Saiyan Knight Posted July 24, 2009 Report Share Posted July 24, 2009 Well, I was dinking around with the card maker and I couldn't NOT stop by the forum to see who was messing up what in HOW many new ways. Lord knows, it only took me about a quarter of a second to find a deck that was atrociously executed despite having a fairly good idea behind it. [Fuh-Rin-Ka-Zan]. Maybe if that person decides to call me out on it I'll just straight-up redo their deck so it isn't bad anymore. BUT, in the meantime, here's the deck that Fuh-Rin-Ka-Zan was built for. It was ahead of it's time, to say the least. Monsters - 16 3x Grandmaster of the Six Samurai2x The Six Samurai - Zanji3x The Six Samurai - Irou2x Hand of the Six Samurai2x The Six Samurai - Nisashi2x The Six Samurai - Yaichi2x Summoner Monk Spells - 112x Allure of Darkness1x Giant Trunade3x Hand Destruction1x Heavy Storm1x Reinforcement of the Army3x Upstart Goblin Traps - 132x Accumulated Fortune2x Backs to the Wall3x Fuh-Rin-Ka-Zan3x Jar of Greed3x Reckless Greed Upstart Goblin is kind of a rough play, but the gist of it is this: Play it out like you normally would, smashing balls where you can. At the earliest opportunity, go for Backs to the Wall as SOON as you have Fuh-Rin-Ka-Zan. If Backs goes off and you have Fuh-Rin-Ka-Zan, there's NO reason you shouldn't win RIGHT there. Get back Grandmaster, Zanji, Hand, Nisashi, Yaichi. Fuh-Rin and Heavy/Trunade or Fuh-Rin and Fuh-Rin clear your path to attack and you swing in for 2100, 1800, 1600, 1400, 1400, and 1300. That's 9600. If you have to use their effects, you can still pretty safely swing against them after you use Yaichi and then Hand to kill something for 2100, 1800, 1600, 1400, and 1400. That's 8300. If you inflicted ANY damage at all earlier, you could still make a pretty safe gambit of striking Backs and using Hand to launch itself and Yaichi after Yaichi kills a backrow and hit in for 6700. They would only need to have taken 1300 prior for you to win right there. And if you CAN'T seal the deal for some reason, you can use Fuh-Rin-Ka-Zan as an impromptu Torrential when they summon, a Delinquent Duo when they draw, though I wouldn't unless they only have two cards in their hand, or an End Phase Harpie's Feather Duster if they either Set or don't Summon at all. To be clear, Summoner Monk is for two reasons: 1. Irou and Monk make up Allure targets. 2. Monk searches for Nisashi so you don't have to. Discarding Six Samurai with Hand Destruction almost literally means nothing when you think about what your overall goal in the deck is anyway. Opening hands can be a little shaky, but it's not often and it's nothing you can't play out of. Link to comment Share on other sites More sharing options...
Spiff! Posted July 24, 2009 Report Share Posted July 24, 2009 Hey! It's The Almighty Animator/Psyche! Great deck.Looks fun. Link to comment Share on other sites More sharing options...
Titanjon Posted July 24, 2009 Report Share Posted July 24, 2009 "Good luck keeping them all out on the field", said Dark Strike Fighter as he FTK'd you. Link to comment Share on other sites More sharing options...
Saiyan Knight Posted July 24, 2009 Author Report Share Posted July 24, 2009 "Good luck keeping them all out on the field"' date=' said Dark Strike Fighter as he FTK'd you.[/quote']"Good luck getting out Dark Strike Fighter", the Spell Speed 2 Raigeki chortled as the n00b tried to have an invalid opinion. @Fighter: What's up, bro? Link to comment Share on other sites More sharing options...
Titanjon Posted July 24, 2009 Report Share Posted July 24, 2009 If you could get them all on the field in time. *Notices Backs To the Wall and facepalms at what he just said**Notices Draw Power and realizes the HE IS A NOOB* my bad. wait...*notices the deck. and shuts up* which is better! I gotta think bfore I speak. My bad Link to comment Share on other sites More sharing options...
Dark_Armed_Zombie Posted July 25, 2009 Report Share Posted July 25, 2009 Why has noone else thought of this? Seriously. I mean this is one of the few deck types that uses multiple attributes and it is DEFINATLY the only one that swarms with them. Very nice job. Link to comment Share on other sites More sharing options...
