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Zombie Assault [Help?]


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Monsters (22):

 

Assault Beast x2

Bone Crusher x2

Dark Armed Dragon

Doomkaiser Dragon/Assault Mode x2

Kasha x2

Goblin Zombie x2

Il Blud

Mezuki x1

Plaguespreader Zombie

Pyramid Turtle x3

Red-Eyes Zombie Dragon

Spirit Reaper

Zombie Master x3

 

Spells (11):

 

Allure of Darkness x1

Assault Teleport x2

Book of Life x2

Brain Control

Terraforming x2

Zombie World x3

 

Traps (7):

 

Assault Mode Activate x2

Bottomless Trap Hole x2

Call of the Haunted

Torrential Tribute

Mirror Force

 

Extra:

 

Black Rose Dragon

Doomkaiser Dragon x3

Goyo Guardian

Red Dragon Archfiend x2

Revived King Ha Des x2

Stardust Dragon x2

Thought Ruler Archfiend x2

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ur doin it wrong

 

-2 Bone Crusher

-2 Kasha

-1 Il Blud

-1 Red-Eyes Zombie Dragon

-1 Zombie Master

-1 Spirit Reaper

-2 Assault Teleport

-2 Terraforming

-3 Zombie World

 

+1 Doomkaiser Dragon/Assault Mode

+1 Tragoedia

+2 Mystic Tomato

+1 Blackwing - Gale the Whirlwind

+2 Krebons

+2 Trade-In

+1 Heavy Storm

+1 Mystical Space Typhoon

+1 Lightning Vortex

+1 Emergency Teleport

+1 Solemn Judgment

+1 Assault Mode Activate/Burial from a Diffirent Dimension

 

-1 Doomkaiser Dragon

-2 Red Dragon Archfiend

-1 Thought Ruler Archfiend

 

+1 Colossal Fighter

+1 Blackwing Armor Master

+1 X-Saber Urbellum

+1 Brionac, Dragon of the Ice Barrier

+1 Gaia Knight, the Force of Earth

+1 Ally of Justice Catastor

 

And in case you ask, yes, Assault Teleport is terrible in this because it reloads your deck with a monster that can easily be drawn again and is useless in hand, since Zombies quickly thin their deck, and able to draw into your Doomkaiser/Assault being stupidly high as well (hence the 3rd Doomkaiser/Assault). And Trade-In makes Doomkaiser/Assault an atleast reliable draw engine.

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