Sunshine Jesse Posted February 24, 2012 Report Share Posted February 24, 2012 [img]http://i.imgur.com/Gkh2F.jpg[/img] ignore the side deck. it's just random jank i threw in there. (except Prohibition) might run it this format Link to comment Share on other sites More sharing options...
Mysty Posted February 24, 2012 Report Share Posted February 24, 2012 3 Inferno seems like a bit much. Dark Grephers and 2 Inferno should be enough. I question why the following cards are in the deck: • Stygian Street Patrol • Gold Sacrophagus • Mind Crush Please explain them to me. Link to comment Share on other sites More sharing options...
Welche the crab Posted February 24, 2012 Report Share Posted February 24, 2012 I can explain Stygian. It gives you an alternate method to bring out Archfiend in your hand to get it's effect. Link to comment Share on other sites More sharing options...
Sunshine Jesse Posted February 24, 2012 Author Report Share Posted February 24, 2012 [quote name='Mysty' timestamp='1330121590' post='5838167'] 3 Inferno seems like a bit much. Dark Grephers and 2 Inferno should be enough. I question why the following cards are in the deck: • Stygian Street Patrol • Gold Sacrophagus • Mind Crush Please explain them to me. [/quote] Gold Sarco is in here because Tour Guide into Leviair into searching any monster seems pretty grand. Mind Crush is in here as an answer of sorts to the hand traps that plague this deck oh-so much (even though I never draw it >_>). Link to comment Share on other sites More sharing options...
evilfusion Posted February 24, 2012 Report Share Posted February 24, 2012 If Mind Crush is specifically for the hand traps, maybe use Debunk instead. That'll hurt cards like Veiler, Maxx C, Gorz, Tragoedia, but also Sangan, Dark Worlds, etc. Besides, Mind Crush forces a discard if you're wrong so you need at least 1 card in hand to activate and resolve Mind Crush, and Infernities dont WANT cards in hand. Link to comment Share on other sites More sharing options...
RAEGING D0GKING Posted February 25, 2012 Report Share Posted February 25, 2012 is Sangan really needed? Link to comment Share on other sites More sharing options...
CDDRodrigo Posted February 25, 2012 Report Share Posted February 25, 2012 I heard Gates of Dark World is a really amazing card. Link to comment Share on other sites More sharing options...
RAEGING D0GKING Posted February 25, 2012 Report Share Posted February 25, 2012 [quote name='Mu-12' timestamp='1330130504' post='5838519'] I heard Gates of Dark World is a really amazing card. [/quote] yeah it is, did you know it is used in dark worlds? because I didnt know that... also run 1 infernity break in main Link to comment Share on other sites More sharing options...
Sunshine Jesse Posted February 25, 2012 Author Report Share Posted February 25, 2012 [quote name='evilfusion' timestamp='1330125369' post='5838317'] If Mind Crush is specifically for the hand traps, maybe use Debunk instead. That'll hurt cards like Veiler, Maxx C, Gorz, Tragoedia, but also Sangan, Dark Worlds, etc. Besides, Mind Crush forces a discard if you're wrong so you need at least 1 card in hand to activate and resolve Mind Crush, and Infernities dont WANT cards in hand. [/quote] Agreed and done [quote name='RAEGING DOGKING' timestamp='1330130469' post='5838518'] is Sangan really needed? [/quote] Not particularly. 3 TGU+Sangan is just habit now [quote name='Mu-12' timestamp='1330130504' post='5838519'] I heard Gates of Dark World is a really amazing card. [/quote] [img]http://myfacewhen.com/images/317.jpg[/img] Link to comment Share on other sites More sharing options...
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