Exyst Posted December 5, 2009 Report Share Posted December 5, 2009 Do want IRL D: (21)3x Assault Beast2x DH - Diamond Dude1x DH - Fear Monger2x DH - Malicious1x EH - Stratos2x Krebons2x Mystic Tomato1x Plaguespreader1x Sangan3x Soldier of Mist Valley2x Stardust Dragon/Assault1x Summoner Monk (14)2x Allure of Darkness3x Assault Teleport1x Brain Control3x Destiny Draw1x Emergency Teleport1x Foolish Burial1x Heavy Storm1x Mind Control1x Reinforcements of the Army (5)2x Assault Mode Activate2x Bottomless Trap Hole1x Call of the Haunted (15)3x Stardust Dragon12x Generic level 6's and 8's Link to comment Share on other sites More sharing options...
Tempest Dahlia Posted December 5, 2009 Report Share Posted December 5, 2009 Needs defender. And 3 teleports is overdoing it. Leads to dead draws alot. Link to comment Share on other sites More sharing options...
SSJGoten Posted December 5, 2009 Report Share Posted December 5, 2009 i agree with reborn Link to comment Share on other sites More sharing options...
Kyosuke Kiryu Posted December 5, 2009 Report Share Posted December 5, 2009 Lol, does not need defender.DDude allows for 3 Tele Link to comment Share on other sites More sharing options...
SSJGoten Posted December 5, 2009 Report Share Posted December 5, 2009 needs at least 1 defender for defense Link to comment Share on other sites More sharing options...
Tempest Dahlia Posted December 5, 2009 Report Share Posted December 5, 2009 Lol' date=' does not need defender.DDude allows for 3 Tele[/quote'] Defender is good when monk ain't around. You do need at least 1 imo. DDude tele? Even still... Link to comment Share on other sites More sharing options...
Kyosuke Kiryu Posted December 5, 2009 Report Share Posted December 5, 2009 If you DDude Tele, you just draw 2. Defender isnt great IMO. Link to comment Share on other sites More sharing options...
Tempest Dahlia Posted December 5, 2009 Report Share Posted December 5, 2009 Yeah, it's not great normally, but you only need it for 1 turn. Defender almost always survives the op's turn after it's set. Defender - wait - soldier of MV - sync. Link to comment Share on other sites More sharing options...
Manjoume Thunder Posted December 5, 2009 Report Share Posted December 5, 2009 OK .... how the funk do you DDude a Tele and how do you draw cards with it ...For the deck:Defender/DDude/Doom Lord > Fear MongerFoolish burial is bad.3x MSV will lead to horrible hands. Don't play more than 2.Magical > MSV Edit: *facepalm* They meant Assault Teleport. Neg some copies. (preferably all) Link to comment Share on other sites More sharing options...
Tempest Dahlia Posted December 5, 2009 Report Share Posted December 5, 2009 You could tech simorgh? Link to comment Share on other sites More sharing options...
RyanAtlus Posted December 5, 2009 Report Share Posted December 5, 2009 I'd try to get at least 5 Winds for Simorgh. My version is more Skill Drain-based, so Defender's my friend. Link to comment Share on other sites More sharing options...
Exyst Posted December 6, 2009 Author Report Share Posted December 6, 2009 Yeah' date=' it's not great normally, but you only need it for 1 turn. Defender almost always survives the op's turn after it's set. Defender - wait - soldier of MV - sync.[/quote'] Will test -1 Assault Tele +1 Defender OK .... how the f*** do you DDude a Tele and how do you draw cards with it ...For the deck:Defender/DDude/Doom Lord > Fear MongerFoolish burial is bad.3x MSV will lead to horrible hands. Don't play more than 2.Magical > MSV Edit: *facepalm* They meant Assault Teleport. Neg some copies. (preferably all) MSV > Magical.What to replace foolish with?Might try -1 FMonger+1 Doom Lord Link to comment Share on other sites More sharing options...
Tempest Dahlia Posted December 6, 2009 Report Share Posted December 6, 2009 That works. Link to comment Share on other sites More sharing options...
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