Darj Posted August 22, 2014 Report Share Posted August 22, 2014 [spoiler=Decklist] Monsters: x1 Beagalltach x3 Moralltach x2 Psychic Jumper x2 Commander x2 Dionaea x3 Myrmeleo Spells: x1 Ignition x3 E-Tele x2 MST x1 Dichotomy x2 Duality x2 Soul Charge Traps: x3 Sanctum x1 BTH x2 Call of Haunted x1 Compulsory x2 Dimension Prison x2 Fiendish Chain x1 Warning x1 Torrential x2 Hole Nightmare x1 Void Trap Hole Extra Deck: x1 Black Rose x1 Goyo x1 Michael x1 Barkion x1 Stardust Dragon x1 Scrap Dragon x1 Dweller x1 Durendal x1 Castel x1 Pleiades x1 Verzbuth (Exciton) x1 S.H.Ark x1 Volcasaurus x1 Heartlandraco Side Deck: x2 Veiler x2 Majesty's x2 Maxx C x1 MST x2 Debunk x1 Dust Tornado x2 Shadow Mirror x1 Soul Drain x2 Wiretap[/spoiler] E-T.A.T. stands for "E-Teleport.Traptrix.Artifacts". I have not tested the deck at the moment, but the idea is to use E-Tele as an engine for access to Synchro monsters with non-destruction removal effects, such as Michael and Underground Arachnid. However, I don't know much about ".A.T." engines so I'm not sure if I should be going for an "extended" Artifact engine with more Beagalltach and Ignitions, or actually drop them instead. I'm running 1 more Trap Hole Trap than Myrmeleos because I'm uncomfortable with running the same number of X cards as their searchers, but if this is a suboptimal choice I will change for a 3:3 Myrmeleo/Trap Hole ratio. The same goes for the 4th Psychic monster in the deck. I want to test Psychic Jumper as it gives access to Naturia Barkion and in theory it can be used as an emergency problem solver in case I, let's say, draw a Psychic and a E-Tele but no other monsters, of revive it along another Psychic through Soul Charge. Finally, I feel the Extra and Side deck could need some work, and there are some monsters that I would like in the Extra (e.g. Tiras) but don't know what to drop, so I will appreciate any suggestions. Thoughts? Link to comment Share on other sites More sharing options...
Bringerofcake Posted August 22, 2014 Report Share Posted August 22, 2014 I'm wondering why Krebons over commander, when 7 and 8 have a wider array of options compared to 6 and 7. Link to comment Share on other sites More sharing options...
Darj Posted August 22, 2014 Author Report Share Posted August 22, 2014 Well, as I mentioned in the OP, one of the deck goals is to have access to Synchros like Arachnid and Michael, and you need Krebons for that. It is true that 7 & 8 have more options, but still, it's not like I have space in the Extra Deck for all of them and I'm already struggling even with the 6 & 7 options; I guess I could run 1 Commander as the 4th Psychic for access to those Level 8s, but Extra Deck space is an issue. Link to comment Share on other sites More sharing options...
Darj Posted August 23, 2014 Author Report Share Posted August 23, 2014 bump -3 Krebons +1 Jumper +1 Re-cover Extra: -1 Moonlight Rose -1 Arachnid +1 Naturia Beast +1 Armades Dropping Barkions and swapping Psychics feels so good, which is why I am running a 2nd copy of Jumper. Testing Re-Cover for access to Beast and Armades: the latter being somewhat relevant for its ability of bypassing Shaddolls and Hands, and the former should be self explanatory. I might test Commanders later for access to Stardust Dragon and I don't know what else. Scrap Dragon perhaps? Link to comment Share on other sites More sharing options...
Darj Posted August 29, 2014 Author Report Share Posted August 29, 2014 bump -2 Re-Cover -1 Naturia Beast -1 Vulcan -1 Armades +2 Commander +1 Stardust Dragon +1 Scrap Dragon +1 Crimson Blader Tested the Commander for access to Synchro 8s and so far they are more effective than the Synchro 5s, or at least Stardust seems to do better than Armades/Beast. Also Commander can beat with its pseudo 1900-ATK so it is not as dead as Re-Cover, plus it can make Black Rose along a Traptrix. Currently running Scrap Dragon but will swap it for Hot Red Dragon once it is officially released. Link to comment Share on other sites More sharing options...
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