Aix Posted March 11, 2013 Report Share Posted March 11, 2013 Any suggestions? I'm thinking about Malefic Stardust, but I actually don't draw into Ruins that often. Should I take the turtle guy out? If so, what should I put in its place? Link to comment Share on other sites More sharing options...
RageQuit 2.0 Posted March 11, 2013 Report Share Posted March 11, 2013 I prefer Malefic Cyber End, since Ruins already has a "can't be destroyed" clause. -1 Abundance (I really think that only 1 is needed) -1 Maestroke (I don't find 2 needed) -1 Kochi Kochi (I don't like him. Weird generic Xyz I never found a use for) -1 Lavalval Chain +1 Book of Moon +1 Pearl +2 Other Generic Xyz Some other suggestions: Effect Veiler and appropriate Synchro Monsters. Cobalt Eagle (Plover material) Forbidden Lance Dimensional Fissure (Doesn't prevent CB from being banished when destroyed.Good Side card) Breakthrough skill (Side Card) Three Carbuncle seems too much. Drop it to 2 and add in 3rd topaz? Ever considering using Terraforming? Super Rush Recklessly. Cyber Dragon in side and Chimeratech in Extra. Link to comment Share on other sites More sharing options...
Zextra Posted March 12, 2013 Report Share Posted March 12, 2013 -2 Emerald -1 Carbuncle - 3 Goblindbergh +1 Topaz +1 Amber +1 Dragon Queen of Tragic Endings +2 Genex Ally Birdman (allows for Synchro shenanigans as well as letting you recycle Monk/Pegasus) +1 Malefic Cyber End (if you want) -1 Abundance (2 is too many, and it can dead draw quite a bit, since you'll rarely be in position to pull it off) -1 Release -1 Heavy (CBs is one of the decks you probably don't want to be running Heavy in) -1 Beacon (2 is enough) -1 Rota +1 Rare Value +1 Blessing/Mind Control +3 MST And for the extra: -1 Number 17 -1 Kachi Kochi -1 Maestroke +1 Ancient Faerie +1 Black Rose +1 Scrap Link to comment Share on other sites More sharing options...
Cute Rotten Yoshika Posted March 12, 2013 Report Share Posted March 12, 2013 -3 goblindergh (makes sapphire pegasus miss timing, thats a big no) -1 carbuncle (only ever need 2) -1 tortoise (1 is fine) -1 rota -1 rare value (you dont want your opponent making those choices for you) -1 abundance (more than 1 clogs) -1 beacon (2 is fine) +1 malefic cyber end +2 maxx "c" (youll get trounced by faster decks without it. it provides all the draw power you need since sapphire and monk do the deck thinning) +1 terraforming (monk ensures it isnt dead and it lets you grab ruins easier) +1 promise (absolutely necessary at 3) +2 genex ally birdman (synchro plays and recycling sapphire pegasus.) +2 forbidden lance (always find room for this card. im serious. the only decks out there that dont benefit from it enough to include it are monster mash and chain burn and those are oddities. run lance.) Link to comment Share on other sites More sharing options...
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