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Woot! HFC's FTK!


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Updated with pics! Got my cards in the mail! woot! Pics are a bit blurry because my camera battery was dead I think.

 

FTKMonstersandTraps.jpg

FTKSpells.jpg

 

 

side is pretty much a joke

 

FTKSide.jpg

 

 

 

Monsters - 7

 

3 Royal Magical Library

3 Thunder Dragon

1 Summoner Monk

 

Spells - 30

 

3 Archfiend's Oath

3 Convulsion of Nature

3 Toon Table of Contents

3 Upstart Goblin

2 Spell Power Grasp

2 Magical Citadel of Endymion

2 Hand Destruction

2 Pigeonholing Books of Spell

2 Magical Mallet

2 Magical Stone Excavation

Card Destruction

Heavy Storm

Giant Trunade

Monster Reborn

Toon World

Terraforming

 

Traps - 3

 

Wall of Revealing Light

Blasting the Ruins

Life Equalizer

 

maybe the mudkipz crew can hate on this deck...or better yet crab will post here and tell me something like trunade should be banned.

 

*heart*

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-1 Toon World

-1 Magical Mallet

-1 Upstart

-1 Terraforming

-1 Wall

-1 Level Limit

 

+3 Blue eyes Toonm

+3 Trade-In

 

Upstart helps me cover the spread. Plus Upstart makes pimp hands strong. And I don't like only 3 targets for 3 Trade-In. There are some other versions I'm thinking about fooling with - an Ojamagic' date=' something with Browws/Shells, and/or something with the GBS/BBS. All of those old "almost there" OTK/FTK's I feel like revisiting now that we have "5 RML" (lol summoner monk) and the Endymion/Power Grasp tricks.

 

If only TCG had brionac to recycle this stupid archfiend's oath.

 

I'll have to settle for MSE's on Trunade for now. I tried to incorporate that Alien Trunade Synchro, but it was random and inconsistent.

 

I am failing to see a Win Condition...

 

lulzy. Win condition is your opponent falls asleep during your turn and you steal his CCV.

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@ lostletter -

 

that's a pretty cool card. but it's once per turn limitation make me a bit wary on running it. I'm more likely to just cut down to 2 traps (Magical Explosions) and add a Plaguespreader to replace the third trap so I can sack a Tempest Magician on occasion and use spammed MCoE counters to burn...(an idea a guy on this deck thread on another site gave me).

 

You posted Magical Explosion' date=' but didn't list it.

[/quote']

 

Yeah I threw it in the side because I constantly debate whether I should use ME's in the main or the Blasting/LE/WoRL combo.

 

I kinda like WoRL better if I don't get the FTK. Sometimes it will let me survive another turn or two.

 

So current trap lineup is

 

Blasting the Ruins

Life Equalizer

Wall of Revealing Light

 

with

 

2 Magical Explosions in the side for now

 

Just FTK'd a guy on my online team's Anaheim deck. My turn took forever. Plus we were dueling on text chat so I had to type in stuff and that added to the time.

 

With the typing the turn was 30 mins.

 

Pretty much the most obnoxious deck I've played with sense I used to play with a netdecked moosman exodia on DMU pre d fusion ban.

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You posted Magical Explosion' date=' but didn't list it.

[/quote']

 

Yeah I threw it in the side because I constantly debate whether I should use ME's in the main or the Blasting/LE/WoRL combo.

 

I kinda like WoRL better if I don't get the FTK. Sometimes it will let me survive another turn or two.

 

So current trap lineup is

 

Blasting the Ruins

Life Equalizer

Wall of Revealing Light

 

with

 

2 Magical Explosions in the side for now

 

Just FTK'd a guy on my online team's Anaheim deck. My turn took forever. Plus we were dueling on text chat so I had to type in stuff and that added to the time.

 

With the typing the turn was 30 mins.

 

Pretty much the most obnoxious deck I've played with sense I used to play with a netdecked moosman exodia on DMU pre d fusion ban.

 

Nice. I actually met Tundo, pretty cool guy.

 

I love the deck, but I need like 2 MSE's for it.

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I fail to see Disenchanter...

 

You posted Magical Explosion' date=' but didn't list it.

[/quote']

 

Yeah I threw it in the side because I constantly debate whether I should use ME's in the main or the Blasting/LE/WoRL combo.

 

I kinda like WoRL better if I don't get the FTK. Sometimes it will let me survive another turn or two.

 

So current trap lineup is

 

Blasting the Ruins

Life Equalizer

Wall of Revealing Light

 

with

 

2 Magical Explosions in the side for now

 

Just FTK'd a guy on my online team's Anaheim deck. My turn took forever. Plus we were dueling on text chat so I had to type in stuff and that added to the time.

 

With the typing the turn was 30 mins.

 

Pretty much the most obnoxious deck I've played with sense I used to play with a netdecked moosman exodia on DMU pre d fusion ban.

 

Nice. I actually met Tundo, pretty cool guy.

 

I love the deck, but I need like 2 MSE's for it.

 

I got my 2 ZWSD's soley for the Soul Takers (my Reficule deck) and the MSE's (this deck). Cool thing was I got them at a going out of business sale at the kaybee toys in the mall. So I got them half off :D.

 

I also popped a PSZ Ultimate in a half off Nitro Warrior tin but I traded it pretty quickly....and now *sniffle* I think I might want it for this deck...

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Trade-In for 3 targets is risky' date=' but you could say there is 6 targets because of contents.