Saiyan Knight Posted July 25, 2009 Author Report Share Posted July 25, 2009 @Titanjon: I'm tempted to ask if you even read what was below the deck. I'm assuming you, in fact, did not. @Dark_Armed_Zombie: If you were around when I used to post regularly, you'd have trouble making yourself ask "Why hasn't anyone thought of this" about any deck I make. They're all pretty revolutionepic. Link to comment Share on other sites More sharing options...
Raikoh Posted July 25, 2009 Report Share Posted July 25, 2009 Well' date=' I was dinking around with the card maker and I couldn't NOT stop by the forum to see who was messing up what in HOW many new ways. Lord knows, it only took me about a quarter of a second to find a deck that was atrociously executed despite having a fairly good idea behind it. [Fuh-Rin-Ka-Zan']. Maybe if that person decides to call me out on it I'll just straight-up redo their deck so it isn't bad anymore. BUT, in the meantime, here's the deck that Fuh-Rin-Ka-Zan was built for. It was ahead of it's time, to say the least. Monsters - 16 3x Grandmaster of the Six Samurai2x The Six Samurai - Zanji3x The Six Samurai - Irou2x Hand of the Six Samurai2x The Six Samurai - Nisashi2x The Six Samurai - Yaichi2x Summoner Monk Spells - 112x Allure of Darkness1x Giant Trunade3x Hand Destruction1x Heavy Storm1x Reinforcement of the Army3x Upstart Goblin Traps - 132x Accumulated Fortune2x Backs to the Wall3x Fuh-Rin-Ka-Zan3x Jar of Greed3x Reckless Greed Upstart Goblin is kind of a rough play, but the gist of it is this: Play it out like you normally would, smashing balls where you can. At the earliest opportunity, go for Backs to the Wall as SOON as you have Fuh-Rin-Ka-Zan. If Backs goes off and you have Fuh-Rin-Ka-Zan, there's NO reason you shouldn't win RIGHT there. Get back Grandmaster, Zanji, Hand, Nisashi, Yaichi. Fuh-Rin and Heavy/Trunade or Fuh-Rin and Fuh-Rin clear your path to attack and you swing in for 2100, 1800, 1600, 1400, 1400, and 1300. That's 9600. If you have to use their effects, you can still pretty safely swing against them after you use Yaichi and then Hand to kill something for 2100, 1800, 1600, 1400, and 1400. That's 8300. If you inflicted ANY damage at all earlier, you could still make a pretty safe gambit of striking Backs and using Hand to launch itself and Yaichi after Yaichi kills a backrow and hit in for 6700. They would only need to have taken 1300 prior for you to win right there. And if you CAN'T seal the deal for some reason, you can use Fuh-Rin-Ka-Zan as an impromptu Torrential when they summon, a Delinquent Duo when they draw, though I wouldn't unless they only have two cards in their hand, or an End Phase Harpie's Feather Duster if they either Set or don't Summon at all. To be clear, Summoner Monk is for two reasons: 1. Irou and Monk make up Allure targets. 2. Monk searches for Nisashi so you don't have to. Discarding Six Samurai with Hand Destruction almost literally means nothing when you think about what your overall goal in the deck is anyway. Opening hands can be a little shaky, but it's not often and it's nothing you can't play out of. "This funny looking deck won't work" says Blackwings and Lightsworns. "We will kill you before that silly little Trap Card can activate!" Seriously, just use straight Six Samurais and don't rely on a card that won't work! Six Samurai Duelist: Raikoh, signing out. Link to comment Share on other sites More sharing options...
Dark_Armed_Zombie Posted July 25, 2009 Report Share Posted July 25, 2009 He made it to be innovative, did you even read? Link to comment Share on other sites More sharing options...
