Jump to content

The Trolls are Back


Recommended Posts

Relayed from Tronta:

in my eternal struggle to make flip trolls meta' date=' i have stumbled across a new discovery.

with flip 5, as soon as mojo hits the field, the game can be won within a turn.

so how to speed it up?

 

and thats when flip 6 hits me, like a speeding bullet.

 

this is still experimental, and i might regress to flip 5 from this point, but it's still worth a shot.

 

behold my latest attempt to destroy this meta:

FLIP TROLLS 6: [s']Pick Up Sticks[/s]

The Flip Troll

The Quick and the Dead

At Walking Speed

Troll me baby, one more time

Honor thy Troll

Gorz Speed

The Fast and the Trolliest

 

FLIP 6: Till the End of Time

1 mojo

1 night assailant

1 sangan

3 needle worm

3 shell

9

 

3 shallow grave

3 eclipse

2 moon

3 taiyou

3 upstart

3 dwd

3 hand dest

1 card dest

2 foolish

2 cup of ace

3 mallet

28

 

2 sunlight

1 coth

3

 

deck 40

 

1 heavy

1 trunade

1 mst

2 twister

1 gorz

2 mojo2

1 sunlight

2 ryko

2 ddburial

2 bribe

 

side 15

 

rate/fix/laugh

 

 

edit:

rep if you get every titular reference.

 

Link to comment
Share on other sites

  • Replies 50
  • Created
  • Last Reply
i'll go test it soon. i've been busy with college and sleeping and women. i'll get back to you on the playtest results.

 

 

 

edit: i missed a few things

edit: upon testing' date=' i have discovered the real key addition was foolish.

and that theres a lot of empty cards here.

i'm going to try something drastically different.

i want this to otk consistently, and i think i'm almost there.

[/quote']

Link to comment
Share on other sites

i hate relaying.

its trolly.

so last post (unless otherwise REALLY prompted):

i have remixed this deck. actually' date=' flip 6 remix might be a good name.

i'll consider it v "end of time"

anywhoo.

new stuff:

all dead weight cut, it is purely about getting mj1 to the field and milling like a mother funker.

it's designed to hit fast and hard, and to otk pretty consistently. shell provides +1 hand advantage for aid in things like hand dest and dwd

 

my only thoughts are whether or not to include reckless greed, possibly at the loss of either shell or cup of ace.

needs more playtesting.[/quote']

Link to comment
Share on other sites

i hadnt noticed those inconsistencies' date=' but it could be a difference in playstyle. this runs very heart-of-the-cards-y

 

as such, i'm posting a round or two, played against myself to demonstrate otk-capabilities:

35 - 35

(deck count)

 

me first:

cup, sunlight, eclipse, shell, moon, hand dest

 

hand dest dropping shell and moon, draw foolish and shallow.

cup tails.

foolish jar, shallow him, set sunlight and eclipse, end.

 

30-31

he draws, i sunlight, jar gives me upstart, taiyou, taiyou, eclipse, and worm, i assume he summons something or other, maybe tries to attack, i eclipse. he has to draw one for the eclipse. (assumptions. i didnt get the otk, fine, but watch the rest of this)

 

i draw moon

24-24

 

upstart into cup, cup for tails, set two taiyous, eclipse, worm.

24-22

flip summon jar, chain book of moon to it.

new hand: dwd, dwd, sunlight, upstart, worm.

19-17

upstart into sunlight.

18-17

two dwds, drawing card dest and worm, dropping two worms.

16-15

set sunlight, shell a shell, card dest with 2 for taiyou and hand dest.

13-10

shell another shell, hand dest dropping shell and taiyou for eclipse and dwd

10-8

eclipse, set dwd, taiyou jar one.

new hand: shallow, shallow, hand dest, cup, foolish

5-3

at this point the game is mine.

but lets go for big money.

cup tails

5-1

dwd dropping foolish into upstart into moon

3-0

hand dest dropping shallow and moon for night and sangan

1-0

shallow worm.

if i havent summoned, which i forget, summon sangan, attack directly, big money.

taiyou worm

1-0

eclipse.

end.

before he draws out and kills himself, desert sunlight, flipping jar1 and killing us both!

last card in my deck is coth.

