SirReal Posted April 26, 2015 Report Share Posted April 26, 2015 The point that I'm trying to make is that an opponent who is knowledgable on the deck and did not completely brick will most likely never let you resolve it even once. Link to comment Share on other sites More sharing options...
Blake Posted April 26, 2015 Author Report Share Posted April 26, 2015 I wouldn't call D/D/D degenerate, especially considering they have very little in the way of built in protection or replacing lost advantage. The only thing that can turn a minus around is fusing which is also a little subpar. Yes D'Arc reverses the burn, but that's its only effect. The only other protection the deck has is Covenant with the Dark Witch, which has a hard once per turn clause and forces you to discard in order to use it, and D/D/Ds do not get anything off of discarding. The decks power comes from its YOLO OTKs where it can put a ton of damage on board out of nowhere thanks to the covenants. "very little in the way of... replacing last advantage" What the hell are you on about? Unles you nuke, they have multiple cards to do this. Abyss Ragnarok, RotA Covenant, Swamp King Covenant, not to mentiion any monster(s) they have. That's a [b]lot[/b] that you need to remove at once to prevent a comeback from what you do. Leave swamp king? Okay, they fuse, Lilith gets Kepler back, gives no fucks. Leave the other one? Okay, it searches kepler and you get Swamp King back. Hit Abyss Ragnarok? Okay, I search another and it leads to more advantage and LP. Hell, you can even Night Howling into Kepler to make D'Arc, which pushes you ahead and serves as a decent answer to exciton, usually. Fusing every turn is damn near optimal. There are some turns you take off, but you're set up at that point. Fusions filter for you and give you powerful monsters in D'Arc and Temujin. And even in case of Nuke/Mirror Force/Raigeki/etc., you should be prioritizing making Caesar and then Temujin T2+. These help you preserve advantage. If you have D'Arc, Caesar can be used to actively GAIN advantage, between ramming Temujins, gettign a covenaant back, and then getting LP refills. "That's its only effect" On a 28/20 body, it reverses burn. This means every turn it's on the field, you have 2 FREE turns of covenants, at worst. Reversing burn in this deck is, as I said. And it won't reliably be run over by battle. Especially when cards like Scolding and your other backrow exist. Are you guaranteed to draw your backrow? Nah, but even if they remove d'arc but not your other stuff, you recover the LP you lost on your two covenants thanks to abyss ragnarok. Your burn/heal is at 0 after basic plays, generally. Being her "only effect" in a deck that consistently burns you is stupidly strong. "and D/D/Ds do not get anything off of discarding" Okay, you really don't know this deck at all. They don't get an immediate plus, but this deck is all about putting PENDULUMS/monsters in general into the graveyard for reuse. Be they Kepler, Abyss Ragnarok, Leonidas, etc., you want to be able to REVIVE Pendulums, because Pendulum Summoning sucks in this deck. Even then, you only get to put 2 cards into the grave per turn via Swamp King, so this gives you another outlet to put cards in the grave faster, or to ditch extra covenants. It makes use of advantage you want to use more efficiently. The deck doesn't "YOLO OTK". The deck puts pressure across setup turns where damage is halved due to Ragnarok or stopped at a point due to Chicken Race. Yes, you put a lot of beaters onto the board, but they're material. Be they for R4, R7, or a rare R6 (not as common post-CORE), you have the ability to make answers... not to mention Abyss Ragnarok, who I actually Tribute Summon every so often. I know how ridiculous D'arc is in terms of burn reversal. It is insane, but it's also has no built in protection. Removing D'arc means the D/D/D player is going to take the full burn and sometimes they like to go ham under D'Arc and play more covenants than they can handle if D'arc gets removed, which as I've said before, is stupidly easy at this state in the game. So your points here consist of: A. No built in removal means a card can't be broken B. Bad players exist, and you think that's standard. Neither of these are strong points... At all. In fact, the latter undeermines you more than helps. Sure, it's easy to remove D'Arc, but between backrow and the fact that taking 1 dose of burn is not likely to kill you by T2, especially from existing The deck is focussed on being consistent so much that it has no room for out of theme backrow and Scolding is probably its best bet, but unlike Nekroz, they do not have a themed swift scarecrow to avoid further damage that turn, not to mention they will also take even more damage during their next standby phase. Uh, no? Monters only take 15-16 slots, Covenants only take 6 spell and 1-2 Trap slots, then limited spells and chicken race/upstart. For traps, I run 2 Scolding, 3 T-Roar, 1 Valkyrie/Dark Witch, 0-1 D/D/D Resource Management (good pre-CORE, doubtful post-CORE), Vaniy's, 2 Fiendish Chain, Ring of Destruction, and still have room for fine tuned picks. Quit talking about a deck you don't know anything about. D/D/D is an OTK deck's wet dream. Every Covenant is 1000 less damage they need to deal to end the game. At that point, the only outs are Leonidas or Galilei in hand. However, should d'arc last a turn or two, you will heal a lot, enough for the gain to be relevant. Should you shut down D/D/D early, they die fairly quickly, if you don't, they will have the LP to last a while and also be capable of OTKs. They don't de fairly quickly at all. When they take 2000 burn during their second SP, they can easily recover with a search and a fusion. There arent enough decks that can push your shit in T2/3 through backrow and d'arc for that burn damage to really matter, and then you just recover it. Hell, if they kill D'arc, you can just make Temujin to get more value. You'd make Temujin anyways, so whatever, it's a small setback. The deck requires multiple answers at once, so while a card like MST can shut them down EARLY, it generally won't shut them down from T2 on. Am I saying not to run it? nah, not at all, but the deck recovers advantage extremely easy by the nature of using spells and pendulum zones and spells to constantly generate more. Almost every card in the deck is a plus in some form or fashion. It's not the best deck, but there are definite veins of degeneracy in the deck, and D'Arc/Ragnarok are the biggest offenders, simply because the former is the biggest enabler and the latter's a reborn every turn. When the matchup was "Outplay Leonidas" it was easiier, but D'Arc is both stronger, in stats and effect, AND easier to get back. So no, she doesn't have built in protection, but she returns and shares a moment with Ragnarok to heal you and set you up. The point that I'm trying to make is that an opponent who is knowledgable on the deck and did not completely brick will most likely never let you resolve it even once. oh yes, how could i forget the wonderful ygo logic of "good players don't let unfair combos happen". Link to comment Share on other sites More sharing options...
Toffee. Posted April 26, 2015 Report Share Posted April 26, 2015 You could be weird and play this in HEROsOh, right, HEROs still try to be Backrow.dek Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted April 27, 2015 Report Share Posted April 27, 2015 You could be weird and play this in HEROsOh, right, HEROs still try to be Backrow.dek The reasoning behind that is solid, though, since triggering bubbleman reliably allows many power plays. This could be fun in a lot of decks, to be honest. Even those that still run a regular amount of backrow Link to comment Share on other sites More sharing options...
Mugendramon Posted April 27, 2015 Report Share Posted April 27, 2015 Somehow make the card public knowledge game 1 and enjoy the resulting mind games in games 2+. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted April 28, 2015 Report Share Posted April 28, 2015 Somehow make the card public knowledge game 1 and enjoy the resulting mind games in games 2+. Better yet, side it in as they side out S/T removal to steal wins. Link to comment Share on other sites More sharing options...
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