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NEW OTK! (I hope) tethys one turn kill


qdrack

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I'm baaaaaaaaaaaaaaaaaaaaaaaaaaaack! And I brought a weird and risky deck idea: a deck comprised almost entirely of faerie type monsters and a few draw spells.

monsters:
3 tethys goddess of light
2 marshmallons
3 hecatrices
2 herald of purple light
1 honest
3 hyperion
3 sephylon
3 metaion
3 agent venus
3 mystical shine ball
2 agent earth
3 deep diver
1 skelengel

spells:
1 valhalla
1 pot of duality
1 upstart goblin
3 cards from the sky
2 hand destruction

xtra:
1 #96 dark mist
1 gachi
1 super dimensional robot galaxy destroyer (whew)
3 rail cannon
1-2 overlord of heliopolis
1 # 15 gimmic puppet giant killer
1 utopia
1 photo night paladius
1 lavalval chain



The idea here is to use divers to grab tethys, hecatryce to grab valhalla, ss tethys, and next turn you almost draw yourself out with tethys's effect. Then ss hyperions xyz heliopolis if you can, then at your end phase you discard until you have 6: probably 2-3 sephylons, a herald an honest and another tethys. Finally you ss your sephylons, ss your metaions from your grave, xyz for rail cannons, (or just beat the crap out of them.) and gg.

because this deck has to run smoothy with tethys's effect, its pretty much all monsters, so its vulnerable for the first 2-3 turns and you pretty much just have to hope tethys will last untill your draw phase, but its not asking for too much for a casual deck and it is stupid funny slapping down so many huge monsters in one turn and obliterating people. :P so I want to know if this deck has any real competitive value and how to improve it. Thank you for helping me with my new invention ycm.

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[quote name='EmpoleMew' timestamp='1347181726' post='6022036']
Why not just use Tethys Exodia?
[/quote]

Because the work in getting Tethys on the field slows down Exodia plays that coupled with the probability of fetching a piece of Exodia...just to risky with Tethys already being slow.

My big fairies (Darklords and friends) love tethys which is why I love opening with her because people tend to conserve and let her go.

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tragoedia is a fiend so it interrupts my roll, but maybe if i add just one... idk. I did try cards from the sky, with mixed feelings; the draw 2 is really useful, but i lose that turn to make my move or get heliopolis. I'll still probably add it back. I'm keeping deep diver for now because i cant think of anything else that will nab tethys as consistently.

totally missed that with dw dealings thx.

edited. Hand destruction and goblin still work right?

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