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Yu-Gi-Oh! - Figured I'd see the public opinion...


TallFry

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Well, I normally don't do this but I figured that, although I'm not looking for edits, I'd see what people think of this deck. Criticism is fine, just please no flames. Black Star, I'm sorry for acting a bit like an ass in your thread and if you wanna deliver your opinion that's fine. This is a deck I use mostly against people I know but I intend to eventually take it to tournaments. Most people would say it's a generic Yusei deck but it's really my own variant on the style. Hope you like it!

Extra Deck

Stardust Dragon

Stardust Dragon

Shooting Star Dragon

Majestic Star Dragon

Red Dragon Archfiend

Black-Winged Dragon

Power Tool Dragon

Junk Warrior

Turbo Warrior

Drill Warrior

Nitro Warrior

Road Warrior

Junk Destroyer

Formula Synchron

Armory Arm

Monsters

Changer Synchron

Turbo Synchron

Nitro Synchron

Junk Synchron

Drill Synchron

Road Synchron

Debris Dragon

Quickdraw Synchron

Swift Scarecrow

Copycat

Stardust Xiaolong

Quillbolt Hedgehog

Fortress Warrior

Morphing Jar

The Calculator

Synchron Explorer

Dash Warrior

Level Warrior

Max Warrior

Rescue Warrior

Rockstone Warrior

Mirage Dragon

The Tricky

Spells

Unstable Evolution

Mage Power

Fighting Spirit

Scapegoat

Magical Mallet

Lightning Vortex

Pot of Avarice

Battle Waltz

Monster Reborn

Giant Trunade

Mystical Space Typhoon

Traps

Magic Cylinder

Sakuretsu Armor

Dimensional Prison

Compulsory Evacuation Device

Scrap-Iron Scarecrow

Waboku

Trap Stun

Dark Bribe

Urgent Tuning

Fiendish Chain

Call of the Haunted

Rising Energy

But it doesn't end there. I not only have a side deck to take to tournaments, but I also have what I call my "edit pile", which contains cards I use for my ever-so-frequent deck edits.

Side deck

Stardust Dragon/Assault Mode

Assault Mode Activate

Majestic Dragon

Cyber Dragon

Mirror of Oaths

Horus the Black Flame Dragon LV4(to be implemented when I obtain the other two forms at long last)

Starlight Road

Sonic Chick

Speed Warrior

Second Booster

Turbo Booster

Worm Apocalypse

Turret Warrior

Double Summon

Swords of Revealing Light

One for One

Wicked Rebirth

Edit pile

Shield Wing

Boost Warrior

Burden of the Mighty

Blind Spot Strike

Shield Warrior

Rapid Warrior

Level Eater

Reinforcement of the Army

Hyper Synchron

Reanimation Wave

Trap Jammer

Card Destruction

Draining Shield

Magical Mallet

Imperial Iron Wall

Spacegate

Power Pickaxe

Defense Draw

The Warrior Returning Alive

Confusion Chaff

Divine Wrath

Bottomless Trap Hole

Wow, that's a lot of cards all in just one little deck box. Anyway, what I don't have in my deck, I keep in the other things and can interchange between the vast majority of them to optimize my game. I think it's pretty good, but you're all entitled to your own opinions.

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Just took a quick look at it and already noticed one solid flaw: Your weaker monsters are exactly that, weaker. And rather than attempt to sacrifice for stronger monsters, you've gone with a Synchro approach (I believe that's what it's called, I don't collect 5Ds and haven't played in a while).

But from what I understand, if your opponent is able to quickly keep you on the defensive, you're screwed. It doesn't help that not too many of your spells/traps seem to be offensive. Most of them seem too defensive, which can hurt you if your opponent tries for a quicker approach.

My approach to dueling was to have all my Level 4 or lower monsters either have extremely high defense or good flip-effects. Examples: Soul Tigers, Elemental Hero Clayman, Man-Eater Bug. Make it so your weaker creatures are either hard to kill or can have a impact on your opponent each time they're defeated.

Spells should mostly be kept for strengthing your creatures, but a few for destroying opponent's monsters/spells/traps are handy. And having a ton of traps designed to effect your opponent's monsters/spells/traps are extremely handy to have. It's a shame I don't have my old deck and I could give you a really good example.

That's just my approach, however. After enough duels, I learned that if you're facing against either an experienced/smart opponent, if you leave too much of an opening, they will exploit it and the chances of recovering are small. Therefore, I put all my effort into creating a deck that would allow me to either hold a steady defense till I could recover or would allow me to go on a full-blown offensive to overwhelm my opponent. Again, I wish I had my old deck, but I'll just have to go with what I can remember.

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Well, the main focus of my deck, although I'm experimenting with a bit more of an offensive approach to see what I can do with it, is mainly to keep a good flow of monsters going, usually using them as some kind of stepping stone for my larger Synchro monsters, which make up the core of the deck. I can run defensively, and offensively when I get the strategy going, which is more often than not. And, should my big Synchro monster be destroyed, I have monsters that can hold their own and ways of making even the smallest monster in my deck into a huge powerhouse. In the past, against several people, I've displayed a strategy that I've come to call "the Swarming Synchro", which basically deals with getting several Synchro monsters out very quickly, and sometimes even simultaneously with effects being maxed out. The Synchros alone, however, are not enough to win the duel, so I have strategies that offer restriction, support, and hand replenishment to make up for my horrible luck of the draw. If my opponent gets me on the defensive, I can still put up a fight and make them use up their resources, and I actually start off on the defensive more often than not so as to not spoil my strategy and make sure that my opponent doesn't actually expect what I'm about to do. All in all it's a very technical and quite combo-oriented deck that is nearly unstoppable when it really gets going. The only thing I'm really doing with it now is making frequent edits and trying out new strategies that can mesh with the old ones.

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I'd agree that the Monsters and some of the Trap cards are from a generic Yusei Deck - it seems the strategy of this deck is to summon loads of low power Level 4 or below monsters and then tune it to bring in the tougher Synchro ones.

The Trap cards like Scrap-Iron Scarecrow end up being used mostly to prevent the weaker ones from being destroyed so that the tuner could bring in the synchros.

I think I counted about 48 cards in the main Deck. Side Deck looks good to me and you can put pretty much anything in the Extra Deck but I'd recommend adding some "duplicates" for your Main Deck so you get a higher chance of summoning a particular monster - for example, Quilbolt Hedgehog, Junk and Quickdraw Synchron have really useful abilities so you might try putting doubles or triples of them in.

Also, I really don't think you need Monster Reborn for this. It's a useful card and all but it's not that good in this kind of Deck, which concentrates on Synchros, unless it can bring back Synchros, I haven't ever tried that.

You're also forgetting Mirror Force in the Main Deck. When you have a big bad strong monster ready to take out all your weaklings, it's the greatest defence known to me as it takes out all face up monsters on the other side.

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I've been thinking about putting Mirror Force in, and when it comes to Monster Reborn, as long as you've successfully summoned a monster of any kind, should it go to the Graveyard, it can be special summoned from the Graveyard as long as its effect doesn't say otherwise. When it comes to "duplicates", I actually have a few other copies of some monsters, I just like doing what I'm doing cause it's fun. With the Synchro focus, it works pretty much as I've previously stated, where I bring out more than one at a time and tend to also try to restrict my opponents ability to counter me. It's kinda generic but I gave it a few twists of my own to go with it. Either way I think it's fun, and it does do a lot of winning for me.Also, concerning the number of cards, there's exactly 46. 23 monsters, and 23 spell/traps.

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