Saiyan Knight Posted July 25, 2009 Author Report Share Posted July 25, 2009 Well' date=' I was dinking around with the card maker and I couldn't NOT stop by the forum to see who was messing up what in HOW many new ways. Lord knows, it only took me about a quarter of a second to find a deck that was atrociously executed despite having a fairly good idea behind it. [Fuh-Rin-Ka-Zan']. Maybe if that person decides to call me out on it I'll just straight-up redo their deck so it isn't bad anymore. BUT, in the meantime, here's the deck that Fuh-Rin-Ka-Zan was built for. It was ahead of it's time, to say the least. Monsters - 16 3x Grandmaster of the Six Samurai2x The Six Samurai - Zanji3x The Six Samurai - Irou2x Hand of the Six Samurai2x The Six Samurai - Nisashi2x The Six Samurai - Yaichi2x Summoner Monk Spells - 112x Allure of Darkness1x Giant Trunade3x Hand Destruction1x Heavy Storm1x Reinforcement of the Army3x Upstart Goblin Traps - 132x Accumulated Fortune2x Backs to the Wall3x Fuh-Rin-Ka-Zan3x Jar of Greed3x Reckless Greed Upstart Goblin is kind of a rough play, but the gist of it is this: Play it out like you normally would, smashing balls where you can. At the earliest opportunity, go for Backs to the Wall as SOON as you have Fuh-Rin-Ka-Zan. If Backs goes off and you have Fuh-Rin-Ka-Zan, there's NO reason you shouldn't win RIGHT there. Get back Grandmaster, Zanji, Hand, Nisashi, Yaichi. Fuh-Rin and Heavy/Trunade or Fuh-Rin and Fuh-Rin clear your path to attack and you swing in for 2100, 1800, 1600, 1400, 1400, and 1300. That's 9600. If you have to use their effects, you can still pretty safely swing against them after you use Yaichi and then Hand to kill something for 2100, 1800, 1600, 1400, and 1400. That's 8300. If you inflicted ANY damage at all earlier, you could still make a pretty safe gambit of striking Backs and using Hand to launch itself and Yaichi after Yaichi kills a backrow and hit in for 6700. They would only need to have taken 1300 prior for you to win right there. And if you CAN'T seal the deal for some reason, you can use Fuh-Rin-Ka-Zan as an impromptu Torrential when they summon, a Delinquent Duo when they draw, though I wouldn't unless they only have two cards in their hand, or an End Phase Harpie's Feather Duster if they either Set or don't Summon at all. To be clear, Summoner Monk is for two reasons: 1. Irou and Monk make up Allure targets. 2. Monk searches for Nisashi so you don't have to. Discarding Six Samurai with Hand Destruction almost literally means nothing when you think about what your overall goal in the deck is anyway. Opening hands can be a little shaky, but it's not often and it's nothing you can't play out of. "This funny looking deck won't work" says Blackwings and Lightsworns. "We will kill you before that silly little Trap Card can activate!" Seriously, just use straight Six Samurais and don't rely on a card that won't work! Six Samurai Duelist: Raikoh, signing out. Do to the use of a colon, not a semi-colon, I don't know if you were calling me "Six Samurai Duelist" and saying "Raikoh, signing out." or giving yourself the title of "Six Samurai Duelist" for the idea of trying to emphasize your opinion's basis as a fact. Regardless, I'd certainly be willing to duel a Lightsworn or Blackwing player with this to prove a point. I don't really think I could keep up with a GREAT hand from Blackwings, but if it was a "moderate" to "okay" hand with either deck I'd be fine, I think. That is to say, if you open with, like, Sirocco, Black Whirlwind, Black Whirlwind, Gale, Dark Eruption, and Mind Control, then, well, what the funk? There isn't anything really ANY deck could do. If it wasn't a total godhand though, that wouldn't really be an issue. I'm almost wanting to ask "And what makes you think you're pro", but knowing how YCM works, I'd probably get something like "I don't play irl, I only play on YVD and on paper, and I'm a duelist that likes to think about how something would play out in my head more than to actually get the cards." However, I suppose I'll humor the ill-nurtured YCM underbelly. Tell me, why don't you think that this would keep pace with Lightsworn or Blackwings? Link to comment Share on other sites More sharing options...
Raikoh Posted July 25, 2009 Report Share Posted July 25, 2009 He made it to be innovative' date=' did you even read?[/quote'] Yeah, I did. It just won't work though. It relys too much on having 4 Samurais with different Attributes. I know Grandmaster and Shein adds to this but it's kinda differcult to get that Trap out. I recommend only using this for fun duels. Link to comment Share on other sites More sharing options...
Dark_Armed_Zombie Posted July 25, 2009 Report Share Posted July 25, 2009 That I will agree with, still, it was an innovative idea and can be very devestating if played correctly. Link to comment Share on other sites More sharing options...
