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04-29-2012, 09:23 PM
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#2
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Registered User
Join Date: Feb 2012
Posts: 64
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why did you put like one of every card that uses spell counters?
also if you're running a field put 3 of it and get rid of the terra.
this isn't even close to a solid deck; throwing together every card that uses a vague function != a deck. Also you're running 47 cards which means you really don't know how to play. This deck is largely beyond fixing someone will need t' post a completely new decklist; something I'm not going to do.
Additional Comment:
also if you bring this to a local tourney you will go 0-X for sure.
this deck would have trouble going against a starter/structure deck;
=/
Last edited by Unraveling : 04-29-2012 at 09:23 PM.
Reason: Automerged Doublepost
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04-29-2012, 09:38 PM
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#3
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Spellcaster Vet
Join Date: Apr 2012
Location: In the void...
Posts: 1,889
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ouch! truth hurts. In my deffence, its been a while since i've last dueled and even then in wasnt competative. I agree that it is disorganized, despite my thin attempt at strategy, which is why i submitted this for review... ...and most likely A LOT of changes.
To answer your one other suggestion, Unraveling, the reason i run a terra and a field & not just 2 field is so i can swap Citadel for Secret Village if i need to.
BTW deck size was one of my aforementioned issues...
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04-29-2012, 10:35 PM
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#4
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Honest Veteran
Join Date: Aug 2011
Location: Australia
Posts: 6,874
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Needs triple exemplar.
Drop the assault mode stuff
Max out on Summoner Monk, edfect veiler and Genex Ally Birdman
Add in 2 Genex Blastfan and one Sacred Crane
Keep the 2 breakers, put in 2 Tragoedia and another Kycoo
Use 3 crusaders and 3 Gemini Sparks
And that's the skeleton for a viable spellcaster deck
__________________
Quote:
Originally Posted by quincy99
Boots88 hath spoken
/endthread
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04-29-2012, 11:26 PM
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#5
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Spellcaster Vet
Join Date: Apr 2012
Location: In the void...
Posts: 1,889
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Thanks for the suggestions boots88. I'll consider removing the assault mode and see how well it works w/out it. I gues i'd replace w/ 2 nights end sorcerers.
Thing is i really wanted AM/AM for its field clearing effect, but i guess it's just too hard to summon... Summoner Monk sounds good. I might run x2 if i can get em... Additionally, i was trying to make it a pure spellcaster deck w/ Solidarity so i probably wont add the genex or crane. I'll see what happens w/ CoD and i'll add a second exemplar. This deck is starting to have more focus!
Additional Comment:
Ok so removing AM/AM etc. was actually quite helpful. I needed to -1 CoD from x2 because the gemini summoning was a pain even with stalling. MUCH easier to discard via Magic Jammer etc. and revive it w/ exemplar. Still have a few problems:
Too many traps + too many monsters = WAY too many cards. Even I know 49 is too many for this metagame w/out proper draw support. If someone can recommend a few cuts, this would be appreciated.
Additionally, if someone would be so kind as to review my side deck, thanks!
Last edited by TestPilotVGC : 04-29-2012 at 11:31 PM.
Reason: Automerged Doublepost
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04-29-2012, 11:30 PM
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#6
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Honest Veteran
Join Date: Aug 2011
Location: Australia
Posts: 6,874
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don't run Solidarity, the card is bad
__________________
Quote:
Originally Posted by quincy99
Boots88 hath spoken
/endthread
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04-29-2012, 11:36 PM
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#7
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Spellcaster Vet
Join Date: Apr 2012
Location: In the void...
Posts: 1,889
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how so? spellcasters typically have sub-par ATK. This solves the problem
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04-29-2012, 11:45 PM
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#8
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Honest Veteran
Join Date: Aug 2011
Location: Australia
Posts: 6,874
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limiting yourself to spellcasters is the problem
__________________
Quote:
Originally Posted by quincy99
Boots88 hath spoken
/endthread
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04-30-2012, 12:07 AM
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#9
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Spellcaster Vet
Join Date: Apr 2012
Location: In the void...
Posts: 1,889
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i know i should be more versatile but i guess i was too comfortable w/ Solidarity. Would a suitable backup be Burden of the Mighty?
Btw I didn't understand how genex or Tragoedia would help much. Sacred Crane is too weak. Gemini Spark sounds interesting but even if i ran 2 CoD, it would still be cumbersome to draw. If you can think of any other ideas on how to better diversify this deck, i'd appreciate it...
Thanks for all the advice!
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04-30-2012, 12:26 AM
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#10
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Pojo Veteran
Join Date: Jul 2008
Age: 24
Posts: 3,306
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Quote:
Originally Posted by TestPilotVGC
i know i should be more versatile but i guess i was too comfortable w/ Solidarity. Would a suitable backup be Burden of the Mighty?
