Harima_Kenji Posted November 10, 2012 Report Share Posted November 10, 2012 Total: 41 Monsters: 22 Grandsoil x3 Wizard x3 Witch x3 Commander x2 Card Trooper x2 Giant Rat x2 Trag x2 Esper Girl Jumper Grand Mole Gorz Cleric Spells: 12 E-Tele x3 Duality x2 MST x2 Miracle Synchro Fusion x2 Dark Hole Monster Reborn Heavy Storm Avarice Traps: 6 Torrential x2 Starlight x2 Call of the Haunted x1 Psychic Overload Extra: Stardust Dragon Scrap Dragon Thought Ruler Lifetrancer Black Rose Landoise Psychic Nightmare Barkion Hyper Librarian Catastor Android Beast Axon Kicker Leviair Zenmianes -Overload +Cleric -Esper +Jumper -Call of the haunted +Overload -Gaia Knight +Librarian Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted November 10, 2012 Report Share Posted November 10, 2012 Some people like to use 2 Esper Girl, but it really depends on you. At 2 you draw into it more, but at 1 drawing into it or milling means you have another in-deck for Teleports or Witch effects. Also, Cleric is actually pretty decent, and Commander at 1 in the deck is extremely helpful for getting the right level. Link to comment Share on other sites More sharing options...
Harima_Kenji Posted November 10, 2012 Author Report Share Posted November 10, 2012 I don't like commander at 1, makes E-Tele a problem for accessing Commander if its in hand or grave, and I hate drawing esper lol, but on the other hand, I haven't made any attempts at running commander, don't like the cost, tho I should give it a try, it could pull off a good combo with E-tele... Hmmmmwhat would you swap? Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted November 10, 2012 Report Share Posted November 10, 2012 I would drop a Starlight Road. It's a good card I found for the deck, but at the same time, it's not always live, and Commander adds more options to the deck in addition to being a beatstick. Link to comment Share on other sites More sharing options...
Harima_Kenji Posted November 10, 2012 Author Report Share Posted November 10, 2012 I like the roads because they get MST'd a lot, and I feel safe getting them faster, and yah, the commander gives me a bunch of outs to Rai-oh and stuff I may drop Psychic Overload, not a big fan of the card honestly, to late game for the current meta Link to comment Share on other sites More sharing options...
Dementuo Posted November 10, 2012 Report Share Posted November 10, 2012 I'd take out the second Grand Mole. Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted November 10, 2012 Report Share Posted November 10, 2012 [quote name='Dem The Magic Dragon' timestamp='1352516294' post='6065307'] I'd take out the second Grand Mole. [/quote] I think that was supposed to be Commander, because it wasn't there before. Also, Overload is good for controlling your grave, and it does bait out those MSTs. I'd take out your Calls, personally. Link to comment Share on other sites More sharing options...
Me_Gustos Posted November 10, 2012 Report Share Posted November 10, 2012 agree with unpopular opinion. Need at least 2 esper girls. Link to comment Share on other sites More sharing options...
Harima_Kenji Posted November 10, 2012 Author Report Share Posted November 10, 2012 Call has won me games, and is an MST bait, trooper and witch makes it perfect. I honestly hate getting overload, really makes my hand dead, I usually don't get 3 psychics in grave, I guess you could say it just pops up at the wrong time for me. I can give double esper a shot tho. and IDK what happened with 2 grand moles, I never saw that, but I guess its fixed now? I run double commander and 1 moleI may drop jumper for esper, he doesn't do much, but sometimes he wins games XD RARELY Link to comment Share on other sites More sharing options...
Harima_Kenji Posted November 10, 2012 Author Report Share Posted November 10, 2012 Been playtesting, and I think I want Overload back lol, so I gotta find a way to fit it in lolol Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted November 10, 2012 Report Share Posted November 10, 2012 You list still says Grand Mole twice. Also, Miracle Synchro is best at 2. I'd really take out a Starlight Road or a Call of the Haunted. Link to comment Share on other sites More sharing options...
Harima_Kenji Posted November 10, 2012 Author Report Share Posted November 10, 2012 Oh I see, I listed it twice XD idk, thats a tough decision, I love 2 starlight and I love the calls. Might drop a call I guess Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted November 10, 2012 Report Share Posted November 10, 2012 Two starlight is really for decks that run a[b] lot[/b] of trap cards. At one it's still going to find some use. Link to comment Share on other sites More sharing options...
Harima_Kenji Posted November 10, 2012 Author Report Share Posted November 10, 2012 Because torrential is at 2 right now, my grandsoil turns can be scary to play, I have limited back row popping, but in my playtests Starlight has saved me from so many things, not just heavy storm. My starlight is to fight dark hole and torrential. I just like to be able to access it faster honestly, I'll give 1 starlight 2 calls a try, and 2 starlight and 1 call a try tomorrow at my locals and let you know my results. BTW thanks for the help! gaveyou 100 points XD Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted November 10, 2012 Report Share Posted November 10, 2012 Yes, I know the use of Starlight Road. I played it in my own Psychics, especially since Torrential Tribute causes Wizard plays to totally F up. I also only ran 3 other traps. It found its use, but at 2 it would clog and dead draw more often. Link to comment Share on other sites More sharing options...
Harima_Kenji Posted November 10, 2012 Author Report Share Posted November 10, 2012 Well I'm definitively gonna give 1 starlight a shot then Link to comment Share on other sites More sharing options...
ihop Posted November 10, 2012 Report Share Posted November 10, 2012 -1 Starlight +1 Maxx C It's EARTH as well as generally being amazing. Link to comment Share on other sites More sharing options...
Canadian Posted November 10, 2012 Report Share Posted November 10, 2012 Play double Maxx "C". Great card all around, and makes Grandsoil live a lot easier. Link to comment Share on other sites More sharing options...
Harima_Kenji Posted November 10, 2012 Author Report Share Posted November 10, 2012 I like maxx c, and I side it, but there's room for a lot more potential, the addition of cleric keeps my grave in control and worst case I can ditch dead grandsoils. I have done maxx c grandsoil turns, but dropping starlight makes me vulnerable. Link to comment Share on other sites More sharing options...
Blake Posted November 10, 2012 Report Share Posted November 10, 2012 Why would you only run 1 Jumper? It's the best psychic type tuner, if not monster, and 3 Wizard seems like way too much. Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted November 10, 2012 Report Share Posted November 10, 2012 [quote name='Reborn Black' timestamp='1352574002' post='6065781'] Why would you only run 1 Jumper? It's the best psychic type tuner, if not monster, and 3 Wizard seems like way too much. [/quote] I have personally never seen anyone play more than 1 Jumper. It's good, but drawing it is almost worse than drawing Esper Girl. Link to comment Share on other sites More sharing options...
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