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Klav and I have been hyping a ton about it recently, so I thought it would be interesting to make a thread and see how it goes.

 

I will start the thread off with a fairly open-ended series of questions.

 

1.) What is your opinion on traditional format (elaborate as much as you wish)

2.) Have you played Traditional Format?

3.) If you have played traditional, what is your favorite deck in the format? If you have not, what would you expect it to be?

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Convulsion of Diva.

Diva is @3 in that format right?

It's an interesting format but it is governed by those who call themselves the dragon rulers (admittedly not as bad anymore cus they arent @ 3 anymore over there).

No, Diva is limited on the TCG list so she stays limited.

 

And Rulers are one of the stronger decks, but they're beatable, trust me. The format is actually diverse as hell.

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I mean playstyle  wise. Do you play to win or play not to lose


I did about 6 hours of testing yesterday, and you play to win. Hard and fast. However, hand traps such as Effect Veiler, Ghost Ogre and Snow Rabbit, and Maxx "C" become much more potent, allowing for a combination of aggressive and controlling plays, while still maintaining a proactive play style.
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I did about 6 hours of testing yesterday, and you play to win. Hard and fast. However, hand traps such as Effect Veiler, Ghost Ogre and Snow Rabbit, and Maxx "C" become much more potent, allowing for a combination of aggressive and controlling plays, while still maintaining a proactive play style.

I went from Maxx C into Last will , monster reborn, Cards of safe return AND rescue cat, the card is lethal :o

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Effect Veiler

Maxx "C"

Gemini Imps

Skull Meister

Artifact Lancea

Droll & Lock Bird

D.D. Crow

 

Cards of the format definitely. First 2 should be maindecked in AT LEAST 2 copies I believe, rest are very good side deck sniping tools. I'm currently working an an overally write-up about staples and things but if someone wonders how would deck X work specifically, hit me up~

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G-Imps, really? Do any decks surface that often discard, since it doesn't seem worth it for 3 unsearchable spells.

There are Wind-Ups on one side, but it's more for Dragged Down into the Grave/Dark World Dealings, assuming Makyura Turbo would actually be a deck. It sounds like the most plausible FTK to pull off, so negating their Dragged Down, thus protecting a Veiler/another hand trap and making it so that they can't ditch Makyura and dig further is pretty good. Plus random stuff like D-Duo.

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I'm still not quite sure what this Makyura FTK is meant to be. The original Makyura FTK doesn't work because Exchange of the Spirit got errata'd, and any Exodia/Life Equaliser FTK probably doesn't need Makyura as you need to play mediocre cards to resolve it or hope you resolve it or else you're left with dead traps, and between Painful Choice, Pot of Greed and Painful Choice it probably has all it needs anyway.

 

Ghost Bunnies seems really good btw. It gets round COSR which honestly might actually be the most broken card in the game, as well as some nifty things such as popping your own Mirage of Nightmare to stop your discarding - this might be worth looking into.

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