wtf? Spell Burn?

chocoman

New Member
Monsters (6)

3|Crv|Elemental Hero Bubbleman
3|Een|Rapid-Fire Magician

Spells (28)

1|Sdp|Graceful Charity
3|Ep1|Card of Sanctity
3|Fet|Meteor of Destruction
3|Mrd|Tremendous Fire
3|Mfc|Poison of the Old Man
3|Sdk|Ookazi
3|Dl5|Restructer Revolution
3|Eoj|Misfortune
3|Lob|Final Flame
3|Ast|Goblin Thief

Traps (6)

3|Mfc|Secret Barrel
1|Pgd|Ring of Destruction
2|Crv|Magical Explosion

the monsters represent drawpower and extra burn.
the spells are the main body of burn effects+ some more draw power.
the traps are in there because they simply do more damage than say "hinatoma".
Mark that while you might think these cards do not cause enough effect damage, a player starts with 8000 LP and that 8 cards that deal 1000 damage each is enough to win (or 10 that deal 800). In 3 turns your opponent can only (probably) cause the following ammounts of damage: 1500 then 3000 then your dead. So you'll probably have arround 2 to 3 turns to complete 8000 worth of damage. When not drawing into any drawpower-cards, you start with 6 cards and over the following 2 turns draw another 2. That's 3 turns to draw 8 cards and could be enough. This would give your opponent only 3 chances of drawing into and summoning des wombat. Jinzo and royal decree wont matter that much.

You can help me by:
1)rating this idea--> include 2 toon table of contents and a toon cannon soldier instead of the goblin thiefs/misfortunes
2)letting me know if I might of missed a good spell burn card.
3)giving good fixes.

thnx in advance
 
Firstly, I'm honored to see anyone use my BB idea for any of their decks' theme, it didn't catch on enough for people, but it's more difficult to beat with just 1 side-deck card, than say, chain strike burn.

I see you've taken the original idea of Rapid-Fire Magician and extra damage for all the spells =D, it could work, I never did test it extensively. Unfortunately the deck does suffer from Jinzo. You see if you have a trap on the field, you can't get rid of it, so it's dead on the field and thus incompatable with bubbleman =(. Defiantly use the absolute LEAST amount of traps as possible, or the deck can be shut down hard. Personally, I use Magic Cylinder, and Dimension Walls as of late for my traps. Obviously your build doesn't really care if your opponent attacks or not, but if they do, that's where HUGE damage is for them. It might still be alright. lastly, you might consider a Wave-Motion Cannon. The ability to trash it during any of your main phases and do heavy damage is hard to look over. Alright, that's all the tips I can give you now, good luck, and be careful!
 
In regards on whether to use Toon Table of Contents + Cannon Soldier:
It's simple: if you're going to use Toon Table of Contents, use three or none.
 
Interesting. This will at least have no probs against Royal Decree. IMO, still, run a Morphing Jar. I mean, 5 card draw is alot more powerful then Bubbleman 2 card draw power.
 
Monsters (8)

3|Crv|Elemental Hero Bubbleman
3|Een|Rapid-Fire Magician
1|DB2|toon canon soldier
1|DB2|Morphing Jar

Spells (28)

1|Sdp|Graceful Charity
3|Ep1|Card of Sanctity
3|Fet|Meteor of Destruction
3|Mrd|Tremendous Fire
3|Mfc|Poison of the Old Man
3|Sdk|Ookazi
3|Dl5|Restructer Revolution
2|Eoj|Misfortune
3|Lob|Final Flame
2|Ast|Goblin Thief
2|Db2|Toon Table of Contents
Traps (4)

3|Mfc|Secret Barrel
1|Pgd|Ring of Destruction

The modified edition, untested so far
fixes include:
+2 Toon Table of Contents
+1 Toon Cannon Soldier
+1 Morphing Jar
-1 Goblin Thief
-1 Misfortune
-2 Magical Explosion

why only 2 TT?--> 2 still speeds the deck but chances I draw into 2 TT in my starting hand remain small.
Cannon soldier is self explanetory.
Morphing jar for more drawpower.

fixes are still welcome
 
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