BulletMan Posted July 5, 2010 Report Share Posted July 5, 2010 YCM, here's the task I'm giving you: Make a Deck, 40-45 card one, that makes as many +1's and above as possible. It can be by themselves and/or through combos, etc. Try to explain how many +1's it does. The explaination may take a while. I don't believe this has been done before, so I can't predict what the out come will be. You may do the task in teams. If I haven't made it clearly to you, YCM, just make a Deck that has as many pros as possible that works, well. Also, discuss the idea of "+1's". Link to comment Share on other sites More sharing options...
Great Unclean One: VK Posted July 5, 2010 Report Share Posted July 5, 2010 The idea of getting +1 or advantage is key to winning. Or at least, one of the keys to winning IMO. Without it, the deck will be slow, and hard to use. Link to comment Share on other sites More sharing options...
Tronta Posted July 5, 2010 Report Share Posted July 5, 2010 flip hate. 1 mojo1 sangan2 needle worm2 giant rat3 volcanic shell2 library11 3 shallow grave3 eclipse2 moon3 taiyou3 upstart2 hand dest1 card dest1 foolish2 mse1 poa1 trunade3 void2 guard penalty27 2 desert sunlight2 deck 40 Link to comment Share on other sites More sharing options...
Guest PikaPerson01 Posted July 5, 2010 Report Share Posted July 5, 2010 3 Thunder Dragon3 Royal Magical Library3 Magical Exemplar1 Summon Priest Some large number Spells Magical Explosion Link to comment Share on other sites More sharing options...
CrabHelmet Posted July 5, 2010 Report Share Posted July 5, 2010 3 Thunder Dragon3 Royal Magical Library3 Magical Exemplar1 Summon Priest Some large number Spells Magical Explosion No, Pika, Magical Explosion is a -1. Don't use that. Use pro cards like Chaos Greed that are +1 instead. Link to comment Share on other sites More sharing options...
GenzoTheHarpist Posted July 5, 2010 Report Share Posted July 5, 2010 Much lulz when this was discussed years ago in this thread: http://forum.yugiohcardmaker.net/thread-70659-page-1.html Link to comment Share on other sites More sharing options...
Tronta Posted July 6, 2010 Report Share Posted July 6, 2010 i lold. Link to comment Share on other sites More sharing options...
Sephiroth_The_Legend Posted July 6, 2010 Report Share Posted July 6, 2010 3 Thunder Dragon3 Royal Magical Library3 Magical Exemplar1 Summon Priest Some large number Spells Magical Explosion No' date=' Pika, Magical Explosion is a -1. Don't use that. Use pro cards like Chaos Greed that are +1 instead.[/quote'] not to mention most spells these days are +0's... Link to comment Share on other sites More sharing options...
The ReBeL Posted July 6, 2010 Report Share Posted July 6, 2010 Lighting Vortex is +1 if its a dark deck(assuming stuff needs to be in the grave) Link to comment Share on other sites More sharing options...
Fraz Posted July 6, 2010 Report Share Posted July 6, 2010 Lighting Vortex is +1 if its a dark deck(assuming stuff needs to be in the grave)... You need to learn advantage m8. Old Cookie Cutter deck was awesome +1 format. Link to comment Share on other sites More sharing options...
burnpsy Posted July 6, 2010 Report Share Posted July 6, 2010 Positive Card Advantage (40) Monsters (23) 3x Ancient Gear Gadjiltron Dragon2x Green Gadget3x Ojama Black3x Ojama Blue3x Ojama Green2x Ojama Red3x Ojama Yellow2x Red Gadget2x Yellow Gadget Spells (15) 1x Dark Factory of Mass Production3x Geartown1x Heavy Storm3x Magical Hats2x Ojamagic2x Ojama Country1x Ojama Delta Hurricane1x Pot of Avarice1x Terraforming Traps (2) 2x Royal Decree The Gadgets, Ojama Blue, Dark Factory, Delta Hurricane, Heavy Storm and Pot of Avarice explain themselves. Gadjiltron, Geartown and all of the other Ojama cards take advantage of eachother to produce ridiculous amounts of card advantage with the help of Magical Hats (for example, Magical Hats setting two Ojamagics would cause a +5, setting two Geartowns will summon two beaters). The only unclear card is Royal Decree. While it doesn't produce any advantage on its own, it stops the opponent from stopping this deck's card advantage gain by sealing off their spells which make them almost completely useless by default, almost as if I had gotten rid of all Traps in their deck. Link to comment Share on other sites More sharing options...
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