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Old 06-30-2009, 10:33 PM   #1
Koori
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Default The Norse Garden

Ok guyz. i have been a fan of water decks since day one. Unfortunatly i've never had the pleasure of playing a competitive one. Im hoping this just may be it. R/F plz.
Monsters:
3 fenrir
2 Mobius
1 grand mole
2 Cyber Shark
1 Aqua Spirit
3 Deep Sea Diva
3 Hydrogeddon
2 Mermaid Archer
2 Spined Gillman

Magic:
3 black garden
3 book of moon
1 Giant Trunade
1 MST
1 Brain control
1 Smashing Ground
1 Burial from a D.D.
2 Hand destruction
2 salvage
1 Monster Reborn
2 Terraforming

Trap:
1 Trap Dustshoot
1 Torrential Tribute
1 Mirror Force

If you didnt know the decks main purpose is to use garden to provide food for fenrir's effect that provides a pseudo yata lock (i miss those days, dont you?)

Last edited by Koori : 07-06-2009 at 06:24 PM.
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Old 06-30-2009, 10:36 PM   #2
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NO! I DONT MISS THOSE DAYS! i remember at every locals everyone was running chaos and wrecked my stuff and ate my lunch...but anyways deck looks good cant think of any fixes until its play tested
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Old 06-30-2009, 10:52 PM   #3
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I don't think I've seen a water deck build like this before. Though I'm not sure what Burial from DD is for since this deck doesn't seem to deal with RFP. I'd probably throw in a couple Water Spirits for a tighter grip on your opponent. I'm interested in hearing how successful this is.
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Old 07-01-2009, 10:05 AM   #4
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Quote:
Originally Posted by Dani-lion View Post
I don't think I've seen a water deck build like this before. Though I'm not sure what Burial from DD is for since this deck doesn't seem to deal with RFP. I'd probably throw in a couple Water Spirits for a tighter grip on your opponent. I'm interested in hearing how successful this is.
the main point of the burial is that fenrir removes two of my waters from my grave from play, and aqua spirit remove's one. so with burial i can replenish my grave for a possible second comming of fenrir or to counter a dead salvage in hand

Additional Comment:

updated list

Last edited by Koori : 07-01-2009 at 10:05 AM. Reason: Automerged Doublepost
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Old 07-01-2009, 10:26 AM   #5
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I would personally use Gemmini Summoner as instead of Hydrogeddon. I would also find a way to incorperate Mind Crush and Trap Dustshoot, maybe by removing Hand Destruction. Hope I helped ^_^
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Old 07-01-2009, 05:32 PM   #6
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having trouble getting garden out fast enough, thinking about terraforming, but i dunno what to take out. also anyone have any ideas to get fenrir to my hand quickly?
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Old 07-01-2009, 05:38 PM   #7
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Foolish Burial/Skreech + Salvage for Fenrir.
Terraforming wouldn't be a bad idea, you could also use Demise of the Land with all the special summoning going on in todays meta
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Old 07-01-2009, 05:40 PM   #8
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u need 3 protector of the sanctuary and 2 disturbance strategys to lock the opponet's hand
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Old 07-01-2009, 05:45 PM   #9
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I can't think of what you could take out for the terraforming, but I'd suggest Sangan for getting out Fenrir.
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Old 07-01-2009, 05:53 PM   #10
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Quote:
Originally Posted by Dani-lion View Post
I can't think of what you could take out for the terraforming, but I'd suggest Sangan for getting out Fenrir.
Burial from a d.d. what point does it have in this deck other then to get back the romeved from play stuff but then what r u gonna do with the stuff you get back
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Old 07-01-2009, 06:11 PM   #11
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Quote:
Originally Posted by Dakota123 View Post
u need 3 protector of the sanctuary and 2 disturbance strategys to lock the opponet's hand
i kinda get the protector cause of the draw power ppl have, but it conflicts with hand destruction cause i cant activate anything that would make my opponent draw outside their draw phase (card ruling) and on that note i dont quite understand disturbance strategy either cause once i get the lock i dont want them having access to new cards, unless you meant to combo it with protector which you cant do cause protector wont let you (again, card ruling) maybe protector with morphing jar? cause if its attacked its forced to activate so they would then loose their hand and not be able to draw therefore strengthening the fenrir lock.
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Old 07-01-2009, 06:19 PM   #12
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-1 Aqua Spirit
+1 Terraforming
-2 Hand Destruction
-2 Spiritual Water Art
+1 Sangan
+3 Enemy Controller (Good for using Garden tokens to get control, then tributing)
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Old 07-06-2009, 06:22 PM   #13
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Quote:
Originally Posted by IgoogleStuff View Post
-1 Aqua Spirit
+1 Terraforming
-2 Hand Destruction
-2 Spiritual Water Art
+1 Sangan
+3 Enemy Controller (Good for using Garden tokens to get control, then tributing)
See i would, but hand destuction is my only draw power and it fills the grave with fenrir food, i am thinking about taking the water art out for dustshoot and terraforming, as for the -aqua spirit, she's my fav. card so she gets to stay ^-^ (unless it becomes absolutely necissary to take her out, which will make me a sad panda)

Additional Comment:

This is a really fun deck, but i have a hard time getting the combo off and protecting it. Any suggestions guyz? i've already -2 water art -1 Burial +2 Terraforming +1 Dustshoot

Last edited by Koori : 07-06-2009 at 06:25 PM. Reason: Automerged Doublepost
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Old 07-06-2009, 06:29 PM   #14
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Wait till next packs come out fish will be FTK/OTK even faster
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Old 07-06-2009, 06:38 PM   #15
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Why aren't you running Mother Grizzly?
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Old 07-06-2009, 06:44 PM   #16
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Quote:
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Why aren't you running Mother Grizzly?
i really have no idea lol. i just wanted to be different so i didnt make room for her, but i prob. should shouldnt i?
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Old 07-06-2009, 06:47 PM   #17
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Yes, especially since it filters through your deck to fill your grave with Water monsters to remove, plus is an easy searcher for most of your deck, like Gillman, Archer, and etc.

Additional Comment:

Could you please R/F my deck? It is called "Volcanic Explosion" and it's on page 1 on this thread? Thanks!
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Last edited by Machine King : 07-06-2009 at 06:47 PM. Reason: Automerged Doublepost
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