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HOLY S*** IT'S A DARK VANILLA DECK [Rep to good advice]


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It seems the major focus is about draw power. I agree on white elephant's gift. I shifted around some of the decks configuration to make it more consistent. I took out Gozen altogether only because of your deck's attribute. Dark. There are a lot of dark decks out there. I feel that card is a better side option for you against samurai and other decks.

Another card that was removed was birthright. If it's only bringing back 1900 beaters for no foreseeable win condition I just don't see the logic in running it. You are already main decking COTH and Reborn.

Also added Allure. Very surprised that wasn't here. One option to consider now would be DDR. I did not feel it was necessary.

1 Dark Armed Dragon
3 Vorse Raider
3 Mad Dog of Darkness
3 Archfiend Soldier
3 Doomcaliber Knight
1 Morphing Jar
1 Plaguespreader Zombie

1 Dark Hole
1 Monster Reborn
1 Smashing Ground
1 Allure
2 Mst
1 Trunade
2 Lance
1 Moon

2 Dimensional Prison
1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
3 Skill Drain
2 Common Charity
2 Solemn Warning
1 Solemn Judgment
2 Seven Tools of the Bandit
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I've got 2 common charity and an allure in that build - morphing jar from your original list is there as well - for me personally I would go with a 3rd common charity over the morphing jar. However that's like running 4 allures. I think 9 normals are plenty of targets even if you want to run 3.
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[quote name='Darkplant' timestamp='1303475982' post='5158935']
Well, I see...

The problem is, does drawing too much lead to anything really good here? I mean, there's no ace card. I know I sound stupid, but I don't feel Charity's good at 3.
[/quote]
I can agree with that actually - I put it at 2 because I have actually ran it that way irl and it was fine (I only had 4 targets - normal heroes which are easy to search out)

Let's get rid of moprhing jar and the 3rd charity - however I don't like a lot of normal support out there - let me go get the deck - ah here we are - oh let's just switch jar for gale.

1 Dark Armed Dragon
3 Vorse Raider
3 Mad Dog of Darkness
3 Archfiend Soldier
3 Doomcaliber Knight
1 Gale
1 Plaguespreader Zombie

1 Dark Hole
1 Monster Reborn
1 Smashing Ground
1 Allure
2 Mst
1 Trunade
2 Lance
1 Moon

2 Dimensional Prison
1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
3 Skill Drain
2 Common Charity
2 Solemn Warning
1 Solemn Judgment
2 Seven Tools of the Bandit
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[quote name='Darkplant' timestamp='1303372359' post='5156279']
wat
[/quote]

Well.. the bad Beast Warrior vanillas were trolling xD but you have enough vanillas for 1 copy of Symbols of Duty (knowing that your Deck is not intended for meta-worthy strategies, that your adding "drawing" effects doesn't really get you anything here, and that 1900 ATK vanilla beaters for options are just not enough in terms of power OR protection anyways)

By the way, your win condition here pretty much seems like DAD here. Instead of your inconsistent "drawing" effects, I think Gold Sarcophagus will do a better job.
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[quote]The problem is, does drawing too much lead to anything really good here?[/quote]
All those rediculous staple cards are pretty good... Skill Drain is pretty good, and a nice anti-meta win strategy. It would be a lot nicer to draw into a Dark Hole, Monster Reborn or Solemn Warning then it would be to have a beatstick in your hand in most situations. The point of cards like Allure, Common Charity and Pot of Duality is to help you get to the cards you need in a particular situation and increase your decks consistency and speed.

With 13 Dark Monsters there is a;
~92% chance of drawing 1 or more dark monsters in your opening hand.
~65% chance of drawing 2 or more dark monsters in your opening hand.
~29% chance of drawing 3 or more dark monsters in your opening hand.

Assuming you get unlucky and only draw into 1 dark monster in your opening hand there is around a 59% chance of drawing into at least 1 more by using allure.

The more draw power you have the better, allure doesn't give you any additional card advantage but it draws out cards and gives you options. Also would you rather have a deck with 34 cards in it or 32 after your first turn?

Is the 3rd common charity overkill? Possibly. But not because draw power isn't good, rather because you have to set it first and so it is much less advantageous than allure. To get around this use it to draw out MSTs and other spell destroying/bouncing cards.

With 9 normal monster targets for common charity the odds are;
~81% chance of drawing 1 or more normal monsters in your opening hand.
~41% chance of drawing 2 or more normal monsters in your opening hand.
~12% chance of drawing 3 or more normal monsters in your opening hand.

Clearly lesser than allure, but at the same time justifiable.

As a fun deck this is looking pretty solid. All the changes HaouJudai made are pretty good. Doomcal will still work while skill drain is on the field and stop some pesky cards which is nice, but it depends on the deck your versing. For example Frog Monarch decks will cause you a bit of damage on that front.
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Holy s*** what is that-

Thanks. Even so, Haou apparently forgot the existance of my 1 PoD, so what should I take out?

15 Monsters
1 Dark Armed Dragon
3 Vorse Raider
3 Mad Dog of Darkness
3 Archfiend Soldier
3 Doomcaliber Knight
1 Gale
1 Plaguespreader Zombie

11 Spells
1 Dark Hole
1 Monster Reborn
1 Smashing Ground
1 Allure
2 Mst
1 Trunade
2 Lance
1 Moon
1 Pot of Duality

15 Traps
2 Dimensional Prison
1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
3 Skill Drain
2 Common Charity
2 Solemn Warning
1 Solemn Judgment
2 Seven Tools of the Bandit
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Kay, calling Charity. Now it's:

15 Monsters
1 Dark Armed Dragon
3 Vorse Raider
3 Mad Dog of Darkness
3 Archfiend Soldier
3 Doomcaliber Knight
1 Gale
1 Plaguespreader Zombie

11 Spells
1 Dark Hole
1 Monster Reborn
1 Smashing Ground
1 Allure
2 Mst
1 Trunade
2 Lance
1 Moon
1 Pot of Duality

14 Traps
2 Dimensional Prison
1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
3 Skill Drain
1 Common Charity
2 Solemn Warning
1 Solemn Judgment
2 Seven Tools of the Bandit
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[img]http://images4.wikia.nocookie.net/__cb20081218230428/yugioh/images/thumb/a/ae/HeartoftheUnderdogDR2-EN-C-UE.jpg/300px-HeartoftheUnderdogDR2-EN-C-UE.jpg[/img]

lulzy when two or more are on field. You can essentially draw your entire deck with a bit of luck. Rai-oh can't stop it, as you're drawing and not searching your Deck. Also, as this is a Continuous Spell, it's a [b]permanent[/b] draw engine until your opponent can Trunade or MST it. Running 2 would benefit the deck without overflowing it in my opinion.

[img]http://images3.wikia.nocookie.net/__cb20080904034934/yugioh/images/thumb/3/3d/Renge%2CGatekeeperofDarkWorld5DS1-EN-C-1E.png/300px-Renge%2CGatekeeperofDarkWorld5DS1-EN-C-1E.png[/img]

Also, if you need a bit of walling and stalling until you get the right stuff, this might help, too. And because of it being both DARK and Vanilla, Heart and Allure can use this guy.
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[quote name='Darkplant' timestamp='1303638593' post='5163787']
Well, if I'm gonna run Underdog, I should probably run more Vanillas.

And Renge is, like, learn. Please.
[/quote]

Is your other options even worth running at this point?

And Renge's 2100 DEF means you can't be run over by CyDra, Powerhand, or Zombyra.
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