iAmNateXero Posted October 29, 2009 Report Share Posted October 29, 2009 Monsters: 223x Cyber Valley3x Light2x Fire2x Wind3x Dark1x Water2x Necro Face2x Chaos Sorcerer 2x Krebons1x Kinka Byo1x Sangan1x DAD Spells: 162x Future Vision3x Fortune Future2x Allure2x Arms Hole1x DDR1x Heavy Storm1x Brain Control1x Emergency Teleport1x Scapegoat1x One for One Traps: 51x Call1x Mirror Force1x Torrential1x Solemn1x Threatening Roar Link to comment Share on other sites More sharing options...
iAmNateXero Posted October 29, 2009 Author Report Share Posted October 29, 2009 wow 23 views, no comments... Is it really that phail? Link to comment Share on other sites More sharing options...
Crimson General Posted October 29, 2009 Report Share Posted October 29, 2009 It's not Fail, I just dunno how it runs =P looks interesting. I havn;t even worked out a REGULAR FL deck that is really really good. I just love Water and Wind but I see why you only have one of each. -Machine Dup +Wind/Water - = Valleys are OK in FL without Dupe because each one gives another FL a chance to be removed, which is good. Dupe can be dead draw since you'd wanna do Valley quick and not all at once. + = Whichever one you need more, S/T rapeage or Draw leaning Wind because at the very least she's breaker. Until someone tests this, I got nuthing. Link to comment Share on other sites More sharing options...
iAmNateXero Posted October 29, 2009 Author Report Share Posted October 29, 2009 Ill up a wind. Link to comment Share on other sites More sharing options...
werewolfjedi Posted October 30, 2009 Report Share Posted October 30, 2009 you need at least 2 water, and magical exemplar helps summon water for draw. I run (on DMU) in terms of just fortune ladies for said deck. 1 earth2 dark3 light2 water2 fire1 wind. and it works great. but, again, I use magical exemplar for water draws. and remember, in the early game you can take your time a little bit, as most people won't care about your RFP light, and more on the earth/ dark on the field ready to kill them. also, dimention hole is surpising good with light if you want to make some insane exemplar combos. play her, play a spell (I would suggest terraforming, maybe foolish B.) summon light, d. hole, summon earth (no ladies in the grave yet.) play future vision, light comes back. your opponent will have to kill off future vision with a spell (note I didn't say set anything else, making storm a very costly idea.) to go on the offensive, or be forced to set to not take a large amount of damage. Link to comment Share on other sites More sharing options...
iAmNateXero Posted October 30, 2009 Author Report Share Posted October 30, 2009 I see. Well I haven't done much testing with this deck, so Ill take your word for it. Im just don't like earth. Ill test her out. Next time your heading to DMU drop me a pm, Id like to see your deck head on. What do you recommend to neg? Link to comment Share on other sites More sharing options...
werewolfjedi Posted October 30, 2009 Report Share Posted October 30, 2009 I see. Well I haven't done much testing with this deck' date=' so Ill take your word for it. Im just don't like earth. Ill test her out. Next time your heading to DMU drop me a pm, Id like to see your deck head on. What do you recommend to neg?[/quote'] earth is the early game decoy to lure destruction, and if they don't kill it, you get to deal 800 points of damage, and you have a 2800. plus, with D. hole, you can trigger light long after vision did it's thing. it's basicly a summoning spell for light. Link to comment Share on other sites More sharing options...
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