kyop Posted November 3, 2011 Report Share Posted November 3, 2011 Ocean x2 Stratos x1 Alius x3 Voltic x1 Heat x1 Ice Edge x1 Wildheart x1 Effect Veiler x1 Gorz x1 Honest x1 Snowman Eater x1 (14 monsters) Fusion Gate x3 Terraforming x1 Miracle Fusion x2 Emergency Call x2 MST x2 Monster Reborn x1 Heavy Storm x1 Super Poly x2 Parallel World Fusion x2 Dark Hole x1 Mask Change x1 Reinforcement of the Army x1 (19 Spells) Solemn Judgment x1 Mirror Force x1 Bottomless x1 Starlight Road x1 Chain Material x2 Interdimensional Matter Transporter x1 (7 traps) Absolute Zero x3 Gaia x1 Great Tornado x1 Nova Master x1 Adoration x1 Trinity x1 The Shining x2 (planning to get 3 later) Vapor x1 Dragon Knight Equiste x1 Utopia x1 rate/fix please ^^ Link to comment Share on other sites More sharing options...
crushcastles23 Posted November 5, 2011 Report Share Posted November 5, 2011 all i can say MORE MONSTERS youll end up dead drawing and just not being able to do anything 7/10 Link to comment Share on other sites More sharing options...
This Account is Unplayable Posted November 5, 2011 Report Share Posted November 5, 2011 Running Gate HEROes with barely any monsters, random chain materials, no Tour Guide (understandable if irl)... As someone who mains Gate HEROes, I am insulted. Also, needs 3 terraforming. The deck is much, much more consistent when it can actually grab gate. Link to comment Share on other sites More sharing options...
kyop Posted November 5, 2011 Author Report Share Posted November 5, 2011 [quote name='Evil Tristan' timestamp='1320455621' post='5618016'] Running Gate HEROes with barely any monsters, random chain materials, no Tour Guide (understandable if irl)... As someone who mains Gate HEROes, I am insulted. Also, needs 3 terraforming. The deck is much, much more consistent when it can actually grab gate. [/quote] Why should I put Tour Guide? Well, what monsters should I put them? Link to comment Share on other sites More sharing options...
This Account is Unplayable Posted November 5, 2011 Report Share Posted November 5, 2011 [quote name='Break' timestamp='1320492262' post='5618556'] Why should I put Tour Guide? Well, what monsters should I put them? [/quote] Tour Guide/Sangan makes for an instant Leviair play, and if it's not obvious how amazing that is in this deck then you really should quit this game. Deck needs to run Stratos, 3 Alius, 3 Voltic, 3 Ocean, Ice Edge/Heat are optional in numbers wanted. Space not taken up by those two should go to Snowman Eater. I'd also advise teching a Maxx "C". 3 Terraforming and Gate are necessary for consistency. 2 Super Poly and Miracle Fusion are also necessary. Parallel is virtually useless. If you've used Fusion Gate it's often unnecessary, and if you're unfortunate not to draw into Gate then it's a dead card. 3 E-Call is pretty much essential for maximum searching, which the deck loves. Especially when it thins the deck. Mask Change is just pointless, it clogs the extra deck more than it already should be. Since the deck relies almost solely on speed when it does get going, personally I recommend not running any Traps in the main build and sticking with siding into Skill Drains and Solemns. This frees up monster and Spell space. Link to comment Share on other sites More sharing options...
kyop Posted November 5, 2011 Author Report Share Posted November 5, 2011 [quote name='Evil Tristan' timestamp='1320497081' post='5618598'] Tour Guide/Sangan makes for an instant Leviair play, and if it's not obvious how amazing that is in this deck then you really should quit this game. Deck needs to run Stratos, 3 Alius, 3 Voltic, 3 Ocean, Ice Edge/Heat are optional in numbers wanted. Space not taken up by those two should go to Snowman Eater. I'd also advise teching a Maxx "C". 3 Terraforming and Gate are necessary for consistency. 2 Super Poly and Miracle Fusion are also necessary. Parallel is virtually useless. If you've used Fusion Gate it's often unnecessary, and if you're unfortunate not to draw into Gate then it's a dead card. 3 E-Call is pretty much essential for maximum searching, which the deck loves. Especially when it thins the deck. Mask Change is just pointless, it clogs the extra deck more than it already should be. Since the deck relies almost solely on speed when it does get going, personally I recommend not running any Traps in the main build and sticking with siding into Skill Drains and Solemns. This frees up monster and Spell space. [/quote] Gosh I totaly forgot about Leviar, good thing I have one here -2 Parallel World Fusion -1 Starlight Road -2 Chain Material -1 Bottomless -1 Mirror Force -1 Interdimensional Matter Transporter -1 Solemn Judgment (to side) -1 Mask Change +2 Voltic +1 Ocean +2 Terraforming + 1 Sangan +1 Tour Guide thanks for help Link to comment Share on other sites More sharing options...
This Account is Unplayable Posted November 5, 2011 Report Share Posted November 5, 2011 If you're running any Tour Guides, they really need to be run @3, or else they're just plain inconsistent, understandable if this is IRL, just run more HEROes, or Snowman Eaters. Link to comment Share on other sites More sharing options...
kyop Posted November 5, 2011 Author Report Share Posted November 5, 2011 [quote name='Evil Tristan' timestamp='1320497881' post='5618611'] If you're running any Tour Guides, they really need to be run @3, or else they're just plain inconsistent, understandable if this is IRL, just run more HEROes, or Snowman Eaters. [/quote] OTK'd thanks to your help just need to find a way to buy 3 tour guide now, since they are expensive as hell. Maybe I'll buy an Extreme Victory box to see if at least I get one Link to comment Share on other sites More sharing options...
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