Saiyan Knight Posted July 25, 2009 Author Report Share Posted July 25, 2009 He made it to be innovative' date=' did you even read?[/quote'] Yeah, I did. It just won't work though. It relys too much on having 4 Samurais with different Attributes. I know Grandmaster and Shein adds to this but it's kinda differcult to get that Trap out. I recommend only using this for fun duels.Shien isn't even on the list. Apparently you didn't read well enough. When having four Samurai of different Attributes out is my win condition, and there's a card that basically says on it, "Pay Life Points until you have 100. You have five Samurai now, with different Attributes. Merry funking Christmas.", I don't see the 'difficulty'. Or is that just your way of saying that it'll be too trying to get four into the Graveyard? With Reinforcement, Hand Destructions, not to mention the fact that you can simply summon and swing away aimlessly to either force the use of a backrow or to take out a little speed bump of a monster in the meantime, it isn't as rough as you seem to be under the impression that it is. That and the fact that virtually none of these cards are dead in the early game. Grandmaster, if you didn't draw ANY Samurai, which is unlikely at the worst, and Backs to the Wall, which becomes live by turn 2's start, more than likely. Link to comment Share on other sites More sharing options...
Raikoh Posted July 25, 2009 Report Share Posted July 25, 2009 Well' date=' I was dinking around with the card maker and I couldn't NOT stop by the forum to see who was messing up what in HOW many new ways. Lord knows, it only took me about a quarter of a second to find a deck that was atrociously executed despite having a fairly good idea behind it. [Fuh-Rin-Ka-Zan']. Maybe if that person decides to call me out on it I'll just straight-up redo their deck so it isn't bad anymore. BUT, in the meantime, here's the deck that Fuh-Rin-Ka-Zan was built for. It was ahead of it's time, to say the least. Monsters - 16 3x Grandmaster of the Six Samurai2x The Six Samurai - Zanji3x The Six Samurai - Irou2x Hand of the Six Samurai2x The Six Samurai - Nisashi2x The Six Samurai - Yaichi2x Summoner Monk Spells - 112x Allure of Darkness1x Giant Trunade3x Hand Destruction1x Heavy Storm1x Reinforcement of the Army3x Upstart Goblin Traps - 132x Accumulated Fortune2x Backs to the Wall3x Fuh-Rin-Ka-Zan3x Jar of Greed3x Reckless Greed Upstart Goblin is kind of a rough play, but the gist of it is this: Play it out like you normally would, smashing balls where you can. At the earliest opportunity, go for Backs to the Wall as SOON as you have Fuh-Rin-Ka-Zan. If Backs goes off and you have Fuh-Rin-Ka-Zan, there's NO reason you shouldn't win RIGHT there. Get back Grandmaster, Zanji, Hand, Nisashi, Yaichi. Fuh-Rin and Heavy/Trunade or Fuh-Rin and Fuh-Rin clear your path to attack and you swing in for 2100, 1800, 1600, 1400, 1400, and 1300. That's 9600. If you have to use their effects, you can still pretty safely swing against them after you use Yaichi and then Hand to kill something for 2100, 1800, 1600, 1400, and 1400. That's 8300. If you inflicted ANY damage at all earlier, you could still make a pretty safe gambit of striking Backs and using Hand to launch itself and Yaichi after Yaichi kills a backrow and hit in for 6700. They would only need to have taken 1300 prior for you to win right there. And if you CAN'T seal the deal for some reason, you can use Fuh-Rin-Ka-Zan as an impromptu Torrential when they summon, a Delinquent Duo when they draw, though I wouldn't unless they only have two cards in their hand, or an End Phase Harpie's Feather Duster if they either Set or don't Summon at all. To be clear, Summoner Monk is for two reasons: 1. Irou and Monk make up Allure targets. 