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View Full Version : Removal... no not that type of removal...


MajesticJester
01-21-2006, 10:41 PM
-Monsters-
3x Gren Maju Da Eiza
3x peten the dark clown
1x Spirit reaper
1x D.D. Warrior Lady
1x Banisher of the Light
1x Night Assailant
3x Old Vindictive Magician
2x Chaos Sorcerrer
1x Magician of Faith

-Spells-
3x Soul Release
1x Soul Absorption
1x Dimension Fusion
1x Swords of Revealing Light
2x Card of Sanctity
1x Nobleman of Crossout
1x Nobleman of extermination
1x Mystical Space Typhoon
1x Chaos End
1x Fissure
1x The Puppet Magic of Dark Ruler
1x Giant Trunade
1x Reload

-Traps-
2x Zero Gravity
2x Gravity Bind
3x Sakaretsu Armor
1x Waboku
1x Torrential Tribute
1x Magic Cylinder

42 cards = 16 Monsters + 16 Spells + 10 Traps

ok the idea behind this deck is to throw as much stuff in your own removed pile as possible. one issue ive had is that not only do you have to keep putting stuff into the pile but you have to fend off your opponent too. it doesnt win all the time but when it does its very funny. Generally Mr. Gren ends up in the 10,000 area very quickly in the duel. all i have to do is survive. Ive tried using Bazoo the soul eater for extra power, but that fails a lot of the time because theres nothing in my graveyard most of the time.
-Strategies that some people might not have noticed-
Nobleman of crossout you're own stuff. why wait 'til your opponent puts them down?

Just because its a Chaos sorcerrer doesnt mean that you cant use it on yourself! kill your own stuff to boost gren maju!

if you nobleman of Xout old vindictive, then nobleman of extermination sakaretsu armor that's 6 cards in your removed from play. (its possible to have a first turn 2400 attacker under gravity bind! or even more hilarious is when they run into 2400 def!)

if all your cards suck throw them out with card of sactity. chances are the two cards you get wont be bad plus if one of them is gren maju you have a nice wall to hide behind.

darkeduelist
01-22-2006, 10:21 AM
Put in 2 Lightforce Swords, 2 Different Dimension Capsules, and 2 Axe of Despairs.Take out Giant Trunade, Fissure, Reload, 2 Zero Gravity's, and Night Assailant.

Blue-EyesMetalDragon
01-22-2006, 11:41 AM
Giant Trunade is a good card for this deck IMO. WHy? Well two Soul Asorbtions, Skull Lair, Skull Demolision (Spelling?), and Level Limit (all cards here are in my Gren Deck that has beaten everyone at my Yu-Gi-Oh league and ToyRus at least twice) tend to fill up your S/T zones! Take 'em out for a while to plays spells and traps like DD Trap Hole, Reasoning (to send cards to the grave) Dragged Down the the Grave (Cards -> grave +Draw) your normal Spells like Pot of greed, Card Destruction, and Graceful plus, get a free attack off before you lay down level limit again.

In my version, I used to run alot of fire monsters. Inferno is an easy summon with 1900 def and a nice effect to boot out your opponent MoF at deal 1500 points of damage. Spirit of the Flames is 2000 atk on your turn (1700 any time else) and BackFire makes your opponent regret attacking too much.

Now however, I run Feinds with it. Dark NecroFear for summoning, Giant Germ for speedily sending cards to the grave with a built in backfire effect. Other feinds for the pure strengh and effect (Menfist the Infernal General for example).

In both versions, I packed in 2 DD Warrior Ladies, a DD Survivor and Card of Sactity. (You'd be surprised, in the 45-50 card deck I got, how many times those two cards I drew were Gren and Pot)

I'll be back in a sec and post my Feind Version. Just be patiant, it's kinda big.

BEMD

Additional Comment:
Give this a shot:

Gren Deck
47 cards
Ratio (Monster:Spell:Trap) 23:16:8

Monsters: Level 6 and up
Dark NecroFear x1
Mefist the Infernal General x1
Summoned Skull x1

Monsters: Level 4 and down
Giant Germ x3
DD Warrior Lady x2
DD Trainer x2
Gren x3
Dark Catapulter x1
Headless Knight x1
Morphing Jar #2 x1
Cyber Jar x1
DD Survivor x1
Spirit Reaper x1
Kycoo the Ghost Destroyer x1
Archfeild Soldeir x2
Goblin Elite Attack Force x1

Spells:
Card of Sanctity x1
Ante x1
Soul Release x2
Pot of Greed x1
Graceful x1
Reasoning x1
Dragged Down to the grave x1
DD Designator x1
Soul Absorption x2
MST x1
Premature Burrial x1
Card Destruction x1
Level Limit Area - B x1
Dark Core x1

Traps
Gravity Bind x1
DD Trap Hole x1
Conscription x1
Bottomless x2
Skull Lair x1
Skull Demolision x1
Bark of the Dark Ruler x1

Ok, Skull Lair is Key along with every possible good card that forces you to discard card that YOU choose. You have to be careful to get rid of the double copy of cards early. DD Designator isn't too good card, but when you get the chance, you use, otherwise dicard it.
Conscription can be chained to alot of stuff and potentially will give you an extra monster to defend with, and either way, the card Conscription goes to the discard.
Soul Release give Gren a 2000 atk boost, which is ALWAYS nice to do, plus it's 2500 life points with Soul Absorption. (because the card Soul Absorption doesn't say "card(s)" and instead says "a card is removed from play" you do get 2500 life points.
Dark NecroFear is just annoying easy to summon defense with a 1500 life point boost (with Soul Absorption).
I may be wrong, but I don't think DD Warrior lady is restriced to I tossed two in there.
When you got a full feild, and are pretty sure you have one or two grens still in your deck AND, you already have a start removing stuff, you use Card of Sanctity. Beacuase of the timing you don't gain from Soul absorption, but a nice full feild could get rid of 10 cards, plus your hand. The the draw, if late game enough, can give you Gren. It's a little Luck thrown the deck with some potentialy Dangerous results that will really benefit you.

