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Expelsword

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I do notice that I run very low on cards early

 

hey' date=' by the way, why not add a 3rd KotS instead of a 2nd Dark Hex, since he doubles as not only a monster, but poly as well

 

(and I still have more than enough DARK for DAD)

[/quote']

 

Neg Mist Valley Soldier. It's not really needed here and Dark Hex is. But yeah, a third KotS wouldn't hurt.

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but then I won't have ANY super-special-awesome-rare-super-cards (synchro)... well alright I guess I'll give it a shot

 

is it possible I was just unlucky?

but... from what I hear' date=' luck isn't that big a factor of a Metagame, are we going backwards here?

[/quote']

 

Hmm... well, thing is, this deck's fairly slow compared to the usual Meta. As it does, slower the deck = more luck needed to win. It also probably doesn't have the greatest consistency, consistency being essentially "How often can it pull off the win condition?".

 

But that said, nothing's ever guarantied. It's possible you lost just because you aren't used to the deck, or you just made some bad plays. Or your opponent just got impossibly lucky.

 

In order to improve consistency, I recommend the following-

 

* Remove 5 cards. Every extra card past 40 reduces consistency considerably.

* Remove everything you have at -1- (except things that are Limited anyway, like Mirror Force or Allure of Darkness). If you have it at 1, it means that you won't draw it often, and it isn't important to the Win Condition of your deck, and thus can be replaced with something that will help you get what you need more often.

 

 

That will bring you below 40, I think... we can figure out how to fill in the gaps later, with things that can help get Dark Magician or Buster Blader to the field/hand.

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I took out crystal seer OVM and Grand Mole again as some of you requested, but I contest that

 

I need Burden of the Mighty to give me an edge when Dark Paladin just is not strong enough

and Pot of Avarice for reloading my fusion materials and DAD set-up

 

Unless someone here can tell me another card I could use when they have cards out that are stronger than DP, because I've run into that a lot

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my hand runs out of cards SO fast...

 

are there any more cards that let me draw? (since Seer is too slow?)

 

Not sure but....

 

[cardofsanctitywithlolanimeeffect]

 

OT: Really sucks that Allure was limited. It was one of the best drawing cards. Try Upstart Goblin or Hand Destruction. You have Avarice, so Hand Destruction won't be a problem. Try 2 Hand Destruction and 2 Pot of Avarice.

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my hand runs out of cards SO fast...

 

are there any more cards that let me draw? (since Seer is too slow?)

 

Not sure but....

 

[cardofsanctitywithlolanimeeffect]

 

OT: Really sucks that Pot of Greed was forbidden. It was one of the best drawing cards. Try Upstart Goblin or Hand Destruction. You have Avarice' date=' so Hand Destruction won't be a problem. Try 2 Hand Destruction and 2 Pot of Avarice.

[/quote']

I was also thinking Common Charity, since I have 3 Dark Magicians, but that might not be enough

I'll try Hand D

 

many thanks jabber2033! :)

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You have Burden at 1. Chances are, even if it comes to the point where DP isn't strong enough to run over a monster, you won't draw into Burden anyway.

 

Hand Destruction is my go-to card when I need Draw Power, the problem simply is that (1), it gives the opponent the same opportunity, and (2), it sends a lot of crap to the grave.

 

Hmm... now I'm wondering if hybridizing this with a Blue-Eyes Swing deck might make it quicker. Plus, considering Paladin gets more powerful with dragons in the Grave, it would remove the problem you have with stronger cards knocking it over... want me to draft up a concept deck for you to see if you like?

 

My other suggestion would be to make this deck into more of an Endymion form, which would rely on the White/Black Skilled magicians, and maybe Royal Magical Library for extra draw...

 

Either way, it seems like adding a supporting theme to the deck might help it with consistency. You'd have to test to figure out, but I think something that supports DP paladin better than DAD would give it the consistency and draw needed to win.

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Beh, I tried. Jabber's the resident Blue-Eyes guy, so I'm actually hesitant to show this, but whatever.

