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Megarock Turbo


burnpsy

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Megarock Turbo (40)

 

Monsters (19)

 

3x Exxod, Master of The Guard

1x Gaia Plate the Earth Giant

3x Gigantes

3x Gigastone Omega

2x Megarock Dragon

1x Morphing Jar

2x Morphing Jar #2

1x Neo-Spacian Grand Mole

3x The Rock Spirit

 

Spells (14)

 

1x Card Destruction

1x Giant Trunade

1x Gold Sarcophagus

3x Hand Destruction

1x Heavy Storm

1x Monster Gate

2x Monster Reincarnation

1x Mystical Space Typhoon

1x Reasoning

2x Trade-In

 

Traps (7)

 

3x Reckless Greed

1x Return from the Different Dimension

3x Rock Bombardment

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So Rock Bombardment acts as a slower foolish that burns and works with Spirit and Omega?

 

Is this IRL/Tcg only? If not, WHERE'S REVERSAL WORLD

 

Exxod and Master Monk are bad >.<

Can't summon either and you'll probably end up getting dead draws even with the turbo.

 

Omega is bad too, too much of a cost for very situational 1-side storm that has 1000 attack.

 

so, um pick and choose which to take out and you'll find room for Heavy and Trunade (and reversal if you can run it)

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So Rock Bombardment acts as a slower foolish that burns and works with Spirit and Omega?

 

Is this IRL/Tcg only? If not' date=' WHERE'S REVERSAL WORLD

 

Exxod and Master Monk are bad >.<

Can't summon either and you'll probably end up getting dead draws even with the turbo.

 

Omega is bad too, too much of a cost for very situational 1-side storm that has 1000 attack.

 

so, um pick and choose which to take out and you'll find room for Heavy and Trunade (and reversal if you can run it)

[/quote']

 

Sure, ignore my Trade-In engine with Exxod. >.>

 

Also, I just dumped in all Rock Nomis in the TCG. I don't care about their effects, really.

 

- Gigastone Omega

- Rock Spirit

 

+ Heavy

+ MST

 

you dont want to summon Megarock and have it be destroyed by a Mirror Force right?

 

I'd actually rather drop 2 Monk, as they're the only useless cards in the deck (aside from being Megarock fodder).

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I know you're going for a turbo build, but a control based rock deck with 3 Gaia Plate and 3 Koa'ki Meiru Guardian is so much stronger. You're likely to get rubbishy dead cards here, even with Hand Destruction. You're also having to -1 a lot just to bring out big monsters which don't really have any backup.

 

It's a nice idea but I really can't see it working, I'll help you rebuild it as a different kind of Rock deck if you like.

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-3 Rock Spirit. Requires RFG to play. You don't want that much RFG for a Megarock Turbo deck.

-3 Exxod. If you're running a card you can't play, don't. It's like saying "Well I run 3 Dice Try, 3 Anti-Raigeki, and 3 Call of the Grave so my opponent can't use those cards." If a card cannot be played in your deck without conditions that you cannot fulfill yourself, it should not be in your deck.

 

+2 Lost Guardian - Works almost too well with Megarock.

+2 Rockstone Warrior - Better than Rock Spirit in my opinion.

+2 Necroface - When your first Megarock fails, get all RFG back to the deck for the next one.

 

-2 Trade-In - If you take out Exxod like I asked, this card shouldn't have any basis being in the deck.

+2 Card Trader, Card Trooper, Cup of Ace, OR Dekoichi. All four are great draw cards, though Cup of Ace is too risky for a lot of folks.

 

-1 Monster Gate - This does nothing to send monsters to the graveyard, only precious spell/traps that you need.

+1 Lightning Vortex - Send any chump rock to the grave to destroy your opponent's face-ups. Sounds better to me.

 

-3 Reckless Greed - I never liked this card. If you don't get exactly what you need with Reckless Greed in a pinch, you're dead.

-3 Rock Bombardment - There's no point in running this card. You can use so much more to discard Rocks to the graveyard.

 

+3 Dark Bribe - No deck should be without three of this, unless you have a viable substitute, such as Flamvell Counter for Flamvells or Mind Over Matter for Psychics.

+2 Bottomless Trap Hole - This is always a good card to use if you have no alternatives.

+1 Mirror Force - Never leave home without it. Ever. Unless you're running Gemini (Gemini Trap Hole) or Normals (Justi-Break).

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I know you're going for a turbo build' date=' but a control based rock deck with 3 Gaia Plate and 3 Koa'ki Meiru Guardian is so much stronger. You're likely to get rubbishy dead cards here, even with Hand Destruction. You're also having to -1 a lot just to bring out big monsters which don't really have any backup.

 

It's a nice idea but I really can't see it working, I'll help you rebuild it as a different kind of Rock deck if you like.

[/quote']

 

OK, sure. I just wanted to try the Megarock decks I heard about that were so much better with Monster Gate and Reasoning @ 3. I have no problem with going for a different decktype.

 

-3 Rock Spirit. Requires RFG to play. You don't want that much RFG for a Megarock Turbo deck.