Btw I didn't understand how genex or Tragoedia would help much. Sacred Crane is too weak. Gemini Spark sounds interesting but even if i ran 2 CoD, it would still be cumbersome to draw. If you can think of any other ideas on how to better diversify this deck, i'd appreciate it...
Thanks for all the advice!
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Summoner Monk makes the Crane viable and uses it's effect. Also allows for the use of the Rank four XYZ.
Birdman is a level 3 tuner, which get's out Arcanite Magician faster. The Blast Fan is a spellcaster, which allows you to add that monster to you hand, and can be special summoned with Summoner Monk.
Also allows for reuse of certain spellcasters, if I'm not mistaken, Boots88?
And you don't need burden or Solidarity. Restricting yourself that much can hurt you much more than 800 points could help you. Plus, this format we have 3 Mystical Space Typhoon legal and Heavy Storm. There are plenty of decks that destroy back row {spell/trap card zone} cards right now.
The Recycle/Power Grasp combo is actually not that bad, {i thought of that myself.}
But i would suggest you listen to Boots88 on this one. A lot of the cards here, won't help and are more of a hindrance to you. If the Sparks don't work at three, test to see if two would work. But if a hero beat deck that run just three Gemini cards can run three, i don't see why this deck can't either.
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04-30-2012, 12:37 AM
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#11
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Honest Veteran
Join Date: Aug 2011
Location: Australia
Posts: 6,874
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Yeah, you pretty much hit the nail on the head. If you use a Divine Wind of Mist Valley you Can special summon another blastfan or another wind monster and add a birdman to your hand again. The only problem is there isn't that many good wind monsters.
__________________
Quote:
Originally Posted by quincy99
Boots88 hath spoken
/endthread
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Last edited by boots88 : 04-30-2012 at 12:40 AM.
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04-30-2012, 12:55 AM
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#12
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Spellcaster Vet
Join Date: Apr 2012
Location: In the void...
Posts: 1,889
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If i do run MST how about x2 or x1 as I already have Breaker?
Crane, Birdman and Blast Fan sound interesting but too wind reliant. For Tuning, how about x1 Geomancer of the Ice Barrier and x1 Night's End Sorcerer. That way no matter which one i draw, i can still summon a synchro.
Also, werewolf, I already have plenty of 4 star monsters and they can always come back via Exemplar.
I still kind of like Burden just because I'm less spellcaster dependent and also i can get the kill with Copycat.
Also, all of these suggestions (sans -1 Burden which I'm considering...) are adding cards. I'd appreciate a comment or two about what cards should go. I'm thinking some of the traps but I'm not sure which ones...
Additionally, with +1 Geomancer should i remove The Tricky? Having a 5-star quick special summon was the reason for its existance in this deck.
Last edited by TestPilotVGC : 04-30-2012 at 01:02 AM.
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04-30-2012, 01:08 AM
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#13
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Honest Veteran
Join Date: Aug 2011
Location: Australia
Posts: 6,874
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Sacred crane is a light monster. I really wouldn't bother with most of those monsters. They are either too slow or don't do anything for you.
__________________
Quote:
Originally Posted by quincy99
Boots88 hath spoken
/endthread
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04-30-2012, 01:16 AM
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#14
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Spellcaster Vet
Join Date: Apr 2012
Location: In the void...
Posts: 1,889
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Which ones dont do anything for me? The aforemention Birdman and Blast Fan, or do you mean The Tricky and the tuners i selected? plz be more specific. thnx!
Btw... MST x0, x1, or x 2?
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04-30-2012, 03:04 AM
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#15
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Honest Veteran
Join Date: Aug 2011
Location: Australia
Posts: 6,874
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tricky, geomancer and Copycat. They aren't that great
__________________
Quote:
Originally Posted by quincy99
Boots88 hath spoken
/endthread
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04-30-2012, 04:54 AM
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#16
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Spellcaster Vet
Join Date: Apr 2012
Location: In the void...
Posts: 1,889
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Ok. Removing Tricky was contingent on having Geomancer (lvl. 5 special summon vs. lvl 3 tuner) and i still think Copycat works well. Why arent they good?
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04-30-2012, 05:01 AM
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#17
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Honest Veteran
Join Date: Aug 2011
Location: Australia
Posts: 6,874
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copycat is dependent on your opponent having a massive monster on thier side of the field, that's bad.
__________________
Quote:
Originally Posted by quincy99
Boots88 hath spoken
/endthread
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04-30-2012, 01:24 PM
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#18
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Pojo Veteran
Join Date: Jul 2008
Age: 24
Posts: 3,306
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Quote:
Originally Posted by boots88
copycat is dependent on your opponent having a massive monster on thier side of the field, that's bad.
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And with Veiler running in threes in most decks, you'd end up with a 0 atk. 0 def monster in attack mode...
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04-30-2012, 01:32 PM
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#19
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Spellcaster Vet
Join Date: Apr 2012
Location: In the void...
