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Morphtronics


burnpsy

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[size="4"][u][b]ゴ! ゴ! ディフォーマー ウエプ!! (40)[/b][/u][/size]

[size="3"][u][b]Monsters (20)[/b][/u][/size]

2x Cyber Dragon
3x Cyber Valley
1x Morphtronic Boarden
3x Morphtronic Boomboxen
3x Morphtronic Celfon
3x Morphtronic Radion
3x Morphtronic Remoten
2x Morphtronic Scopen

[size="3"][u][b]Spells (12)[/b][/u][/size]

1x Dark Hole
3x Junk Box
1x Limiter Removal
2x Machine Duplication
1x Monster Reborn
2x Morphtronic Accelerator
1x One for One
1x Reasoning

[size="3"][u][b]Traps (8)[/b][/u][/size]

2x Bottomless Trap Hole
1x Mirror Force
1x Return from the Different Dimension
1x Solemn Warning
1x Torrential Tribute
2x Trap Stun

[size="3"][u][b]Extra Deck (15)[/b][/u][/size]

1x Ancient Fairy Dragon
1x Ancient Sacred Wyvern
1x Armory Arm
1x Black Rose Dragon
2x Chimeratech Fortress Dragon
1x Colossal Fighter
1x Goyo Guardian
1x Magical Android
1x Power Tool Dragon
1x Scrap Archfiend
2x Stardust Dragon
1x Thought Ruler Archfiend
1x XX-Saber Gottoms

[size="3"][u][b]Side Deck (15)[/b][/u][/size]

2x Chain Disappearance
1x Cyber Dragon
1x D.D. Crow
1x Gorz the Emissary of Darkness
2x Legendary Jujitsu Master
2x Light-Imprisoning Mirror
2x Mystical Space Typhoon
2x Shadow-Imprisoning Mirror
2x Thunder King Rai-Oh
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[quote name='Bartimaeus' timestamp='1286660602' post='4691752']
If you're going to play Morphtronics, you should try to go for the OTK build. I'm not quite sure of the exact cards you need, but you could definitely make use of Infernal Reckless Summoning.

Morphtronics are fast enough. Their just not as consistently good as Sabers.
[/quote]

I lol'd. Two things: this IS an OTK build, and IRS sucks in Morphs.
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I was just referencing one that beat me in locals a few weeks ago. And, this doesn't seem like an extremely fast build...most of the OTK's I've seen with these focus more on swarming...three Accelerators seems like an odd choice. Admittedly, I've never run one of these myself, but I have seen them run well in tourney's.
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[quote name='Bartimaeus' timestamp='1286664047' post='4691902']
I was just referencing one that beat me in locals a few weeks ago. And, this doesn't seem like an extremely fast build...most of the OTK's I've seen with these focus more on swarming...three Accelerators seems like an odd choice. Admittedly, I've never run one of these myself, but I have seen them run well in tourney's.
[/quote]

...Your not ever using Morphs shows. This IS fast AND swarm-based. It's shown that more than enough times.

Accelerators are much needed removal and fix dead hands. Get rid of those things blocking you and such.
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[quote name='BDKMRV' timestamp='1286668454' post='4692053']
Playbook?
And why is Cyber Dragon not at 3?
[/quote]

[quote name='burnpsy' timestamp='1283028860' post='4575855']
This deck makes use of how Morphtronics can easily add up their power to become 8000 or higher and hit the opponent for a win as quickly as possible. The most used combinations are as follows:

Radion + Boomboxen + Limiter Removal/Boomboxen = 9800 Damage
Celfon + Celfon + Celfon + Radion + Boomboxen/Radion = 8500/9900 Damage
Celfon + Boomboxen + Boarden/Scopen + Radion = 8000/8300 Damage

As that requires mass-swarming to be done on a regular basis, this deck's major plays are mainly fueled by Machine Duplication. Most notably, using it on Morphtronic Celfon allows me to either summon up to 3 Synchro Monsters or potentially win the game with some of the previously mentioned combinations. Using Machine Duplication on Cyber Valley can allow me to draw a potentially large amount of cards, ranging from 2 to 6, and even possibly leaving a Cyber Valley left to block attacks for a turn. Using Machine Duplication on Morphtronic Remoten, especially later in the game, allows me to add 3 Morphtronic of my choice to my hand from my deck, setting up many possibilities from a win to a Synchro Summon. The 3 Morphtronic Remoten can also be used together to Synchro Summon XX-Saber Gottoms for some pure brawn.

Morphtronic Celfon is kept consistent by using 17 Morphtronics. This makes over 40% of the cards in the deck, more common than 1 in 3. Since the average value of a die roll is 3.5, this allows for Morphtronic Celfon to almost always get a Morphtronic monster with its effect, but obviously isn't infallible.

As previously stated, this deck can and will get multiple Synchro Summons in the same turn, either with Morphtronic Celfon or with another combination of cards. As such, the Extra Deck mainly contains Monsters that work well together. An example would by Power Tool Dragon with Armory Arm. As Armory Arm counts as an Equip Spell Card for all purposes when it is equipped to Power Tool Dragon, Power Tool Dragon gains a useful effect plus destruction immunity. Another example is the combination of any of the following four: Thought Ruler Archfiend, Stardust Dragon, Ancient Sacred Wyvern and Magical Android. Ancient Sacred Wyvern benefits from the extra power every turn from Thought Ruler Archfiend or Magical Android, while also enjoying the destruction immunity from Stardust Dragon. Thought Ruler Archfiend with Magical Android will gain me 1200 Life Points every turn from Magical Android's effect and a bit extra with Thought Ruler Archfiend's effect while protecting both of them from destruction cards that target. Thought Ruler Archfiend paried with Stardust Dragon blocks most of any given opponent's ways to stop either monster on their own, mainly leaving them open to D.D. Crow, Soul Exchange and simply anything with enough ATK Points.

