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Old 07-01-2006, 05:45 AM   #1
johnnycakes
Devils Lettus FTW!
 
Join Date: Dec 2005
Location: In my house, stretching my noodle
Age: 32
Posts: 964
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Default Craps V1.0-a deck by Johnnycakes

ok this is my Stall deck that I've been working on fro about a solid month now, but I could use some help. I have a few rules before I start with the deck:

1. do NOT try to make this a control deck, a CC deck of any definition, or an aggressive in nature deck. I enjoy playing defensivily and think that it's an underratted style of play.

2. do NOT try to turn this into a FTK, OTK, or "Faster" deck, the people that play these decks are just out to spend money and win meaningles matches, for the true win is in the struggle. that is how we grow and improve. Plus those type of decks are Geigh

3. I WILL r/f in return if a few requirements are met. I will NOT r/f CC decks because it's a waste of time. the r/f must have thought to it and I will ask follow up questions if I fell there was not adequate information to the r/f.

4. Have FUN, this is a game and should be treated as such, I am a competetitive person but understand this is a game, you should too.

and without further delay, I present Johnnycakes' first deck list in almost a month; Craps

Craps

Monster: 14
Dice Jar x3
Swarm of Scarabs x2
Swarm of Locust x2
Des Wombat x2
Magician of Faith x2
Mask of Darkness
Tsukuyomi
Sangan


Spell:14
Nightmare's Steelcage x3
Messenger of Peace x3
the Shallow Grave x2
Swords of Revealing Light
Book of Moon
Graceful Charity
Scapegoat
Lightning Vortex
Level Limit-Area B


Trap: 14
Spell Shield Type 8 x3
Waboku x3
Threatening Roar x3
Gravity Bind x2
Desert Sunlight x2
Torrential Tribute

ok this deck is built around two objectives; Defense (Stall) and Dice Jar.

Stall:
With a full complement of Stall
(the Following are stall:
Waboku
Threatening Roar
Gravity Bind
Level Limit-Area B
Messenger of Peace
Swords of Revealing Light
Nightmare's Steelcage Total:16)

I plan on stoping my opponent from getting to my life points, an easy concept to grasp but difficult to execute.

I aslo Carry in my defensive arrsenal a few cards to remove the opponents threat alltogether (the following destroy one or more of my opponents monsters and or Spells/Traps:
Swarm of Scarabs
Swarm of Locust
torrential Tribute
Lightning Vortex Total: 6)

Now here are some of the main cards in this deck

Dice Jar:
now to every defense, there must be an offense or no win can be acheived in any game, and this one is no different. The win condition in this deck is focused around Dice Jar who's ability reads as follows:

FLIP: Both players roll a six-sided die once. The player with the lowest result takes Direct Damage equal to his/her opponent's result x 500 Life Points. However, if a winner's result is 6, the loser takes 6000 points of Direct Damage. If the results are the same, both players roll again.

very risky ability, it can win you the game very quickly, or could make things nearly impossible for your own survival. To overcome the erratic play of Dice Jar I have enlisted a few cards:

Des Wombat:
As long as this card remains face-up on the field, any damage by a card effect to the controller of this card becomes 0.

one of the biggest cards in this deck, he can eliminate the backfire of your dice jar and prevent burn from the opponent all at once. If you have a solid defense set up, him, Dice Jar, and some refliping cards you have plenty of time for lady luck.

Tsukuyomi:
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned or flipped face-up. When this card is Normal Summoned, Flip Summoned, or flipped face-up, flip 1 face-up monster on the field into face-down Defense Position.

ah a refliper, but one that can be used every turn. Given the right situation this card becomes broken as you can reuse the ability of Dice jar as many times as you need.

The Shallow Grave:
Each player takes 1 Monster Card from his/her respective Graveyard and Special Summons them on the field in face-down Defense Position.

a great revival card that most have forgotten, save few. Most would rather use the newer soul reversal as you don't have to worry about the opponent. However I would argue that this is better for the fact that the card in this case Dice Jar goes right to the field and you can have another summon.

Book of Moon:
Flip 1 face-up monster on the field into face-down Defense Position.

another refliper that doubles as a defensive card, and people wonder why this thing is limited

Spell Shield Type 8:
Select and activate 1 of the following effects:
*Negate the activation and the effect of a Spell Card that targets 1 monster on the field and destroy the Spell Card.
*Send 1 Spell Card from your hand to the Graveyard to negate the activation and the effect of a Spell Card and destroy it.

this is easily the most confusing card in my deck, until I explain it no one I play with this seems to know why use this and not solemn judgment? the answer is as simple as the question; Solemn judgment need half your life points to activate, in which case a lucky roll ends the game in favor of my opponent. This card deflects the most feared card that could face this deck. Nobleman of Crossout free of charge. and can take out heavy storm in extange for another spell card from my hand.

that's it. If you have questions, ask
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