 

[spoiler= Dragon-Paladin Deck (Built in five minutes)]

- - x40

-Monsters- 18

Blue-Eyes White Dragon x3

Tri-Horned Dragon x3

Elemental Hero Prisma x3

The Dark - Hex Sealed Fusion x2

Buster Blader x2

Red-Eyes Darkness Metal Dragon x2

Dark Magician x2

Chaos Sorcerer x1

 

-Spells- 17

Polymerization x3

Trade-In x3

Swing of Memories x3

Hand Destruction x3

Emblem of Dragon Destroyer x3

Foolish Burial x1

Future Fusion x1

 

-Traps- 5

Birthright x3

Common Charity x2

 

-Extra- 4

Dark Paladin x3

Five-Headed Dragon x1

 

 

 

 

...And an equally quick attempt at the same thing with Endymion-Casters.

 

[spoiler= Endymion-Paladin Deck (Built in Five Minutes)]

- - x40

-Monsters- 18

Skilled Dark Magician x3

Elemental Hero Prisma x3

The Dark - Hex-Sealed Fusion x3

Skilled White Magician x2

Magical Exemplar x2

Dark Magician x2

Buster Blader x2

Toon Gemini Elf x1

 

-Spells- 20

Polymerization x3

Smashing Ground x3

Emblem of Dragon Destroyer x3

Toon Table of Contents x3

Terraforming x3

Hand Destruction x3

Magical Citadel of Endymion x2

 

-Traps- 2

Dark Bribe x2

 

-Extra- 3

Dark Paladin x3

 

 

 

I'd give them a test run, maybe see if you like the strategy in either of those any more than the one you're using now. Dark Paladin's a rather rare decktype, so I have no clue what type of deck he works best in, but the only way to find out is to try out a couple.

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I know you <3 40 cards but I edited it to 45

this will probably change once I figure out what works/doesn't for me, because it is a TOTALLY different deck than my last

 

MAIN DECK (45)

=========

Monster

-------

2 Dark Magician

2 Buster Blader

3 Blue-Eyes White Dragon

2 Tri-Horned Dragon

2 Red-Eyes Darkness Metal Dragon

2 Elemental Hero Prisma

2 King of the Swamp

1 Chaos Sorcerer

1 Dark Armed Dragon

 

Spell

-----

3 Polymerization

3 Trade-In

2 Swing of Memories

1 Hand Destruction

1 Summoner's Art

1 Ancient Rules

1 Emblem of Dragon Destroyer

1 Foolish Burial

1 Future Fusion

1 Heavy Storm

1 Giant Trunade

1 Mystical Space Typhoon

1 Lightning Vortex

2 Book of Moon

 

Trap

----

1 Mirror Force

2 Bottomless Trap Hole

1 Threatening Roar

2 Birthright

2 Common Charity

EXTRA DECK

=========

3 Dark Paladin

1 Five-Headed Dragon

SIDE DECK

=========

2 Pulling the Rug

1 Prime Material Dragon

2 Curse of Royal

1 Exhausting Spell

1 Conspiracy of the Tuning Mentor

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Ah... well, that variation's going to be a lot less consistent, that's for sure.

 

Lemmi be frank. Even if a card is good, it's no use to you if you can't draw it. Likewise, cards that are good in most situations are still inferior to cards that will always help with your Win Condition. Cards at 1, and going over the 40 card limit, mean that you're not maximizing the chance of getting a card when you need it. There's a reason we <3 40-card decks.

 

In any case, I'd make the following changes to that deck-

 

-1 Ancient Rules (Why summon them from the hand and waste Card Advantage if you can do so from the Grave?)

+2 Hand Destruction (Running three here is really necessary. The point of the deck is to drop things to the Grave fast, so because you can grab things from there quicker than elsewise. Also, Draw = Good.)

+1 Summoner's Art (I actually can't believe I missed this one. I Likey how it can search out Tri-Horn and BEWD too.)

-1 MST, -1 Trunade (Most traps these days are chainable. 1 Heavy suffices in nearly all decks for S/T destruction. I personally prefer Dark Bribe, which not only destroy but also NEGATE, but eh...)

-1 Threatening Roar, -1 Mirror Force (WTH are they going to be attacking? You don't need stall, and don't really have any weak monsters that need protecting. Side Mirror as it's good anti-Swarm tech.)

