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really? the spirit of mj must like me then' date=' because i can get kill within about 2 turns half the time. but thats the consistency i am to fix anyway.

magical mallet...

i'll try maining a pair, in place of bombardment.

it should really help consistency with the shells complimenting it... (also makes up for the -1, i love shell. but maybe thunder would go nice with it? no room for em. blah)

 

i'll playtest like, tomorrow.

i dunno, i'm lazy.

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sup jarvs. news update. mallet increases consistency' date=' and shell is my best friend.

he's like, "having problems using hand dest? or want to make that card dest more impact-ful? or maybe you just need a card to mallet? it only costs 500 lp! free +1! and while i'm at it, have a blowjob!"

like, he's that useful.

 

anywhoo

mallet seems to work. new decklist on page one.

try it out.

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I tested this against numerous decks, and here's what I got.

 

Poor against zombies as unless you OTK it actually helps them.

Horrible against removal.

Great against anti-meta.

Decent against monarchs.

 

Moreover I felt it had too much of a reliance on using needle worm to make your opponent deckout first, when it's hard to get him out sometimes. Cup of ace also made the deck behave a bit erratically, as although neither result is awful, it usually didn't achieve the things I needed at the moment.

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maybe it's just me...

i dunno' date=' once it gets rolling for me, i can pretty easily otk.

 

it all depends when i get jar.

needle worm comes at the end via shallow, then by manipulations books i can pull an otk out of my ass.

 

to demonstrate, here's me playing through a yvd match against myself:

 

i go first:

deck count: 35-35

i draw

34-35

hand:

shallow, shallow, night (i just realized how conveniently night goes with moon, sun, etc), taiyou, foolish, worm.

 

play foolish, sink mj, shallow it, set shallow, taiyou. night reincarnates worm to my hand, rather pointlessly, but whatever.

28-30

new hand:

worm, cup, hand dest, dwd, foolish, dwd

foolish shell.

27-30

cup heads.

25-30, draw sunlight and mallet.

dwd, draw and drop a worm.

24-29

dwd, draw eclipse and drop my worm.

23-28

mallet hand dest and a shell that i shell.

draw cup and call

cup heads, draw hand dest and mallet.

21-28

hand dest mallet and call, draw eclipse and shallow.

19-26

shallow 2 worms.

set sunlight and 2 eclipses.

 

and i am regrettably forced to end.

so i didnt get the otk, but at 19-25(he draws)

i think i can take him.

now, we can be liberal or aggressive with this.

i can even assume jd hits the field, and probably make a recovery of some sort.

obviously if johnny has a perfect hand here of like, heavy storm and jd or something.

regardless, lets be liberal and assume he summons a monster, and maybe heavy storms. i dunno.

probably heavy before summoning. so

he heavies, i chain eclipse-sunlight-eclipse.

so

eclipse sets mj, sunlight flips them all, eclipse puts htem back down.

mill 10, then new hands.

13-11

i'm going to assume he jds at this point.

in fact, lets say he double jd's.

i paid for shell once, so this will leave me with no field and about 1500 lp. lets say he summons something else, and leaves me with like, 600.

i'm being generous now, but you get it.

lumina into lumina into lumina into wulf gets like 51 damage, plague for another 1200, thank god dark dick is banned.

suffice it to say, i'm assuming with 3 monsters i'm unlikely to get otk'd, especially since attacking them will screw him.

 

so, he has some monsters, i'm still alive, lets assume my field got nuked.

 

my turn, i draw, my hand:

2 upstarts, dwd, moon, hand dest, card dest.

i double upstart into sunlight and upstart.

10-11

upstart into taiyou.

dwd, draw eclipse, drop moon.

9-10

shell a shell (assuming i can), set taiyou, eclipse, sunlight, card dest with shell, hand dest.

draw worm, moon.

7-5? i dunno how many cards he played, but since i allowed a field nuke, i'm going to be a hardass thought and say he played every card in his hand save one.

so he goes from 10 to 9.

7-9.

 

i set worm, taiyou, moon, call game. then i sunlight on his draw phase before he draws

if i cant do that, which now i'm not sure about, i'll wait as long as i can before eclipsing for defense, hopefully killing him with it's drawing side effect.

 

7-0.

there. i won.

 

i had the opponent do everything short of otk'ing me. 2 turns. and barely that. gg mam.

 

there are still some inconsistencies, and i got a lucky starting hand, but i think i proved it's potential.

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"i set worm, taiyou, moon, call game. then i sunlight on his draw phase before he draws if i cant do that, which now i'm not sure about"

 

You can't. Just FYI.

 

Yeah usually if I use morph I win. I just did more testing today and every time I got morph I won that or the next turn. That was vs. chaos monarchs and gadgets. So far the only real glaring weakness seems to be removal decks.

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@genzo' date=' yea, i didnt think so. i recall reading that drawing is the first thing to happen during the draw phase. but whatever. you see what i mean. it's about getting mj and keeping the momentum going.

as for removal, i sided dd burial, and heavy storm n mj2 (for banishers)

if it goes first, it should be able to get what it needs to be where rather quickly. hopefully the opponent wont get it out first turn, if he gets to.

 

@reborn, no. pot with 9 monsters isnt going to work. but youre thinking, and i like that.

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Okay, here's my best effort:

 

 

FLIP TROLLS 6: Pick Up Sticks: The nursery rhyme?

 

The Flip Troll: No idea

 

The Quick and the Dead: It was a western movie with Leonardo DiCaprio

 

At Walking Speed: No idea

 

Troll me baby, one more time: I think we both know this one. It's the Britney Spears song.

 

Honor thy Troll: Honor thy father and mother.

 

Gorz Speed: Warp Speed?

 

The Fast and the Trolliest: The Fast and the Furious

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