2. Monk searches for Nisashi so you don't have to. Discarding Six Samurai with Hand Destruction almost literally means nothing when you think about what your overall goal in the deck is anyway. Opening hands can be a little shaky, but it's not often and it's nothing you can't play out of. "This funny looking deck won't work" says Blackwings and Lightsworns. "We will kill you before that silly little Trap Card can activate!" Seriously, just use straight Six Samurais and don't rely on a card that won't work! Six Samurai Duelist: Raikoh, signing out. Do to the use of a colon, not a semi-colon, I don't know if you were calling me "Six Samurai Duelist" and saying "Raikoh, signing out." or giving yourself the title of "Six Samurai Duelist" for the idea of trying to emphasize your opinion's basis as a fact. Regardless, I'd certainly be willing to duel a Lightsworn or Blackwing player with this to prove a point. I don't really think I could keep up with a GREAT hand from Blackwings, but if it was a "moderate" to "okay" hand with either deck I'd be fine, I think. That is to say, if you open with, like, Sirocco, Black Whirlwind, Black Whirlwind, Gale, Dark Eruption, and Mind Control, then, well, what the f***? There isn't anything really ANY deck could do. If it wasn't a total godhand though, that wouldn't really be an issue. I'm almost wanting to ask "And what makes you think you're pro", but knowing how YCM works, I'd probably get something like "I don't play irl, I only play on YVD and on paper, and I'm a duelist that likes to think about how something would play out in my head more than to actually get the cards." However, I suppose I'll humor the ill-nurtured YCM underbelly. Tell me, why don't you think that this would keep pace with Lightsworn or Blackwings? I've been playing Six Samurais in tournament for a long while so I know how they work against meta decks. I thing I see with this deck man is that it relys too heavily on 1 card. You can splash it in there but keep it focused on the Six Samurais. Lightsworns swarm faster than Six Samurais, so do Blackwings. Lightsworns have Lyla (blow up Trap Card), Judgment Dragon says "hi" and nukes your field. Blackwings swarm opening hand (its very rare that they don't). They also kill all your Samurais and DSF you for game. Also, 3x trap card cannot be found right away and it very hard to get the 4th Attribute on the field in time. Also, it only works once. So a Solemn is also a - to you. I'm not saying its a bad idea, but its not tournament good either. This is best just for fun. Also, for that Six Samurai Duelist: Raikoh part, yeah I did give myself that title. Six Samurais is my best deck type I ever built. That I will agree with' date=' still, it was an innovative idea and can be very devestating if played correctly.[/quote'] It can work but its differcult to pull off. You just need a good opening hand to start off with. Link to comment Share on other sites More sharing options...
Docomodake Posted July 25, 2009 Report Share Posted July 25, 2009 omg saiyan knight its that noob evilduckjoe :D hay buddy, you are liek god at ygoz Link to comment Share on other sites More sharing options...
Saiyan Knight Posted July 25, 2009 Author Report Share Posted July 25, 2009 Well' date=' I was dinking around with the card maker and I couldn't NOT stop by the forum to see who was messing up what in HOW many new ways. Lord knows, it only took me about a quarter of a second to find a deck that was atrociously executed despite having a fairly good idea behind it. [Fuh-Rin-Ka-Zan']. Maybe if that person decides to call me out on it I'll just straight-up redo their deck so it isn't bad anymore. BUT, in the meantime, here's the deck that Fuh-Rin-Ka-Zan was built for. It was ahead of it's time, to say the least. Monsters - 16 3x Grandmaster of the Six Samurai2x The Six Samurai - Zanji3x The Six Samurai - Irou2x Hand of the Six Samurai2x The Six Samurai - Nisashi2x The Six Samurai - Yaichi2x Summoner Monk Spells - 112x Allure of Darkness1x Giant Trunade3x Hand Destruction1x Heavy Storm1x Reinforcement of the Army3x Upstart Goblin Traps - 132x Accumulated Fortune2x Backs to the Wall3x Fuh-Rin-Ka-Zan3x Jar of Greed3x Reckless Greed Upstart Goblin is kind of a rough play, but the gist of it is this: Play it out like you normally would, smashing balls where you can. At the earliest opportunity, go for Backs to the Wall as SOON as you have Fuh-Rin-Ka-Zan. If Backs goes off and you have Fuh-Rin-Ka-Zan, there's NO reason you shouldn't win RIGHT there. Get back Grandmaster, Zanji, Hand, Nisashi, Yaichi. Fuh-Rin and Heavy/Trunade or Fuh-Rin and Fuh-Rin clear your path to attack and you swing in for 2100, 1800, 1600, 1400, 1400, and 1300. That's 9600. If you have to use their effects, you can still pretty safely swing against them after you use Yaichi and then Hand to kill something for 2100, 1800, 1600, 1400, and 1400. That's 8300. If you inflicted ANY damage at all earlier, you could still make a pretty safe gambit of striking Backs and using Hand to launch itself and Yaichi after Yaichi kills a backrow and hit in for 6700. They would only need to have taken 1300 prior for you to win right there. And if you CAN'T seal the deal for some reason, you can use Fuh-Rin-Ka-Zan as an impromptu Torrential when they summon, a Delinquent Duo when they draw, though I wouldn't unless they only have two cards in their hand, or an End Phase Harpie's Feather Duster if they either Set or don't Summon at all. To be clear, Summoner Monk is for two reasons: 1. Irou and Monk make up Allure targets. 