Well, they're not all that workable, IMHO. But if you want to, I'd say use Marauding Captain. Figure you summon MC and S-summon Queen's Knight. They kill captain next turn, so then you normal summon King's Knight to bust out Jack's Knight. I dunno what to do from there except attack and hope like heck they don't have a Cyber Jar face down.
Reinforcement and Returning will be CRITICAL if you ever expect to pull the combo off. Might even throw in a Card Destruction, as it will not only allow you further manipulation of your hand, it will also facilitate Returning, hence giving you even MORE manipulation power.
You know, I was playing around with one of these on DeckStudio last night [/shameless plug] :icon_mrgr ... I'll go ahead and post it into the Advanced Format section.
Marauding Captain is alright but I wouldn't use it. I been running Warriors for a long time. I found out that Marauding Captain will get more out but you lose hand advantage and Dark Hole will wipe them all out in one shot. Then you will be top decking. Morphing Jar and Cyber Jar are good cards. Morphing Jar to help refurbish your hand when needed.
OTK situation...
summon jowgen ... set 2 cards...
ur opponent draws....
Activate Wall of Revealing Light paying 7000 points...
u now have 1000....
activate Last Turn.... (even though its the first turn)
U WIN!!!
next two duels cause draws by using Wall of Revealing Light like before and use self destruct button.... or take the kill if u can...
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