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Doomcaliber Knight


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Copy + pasted from a recent DGz thread

[img]http://entertainment.upperdeck.com/ArticleImages/Judge%20Program/DoomcaliberKnight.jpg[/img]

[i][b]Vs Wind-Ups[/b]
-Forces out Rabbit/Tour Guide/Shark/Rat and cuts of factory.
-1900 atk is only matched by opposing Rai-Ohs.
-Lessens player's resources early which is very important for a wind-up deck.
-Basically provides a time walk because they have to normal summon to get rid of it.
-Forces them to attack into traps vs a shockmaster.

[b]Vs Geargia[/b]
-Destroys Geargia Armor (one step above Rai-Oh.)
-Stops all access to armor and henceforth setup.
-Stops all searchers, unless they go over the top with a fortress.

[b]vs Samurai[/b]
-Forces through any spell/trap vs Shi En.
-Automatically baits warning.

[b]vs Chaos Dragons[/b]
-Kills early setup, giving you draw phases to make a push while halting their milling.
-Allows you to push for game despite trag/gorz.

[b]vs Agents[/b]
-Halts their setup early killing venus/earth.
-Forces the hyperion to attack into otherwise weak dprison/mirror force.
-Crashes with thunder king at worst.
-Stops honest.[/i]

Thoughts?

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[quote name='newhat' timestamp='1349893903' post='6041623']
The problem with it is that your opponent is the one in control of when it dies.[/quote]
That's actually somewhat of a good thing, since it depends on what they want to end up using, in order to make room for other effects.

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