I've worked and toyed around with this deck alot and have had a lot of fun wining with 10000 atk point Grens. You could also try to reverse the point of this deck and focus on the card GraveRobber Restitution (I think it's called that). This little number does 100 for each card removed from your opponents play. Plus, it's continious and hits during thier standby phase. Two Soul Releases and this card really is fun.

You could try both strategies, but it's had to focus on both.

Good luck,

BEMD

busterblitz
01-22-2006, 11:56 AM
Why Summond Skull and Headless Knight- For fiends Kuriboh can be easily discarded BEMD

Anyway good deck in all and Mirage Of Nightmare puts cards into the grave very easily too.

Blue-EyesMetalDragon
01-22-2006, 12:00 PM
Why Summond Skull and Headless Knight- For fiends Kuriboh can be easily discarded BEMD

Anyway good deck in all and Mirage Of Nightmare puts cards into the grave very easily too.
Skull is pretty strong and Headless Knight is easy to kill.
You can ignore them if you have to, it's 45 cards then.

DarkDeath
01-22-2006, 06:14 PM
Why Summond Skull and Headless Knight- For fiends Kuriboh can be easily discarded BEMD

Anyway good deck in all and Mirage Of Nightmare puts cards into the grave very easily too.

And Painful Choice helps too, as does any card that adds a discard cost.

MajesticJester
01-22-2006, 07:57 PM
well im glad to hear that someone else has at least tried this strategy (not that i think it's orriginal or anything). my friends all think im nuts when i pull some of the moves i do. now i have very limited access to a lot of rare cards. although the giant germs idea i like. i do have a lot of the cards suggested and i will try most of them. the ones i wont try are anything that removes my opponents stuff. ive run into several problems with other peoples removed piles getting big enough to cause trouble for in case they snatch gren or CoH gren or even force creature swap Mr. Gren. so graverobber's retribution wont be an option for me since i wont be trying to remove anything from my opponent.

Apparently i need more level limits B's...

i only have two and id really hate to switch them back and forth between my "turn to stone" deck and my removal deck. thus the presence of the gravity binds. when i was first using this strategy as my ONLY strategy. i had a fairy's meteor crush in the deck with Level limit. but thats now in my "reflection" deck.

D.D. capsules...

i tried them once i might put them back in. cause they gave Gren a boost once hes on the field. but once he's on the field there's several things that i dont want to do anymore.

I love skull lair and there's nothing saying i shouldnt put it back in. id have to do a few tweaks though because most of the time when i want to use skull lair i dont have enough monsters in the graveyard. and i really think that the errata on the card sucked. i have the version that doesn't say "monsters only."

I was going to keep "Question"s in the deck because its a win win situation but it was hard to keep monsters in the graveyard and i knew i had to keep at least 1 monster in the graveyard at all times for it limiting what i could remove.

reasoning is a new thing that i havent thought of yet. but then again thats what this is for. of course since reasoning was brought up i can also think about monster gate and magical merchant if i really want to kick the crap out of my own deck. (and since it is a flip effect i can nobleman it and get more cards removed than if it wasnt.)

Thanks I have some new things to think about. (goes off to find 2 more giant germs)

Wise_Duelist03
01-22-2006, 09:26 PM
last time i saw the ban list, ddwl was restricted 2 one.

Blue-EyesMetalDragon
01-23-2006, 04:58 PM
last time i saw the ban list, ddwl was restricted 2 one.
meh, I wouldn't know.

Anyway, I wanted to bring to your attention, that though Skull Lair is limited to removing monsters, Skull Demolision isn't. Sure, you have to 1 card (one in each graveyard) at time, and you need a face-up feind (why I switched to feinds), AND that it costs 500 LP to use (but soul absorption will still recover 1000 so you gain, in retrospect, 500) but this card does work.

As to the Snatch Steal Risk, the deck works to win late game REALLY late game. So frankly, that has NEVER happened to me.

No, actually I take that back, I have seen people snatch it before, but with a resulted 800 Atk/Def compared to 8000. So I guess, that has happened, but the large amount of removal on both sides (large enough to be potentailly dangerous) hasn't.

Wise_Duelist03
01-24-2006, 05:31 AM
-1 fissure
+1 inferno tempest

If u duel against Chaos decks or any deck that has a 3000+ atk monster, ur gonna want to remove everything for a nice big atk monster. I know its suicide but it works.

Mind r/fing my broken deck in my sig? thx

solar_circle
01-24-2006, 11:53 AM
I dont know what i would take out, but shouldnt u use like return from a different dimension?