 

+4 Spells in grave +1 monster in grave +2 Cards to draw

[/quote']

 

Oh I see what your saying. That might could work. I mean I don't get the math on 6 targets or w/e your saying. But I see using TToC just once and then Trading off the BEWD.

 

Lol. I'm so used to just burning 3x of that TToC I don't even think of using it any other way anymore lol.

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Maybe add a self-mill card like Needlebug nest (I think thay's the name)? It could help get more cards in your graveyard for blasting ruins.

 

I don't think I can risk milling one of the 3 OTK Traps. Maybe it could take the place of the third trap in a 3 ME build. I could just Mallet it away until late game...I feel like there would be times when I wouldn't be able to use it though -

 

Example: I have 4 cards left in my deck.

 

etc.

 

I think it's a fun idea though.

 

I just made this quick and dirty version with the Trade-Ins but it doesn't always go off (obv) - when I say go off I mean go thru the whole deck pretty much. And when it does because of less Hand Destruction/MSE type stuff I ended up with too many cards in hand and no way to get rid of them on the last turn. Plus I had Cards RFG for Allure that messed up my 30 count. Not enuff spells for ME (with Upstarts) and getting 30 in the grave is REALLY hard with this build. But here it is anyway if your interested.

 

Monsters - 13

 

3 Royal Magical Library

3 Thunder Dragon

2 Blue-Eyes Toon Dragon

2 Summoner Monk

2 Destiny Hero - Plasma

1 Destiny Hero - Dogma

 

Spells - 25

 

3 Upstart Goblin

3 Trade-In

3 Toon Table of Contents

2 Magical Citadel of Endymion

2 Spell Power Grasp

2 Allure of Darkness

2 Destiny Draw

1 The Warrior Returning Alive

1 Hand Destruction

1 Card Destruction

1 Monster Reborn

1 Heavy Storm

1 Giant Trunade

1 Terraforming

1 Magical Mallet

 

Traps 3

 

Life Equalizer

Blasting the Ruins

Wall of Revealing Light

 

So that's what I tried to make with Trade-Ins. I don't like it very much but I think it has potential. Please nobody mention Cup of Ace, Broken or Golden Bamboo Sword or Second Coin Toss. At this point it's just not right. I would rather play my original build BY FAR.

 

Thank you.

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Monsters - 7

 

3 Royal Magical Library

3 Thunder Dragon

1 Summoner Monk

 

Spells - 30

 

3 Archfiend's Oath

1 Convulsion of Nature

3 Toon Table of Contents

3 Upstart Goblin

2 Spell Power Grasp

1 Magical Citadel of Endymion

2 Hand Destruction

2 Magical Mallet

2 Magical Stone Excavation

1 Card Destruction

1 Heavy Storm

1 Giant Trunade

1 Monster Reborn

1 Toon World

1 Terraforming

1 Monster Gate and/or Reasoning

1 Broken Bamboo Sword

3 Golden Bamboo Sword

 

Traps - 3

 

1 Wall of Revealing Light

1 Blasting the Ruins

1 Life Equalizer

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Monsters - 7

 

3 Royal Magical Library

3 Thunder Dragon

1 Summoner Monk

 

Spells - 30

 

3 Archfiend's Oath

1 Convulsion of Nature

3 Toon Table of Contents

3 Upstart Goblin

2 Spell Power Grasp

1 Magical Citadel of Endymion

2 Hand Destruction

2 Magical Mallet

2 Magical Stone Excavation

1 Card Destruction

1 Heavy Storm

1 Giant Trunade

1 Monster Reborn

1 Toon World

1 Terraforming

1 Monster Gate and/or Reasoning

1 Broken Bamboo Sword

3 Golden Bamboo Sword

 

Traps - 3

 

1 Wall of Revealing Light

1 Blasting the Ruins

1 Life Equalizer

 

Yours is worse O.0

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Monsters - 7

 

3 Royal Magical Library

3 Thunder Dragon

1 Summoner Monk

 

Spells - 30

 

3 Archfiend's Oath

1 Convulsion of Nature

3 Toon Table of Contents

3 Upstart Goblin

2 Spell Power Grasp

1 Magical Citadel of Endymion

2 Hand Destruction

2 Magical Mallet

2 Magical Stone Excavation

1 Card Destruction

1 Heavy Storm

1 Giant Trunade

1 Monster Reborn

1 Toon World

1 Terraforming

1 Monster Gate and/or Reasoning

1 Broken Bamboo Sword

3 Golden Bamboo Sword

 

Traps - 3

 

1 Wall of Revealing Light

1 Blasting the Ruins

1 Life Equalizer

 

It looks pretty good. Seems like you might have a lot of dead Oath (with 1 Convulsion and no Pigeonholing) and a lot of dead GBS (with 1 BBS) though. Oh and the Reasoning/Gate better not mill any of your traps. I wouldn't use that without all of your Traps in hand.

 

I'd try to fit in a second MCoE though.

 

Have you tried it?

 

Coz I did' date=' and it works a lot better then your version!

[/quote']

 

Oh and yeah the one's I didn't FTK I lost yesterday.

 

This guy on pojo (who has been discussing the build on my pojo thread) is siding into Self Destruct Button for Matches 2 and 3 lolz and uses a build with Magical Explosions and a Plaguespreader teched to Synch into Tempest Magician and Burn with spammed and useless Endymion counters (cuz you can only use Endymion once per turn unless you Trunade it or bump it off with a new one).

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