Jump to content

Welcome to City 17 (Counter Faries) more edits made


Recommended Posts

[align=center]2rhxuu9.jpg

Welcome, welcome to city 17, you have chosen or been chosen to 
relocate to one of our finest remaining urban centers.  I thought so much of city 17 that I elected to establish my administration here, in the citadel so thoughtfully provided by our benefactors. I have been proud to call city 17 my home. So whether you are here to stay, or passing through on your way to parts unknown, welcome to city 17, it is safer here.

[/align]

 

 

Monsters: 17

3 - Van'Dalgyon the Dark Dragon Lord

1 - Chaos Sorcerer

 

3 - Bountiful Artemis

3 - Honest

3 - Thunder King Rai-Oh

3 - Harvest Angel of Wisdom

1 - Sangan

 

Spells: 5

2 - Book of Moon

1 - Giant Trunade

1 - Monster Reborn

1 - Mystical Space Typhoon

 

Traps: 18

3 - Reckless Greed

3 - Dark Bribe

3 - Solemn Judgment

3 - Divine Wrath

3 - Drastic Drop Off

3 - Forced Back

 

Total: 40

 

Generic synchro

 

  • Rounded down to 40. I think it's good, any more suggestions welcome...
    I could add 1 more cards if it needed it, I think my numbers are good but
    there's alwaysthat one thing you always forget.

Link to comment
Share on other sites

in my expericences Morphing Jar has helped my opponent more than me :/ mainly becasue most of the time they flip it during their turn when the attack, you could keep that in and use Negate attack as it is a counter trap and stops the battle phase

also i quite like 7 tools of the Bandit becasue it negates Solemn where they pay a riduculs amount of lifepoints where you only pay 1000 to negate their negation, it ticks people off, you would get away with it in here for the obvious reason it is a counter trap

Link to comment
Share on other sites

  • losing M-Jar idea is good, 5 cards for them might give them more than I could negate.
    I'll fit in a 2nd Harvest unless anyone else has a better idea.
  • 7 Tools is terrible. Sure, 1000 LP to half is a good price but it's range it very limited.
    Hero's Rule 2 is just here as a a last resort option, it can stop Reborn, Reverse, Darius,
    some Morphtronics lol, other Van'Dalgyons, kinda takes people by surprise and has no cost.

Link to comment
Share on other sites

The deck must be cut to 40. The Hero's Rules are bad. Very situational cards. I think 3 counter per dragon is enough.

 

-2 Hero's Rule 2

 

+1 Bottomless

 

  • I was thinking of cutting Hero's Rule. It has targets like REDRUM' date=' Reborn, Reverse, Darius, Lumina, Zombie Master, I could go on; but 1 BTH is kinda shaky.
    [*']I'll still have 9 counter traps if I cut Rules, but what would be smart to add? And 41 is okay, I don't need an exact 40 for it to win >>;

Link to comment
Share on other sites

The deck must be cut to 40. The Hero's Rules are bad. Very situational cards. I think 3 counter per dragon is enough.

 

-2 Hero's Rule 2

 

+1 Bottomless

 

  • I was thinking of cutting Hero's Rule. It has targets like REDRUM' date=' Reborn, Reverse, Darius, Lumina, Zombie Master, I could go on; but 1 BTH is kinda shaky.
    [*']I'll still have 9 counter traps if I cut Rules, but what would be smart to add? And 41 is okay, I don't need an exact 40 for it to win >>;

 

I think 40 is always better, unless your running gadgets or crystal beasts. I'd neg both hero's rule, because although it has targets, you've got to realize, that those targets won't be in every deck (reborn).

 

Tronta's right. Tethys should replace them.

Link to comment
Share on other sites

ok

 

my take on counterfairies:

you always, ALWAYS get the wrong trap at the wrong time. bribe @ jd, wrath @ heavy, etc

so, that means you need to take control of the field and crush your opponent before too much can happen.

if you manage to thwart his first few moves, you can claim an easy victory.

/this/ is the only way that counter fairies can work.

 

the problem inherent in that is that your starting hand needs a good balance of monsters AND traps.

forced back is gold here.

draw it on your first turn and you guarantee some serious field control for 2 turns.

couple that with a wrath and youre gold.

the problem, obviously, is that first turn heavy.

bribe, duh, but its never that simple.

 

you need to make this as fast and consistent as possible, each card with the effort of maintaining field control and beating down early.

 

so, with that in mind, every slow card in here has to go, and cards that dont help this do too.

 

2 - Mask of Darkness

1 - D.D. Warrior Lady

1 - Herald of Creation

 

1 - Swords of Revealing Light

 

2- Hero's Rule 2

1 - Mirror Force

1 - Torrential Tribute

 

all need to go.

