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Flip 7, Hit The Wall


Tronta

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This is the build I've been using. So far it's worked fairly well.

 

Monsters 11

3 Thunder Dragon

3 Volcanic Shell

2 Needle Worm

1 Morphing Jar

1 Sangan

1 Night Assailant

 

Spells 27

3 The Shallow Grave

3 Upstart Goblin

3 Hand Destruction

3 Dark World Dealings

3 Book of Taiyou

3 Book of Eclipse

2 Book of Moon

2 Magical Mallet

1 Card Destruction

1 Heavy Storm

1 Pot of Avarice

1 Giant Trunade

1 Level Limit Area - B

 

Traps 3

3 Magical Explosion

 

When I get Explosion, I end up winning with 3 at the end.

 

Hope you get some ideas or summing.

 

Or at least be proud that we are running Flip Trolls.

 

Idk.

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oh i'm proud. i'm considering framing zarkus' comment and putting it on my wall.

 

my problem with explosion is that it screws up upstart, honestly.

the lifepoint gain part is obnoxious, because even with 3 explosions, it's still too much lp gain.

That's the only problem for me.

 

Also, question, why do you run needle worms in that build? I suggest dropping them for foolish burial.

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oh i'm proud. i'm considering framing zarkus' comment and putting it on my wall.

 

my problem with explosion is that it screws up upstart' date=' honestly.

the lifepoint gain part is obnoxious, because even with 3 explosions, it's still too much lp gain.

That's the only problem for me.

 

Also, question, why do you run needle worms in that build? I suggest dropping them for foolish burial.

[/quote']

 

2 Different WCs that are ridiculously easy to accomplish.

 

BTW, Upstart isn't even a problem because there's always trip Explosion and there's always enough Spells.

 

And BTW I found out that my Flip Trolls build was netted. .-.

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nice.

but the thing is, the way trolls is designed, you dont need the mill win condition.

you will always get all 3 explosions across your hand at some point. every card in your deck passes through your hand however briefly, giving you a chance to set it.

if your opponent destroys it with mst, you have 2 more. if they heavy, it was your fault for giving them a turn.

 

ideal setting: consistency to the point where you dont need mill as the backup condition :P

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also, i dont like playtesting alone. it's boring.

 

1 mojo

1 night assailant

1 sangan

1 needle worm

2 giant rat

3 shell

3 thunder

12

 

3 shallow grave

3 eclipse

3 moon

3 taiyou

3 upstart

3 dwd

3 hand dest

1 card dest

2 foolish

2 mallet

26

 

2 sunlight

2

 

deck 40

 

how's that look?

i need to try that, but it does seem solid-er.

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so far after some fair playtesting, this runs funking consistent up the ass. i win within 3 turns, usually on the first or most commonly the second (not counting the opponent's draw phase as a separate turn :P)

 

i do want a magical blast/iron core in here, though.

i seem prone to killing myself/us both.

suiciding is fun though.

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"What is left? In this world that I have created?"

 

When all you've known has been lost

 

"Flippette....Night Assailant....Was it worth it?"

 

He's reached the top of the format, but made sacrifices along the way

 

THIS SUMMER, Flippy is back...

*Fade in on a mirror with flippy looking into it*

 

"Looks like we're the only ones left, pal."

 

and this time....he's facing his greatest enemy yet.....HIMSELF!

 

"Do you want to go first or not at all?"

 

Don't miss Flippy in his most groundbreaking performance yet. Roger Ebert claims "5 Stars, just like all the other sheet I rate" and the New York Times calls it "The most Riveting performance of Cardboard since Rainman."

 

If you have to see one movie this summer, make it Flip Trolls 7: Hit the Wall, Rated PG

 

The Only Thing You Have to Fear......IS YOURSELF

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more playtesting results:

hit or miss.

its more hit than previous version, otking quite often, even ftking, really earning that tagline "do you want to go first or not at all"

but there will be plenty of games when i just dont draw the right sheet, and i cant really recover.

i'll get foolish and taiyou and nothing to go with. stuff like that.

so i'm asking you, ycm, to help me add consistency!

what can i do? more draw cards? more mallets? reload? i have enough +1's, but they form dead draws. synchros? if i add plague, i can pretty easily tune a level 6 iron chain. what do i do for consistencyyyy!

 

do i run it at 42? or keep it at 40? is there an st i'm missing?

should i try cards that give jar to my opponent? what about swords of revealing/concealing? how can i get jar easier?

 

 

edit:

what about mse? is it worth it? at two or three?

 

what about dark thorn + greed + explosion + blasting the ruins burn?

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more playtesting results:

hit or miss.

its more hit than previous version, otking quite often, even ftking, really earning that tagline "do you want to go first or not at all"

but there will be plenty of games when i just dont draw the right sheet, and i cant really recover.

i'll get foolish and taiyou and nothing to go with. stuff like that.

so i'm asking you, ycm, to help me add consistency!

what can i do? more draw cards? more mallets? reload? i have enough +1's, but they form dead draws. synchros? if i add plague, i can pretty easily tune a level 6 iron chain. what do i do for consistencyyyy!

 

do i run it at 42? or keep it at 40? is there an st i'm missing?

should i try cards that give jar to my opponent? what about swords of revealing/concealing? how can i get jar easier?

 

 

edit:

what about mse? is it worth it? at two or three?

 

what about dark thorn + greed + explosion + blasting the ruins burn?

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  • 2 weeks later...

3 broww

1 spear cretin

1 ryko

1 morphing jar

1 needle worm

1 sangan

1 giant rat

3 shell

1 night assailant

13

 

2 allure

3 upstart

3 hand dest

1 card dest

3 shallow grave

3 eclipse

3 moon

3 taiyou

1 poa

2 foolish

1 mse

2 creature swap

27

 

2 sunlight

2

 

42

 

 

 

 

newest.

dark variant for speed. havent tested it.

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  • 1 month later...

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