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Old 07-16-2005, 05:39 AM   #1
Venny
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Join Date: Mar 2004
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Default Skull Lair v4.2 (R/f for R/f)

Made a few changes in the way this works, and it's even better. I'm looking for any ideas that could help this deck win more.

The deck works pretty simple. Speed through my deck, use skull lair to RFG all the monsters in my grave, and then go for the kill with dimension fusion. The deck works well together and is extremely quick.

I think the side-deck could use help.


Skull Lair v4.2
Deck Size: 40

Monsters: 18
Black luster soldier - Envoy of the beginning
Dark magician of chaos
Jinzo
Airknight parshath
Airknight parshath
Tribe infecting virus
Breaker the magical warrior
D.d. warrior lady
Mystic tomato
Exiled force
Sangan
Cyber jar
D.d. scout plane
D.d. scout plane
Morphing jar
Magical merchant
Magical merchant
Magical merchant

Magic: 16
Pot of greed
Graceful charity
Lightning vortex
Snatch steal
Heavy storm
Mystical space typhoon
Metamorphisis
Card destruction
Nobleman of crossout
Soul absorbtion
Soul absorbtion
Dimension fusion
Dimension fusion
Scapegoat
Scapegoat
Scapegoat

Traps: 6
Skull lair
Skull lair
Skull lair
Call of the haunted
Torrential tribute
Mirror force

Sidedeck: 15
Mobius the frost monarch
Bazoo the soul eater
Bazoo the soul eater
Des wombat
Des wombat
Tsukuyomi
Mystic swordsman lvl 2
Gren maju du eiza
Premature burial
Giant trunade
Delinquent duo
Dust tornado
Ring of destruction
Bottomless trap hole
Bottomless trap hole


Changes since start:
-Reflect bounder
-Swords of revealing light
+Black luster soldier - Envoy of the beginning
+Metamorphisis

*Side-deck Changes*
-Metamorphisis
-Metamorphisis
+Des wombat
+Des wombat


Cards being playtested:
Ring of destruction

Explanations:

Skull lair: This card is versatile, chainable, and can be used multiple times. Multiple kills with a single card = advantage. This card works to support this deck in several ways.

-It is a trap, so merchant can go through deck without risk of destroying my method of removal.
-TER = pwned.
-While clearing out my opponent's field, I have the monsters removed from game so it sets me up for a dimension fusion kill.
-Works defensively and offensively. I can chain to an attack to save my monster/life points and I can use it to clear the way for an attack.

Magical merchant: Since all the important cards in the deck are magic/trap. I can simply mill through my deck, dumping monsters into the grave and giving myself card advantage and useful magic/traps.

Dimension fusion: OTK... well, 9/10 times it does.

Soul absorbtion: Lifepoints are pretty important in this deck. Not being able to use dimension fusion at a critical moment can be GG for me.



Any rates/fixes are appreciated. Be sure to leave a link or have a link in your sig. If you want a specific deck r/f'ed please specify.

One other thing... Please do not quote the whole post, or I won't r/f your deck. Quoting just the deck is all you need to do if that's how you prefer to state fixes.
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