Not sure what to call it #2

sirch1964

Don't fear da Reaper
I will try to explain. This deck is built more for trap/spell removal.
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Monsters: 17
Tribute: 3
Jinzo - nice attack, trap nullification
Mobius the Frost Monarch - nice attack, spell/trap removal
The Fiend Megacyber - special summoned.good attack, nice effect, can be
.
Normal: 14
Berserk Gorilla - nice attack
Chiron the Mage x2 - spell removal
Kycoo the Ghost Destroyer - monster card removal from Grave
Rapid-Fire Magician x3 - 400 lp damage to opponent for every normal spell card played
Exiled Force - Monster removal
Night Assailant - Monster removal
Sasuke Samurai x3 - great effect, a lot like Mystic Swordsman LV2.
Old Vindictive Magician - Monster removal
Magician of Faith -Bring back a spell


Spells: 18
Heavy Storm - Spell/Trap removal
United We Stand - nice attack effect
Card Destruction - pain in the butt for your opponent. Even if it's a Dark World deck, it still can cause problems
Creature Swap - always fun to swap a monster
Nobleman of Extermination - Trap/Spell removal. Traps removed from play
Mystical Space Typhoon - spell/trap destruction
Dark Hole - Monster destruction
Dark Room of Nightmare x2 - lp damage for non battle related damage.
Messenger of Peace - shut down heavy hitter attacks.
Meteor of Destruction x2 -1000 lp damage
Soul Exchange - use opponent card fr tribute
The Shallow Grave - Personal favorite
Goblin Thief - take away 500 lp from opponent and you add 500 lp.
Nobleman of Crossout - remove monster from field. Flip effects removed from game
Snatch Steal - Always fun to steal from you opponent
Premature Burial - bring back a monster


Traps: 6
Ultimate Offering - always nice to double monsters in one turn
Call of the Haunted - monster return from grave
Torrential Tribute - remove monsters from field
Royal Decree -Trap nullification
Skill Drain - monster effect nullification
Bottomless Trap Hole - 1500 lp monster removal from play.

17 + 18 + 6 = 41
 
I use this deck quite a bit for fun. It has good trap/spell removal/control deck.

The main 4 star (or lower) monsters are Chiron, Kycoo and Rapid Fire Magician.

A lot of Rapid Fire Magician deals with also getting a Dark room of Night on the field with one or more rapid fires. Then just use normal spells to do additional 700 lp non battle damage for each spell played (400lp RFM/300lp drn)
Another part of this deck deals with controling the field by removing your opponents monsters with either heavy hitters or the use of monster removal.

This deck doesn't win all that often but it does drive your opponent nuts trying to really figure out what you are .
 
I'm not really sure what to suggest here, sir. I see that you use Meteor of Destruction and goblin theif, as always. But what I don't get is why you'd put that stuff in a spell/trap control deck. Usually these types of decks abuse such cards as Cold Wave, Anti-Spell Fragrance, etc. But with so many fast burn spells, I don't see either of those spell/trap stoppers being useful. Why the seemingly contradicting strategies?
 
Jason_C said:
I'm not really sure what to suggest here, sir. I see that you use Meteor of Destruction and goblin theif, as always. But what I don't get is why you'd put that stuff in a spell/trap control deck. Usually these types of decks abuse such cards as Cold Wave, Anti-Spell Fragrance, etc. But with so many fast burn spells, I don't see either of those spell/trap stoppers being useful. Why the seemingly contradicting strategies?

Well, the reason that I am using these two in this deck (especially this one) is because if I can get two Rapid Fire Magicians and Darkroom of Nightmare, when I play Meteor of Destruction, the overall damage becomes 1000+400+400+300+300=2400 lp. If I can get a second darkroom on the field the damage becomes 1000+400+400+300+300+300+300=3000lps. The nasty thing would be if I can get all three on the field (and I have before) then the damage becomes: 1000+400+400+400+300+300+300+300+300+300=4000lp.

Now say if I had a second Meteor of Destruction in my hand, game would be over. It's always a long shot but what the heck. The same concept goes with Goblin Thief. It does less overall damage but at least I get back 500 lp.

I hope that answers your question.
 
sirch1964 said:
Well, the reason that I am using these two in this deck (especially this one) is because if I can get two Rapid Fire Magicians and Darkroom of Nightmare, when I play Meteor of Destruction, the overall damage becomes 1000+400+400+300+300=2400 lp. If I can get a second darkroom on the field the damage becomes 1000+400+400+300+300+300+300=3000lps. The nasty thing would be if I can get all three on the field (and I have before) then the damage becomes: 1000+400+400+400+300+300+300+300+300+300=4000lp.

Now say if I had a second Meteor of Destruction in my hand, game would be over. It's always a long shot but what the heck. The same concept goes with Goblin Thief. It does less overall damage but at least I get back 500 lp.

I hope that answers your question.
I'm not arguing with burn. I'm arguing with the kind of burn you're using being an innately spell-based and speedy strategy, vs the spell/trap control which is meant to stop that exact strategy. The burn is great. It's trying to put in spell/trap control into a spell/trap based deck that I don't get.
 
Jason_C said:
I'm not arguing with burn. I'm arguing with the kind of burn you're using being an innately spell-based and speedy strategy, vs the spell/trap control which is meant to stop that exact strategy. The burn is great. It's trying to put in spell/trap control into a spell/trap based deck that I don't get.

yes, I do have to admit the burn factor here. With Jinzo and Royal Decree (and maybe I need to main deck Chain Burst) it looks like it could control most traps. I agree looking at it that it could use more trap control. As far as spell control, maybe I should add (even to the side deck) Curse of Royal, Judgment of Anubis, Trap of Board Eraser, Spell Vanishing for more overall trap/spell control. I just am not a big fan of some of those cards.

This deck really is based I guess on rapid burn but able to slow it down if my opponent gets the initiative. Well, I guess I'll keep tuning it, send more suggestions people.

Thanks Jason!
 
In that case, with the undeniable speed of your deck, you could run your hand out VERY fast. A Morphing Jar and Cyber Jar could refill your hand with normal spells for burning, as well as swarm the field with Rapid Fire.
 
If you are going to burn them rapdily with rapid fire magician, then might I suggest Toon Table of Contents ? it's a normal spell which can search for itself....have one in your hand whille r.f.m is out, play it (400lp or 700lp if dark room is out), search another ttoc from your deck, play it (another 400lp or 700lp done), then grab the final one from your deck, play it (another 400 or 700 done)

you could even include mfc-099, Hidden Book of Spell, to shuffle 2 of those normal spells back into your deck from your graveyard

wave motion cannon's are also a must in my book for a burn deck
 
TsunamiArmy said:
If you are going to burn them rapdily with rapid fire magician, then might I suggest Toon Table of Contents ? it's a normal spell which can search for itself....have one in your hand whille r.f.m is out, play it (400lp or 700lp if dark room is out), search another ttoc from your deck, play it (another 400lp or 700lp done), then grab the final one from your deck, play it (another 400 or 700 done)

you could even include mfc-099, Hidden Book of Spell, to shuffle 2 of those normal spells back into your deck from your graveyard

wave motion cannon's are also a must in my book for a burn deck

Thanks, I had forgotten about those cards.
 
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