2. Monk searches for Nisashi so you don't have to. Discarding Six Samurai with Hand Destruction almost literally means nothing when you think about what your overall goal in the deck is anyway. Opening hands can be a little shaky, but it's not often and it's nothing you can't play out of. "This funny looking deck won't work" says Blackwings and Lightsworns. "We will kill you before that silly little Trap Card can activate!" Seriously, just use straight Six Samurais and don't rely on a card that won't work! Six Samurai Duelist: Raikoh, signing out. Do to the use of a colon, not a semi-colon, I don't know if you were calling me "Six Samurai Duelist" and saying "Raikoh, signing out." or giving yourself the title of "Six Samurai Duelist" for the idea of trying to emphasize your opinion's basis as a fact. Regardless, I'd certainly be willing to duel a Lightsworn or Blackwing player with this to prove a point. I don't really think I could keep up with a GREAT hand from Blackwings, but if it was a "moderate" to "okay" hand with either deck I'd be fine, I think. That is to say, if you open with, like, Sirocco, Black Whirlwind, Black Whirlwind, Gale, Dark Eruption, and Mind Control, then, well, what the f***? There isn't anything really ANY deck could do. If it wasn't a total godhand though, that wouldn't really be an issue. I'm almost wanting to ask "And what makes you think you're pro", but knowing how YCM works, I'd probably get something like "I don't play irl, I only play on YVD and on paper, and I'm a duelist that likes to think about how something would play out in my head more than to actually get the cards." However, I suppose I'll humor the ill-nurtured YCM underbelly. Tell me, why don't you think that this would keep pace with Lightsworn or Blackwings? I've been playing Six Samurais in tournament for a long while so I know how they work against meta decks. I thing I see with this deck man is that it relys too heavily on 1 card. You can splash it in there but keep it focused on the Six Samurais. Lightsworns swarm faster than Six Samurais, so do Blackwings. Lightsworns have Lyla (blow up Trap Card), Judgment Dragon says "hi" and nukes your field. Blackwings swarm opening hand (its very rare that they don't). They also kill all your Samurais and DSF you for game. Also, 3x trap card cannot be found right away and it very hard to get the 4th Attribute on the field in time. Also, it only works once. So a Solemn is also a - to you. I'm not saying its a bad idea, but its not tournament good either. This is best just for fun. Also, for that Six Samurai Duelist: Raikoh part, yeah I did give myself that title. Six Samurais is my best deck type I ever built. That I will agree with' date=' still, it was an innovative idea and can be very devestating if played correctly.[/quote'] It can work but its differcult to pull off. You just need a good opening hand to start off with.The fact that you say that Lightsworn swarms faster than Six Samurai makes me inclined to believe that you're not really one to talk about understanding Six Samurai. As someone who's played Six Samurai as my ONLY tournament archetype since February 28th '07, and my main casual archetype since November 16th '06, I'm telling you that they swarm faster. They can't search and thin quite as reliably, but they build the field just as fast. Blackwings don't always swarm that hard on turn one, either. Summoning two monsters is usually the norm, followed by a Synchro to Armor Master, if possible. If that's the case, Zanji and Hand don't really give a damn. You'd, apparently, be shocked by this deck. Also, it seems we have a similar title; Mine was recognized at Nationals in '08 with a 7-3 record. What do you brag about? omg saiyan knight its that noob evilduckjoe :D hay buddy' date=' you are liek god at ygoz[/quote'] What's good, ED? New name, huh? Also, thank you. Link to comment Share on other sites More sharing options...