-3 Some other jank. (To make an even 40. I'd suggest the Books and something else, but keep in mind you can use a Book of Moon on something you revived with Swing, and it will not be destroyed at the end of the turn, so it could be useful. Play a couple games and you'll probably get a feel of what three to take out...)

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You shouldn't deck yourself out unless you're using Lightsworns or your opponent is using a mill deck. You should win before that if you play right.

 

As for a win condition, I guess it should be something like..."dump dragons, summon Dark Paladin, attack with a powered up beatstick"

 

And since you're trying to dump dragons, there's really no need for REDMD to bring them back. Replace with Skilled DM.

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Max Paladin Attack Power (All Dragons destroyed) with this deck: 7400

 

In any case, I cut it to 40... but I'm still worried about S/T negation.... this deck is extremely susceptible to Bottomless etc.

 

P.S. While completely unusable in my deck, Destiny End Dragoon (who I found while searching for Dragons, misspelled) is awesome

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Chain-Material Dragoon used to be my maindeck a couple metas ago :3

Too bad they killed it by limiting Destiny Draw in march, though.

 

Yeah, never worry about Decking Out, as it simply won't happen (unless you're facing a Mill Deck, in which case decking out should be an obvious outcome...)

 

Fair enough on the redmd, jabber. I'm just used to throwing him into any dragon-related deck as a given. Plus, free 2800 beatstick that can summon other beatsticks is fun. That said, he's not actually aiding the Win Condition that much, so eh.

 

Btw, Jabber got it right. Point is to use the various Draw Engines to quickly run through the deck, dropping as many dragons in the grave as possible along the way. Dark Magician in particular can be brought back by Swing/Birthright for a quick fusion.

 

Run Dark Bribe if you want negation, works for nearly anything. My favorite tech card in fact.

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wait, using Chain Material instantly allows you to bring one out?

 

RAWR I'm so tempted to just throw in those 3 extra cards

 

.... Actually... the fusion materials are both lv 8 and Chain Material can be used on Paladin too... it might not be SO infeasible.....

 

also, I'll ditch one of the REDMDs (now 42 cards)

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wait' date=' using Chain Material instantly allows you to bring one out?

 

RAWR I'm so tempted to just throw in those 3 extra cards

 

.... Actually... the fusion materials are both lv 8 and Chain Material can be used on Paladin too... it might not be SO infeasible.....

[/quote']

 

DM and BB are LV 7 so that's wrong. And I think Chain Material only works with Fusion Gate...

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wait' date=' using Chain Material instantly allows you to bring one out?

 

RAWR I'm so tempted to just throw in those 3 extra cards

 

.... Actually... the fusion materials are both lv 8 and Chain Material can be used on Paladin too... it might not be SO infeasible.....

[/quote']

 

DM and BB are LV 7 so that's wrong. And I think Chain Material only works with Fusion Gate...

 

Correct. Also, only works with Dragoon too, (Chain Mat. kills anything else you summon with it at the end of the turn- Dragoon's effect lets it survive.)

 

 

Also, Expelsword, is deck listed on the first page accurately reflecting your deck as it is right now?

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Oh... so it's not saying I can take them from the graveyard, RFP them with chain material's effect, and then use polymerization?

 

and I was refering to Dogma and Plasma being lv 8

 

and no, I'll update the list


Wow, this deck is VERY fast if you get Future Fusion opening hand

 

but, if you get all monsters first then it's nothing...

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Meh, you could, but I wouldn't suggest that. Chain Material's rather dangerous to use, considering it removes from play both the materials, and destroys the fusion monster at the end of the turn. In a Dragoon deck, that's not a problem, but Dragoon decks do have to be specially crafted (And they've lost a lot of speed since Destiny Draw got limited).

 

Anyway, the deck looks good so far. Some numbers looks like you could take adjusting, but I wouldn't be entirely sure what's highest priority. Test it for a while and report back.

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my report so far is that FHD is nearly useless

with Future Fusion I need 5 in my deck, while most of the time they all spend in my grave, so I usually use it on Dark Paladin

 

additionally, like said before, it really comes down to the opening hand with this deck

 

I just dueled and got Paladin turn one, at the end he was boosted to 4900

 

P.S. I'm thinking of throwing in BEUD just in case I get the chance

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