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Bet the reason why Zombies aren't tier 1 is because Richter Belmont is after them.


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http://yugioh.wikia.com/wiki/Zombie

I've been out of the game for a while.

(Been playing more video games and Warhammer.)

Tell me the current situation for Zombies and what current deck variants are good for them.

Discuss also what they need to become better.

Is it draw power?

Swarming?
*No, can't be.

Consitency?
*Maybe.....

TELL ME!
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[quote name='Sephiroth_The_Legend' timestamp='1288844520' post='4760599']
Avenger DaD is the closest thing they got to tier 1
[/quote]

You mean the Zombie deck that completely rely on pure luck, must archive a victory condition that requires an empty hand while Zombies are famous for filling up their with Goblin Zombie and only works if your opponent is a colossal moron and attacks anything in sight?

How about no.
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Zombies don't really need more support, what they need is Brionac banned and Mezuki put at 2 along with Destiny Draw (even though technically there is no reason for either to be semi-limited since they don't really rely on multiple copies of each like Dewloren or that "when discarded, return a FLIP effect monster"), then they'll be fine. Seriously, Brionac + Goblin Zombie => bounce using Mezuki is a big reason why it was was put back to 1 after just 1 format. With Burial from a Different Dimension limited and Brionac banned I don't think there is a reason for Zombies to be hurt so badly.
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[quote name='VK's Red Terror' timestamp='1288919418' post='4762359']
Elaborate please.

This sounds interesting.
[/quote]

Its a deck that Akira and I had tossed around on MSN. I was looking for a new deck that was fun and somewhat competitive. He, on a whim i think, told me to try out Flamvell Zombies, as they both had a lot of grave support.

I fired up WC2010, and tried out a few variants, most of them sucking.

I had originally tried a pure power version, that wasn't very consistent at all. I used cards like DaD and Allure, although I ran very little support for either.

My second version relied heavily on the flamvells and getting to rekindling fast, but I lacked support if I drew multiple magicians.

I eventually came up with a balance for it, and worked really good, balancing out some stuff. I posted on YCM.

Fraz helped alot with reworking the deck. I finally dropped DaD and Allure for good, and played P-Turtle.

After TSDH, I took a break from the deck to play Glads, as the deck lacked power against inferns.

I picked it up after Edison(IIRC) and dropped Ryko(a love/hate card in the deck) for magical merchant. Merchant gave the deck something I felt it needed, a way to consistently hit Rekindling, while loading up my grave at the same time. I didn't really want a controlled mill with Ryko, as he usually dumped my best stuff. Merchant helped me dump the stuff I wanted in the grave, and gave me my outs immedialty.

I do not have a build for this format, but off the top of my head, I'd play


3 Firedog
2 Magician
2 Archer
2 Poun
3 Gob Zomb
3 Beast of the Pharoah
1 Zuki
1 ZMaster
1 Plague
2 Turtle
3 Merchant

24

1 Dark Hole
1 Monster Reborn
2 Pot of Avarice
3 Rekindling
3 Book of Moon
1 Card Destruction
1 Burial from a Different dimension
1 Mind control
1 Giant Trunade

14

3 Royal Decree

3

41 Total
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[quote name='BehindTheMask' timestamp='1288923039' post='4762604']
Its a deck that Akira and I had tossed around on MSN. I was looking for a new deck that was fun and somewhat competitive. He, on a whim i think, told me to try out Flamvell Zombies, as they both had a lot of grave support.

I fired up WC2010, and tried out a few variants, most of them sucking.

I had originally tried a pure power version, that wasn't very consistent at all. I used cards like DaD and Allure, although I ran very little support for either.

My second version relied heavily on the flamvells and getting to rekindling fast, but I lacked support if I drew multiple magicians.

I eventually came up with a balance for it, and worked really good, balancing out some stuff. I posted on YCM.

Fraz helped alot with reworking the deck. I finally dropped DaD and Allure for good, and played P-Turtle.

After TSDH, I took a break from the deck to play Glads, as the deck lacked power against inferns.

I picked it up after Edison(IIRC) and dropped Ryko(a love/hate card in the deck) for magical merchant. Merchant gave the deck something I felt it needed, a way to consistently hit Rekindling, while loading up my grave at the same time. I didn't really want a controlled mill with Ryko, as he usually dumped my best stuff. Merchant helped me dump the stuff I wanted in the grave, and gave me my outs immedialty.

I do not have a build for this format, but off the top of my head, I'd play


3 Firedog
2 Magician
2 Archer
2 Poun
3 Gob Zomb
3 Beast of the Pharoah
1 Zuki
1 ZMaster
1 Plague
2 Turtle
3 Merchant

24

1 Dark Hole
1 Monster Reborn
2 Pot of Avarice
3 Rekindling
3 Book of Moon
1 Card Destruction
1 Burial from a Different dimension
1 Mind control
1 Giant Trunade

14

3 Royal Decree

3

41 Total
[/quote]
I really like the deck, but a Debris Dragon version would be amazing. Debris->Nuke field->Rekindling

I'll try both.
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I just saw a Zombie Dragons deck make it to number 2 in a local tourny here. It was almost epic. Z dragons Vs. Absolute Fusion deck. and then Z dragons Vs. Blackwing sych deck. It be the BW by a hair, but the Absolute fusion deck was alittle rediculous. They kept using Absoulte Zero to get rid of the players cards then popped out Divine Neos, Rainbow Neos, and E-hero Gaia and wiped the board. I dont know how the Regionals here went... Ill have to find out if that guy with the Z dragon deck went or not.
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[quote name='-Griffin' timestamp='1288995245' post='4764148']
I still like Zombie Plants. Being able to ditch Dandy/Grow-Up/Spore for Zombie Master is fun.
[/quote]

I've liked Plant Zombies, been a lot better than I thought they would, but Magical Merchant is a good idea, definitely test worthy. I like the idea of Flamvell Zombies though, I'll have to try them, all I really need is 2 dogs and 3 rekindling.
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