Guest Posted July 25, 2009 Report Share Posted July 25, 2009 Blackwings don't always swarm that hard on turn one' date=' either. Summoning two monsters is usually the norm, followed by a Synchro to Armor Master, if possible. [/quote'] If they are stupid they would depending on match up. It's been awhile Saiyan and I see that your back meaning that YCM has someone else above the im a bloody scrub level. As for the deck it just seems to be a tiny bit iffy on paper but I'll test it irl next week, besides that the concept is smart but I just don't know how it will handle in the current format because I have a strange feeling that it's speed will be a problem. Link to comment Share on other sites More sharing options...
-Lightray Daedalus- Posted July 25, 2009 Report Share Posted July 25, 2009 I'm really impressed...you thought each detail carefully...THIS IS A WELL BUILD DECK congratz Link to comment Share on other sites More sharing options...
Saiyan Knight Posted July 25, 2009 Author Report Share Posted July 25, 2009 Blackwings don't always swarm that hard on turn one' date=' either. Summoning two monsters is usually the norm, followed by a Synchro to Armor Master, if possible. [/quote'] If they are stupid they would depending on match up. It's been awhile Saiyan and I see that your back meaning that YCM has someone else above the im a bloody scrub level. As for the deck it just seems to be a tiny bit iffy on paper but I'll test it irl next week, besides that the concept is smart but I just don't know how it will handle in the current format because I have a strange feeling that it's speed will be a problem.Yeah, I took a pretty extended sabbatical. As far as the deck is concerned, I know a lot of the draw power is hiding in the trap lineup, which makes me a little uneasy, and I'll be straight with you; I tried to build this just because it was one of the only variants of a Six Samurai build that I haven't attempted yet. I think that a good hand with this is probably going to speed you into a fair game though. I mean, it only takes a Hand Destruction and a standard Samurai>Grandmaster summon combo to at least guarantee four attributes will at some point HIT the Graveyard. I'm still testing it also, but it tests at least somewhat well. Let me know about your findings. Link to comment Share on other sites More sharing options...
Guest Posted July 25, 2009 Report Share Posted July 25, 2009 I will since I have everything but the masters lol, it just seems like control based decks would just keep its resources low making it seem like the trap wont be seeing much use, Question however, do you even remember me XD Link to comment Share on other sites More sharing options...
Saiyan Knight Posted July 25, 2009 Author Report Share Posted July 25, 2009 I will since I have everything but the masters lol' date=' it just seems like control based decks would just keep its resources low making it seem like the trap wont be seeing much use, Question however, do you even remember me XD[/quote'] I remember most everyone, though now what decks they each posted and all that. As far as playing against Control decks though, I don't think that'll be a factor. After watching how things unfolded at Nationals this year, there wasn't anyone playing Control, so it doesn't really make a difference. Blackwings, Gladiators, PlantDrain, Lightsworn, SalvoDAD, SynchroCat... There's no control to any of it. Also, SynchroCat won, if you didn't see the coverage. Link to comment Share on other sites More sharing options...
Guest Posted July 25, 2009 Report Share Posted July 25, 2009 Oh I did, my DivaDad is still undefeated to the Cat of terror 32-0 :P, but yeah I said that because DivaDaD while having good speed options for synchro power does have a lot of control factors to it and since I love Diva with all my being XDDDDDDDDDDDDDDDDDDDDDDDD Link to comment Share on other sites More sharing options...
Dark_Armed_Zombie Posted July 25, 2009 Report Share Posted July 25, 2009 I'm confused how Glad isn't a control deck, and can't Synchro Cat still have alot of control factors if it can't OTK? Link to comment Share on other sites More sharing options...
Saiyan Knight Posted July 25, 2009 Author Report Share Posted July 25, 2009 I'm confused how Glad isn't a control deck' date=' and can't Synchro Cat still have alot of control factors if it can't OTK?[/quote']SynchroCat isn't designed to be a control deck. It's designed to jack your monsters, Synchro, and win. Gladiators are a deck based on a vague FORM of control. They mess up the field and smash your nuts in for damage. When you think about it though, they wouldn't really stop you from playing anything, which is what the relevancy of playing against a Control Deck was in the first place. What are they going to do to your 3 backrow? Drop Gyzarus? I chain all three and they didn't actually stop me from doing anything. =/ Link to comment Share on other sites More sharing options...
Dark_Armed_Zombie Posted July 25, 2009 Report Share Posted July 25, 2009 yet they play 3 Solemns, 2-3 war chariots, 3 bottemless, 3 books, and e-cons if they have space. How does that not say control? Link to comment Share on other sites More sharing options...
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