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Trap Monsters


Cobalt2

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Monsters: 3
3x Uria, Lord of Searing Flames

Spells: 5
1x Dark Hole
2x Mystical Space Typhoon
2x Pot of Duality

Traps: 32
2x Anti-Spell Fragrance
3x Cyber Shadow Gardna
1x Fatal Abacus
3x Fiendish Chain
3x Gravity Bind
3x Imperial Custom
3x Metal Reflect Slime
1x Mirror Force
2x Royal Prison
3x Tiki Curse
3x Tiki Soul
2x Torrential Tribute
3x Zoma The Spirit

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OMG I see Fatal Abucus. My day has been made life is fair lol

In all seriousness no to this. You have decided to forgo basic trap monster staples aka 3 MAGIC PLANTERS!!!! That's the draw card for all of this despair. Also you realize you loose if your opponent drops heavy and you don't have spell fragrance right?

Anywho I suggest.

- 3 Cyber Shadow Gardna (he does not live like you want him to)
- 1 Fatal Abucus
- 2 Royal Prison (side deck card when you get your face smashed in by Heiratics this won't help you)
- 1 Metal Reflect Slime
- 2 TT (More Side deck you need to be offensive at some point)

+3 Magic Planters
+1 Gorz (Yeah you're going to need him)
+1 Sangan (Oh look an Uria searcher)
+1 Duality (If you have duality then it would need to be at 3)
+1 Monster Reborn (You may not have anything useful but your opponent most likely will)
+ 2 Starlight Road/The Huge Revolution is over


Also there should be an Extra Deck in here somewhere. The whole point is that you can flip your back row and swarm level 4's so yeah you should capitalize on that.

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