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Ancient City - Rainbow Ruins


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[url=http://yugioh.wikia.com/index.php?title=Ancient_City_-_Rainbow_Ruins&image=AncientCity-RainbowRuinsDP07-EN-R-1E-png][img]http://images2.wikia.nocookie.net/__cb20080823024003/yugioh/images/thumb/3/3a/AncientCity-RainbowRuinsDP07-EN-R-1E.png/356px-AncientCity-RainbowRuinsDP07-EN-R-1E.png[/img][/url]

I'm thinking of just running 1 as tech in CBs, because the set up needed for this thing takes a bit long and takes too many resources, that and Dragon Queen control seems a lot better. I would throw it away all-together, but I love Birdman OTK. Thoughts?
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Blessings only gets stuff out of the grave, stuff more applicable for DQ food. (lol DQ and food put in the same sentence when referring to CBs :P). On pojo, everyone runs something like 3 Tree, 3 Release, 3 Promise, 3 Beacon, etc. Just to get this useable by turn 2... but tbh, that takes away space you could use for stuff like MST, Effect Veiler, PoD, and other stuff that helps. Though I do agree that it helps CBs a lot, it really only helps midgame, so drawing it early sucks.

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Testing against LS, Sabers, and Drags show that ACRR is very dead draw-ish and doesn't really help, especially when Brio bounces my backrow and screws me over, or if Hyunlei destroys my backrow, or other stuff. Also when you think about it, ACRR is just some middle process when trying to go for Abundance OTK. it doesn't really help it out, and it doesn't exactly come naturally as there are no searchers in the deck. I've been testing with only 1 ACRR recently, and it actually works a lot better.
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Ruins is actually a pretty versatile and well-designed support card.
Built in protection, draw engine, halves some battle damage, etc, etc.
Its just amazing.

[quote name='CDDRodrigo' timestamp='1300965716' post='5093236']
A CB Synchro and a CB Exceed would rule.
[/quote]
Hence, "The best deck".
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[quote name='CDDRodrigo' timestamp='1300965716' post='5093236']
A CB Synchro and a CB Exceed would rule.
[/quote]
Brionac/Scrap Dragon/Dewloren + Zenmeister.

And ofcourse Ancient City is a good card, it's just that the set-up it requires to make it good takes way too long, so in the mean while (I.E. those first 1-2 turns) It sits in my hand dead until I gather 4-5 CBs (3 doesn't count because I don't want to waste my CBs in the front row, which is another problem in that ACRR creates a situation where if a CB goes to the graveyard its costly). If I want those CBs as quickly as possible, I need to run crap like Release and Tree and what not, which I like to use for MST/Dust Tornado space.
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