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In the Name of the Emblem


Blake

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http://www.youtube.com/watch?v=hng7Bfl_aLM&hd=1

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Heraldic Beast Leo x3

Heraldic Beast Aberconway x3
Heraldic Beast Amphisbaena x3
Heraldic Beast Twin-Headed Eagle x1
Heraldic Beast Unicorn x3
Kagetokage x2
Heraldic Beast Eale x1
Heraldic Beast Basilisk x1
Xyz Shift x1
Monster Gate x1
Advanced Heraldry Art x3
Foolish Burial x1
Heraldry Reborn x2
Mystical Space Typhoon x2
Heraldry Augmentation x3
Mirror Force x2
Torrential Tribute x1
Breakthrough Skill x2
Compulsory Evacuation Device x1
Call of the Haunted x3
Solemn Warning x1
 
Number 8: Heraldic King Genom-Heritage x2
King of the Feral Imps x1
Number 18: Heraldic Progenitor Plain-Coat x2
Number 101: Silent Honors Ark Knight x1
Diamond Dire Wolf x2
Lightning Chidori x2
Noblswarm Belzebuth x1
Lavalval Chain x1
Daigusto Emeral x2
Gagaga Cowboy x1
 
 
Foreword: Space is insanely tight.
 
Second Emeral because being able to constantly keep recycling alive is nice.
 
Kinda wanna drop Eale, but it's easy to toolbox, and when it's good it's GOOD...
 
Thinking of switching the 18 and Chain Ratios, due to Chain just making you snowball once it hits the board and if it gets solemned I am worse off. It's also generally better vs. larger backrow than Lavalval Chain. It is done.
 
Monster Gate's a miracle worker with Leo, 18, and sometiems Aberconway. Being able to use it on 18 especially wins games, because of the fact you thin your deck by at least 3 cards (usually 4+) while getting something you most likely want in the grave to the field for use as Xyz Material.
 
Abercon's certainly much better now, seeing as you can easly get multiples of it into the graveyard. At times, it basically makes Amphisbaena become "Banish 1 'Heraldic Beast Aberconway' from your Graveyard: Special Summon this card from your hand and add 1 'Heraldic Beast' monster from your deck to your hand, except 'Heraldic Beast Leo'."
 
Xyz Shift is a silly tech that's a pseudo-Monster Gate with 18. And it's about the only "open" slot I actually have. Being able to spit out a 24 beater while milling 2 (with/without a search) then reviving it with Unicorn is a powerful play, especially if you can make another Xyz that turn to clear any threats.
 
Speaking of, Unicorn's really good now. Being able to revive Number 18 is just too good, and really allows for silly plays, such as Monster Gate, Xyz Shift, Eagle Attaching a Leo + an HB to ram it, and so on. I'd like to play 3 Unicorn, but SPACE. Scratch that. Like to? HA, I AM!
 
I guess I could cut Basilisk, but his exploding is oddly helpful when it comes to toolboxing it. More testing needs to be done with it.
 
I want Burial from the DD in here, but where the hell do I fit it? Where?
 
AND FINALLY: why in the actual fuck is leo a card
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Free?
It detaches an Xyz Material and kills one of your monsters to blow up a card.

... Direwolf is a staple in anything R4 because 2 Level 4s for a generic pop isn't bad.

 

In this deck it can be regularly spit out on a +0. That's about as free as removal comes. Especially if you end up blowing up a Leo with it.

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