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Knight's Rising V2


Wattking

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40 cards:

20 monsters

10 spells

11 traps

 

Monsters:

King's Knight *2

Queen's Knight *2

Jack's Knight *2

Chthonian Soldier *2

D.D. Survivor

Gravitic Orb

G.B. Hunter

Sasuke Samurai #2

Colossal Fighter/Assault Mode

Cyber Dragon

The Light-Hex-Sealed Fusion

Shining Angel

Marshmallon

Breaker the Magical Warrior

Hyper Synchron *2

 

Spells:

The Warrior Returning Alive

Fusion Gate

Rush Recklessly

Polymerization

Future Fusion

Summoner's Art

Heart of the Underdog

Ancient Rules

Fusion Recovery

Reinforcement of the Army

 

Traps:

Rivalry of Warlords *2

Raigeki Break

Return from the Different Dimension

Assault Mode Activate

Half or Nothing

Skill Successor

Call of the Haunted

Des Counterblow

Physical Double

Needle Wall

 

Extra:

Arcana Knight Joker *2

Colossal Fighter

 

Let me know what you think. This is a ok deck, it does seem to hold it's own a bit. I am open to ideas, but I want to maintain the Knights theme. I felt that adding the synchro monster would help in the force department.

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Arcana Knight Joker, huh. New idea, but you’re doing it wrong. Try the following:

 

Monsters: 20

1x Cyber Dragon

3x Shining Angel

2x Jack

3x King

3x Queen

3x The Light – Hex Sealed Fusion

2x Breaker the Magical Warrior

1x Morphing Jar

1x Sangan

1x Marshmallon

 

Spells: 13

2x Hand Destruction

3x Fusion Gate

1x Terraforming

1x Heavy

1x MST

1x Swords

1x Future Fusion

1x Card Destruction

2x Foolish Burial

 

Traps: 7

1x Call

1x Mirror Force

1x Return from the Different Dimension

2x Dark Bribe

2x Threatening Roar

 

Extra: 3

3x AKJ

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