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Turn Jump


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My friend I give you the 9-10 turn stall

 

 

threatening Roar x3

 

Swords of revealing light + Spell Reclamation

Discard ummm whats it called Necro Gardna

 

6 turns from swords + 3 from threatening roar

 

A bonus if you've got negate attack & some Van'Dalygons on your field...

 

Run some Dark bribes & Seven tools of teh bandit & magic Drain, possibly a Jinzo plus amplfier

 

Anyways this card would be so fun to use.

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^^^You're awful aren't you?

 

swords, isn't reliable.

 

here's a better stall:

3 zero gardna

3 battle fader

3 roar

3 thunder of ruler

3 waboku

3 negate attack

 

that's already 18 turns, and i didn't really have to think about it. i'm sure i could produce more.

 

edit:

i just read the rest of your post. where in god's name does counter fairies fit in with countdown? or do you just run bad stall all time? and jinzo with amplifier? seven tools? you're... terrible.

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Simply you lucky so of a gun

 

 

You use the Counter traps to protect your regular cards and use the moster effects to special summon them. Your stragegy is nice and all

 

But I like mines better...

 

And no I'm not terrible; im creative, there is a difference. I suppos you would like to give me some kind of sppech about how I should teh meta like X-sabers & blackwings, infernites, machina etc etc

 

EDIT: I Also don't run a stall deck not my style

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I suppos you would like to give me some kind of sppech about how I should teh meta like X-sabers & blackwings, infernites, machina etc etc

lol@Tronta + Meta

 

Cards to add to the list of Countdown.dek would include...

-Arbitrator of Mediation (That comes out in STBL, right?)

-Quick-Attack Scarecrow

-Frozen Soul?

-And more, I think.

 

It basically depends on how soon you pull Countdown. Now, Pyro Clock of Destiny is crap, but Turn Jump...might be usable, especially since it's a Spell.

 

EDIT: If you want to play Turn Jump, use DMG.

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