Posts: 1,889
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k. I'll side deck Copycat for now & see how that works out.
I still have an issue as my deck size particularly monsters and traps are excessive. Any ideas on how to thin them down and consolidate the deck would be appreciated, as well as any side deck modifiers. And thanks again for all the advice!
P.S. still confused whether i should keep Tricky or not. Although its a -1, it can set up tributes for Marionette, Chaos Command, and Blizzard Princess. idk...
Last edited by TestPilotVGC : 04-30-2012 at 01:34 PM.
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04-30-2012, 03:03 PM
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#20
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Registered User
Join Date: Jan 2012
Location: Australia
Posts: 485
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- Super Polymerization
+ Miracle Synchro Fusion
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04-30-2012, 05:08 PM
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#21
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Spellcaster Vet
Join Date: Apr 2012
Location: In the void...
Posts: 1,889
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This might sound stupid, but hows MSF better than Super Polymerization? Sure w/ MSF i can bluff and possibly get a card. But although SP is a -1 in the hand, i can still steal a spellcaster for fusion if the opponent happens to have one. And SP's effect cant be negated by spells traps or monster effects.
Any other suggestions? Thanks!
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04-30-2012, 05:21 PM
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#22
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A man...
Join Date: Sep 2011
Location: Sea of Doors...
Age: 19
Posts: 1,152
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not many people main deck spellcasters, and the chance of super poly being live (ie having a spellcaster ssynchro and have a spellcaster on your opponent's field) is really low. MSF is a One for One, and even if it is a dead card, you can set it and let it get destroyed to gain a free draw.
btw, i tried making a spell counter control deck a while ago, and although the thread is outdated, you may find some stuff useful
http://www.pojo.biz/board/showthread...t=spellcasters
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04-30-2012, 05:35 PM
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#23
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Game Changer
Join Date: Aug 2010
Location: A very big cookie jar
Posts: 891
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-1 geomancer
-1 night's end
-1 tricky
-1 marrionette
-1 recycle
-1 Spell Absorption
-1 swords of revealin light
-1 burden
-1 Mist Body
-1 power stone
-1 cylinder
-1 seven tools
-1 Magic Jammer
-1 wrath
-1 refpanel
-1 MST
-1 Mirror Force
-1 bottomless
Basically drop anything that is unnecessary and/or is a minus one.
+3 Pot of Duality (consistency)
+1 Solemn Judgment (staple)
+1 Terraforming (consistency)
+1 citadel (you need a back-up and consistency)
+2 decree (you run hardly any traps)
__________________
Props to PotofDuality1234 for the truly pro sig
Every time someone reads this but doesn't click the link Konami invents another stupid card. Don't contribute to the problem. Click Me.
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04-30-2012, 05:57 PM
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#24
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Spellcaster Vet
Join Date: Apr 2012
Location: In the void...
Posts: 1,889
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First off, pathanz, i'll give MSF a try & see if i like it despite banishment of fusion material monsters.
Secondly WOW thats a lot of edits!! O_o Didnt really see it coming.
Some of these I might grudgingly conceed, but I'd at least like cookiez to know where im coming from. x1 Recycle + x1 Spell Power Grasp + x1 Spell Absorption provide me w/ 2+ free counters and 200 LP per turn. And although power stone is slow, it allows me to Shift counters onto a card that cant generate them e.g. Arcanite. SoRL is a semi-necessary stall tactic. Mist Body combines w/ Magician's Valkyria to prevent any monsters from being destroyed by battle. Geo & Night's end summon tuners of choice. Marrionette works w/ Kycoo to banish opponents monsters. Burden is to make enemy monsters more managable (especially w/ Copycat). Jammer and tools i'll remove! Devine Wrath, Cylinder and Mirror Force help block atks to further stall. Refpanel retargets cards such as MST. Bottomless is for anoying XYZ/Synchros/Fusion. Tricky i'll remove.
I'll put another decree in side deck 4 lock down and move to main deck l8er. PoD sounds pretty good but i dont have access. Should i move Avarice to main deck?
Just cuz i defend my position doesnt mean im a snob or unbudgable. I liked these ideas & thnx 4 ur advice!
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04-30-2012, 06:17 PM
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#25
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Game Changer
Join Date: Aug 2010
Location: A very big cookie jar
Posts: 891
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I like that you have thought your strategies and comboes through. However even with all the spells your are using absorption is bad for the shear fact that all it does is gain you life points. As for the other cards there are better ways to do what you are trying to do. Veiler>Divine Wrath. D-prison>cylinder. Refpanel is unnecessary. Burden will get destroyed before you can use it (MST, heavy, inzektors) and even if it does work all it does is make the opponent's monster slightly weaker.
__________________
Props to PotofDuality1234 for the truly pro sig
Every time someone reads this but doesn't click the link Konami invents another stupid card. Don't contribute to the problem. Click Me.
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