-3 Exxod. If you're running a card you can't play' date=' don't. It's like saying "Well I run 3 Dice Try, 3 Anti-Raigeki, and 3 Call of the Grave so my opponent can't use those cards." If a card cannot be played in your deck without conditions that you cannot fulfill yourself, it should not be in your deck.

 

+2 Lost Guardian - Works almost too well with Megarock.

+2 Rockstone Warrior - Better than Rock Spirit in my opinion.

+2 Necroface - When your first Megarock fails, get all RFG back to the deck for the next one.

 

-2 Trade-In - If you take out Exxod like I asked, this card shouldn't have any basis being in the deck.

+2 Card Trader, Card Trooper, Cup of Ace, OR Dekoichi. All four are great draw cards, though Cup of Ace is too risky for a lot of folks.

 

-1 Monster Gate - This does nothing to send monsters to the graveyard, only precious spell/traps that you need.

+1 Lightning Vortex - Send any chump rock to the grave to destroy your opponent's face-ups. Sounds better to me.

 

-3 Reckless Greed - I never liked this card. If you don't get exactly what you need with Reckless Greed in a pinch, you're dead.

-3 Rock Bombardment - There's no point in running this card. You can use so much more to discard Rocks to the graveyard.

 

+3 Dark Bribe - No deck should be without three of this, unless you have a viable substitute, such as Flamvell Counter for Flamvells or Mind Over Matter for Psychics.

+2 Bottomless Trap Hole - This is always a good card to use if you have no alternatives.

+1 Mirror Force - Never leave home without it. Ever. Unless you're running Gemini (Gemini Trap Hole) or Normals (Justi-Break).

[/quote']

 

*sigh*

 

Reread Monster Gate, then try again.

 

You know what, I'll save you time:

 

Monster Gate and Reasoning keep going until I get something that can be Normal Summoned. Exxod, Rock Spirit, and all of the other Rock Nomis will never actually touch the field. They skip straight to the grave.

 

Most of your changes were counter-productive based on that. For instance, Lost Guardian is worthless here, as ATK is what's needed in this deck - not to mention that it' not a Nomi. Rockstone < Rock Spirit in this deck. Reckless Greed is needed for lack of drawpower, it works well if you're smart before using it (such as saving multiple to use together). Rock Bombardment's removal is hillarious, especially after you said to drop Monster Gate. Necroface is the only maybe.

 

BTW, 1 Solemn & 2 MBaaS/Bribe is how it works. >.>

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This is roughly how I'd build Rocks, won't be perfect but should give you an idea:

 

( 18 )

3 Gaia Plate the Earth Giant

3 Gigantes

3 Legendary Jujitsu Master

3 Koa'ki Meiru Guardian

2 Koa'ki Meiru Boulder

2 Thunder King Rai-Oh

1 Neo-Spacian Grand Mole

1 Morphing Jar

 

( 9 )

2 Book of Moon

2 Gold Sarcophagus

1 Mystical Space Typhoon

1 Heavy Storm

1 Brain Control

1 Smashing Ground

1 Giant Trunade

 

( 13 )

3 Reckless Greed

3 Rock Bobardment

2 Bottomless Trap Hole

2 Release from Stone

1 Return from the Different Dimension

1 Call of the Haunted

1 Torrential Tribute

 

I was originally against using Reckless and Rock Bombardment but I've been thinking that actually since they are both chainable you could use that to your advantage and bait removal. Thunder King isn't essential but I thought it'd be a nice way to provide extra control alongside Guardian.

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This is roughly how I'd build Rocks' date=' won't be perfect but should give you an idea:

 

( 18 )

3 Gaia Plate the Earth Giant

3 Gigantes

3 Legendary Jujitsu Master

3 Koa'ki Meiru Guardian

2 Koa'ki Meiru Boulder

2 Thunder King Rai-Oh

1 Neo-Spacian Grand Mole

1 Morphing Jar

 

( 9 )

2 Book of Moon

2 Gold Sarcophagus

1 Mystical Space Typhoon

1 Heavy Storm

1 Brain Control

1 Smashing Ground

1 Giant Trunade

 

( 13 )

3 Reckless Greed

3 Rock Bobardment

2 Bottomless Trap Hole

2 Release from Stone

1 Return from the Different Dimension

1 Call of the Haunted

1 Torrential Tribute

 

I was originally against using Reckless and Rock Bombardment but I've been thinking that actually since they are both chainable you could use that to your advantage and bait removal. Thunder King isn't essential but I thought it'd be a nice way to provide extra control alongside Guardian.

[/quote']

 

OK, thanks. I'll try to work around something like that.... Later. >.>

 

are you going for a megarock OTK or a rock deck that features megarock? to me' date=' it looks like you'll run out of rock monsters before you get megarock on the field. gaia plate seems interesting though.

small suggestion: 2 foolish burials

[/quote']

 

...Rock featuring Megarock would NEVER work. Besides, the entire idea is to dump TONS of Rocks really quickly. >.>

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