~British Soul~ Posted November 28, 2010 Report Share Posted November 28, 2010 Monsters: 14 [3] InfernityArchfiend [3] Infernity Necromancer [2] Infernity Mirage [2] Dark Grepher [2] Infernity Avanger [1] Plaguespreader Zombie [1] Stygian Street Patrol Spells: 9 [1] Infernity launcher [2] Book of Moon [1] Monster Reborn [2] MST [1] Dark Hole [1] Allure [1] Giant Trunade Traps: 17 [3] Barrier [3] Inferno [2] Break [3] Trap Stun [2] Bottomless Trap Hole [1] Inferity Reflector [1] Solemn Warning [1] Torrental Tribute [1] Mirror Force Extra Deck: 15 [3] Hundred Eyes Dragon [2] Infernity Doom [2] Stardust [1] Brionac [1] Catastor [1] Scrap Dragon [1] Goyo [1] Black Rose [1] Colossal Fighter [1] Thought Ruler Archfiend [1] Armory Arm Side Deck: 15 [2] Cyber Dragon [1] DAD [2] Caius [1] Pulling the rug [2] Thunder King Rai-Oh [1] NS grand mole [1] Cold Wave [1] Starlight Road [1] Penguin Soldier [2] D-Prison [2] Doomcalibur Knighti tried the deck with 3 beetles and 1 return from the DD. but i'm not sure how to improve this Link to comment Share on other sites More sharing options...
Yeezus Posted November 28, 2010 Report Share Posted November 28, 2010 -1 reflector +1 RftDD and that fact that you run warning w/o judgement is lol Link to comment Share on other sites More sharing options...
~British Soul~ Posted November 28, 2010 Author Report Share Posted November 28, 2010 if i ran judgment what should i neg Link to comment Share on other sites More sharing options...
Yeezus Posted November 28, 2010 Report Share Posted November 28, 2010 a trap stun Link to comment Share on other sites More sharing options...
Argentum Posted November 28, 2010 Report Share Posted November 28, 2010 Dude trap stun is broke. Return you have to pay half - Escape is free. Trust me DAD is bad, Also I don't understand why people run allure. You run 14 monsters and all of them are important. Plus allure can be really dead because of the low monster count. Link to comment Share on other sites More sharing options...
Yeezus Posted November 28, 2010 Report Share Posted November 28, 2010 allure away monster, break; remove a monster; bottomless an archfiend. return is the nuts Link to comment Share on other sites More sharing options...
Argentum Posted November 28, 2010 Report Share Posted November 28, 2010 I could see it if you ran three breaks maybe, but the allure noway. Not enough monsters to guarantee it to be live always, plus what if they bottomless the archfiend when you play return? Is it just half your life for fail? I certainly think so. Link to comment Share on other sites More sharing options...
Yeezus Posted November 28, 2010 Report Share Posted November 28, 2010 and you still get a search and that's like saying 14 targets for 1 DDraw is inconsistent. Link to comment Share on other sites More sharing options...
Argentum Posted November 28, 2010 Report Share Posted November 28, 2010 [quote name='Placido.' timestamp='1290977730' post='4816779'] and you still get a search and that's like saying 14 targets for 1 DDraw is inconsistent. [/quote] The search doesn't really help if you can't make a loop or a big monster. Plus after game 1 if they see return they will wait for it. Lots of hate for cards like that. Return can be countered by warning, bottomless(if the set up doesn't naturally counter it), seven tools, royal decree, trap stun. I have to say its just too big of a risk for half your life. I guess if you feel like allure is good enough to run you can have fun with it, but you don't really have many ways to recover the monster you just threw away. Link to comment Share on other sites More sharing options...
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