 

you need:

forced back and drastic dropoff

so your trap lineup should look like:

 

3 solemn

3 bribe

3 wrath

3 forced back

3 drastic dropoff

 

this is the most controlling list of countertraps you can go with.

its also 15 long, for good consistency.

 

your mts are fine.

you just need to add on more lowlevel beaters, and tethys.

meltiel is useless here.

so is layard.

you really want something light and fat.

alius perhaps.

with a pair of tethys.

oh, and reckless greed.

 

you need to make one gigantic burst here, and if it doesnt overwhelm your opponent, too bad, thats counterfairies.

Link to comment
Share on other sites

ok

 

my take on counterfairies:

you always' date=' ALWAYS get the wrong trap at the wrong time. bribe @ jd, wrath @ heavy, etc

so, that means you need to take control of the field and crush your opponent before too much can happen.

if you manage to thwart his first few moves, you can claim an easy victory.

/this/ is the only way that counter fairies can work.

 

the problem inherent in that is that your starting hand needs a good balance of monsters AND traps.

forced back is gold here.

draw it on your first turn and you guarantee some serious field control for 2 turns.

couple that with a wrath and youre gold.

the problem, obviously, is that first turn heavy.

bribe, duh, but its never that simple.

 

you need to make this as fast and consistent as possible, each card with the effort of maintaining field control and beating down early.

 

so, with that in mind, every slow card in here has to go, and cards that dont help this do too.

 

2 - Mask of Darkness

1 - D.D. Warrior Lady

1 - Herald of Creation

 

1 - Swords of Revealing Light

 

2- Hero's Rule 2

1 - Mirror Force

1 - Torrential Tribute

 

all need to go.

 

you need:

forced back and drastic dropoff

so your trap lineup should look like:

 

3 solemn

3 bribe

3 wrath

3 forced back

3 drastic dropoff

 

this is the most controlling list of countertraps you can go with.

its also 15 long, for good consistency.

 

your mts are fine.

you just need to add on more lowlevel beaters, and tethys.

meltiel is useless here.

so is layard.

you really want something light and fat.

alius perhaps.

with a pair of tethys.

oh, and reckless greed.

 

you need to make one gigantic burst here, and if it doesnt overwhelm your opponent, too bad, thats counterfairies.

[/quote']

 

Very nice take on it.

Link to comment
Share on other sites

so' date=' with that in mind, every slow card in here has to go, and cards that dont help this do too.

 

2 - Mask of Darkness

1 - D.D. Warrior Lady

1 - Herald of Creation

 

1 - Swords of Revealing Light

 

2- Hero's Rule 2

1 - Mirror Force

1 - Torrential Tribute

 

all need to go.

 

you need:

forced back and drastic dropoff

so your trap lineup should look like:

 

3 solemn

3 bribe

3 wrath

3 forced back

3 drastic dropoff

 

this is the most controlling list of countertraps you can go with.

its also 15 long, for good consistency.

 

your mts are fine.

you just need to add on more lowlevel beaters, and tethys.

meltiel is useless here.

so is layard.

you really want something light and fat.

alius perhaps.

with a pair of tethys.

oh, and reckless greed.

 

you need to make one gigantic burst here, and if it doesnt overwhelm your opponent, too bad, thats counterfairies.

[/quote']

 

  • Sounds very solid. I'm no expert at making top-tier decks, so I'll take this idea and run >>;
  • Tethys, I don't like. She's only got like 8 targets, just seems like I'd be trying to cram her in when It's not really needed. Unless, I add some more Faries.
  • I want Greeds, but I dunno what to take out besides all of the Books.
    Those help me out occaisonally tho, if anyone has a bright idea, let me know.
  • Fixes:
    -2 Rule
    - Swords
    - MF
    - TT
    -2 mask
    - herald
    - DD
    = -9
    +3 Drastic
    +3 Forced Back
    +2 Tethys
    + Harvest
    I can try it out ><

Link to comment
Share on other sites

  • Changed it a bit, 1 Thethys for power and a little bit of drawing instead of 2, added the 3rd book in. Got my reckless'.
  • Deck is at 42, dunno how it happened. Think I only negged 2 of something for 3 reckless. Should the 3rd Book go?
    Seems okay to me, not really fat. I'll get more tests in later today on DMU.

Link to comment
Share on other sites

not true in the least.

trunade can only be played on your turn' date=' and you can immediately reset your back field, and be ready to activate before your opponent even draws.

[/quote']

 

You're right, but I don't think it should be in here. It's at 42 and it's not the most needed card in this deck.

Link to comment
Share on other sites

eh' date=' drop a book and a tethys.

 

with only 6 targets, its rather useless here.

needs to be fairy-heavier to use her well.

 

i probably suggested it in the first place, so...

suggestion retracted :P

[/quote']

 

  • Yeah, i'll do that
  • ppl can make mistakes :P but it is a good card, just not good here.
    (why can't rai-oh be a fairy, too? xD I know why...

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...