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Turbo (duel) Agents


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It's a Turbo Deck. That's right, with Speed Spells and everything. If this isn't allowed in here just lock it and be done please.

Monsters: 18
3x Shine Ball
2x Krystia
2x Purple Herald
2x Honest (lol old banlists)
3x Hyperion
3x Venus
3x Earth

Speed Spells: 10
2x Forbidden Lance - Removes 1 counter
1x Trunade - Removes 4 counters
1x MST - Removes 1 counter
3x Overboost - Adds 6 counters.
3x Duality - Needs to have 4, doesn't remove any

Traps: 12
1x Bottomless
1x Call
2x D-Prison
3x Dust Tornado
1x Judgment
2x Warning
1x Torrential

Extra: A bunch of random generics.

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[quote name='Miror B.' timestamp='1313861074' post='5457131']
So what to neg? I'm thinking Duality since it's actually slower in Turbo Duels and sucks as a first turn draw.
[/quote]
TBH, the more Speed Counters a card needs, the crappier it usually is.
Mostly because you either have to wait X number of turns or use various -1 cards to boost your Speed counters just to use them all up for other Speed Spells.
That's why you only really need to main like 1-5 Speed Spells, then just rely on Traps the whole time, since Turbo Duels generally [i]ARE[/i] a trap-heavy format.
Oh, and main 3 copies of Acceleration Limiter. That card is flat-out evil.

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