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Experimental charmer control deck? help!?


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ok i got the idea to make a chamer control deck but i need some input on the deck.

(Not running all the charmers just some)
Monsters
Hiita the fire charmer x1
Eria the water charmer x1
lyna the light charmer x1
Wynn the wind charmer x2
Dharc the dark charmer x2
Chaos sorcerer x1
Cyber dragon x2
cyber valley x2
Caius the shadow monarch x2
magicians exemplar x2 /or 1 and 1 of the dark and light barrier statues
Breaker the magical warrior x2
Defender the magical knight x2
nights end sorcerer x2
apprentice magician x2

Spells
Swords of revealing light x1
creature swap x1
Heart of clear water x2 / thinking of making it 3
Back to square One x2 / thinking of toning it down to 1
My body as a shield x1
Mystical Space typhoon x1
Book of Eclipse x2/ thinking of making it 3
Book of moon x3/ thinking of toning it down to 2
Magical dimension x2

Traps
Starlight road x1
Alter for tribute x1/ thinking of making it 2
Magician's circle x2
Compulsory x3/ thinking of toning it down to 2

Extra deck
Stardust dragon
Red dragonarchfiend
ancient fairy dargon
powertool dragon
blackrose dragon
brionic

Cards that Im thinking of throwing in
Scrap iron scarcrow x1
Depth amulet x1
draining sheild x2


Any help with the deck is appreciated
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I know most charmer decks dont work cause you never have the right charmer at the right time.
I always wanted to make a charmer deck so I am instead of saying "it doesn't work" "it doesn't work" "it doesn't work".

yes DNA transplant or DNA surgery would make a difference in this deck but what happens when you dont have the right charmer for that attribute? see but interesting ill look into seeing a combo that might work with that. (after thought thinking what about secret village of spellcasters so you opponent cant activate spells with DNA surgery but is a double edged sword)
scroll of bewitchments would help this deck alot.

but the main problem with charmers is that they are flip effects so you need to protect them while there face down

and once a charmer is flipped how can you set it to flip again if you have to thats why when i was looking into taking control of the opponents monsters over I came up with these combos:

Book of Eclipse (quick play spell)
Change all face-up monsters on the field to face-down Defense Position. [b]During the End Phase, flip all face-down Defense Position monsters your opponent controls face-up[/b], and your opponent draws 1 card for each.
This would allow you to keep monsters you already took control of (like when you would brain or mind control there monster then book of moon it to keep it) and you reset the charmers in face down.

Book of Moon
Flip 1 face-up monster on the field into face-down Defense Position.
This is for as much reseting charmers as defending them as well.

compulsory return and altar for tribute
lets say you have control of their Caius altar for tribute it so you gain the life of the ATK of caius and the compulsory your charmer to have it in your hand to reset on the field(also you might want to have something on the field as well to protect it like draining shield or something).

Heart of clear water
so that once you flip a charmer you and take control of a monster you protect the charmer from being destroyed although remove from play would be a problem mabey side an Imperial Iron wall.

Back to square One
Discard 1 card from your hand. Return 1 monster on the field to the top of the owner's Deck.
Mainly to get rid of a problem on the field and also to mabey in a bad situation resend a charmer to the top of your deck after altar for tribute their monster

Altar for tribute
Select 1 monster on your side of the field and send it to the Graveyard. Increase your Life Points by an amount equal to the original ATK of the monster.
So when they destory you charmer chain so they dont get their monster back and you gain the life of the ATK from their monster.

the amount of charmers i run( keep in mind if you side deck the other or extra charmers i would keep the amount a 2 for 2 types of attributes ans 3 for 1 atribute or 2 for 1 and put in more tunners like dark resonator)
2 dark mostly cause of caius or Ally of Justice Catastor or any other big hitter darks
2 wind mostly cause of raiza (which i am thinking of throwing into this deck) or stardust or any other hopeless dragons
1 fire mainly for thestalos but is handy for any big hitter fire
1 water mostly for mobius and ice barriers but is handy for any big hitter water
1 light mainly big hitter light monsters
0 earth( not that i dont like the card i would side it but because most people dont run decks with earth monsters unless their beast or amozoness. as far as i know)

this amount of charmers is low cause i dont want them getting clustered up in my hand
also i thinks i am going to throw in the 3 srcolls of bewitchment but am not sure what to throw out
also there is a a filp monster that allows you to put equip card in you hand Ironsmith er something like that

so thats about it until i come up with new combos
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first, boonie, we know cards here.

second, why run all the charmers? part of your problem with not having the right charmer at the right time is running every different god damned charmer. why don't you just run like, the dark and light ones. with some chaos. most monsters naturally fit into those two attributes, but if they don't you can use dnaidiot. seriously, there's no point in running the fire idiot if no one uses fire attribute cards.
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