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The Phoenix Deck!


Mateus Sebastian

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It's highly recommended that you post these cards into the thread itself (there are instructions in the help section), since links sometimes stop working and not everyone can see them. When you post your cards into the thread, you should also copy their effects as a separate text below each respective card, which makes it easier to edit them for card grammar. Lastly, I would suggest you order them by card type (i.e. monsters/tuners, fusion, synchro, Xyz, and Spells and Traps) so they're more organized. A couple of notes for when you post the cards: Attack and defense values, when mentioned in card text, are written as ATK and DEF like they're displayed at the bottom of the cards. Attributes are all caps (WATER, FIRE, DARK, LIGHT, WIND, EARTH). 

 

Your Synchro monster is level 7, while most of the monsters and your 1 tuner are level 7, which means there is no combination of that tuner and another monster from your archetype which could summon it (Synchro materials' levels need to equal the level of the Synchro monster). Your one Xyz monster is a rank 8, and the only level 8 monster you have is the fusion, which means, again, this archetype couldn't summon that monster. And since there are no level modification effects, there isn't any synergy among the levels of these monsters. However, I do see a them among the cards. There's a mix of destruction-by-battle effects, and protection-from-battle effects, as well as some ways to summon from the graveyard, which is appropriate for phoenixes.

 

Your "Sacrifice of the Phoenix" counter trap is an interesting win condition, however, it might be a bit difficult to use as it is. Do the monsters being banished have to be any 3 "phoenix" monsters, or is it 3 copies of that one monster named "Phoenix"? This is important because having the 3 specific cards in the grave is a bit restricting. Gaining a difference of 7000 LP, would be kind of difficult because your cards are more focused on reducing your opponent's LP with lost of monsters, while this particular card requires you to either leave your opponent at 8000 and get down to 1000 (even if your opponent wasn't activelytrying to stop you from getting their, there are still a lot f cards that they might activate by paying LP) or you use a bunch of cards to boost their LP high enough to activate it. One way you could make this card a more viable option is by changing your cards so that they're all based on paying LP to summon and activate effects, maybe add cards that give you opponent LP so that you can quickly get down to where you can activate the card and win. 

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