Fraz Posted January 13, 2010 Report Share Posted January 13, 2010 113 Broww3 Royal Magical Library1 Summoner Monk1 Toon Cannon Soldier1 Plague2 Krebons 272 Allure3 Hand Destruction3 Dark World Dealings3 Toon Table of Contents3 Terraforming3 Magical Citidel3 Magical Mallet2 Spell Power Grasp1 Emergency Teleport3 Upstart Goblin1 Card Destruction 22 Magical Explosion 3 Tempest Magician Is there anything I should be playing that I'm currently not? Link to comment Share on other sites More sharing options...
zelda_tp_fan Posted January 13, 2010 Report Share Posted January 13, 2010 -2 Krebons-1 E-Tele-1 Terraforming-1 Cannon Soldier-2 Mallet-1 Broww-1 DWD +3 Thunder Dragon (Self explanatory)+1 Giant Trunade (Allows you to use Magical citadel and Broken swords multiple times for more counters)+1 Toon World+2 Broken Bamboo Sword+2 Golden Bamboo Sword Find room for a third Golden Sword. Link to comment Share on other sites More sharing options...
Fraz Posted January 13, 2010 Author Report Share Posted January 13, 2010 I found that over an 11 round tournament the golden bamboo sword engine became inconsistent too much so I'm gonna try and stay away from it. Link to comment Share on other sites More sharing options...
zelda_tp_fan Posted January 13, 2010 Report Share Posted January 13, 2010 Always worked for me... But, whatever. Link to comment Share on other sites More sharing options...
Tronta Posted January 13, 2010 Report Share Posted January 13, 2010 a 3rd spell power grasp and volcanic shells.i'm not fond of the krebons-teleport thing either, but i guess he's allure fodder.you also definitely don't need 3 terra and 3 citadel. especially not if you want to keep those spell counters. Link to comment Share on other sites More sharing options...
tekkaman01 Posted January 13, 2010 Report Share Posted January 13, 2010 Ive never run this deck before, I see what it does, but how much damage can you deal with your final blow? I only ask this because of the 3 upstarts. I love em, but will they hinder you? Link to comment Share on other sites More sharing options...
Tronta Posted January 13, 2010 Report Share Posted January 13, 2010 27x2x2 = alot. upstart is iffy, but in the end you're paying like.. 600 lifepoints for another card. not the biggest deal. Link to comment Share on other sites More sharing options...
Fraz Posted January 13, 2010 Author Report Share Posted January 13, 2010 Upstarts make drawing the deck out turn one a lot easier. Tempest generally does 8000-10000 when it goes off so tempest + 1 magical explosion is overkill enough to warrant playing upstarts. Reason why krebons is there is because it's dark, which allows me to play allure, and teleport lets me also get another counter out, while deck thinning. Playing it in addition to plague lets me have the option to allure plague off without worries that I can't play tempest. It also elminates the chance I'll draw plague as the last card of the deck and won't be able to get it in grave. A third spell power grasp is a bad idea because the second and third ones are dead cards. 3 Terra and 3 Fields works well because of the deck thin + 1 counter when I play terraforming which I can ditch for hand and card destruction. Shell's always been a favourite of mine in these kind of decks. I'd only play it if I thought playing 2 foolish, plague, 3 shell and no allures and krebons was better than allures and krebons. Link to comment Share on other sites More sharing options...
Tronta Posted January 14, 2010 Report Share Posted January 14, 2010 i see. i didnt realize it was tempest, i figured it was just explosion. my mistake. dragged down into the grave? a silly card i've been considering. Link to comment Share on other sites More sharing options...
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