits and not worry about your oppnent being able to swarm the field against you.

I know I had quite a bit of fiendish fun back in my Earth days with Messenger of Peace and Inaba White Rabbit. Continuously peck at them for 700 and they can't attack back. Match this with Kaiser and they're stuck.

Those are a couple ideas. As ByserSquid is saying, its trial and error and lots of play testing. Good luck!
 
my experience of spirits... hmmm...


i always seemed to get maharagi, susa soldier and hino kagu tsuchi as an opening hand 8 out of 10 times. i always put 2 x reload into the deck, just to shuffle around the hand if i get if it becomes an incalculable loss, i usually used spirits invitation, but the idea of kaiser colleseium seems better and less expensive. also, that trap... the one which reverses battle damage is a sure bet too.

so it seems, i get earth based spirits... and a way i can look in my deck with maharagi.

the idea of the mirage deck is good, but too situational, i see that now. scratch it.
 
Ok, Susa Soldier and Hino Kagu Tsuchi have effects that do not need to be summoned to trigger. They occur during battle.

1.
The best, and most fun, way I have found to get those monsters out and keep them without high costs each time, is to summon them then use Dimensionhole during your Main Phase 2.

When the spirit returns, it will not leave the field again unless another effect is used to remove it. That is very helpful for Hino.

You can use Different Dimension Gate, but I find that Dillie-O's suggestion for Kaiser Collasseum is easier to maintain.

2.
Creature Swap/Mystic Box
The inherent nature of spirits bouncing to your hand is something to abuse. these are two easy effects to fit in with spirits.

3.
Probably not all of your monsters will be Spirits. You will want some versatility to your line up. Monsters that replicate themselves or refuse to leave the field, are excellent things to pack
Spirit Reaper
Gyroid
Unhappy Maiden
Unhappy Girl
Fox Fire
Treeborn Frog
Vampire Lord
Sacred Phoenix of Nephthys
Nimble Mimonga
Giant Germs
Peten the Dark Clown
even your basic searchers, like tomato, rat, angel and kamikari

4.
Ultimate Offering/Royal Oppression/Monster Reincarnation/Feather of the Phoenix/ect
Spirit monsters have a big weakness in not being able to Special Summon. So you need to think about ways that you can get more monsters on the field, so you don't end up gasping for breath, trying to keep up with someone who swarms with all those Cyber Dragons and such.

You can eliminate Special Summons (Royal Oppression, BTH, Divine Wrath, Solemn Judgment) You can give yourself more Normal Summons (Ultimate Offerings) you can use alternative means (Spirit reaper stubborness like effects, Dimesionhole, ect)

Thing is, Kaiser Collasseum is a good effect, but its really a pain when you cannot keep 1 monster on the field, you know?

As an aside,
I ran a very fun deck that used 3 Asura Priest, Dark Door, Mataza the Zapper, Horus L.6, and Gyroid/Reaper as the main effects. Its not entirely what we are talking about here, but it might be a method you could incorporate as a way to stall and bypass your own stall cards.
 
thanks to squid, dillie and JD for the help. i believe i have a stratergy for the spirits.

i was looking through my cards and found the olde but godde, banner of courage. +200 attack during your battle phase, for spirits, this can be really helpful, especially for cards like asura priest, hino, inaba white rabbit and susa soldier.
 
Did I miss it, or did no one mention spiritual energy settle machine? Yeah, I know, completely different strategy required, but I thought it at least worth mentioning.
 
despite being billed as a direct support, I have found that its not really needed to make the deck work. In many ways its actually detrimental. Back when Sinister Serpent and 2 Night Assailents were available, I might have said different, but now Im a much bigger fan of Dimensionhole.
 
pretty soon, im gonna put a deck list into the deck garage, and people are free to help and referb, revamp and renew.
 
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