b0b3rt Posted January 9, 2012 Report Share Posted January 9, 2012 18 [3] Guardian Eatos [2] Dark Simorgh [2] Destiny Hero - Malicious [2] Sky Scourge Norleras [2] The Dark Creator [1] Dark Armed Dragon [2] Phantom of Chaos [2] Mist Valley Soldier [1] Summoner Monk [1] Plaguespreader Zombie 11 [3] Trade-In [1] Foolish Burial [1] Burial From a Different Dimension [1] Monster Gate [1] Reasoning [1] Hand Destruction [1] Allure of Darkness [1] Heavy Storm [1] Mystical Space Typhoon 11 [3] Anti-Spell Fragrance [2] Starlight Road [2] Solemn Warning [2] Bottomless Trap Hole [1] Solemn Judgment [1] Return From a Different Dimension Extra [3] Stardust Dragon [1] Dark End Dragon [1] Colossal Fighter [1] Brionac, Dragon of the Ice Barrier Other generic synchros/xyzs (looking for recommendations, preferably on a budget) A few notes: My last build (from almost two years ago) was running Hidden Armory with Divine Sword - Phoenix Blade, but I just realized that Eatos isn't a warrior (-.-) so I nuked that, opening up four spaces. Two Starlight might seem excessive, until you realize that there are actually quite a few cards that destroy two or more - Dark Hole, Heavy Storm, Black Rose Dragon, Mirror Force, Torrential Tribute, and various archetype specific cards, not to mention my own PoC'd Norleras. It's a -1 in that case, true, but Synchroing Stardust is a -1 anyways. My main problem at the moment is that I feel like I don't have enough traps, and too many spells, considering that I'm running Anti-Spell and don't mind laying a heavy backrow with Starlight. Should I remove Soul Release? It used to be useful to get Eatos out, but that's not really a priority anymore beyond turn 1 and it serves better in the grave or hand to get Simorgh out. Edit: Made some changes, see next post. Link to comment Share on other sites More sharing options...
b0b3rt Posted January 9, 2012 Author Report Share Posted January 9, 2012 Was running really terribly, went like 0-5 on duelingnetwork of all places, so I rejigged a bunch of things and got rid of some dead draws. -2 Krebons +1 The Dark Creator -2 Soul Release -1 Emergency Teleport +1 Reasoning +1 Hand Destruction -3 Dark Bribe +2 Solemn Warning +2 Bottomless Trap Hole +1 Solemn Judgment Runs so much more smoothly now, Bribe was pretty much always a dead draw, I probably used it all of once in all my duels. Much more controll-ish now too, and the deck doesn't feel like it's fighting itself. Link to comment Share on other sites More sharing options...
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