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Magnet Stun


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[center]Because Magnets are cool.

If you post additions to the deck, PLEASEPLEASEPLEASE Explain why it would be good(Unless It's obvious) and WHAT TO TAKE OUT. I've had this problem too many times by now, and I'm incredibly Aggravated by how many times I will say 'Find me some room' or whatnot, only to be met with nothing. tdlr;Find me some room if you want something in the deck.

[video=youtube;kVIqcKyRaGo]http://www.youtube.com/watch?v=kVIqcKyRaGo&feature=related&feature=player_embedded[/video]


Monsters:23
2 Alpha The Magnet Warrior
2 Beta The Magnet Warrior
2 Gamma The Magnet Warrior
2 Gigantes
3 Koa'ki Meiru Guardian
3 Koa'ki Meiru Sandman
3 Koa'ki Meiru Wall
2 Legendary Jujitsu Master
2 Megarock Dragon
1 Neo-Spacian Grand Mole
1 Valkyrion the Magna Warrior

Spells:8
1 Book of Moon
2 Bug Load
1 Dark Hole
1 Giant Trunade
1 Monster Reborn
2 Mystical Space Typhoon

Traps:9
2 Bottomless Trap Hole
2 Dark Bribe
2 Dimensional Prision
1 Mirror Force
1 Solemn Judgement
1 Torrential Tribute

Extra:15
1 Chimeratech Fortress Dragon
1 Ally of Justice Catastor
1 Ally of Justice Decisive Armor
1 Gaia Knight - Force of the Earth
1 Mist Wurm
1 Scrap Archfiend
1 Stardust Dragon
3 Gem-Knight Pearl
3 Number 39: Utopia
2 Vylon Disigma

Side Deck:15
2 Puppet Plant
3 Prohibition
2 Dust Tornado
2 Imperial Iron Wall
3 Shadow-Imprisioning Mirror
3 Summon Limit[/center]
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I know, right? I'm stunned by it's 6-1 W/L record, the only loss being to a 60 card Ancient gear deck...The wins were vs. Meta, leaving me to think this is an anti-meta deck that is killed by poor decks. Huh.
I'm definitely going to make this IRL.
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It has several:
1-Stun With the Koa'kis, beating down the opponent.
2-Bring out a Giant Megarock Dragon to OTK/TTK you opponent.
3-Valkerion does the beating down too.
4-You can Xyz summon with all those big Lv.4s(I can't test that aspect too much, as DN has no Xyzs, my locals is bout 45 min away, and the only other opponent I have is running a frog deck, but I could Incline him to use one of my decks)
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[quote]I know, right? I'm stunned by it's 6-1 W/L record, the only loss being to a 60 card Ancient gear deck...The wins were vs. Meta, leaving me to think this is an anti-meta deck that is killed by poor decks. Huh.
I'm definitely going to make this IRL. [/quote]


This. My overloads die to random stuff like DNA surgery and RFG decks ¬_¬ Same with all of my decks, at that.
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I wuv the replys to this on gamefa[b][/b]gs. they're so hilarious.

[quote]I'm not 100% sure there earth types (Lol it's been a while) But if they are have you thought about Spiritual Earth Art - Kuragane. This allows you to bring out a one of the magnets for another earth type to bring out big boy.[/quote]

[quote]way to go, you fixed almost none of the problems with the first deck. allow me to go in depth.

gold sarcophagus is not a good card in this deck. you don't run 'power cards' because your deck is terrible. there is nothing worth gold sarcing for, ever. there is not a card in your deck that is worth waiting 2 turns for and is guaranteed to be useful 2 turns later.

rock bombardment is not a good card in this deck. it is also not a good card at all. it is a terrible, terrible card. your goal is bombardment to get a second magnet in grave, then dark factory it back? that is deplorably bad. why do you equate terrible combos and terrible ideas with 'fun'? there are so many ways to be interesting and innovative without being completely terrible.

gaia plate, terrible card in every respect. if you insist on running this garbage theme run gigantes instead. i really shouldn't have to explain why.

burial from the different dimension does nothing here except help keep gaia plate afloat. running bad cards to help other bad cards is not a good way to play yugioh. stop doing it.

magical merchant accomplishes nothing. you will mill your bad magnets for dark factory and maybe make a gaia plate live, but again, running cards to support gaia plate is not a good idea because gaia plate is not a good idea. he doesn't do anything. your deck is already incredibly normal summon-dependent with few ways to put more than one monster on board during a turn. don't compound the problem with cards like magical merchant.

don't run foolish. it's slightly better than rock bombardment but it's still completely terrible in this deck. run mystical space typhoon because it's a good card.

stop tunnelvisioning OMG ADVANTAGE. advantage doesnt mean anything if all your cards are terrible. dark factory for 2 magnets is an exercise in futility. if you don't understand these very rudimentary tenets of yugioh, you are beyond a lost cause.


i seriously don't understand why you play this game. you seem so into 'fun decks' but you postall of them and demand fixes, getting all truculent whenever someone doesnt properly recommend what to take out for them. fun doesn't automatically mean bad. stop confusing the two.[/quote]

Lol. Gamefa[b][/b]gs is full of n00bs.
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