This deck mainly summons LV7 Synchro Monsters. Due to this, Block Rose Dragon can be used to open up a turn while getting rid of everything that can be used to block short of Battle Fader. Trap Stun and Giant Trunade are also used to stop anything and everything that can stop any of the above plays.

Aside from the above, there is only one thing left that is important to this deck's success. Most decks aren't as vulnerable to an opposing monster's pure power as this deck is, mainly due to the risk involved in summoning Morphtronic Celfon in ATK Position. Because of this, a solid 8 deck slots are spent on Trap Cards that will stop the opponent from making use of what's essentially a free direct attack. Furthermore, several other deck slots (including several Morphtronics) are cards which are usually used to get Celfon off of the field with some benefit to myself.
[/quote]

Also, space reasons.
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[quote name='burnpsy' timestamp='1287019800' post='4703447']
BUMP

Should I add Grow Up Bulb? It would give me a safety net when all I have is a lone Boomboxen by turning it into a Magical Android, plus it gives me potential access to Formula Synchron and Red Nova Dragon if necessary.
[/quote]
glow up bulb over a cyber valley,maybe? anyway, excellent tuner. btw
-1 Solemn Warning
+1 Solemn Judgment
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[quote name='Red W Mage' timestamp='1287026205' post='4703773']
glow up bulb over a cyber valley,maybe? anyway, excellent tuner. btw
-1 Solemn Warning
+1 Solemn Judgment
[/quote]

Two nitpicks there.

Valley's main uses tend to spawn from use of Dupe, so there's no cutting single copies of it. Also, this deck being an OTK deck, Fader/Gorz/Trag need to be stopped from messing with me like they just LOVE to do, and Warning does that nicely.
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[quote name='burnpsy' timestamp='1287028754' post='4703846']
Two nitpicks there.

Valley's main uses tend to spawn from use of Dupe, so there's no cutting single copies of it. Also, this deck being an OTK deck, Fader/Gorz/Trag need to be stopped from messing with me like they just LOVE to do, and Warning does that nicely.
[/quote]
well I guess I could give a list of suggestions of where to fit glow-up bulb, but the following would be reasons why not to;
-Cyber Dragon is lonely at 1
-more morphtronics the better
-spells are necessary
-Most of the traps are essential staples

TBH, I don't see anyway you can send bulb to the grave through an effect, so it would just be a waste of a normal summon. the only card that I might suggest taking out is RftDD, but then again you must have your reason for that too...

-2 BTH
+1 Warning
+1 Judgment
there problem solved.
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[quote name='Red W Mage' timestamp='1287029404' post='4703863']
well I guess I could give a list of suggestions of where to fit glow-up bulb, but the following would be reasons why not to;
-Cyber Dragon is lonely at 1
-more morphtronics the better
-spells are necessary
-Most of the traps are essential staples

TBH, I don't see anyway you can send bulb to the grave through an effect, so it would just be a waste of a normal summon. the only card that I might suggest taking out is RftDD, but then again you must have your reason for that too...

-2 BTH
+1 Warning
+1 Judgment
there problem solved.
[/quote]

I can summon Bulb with One for One, which can also discard it. Reasoning can also pull it out of the Deck (although people usually call 1 or 4, so it'll end up in the Graveyard). The question is: is it worth it? I suppose you'd have a strong case to say no, so OK then.

I disagree with the suggestion you have there. 2 Warnings + RftDD and Solemn is too much stress on the LP count. If I get them in the right order, I'll have 1000 LP after using all 4, but the wrong order makes one or both Warnings dead draws. <_<

Also, if you honestly can't tell why RftDD is in there:

[quote name='Return from the Different Dimension (in Morphtronics)']Activate only by paying half of your Life Points, removing a level 4 or lower "Morphtronic" monster in your Graveyard from play and discarding a "Junk Box" or "Monster Reborn" from your hand while you have 5 or more monsters removed from play. Select and activate 1 of the following effects:
● You can only activate this effect if 3 of your "Cyber Valley" are removed from play. Draw 6 cards.
● You can only activate this effect if 2 or more of your Tuners and 3 or more of your Non-Tuners were removed from play before the costs for this card were paid. Special Summon up to 3 Synchro Monsters from your Extra Deck (This Special Summon is treated as a Synchro Summon). After that, return 6 of your Monsters that are removed from play to your Graveyard, including at least 2 Tuners.
● You win the Duel.[/quote]

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[quote name='Red W Mage' timestamp='1287032368' post='4703914']
knew it had something to do with the cybers... well because most of my general suggestions are out of the question, it seems that the deck is at its maximum potential...
[/quote]

Something about hat doesn't seem that surprising... Maybe it's because this build in particular was worked on for just over a year now...

Oh well. I guess we're done here unless someone has some suggestion that changes everything...
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