NitroX Posted November 27, 2015 Report Share Posted November 27, 2015 This is a Version 2.0.0 with my Ambuscades. Since they made the abuse out of any deck i played, I couldnt have that. Also players continue to question my deck cause of layout issues. So i decide to remake the Ambuscade engine. For those who dont know my Ambuscades: They are an archetype that produces tokens of the versions of themselves when they are removed from the field by any means. This provides the backbone that the regular trap monsters needed. Of course these tokens dont gain the effects unless you want them to. The mill count on every card is 2 to avoid card advantage. Meaning i'd lose 1 card or not lose any. Tokens summon counts as a +1 (even though they have no card value on the field except to occupy a monster space) The New version has these in effect:..The Effects that will be in order:..-Trap..-Passive..-Monster ..Costs are a constant Mill 2 on every Ambuscade Trap Monster. ..The Ambuscades are treated as Traps in the grave and in the deck...The Ambuscades in the hand is treated either or..The Ambuscades in the monster zone does not occupy the spell zone and the monster zone, since they are not considered traps on the monster zone..You can set them as traps or summon them as monsters...They do not sit in the Extra deck like Pendulum zones but can be summoned through a pendulum summon event cause they count as monsters in the hand and traps in the hand. Id like your opinion on this Version 2,Thanks,NitroX, your dear Trap Summoner who hates the Status Quo Link to comment Share on other sites More sharing options...
NitroX Posted November 28, 2015 Author Report Share Posted November 28, 2015 This new version has a nice "machine gun flow" to it. It should mill to summon tokens or monsters. Then move monsters to clone, and then mill again. THis will deck me out quicker but at the same time, having a backup to any onslaught attacks. Link to comment Share on other sites More sharing options...
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