 

so it's possible to more or less otk.

though playing through some more tests, i notice occasions where i absolutely cannot draw into foolish or worm. it's very disconcerting. i personally blame the yvd rng. especially since i cup'd tails 3 times.

it's pretty stupid.

the good thing though is that i can consistently get protection from moon and eclipse.

usually.

obviously there are worst case scenarios that i have to work more on this for.

perhaps i should bring back the jar2's for defensive measures (and jar1 searching)

 

at least this game adequately displayed the uses and value of volcanic shell. best new addition, imo. it also showed why it's superior to thunder dragon.

it isnt about deck thinning (which thunder dragon beats it at), it's about that situational +1 that helps me pull off a dwd, card or hand dest.

 

what i need to do is test this against other people's decks to see how it holds up.

edit: looking over that, i think i messed up the numbers here or there. regardless, at the end of it, i had complete control with 2 worms ready to go off. big money.

[/quote']

Link to comment
Share on other sites

bump. this is my most recent attempt to meta it. this time i dug into my binder to find a new card to help the main goal.

rock bombardment.

 

this card is so meta that the meta hasnt even caught up to it.

its slow' date=' real slow. and thats bad, real bad.

but cards like reckless i cant play recklessly.

i dont need 3 sunlights or 3 moons either. 2 of each is sufficient.

so i made room for 2 rocks.

its a slow foolish, basically, and my win condition is mojo on the field.

so by the end of the day, he does help.

 

interestingly enough, i've thought of two alternate win conditions:

magical explosion + blasting the ruins.

:P

something trolly i would do.[/quote']

Link to comment
Share on other sites

Looks great. The only card I don't like here is Cup of Ace. I would go with Reckless Greed.

 

...Actually, cup of ace is better, because either you draw 2, which is good, or your opponent draws 2 which adds to the mill part of the deck.

Reckless greed is a plus 2 but then you skip 2 of your draw phases (If you think about it that's not bad for this deck, but Ace is better)

Link to comment
Share on other sites

Looks great. The only card I don't like here is Cup of Ace. I would go with Reckless Greed.

 

Cup of ace is better than reckless as reckless lowers your chance of an FTK. At this point i'm even iffy about sunlight due to it needing activation after the first turn. I mean if sunlight gets you game, that's fine, but if it doesn't there's a chance something like kycoo will end your options (almost happened to me).

Link to comment
Share on other sites

points addressed in order:

a) hi syncrow.

b) i've playtested reckless' date=' and what i dont like about reckless is that i cant play it recklessly or it fucks me up. besides, cup of ace makes card destruction a sexy beast.

c) magical mallet... now there's something interesting. it's a -1, but it just might help for that refreshed hand. especially given the shell +1 engine. i'll test it out.

d) desert sunlight is key. it's my otk swing. it's what lets 3 needle worms go off at once. technically they lose on their draw phase, but it's all an otk from my pov. 2 of em is good, 3 is overkill i find.

 

the rock bombardment was added for some consistency.

it's weak, but its not terrible. until i can find a replacement for it.

i've even considered future, but the only ambiguous rock fusion is dark gaia, which cant be summoned by future, so i dont think you can use that to pitch a jar.

 

in the few playtests i've done, i find bombardment to be kind of a last ditch effort at pulling it all together. it's slow, and thus risky, but it's better than without.

 

in tests i find that if i dont get foolish or jar in like, the top 8 or so cards of the deck, (hopefully with a shallow) then it all goes to hell.

bombs gives me an extra 2 cards to that ratio

it isnt amazing, but until i find a better way to pitch it.

 

any ideas ycm?

 

[/quote']

Link to comment
Share on other sites

gravirose eh? way to think outside the box.

we can get there :P i believe!

 

aside from foolish' date=' there has to be a way to pitch a lvl 2 earth rock flip effect monster from my deck reliably.

 

also, bombs doesnt necessarily slow it down because it isnt necessary. its supplementary in the event of not drawing foolish or jar.

i still dont like it. slow.

 

i do like the idea of siding magical explosion and blasting the ruins though :P

 

 

errrrr

maybe...

sarco with release from stone?

wayyyy too much sheet going on.

unless i had sarcos with necroface... release is still a trap though >.< funk my life.

[/quote']

Link to comment
Share on other sites

Archived

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


×
×
  • Create New...