A very silly idea (YGO)

Alter Ego

that evil mod from hell
  • 5,750
    Posts
    19
    Years
    So yeah, while assembling cards in Spirit Caller (Very annoying since a lot of the good stuff that makes other stuff usable is hidden away in ship and sub packs >.<) I've started tinkering with a silly deck concept built around what is possibly the most useless of all Destiny Heroes: Double Dude. The idea here is to clear up the opponent's field with card effects and then swing directly to create big discards with Robbin' Goblin. Double Dude actually looks pretty fun here because of the way the token summoning is timed (meaning that even if it's wiped out, it will be free fodder for a monarch that lets me trample my opponent next turn). Considering the wind-based nature of this deck, I really wish I had Raiza at my disposal, but yeah...Sasuke Samurai #4 is there for the 'paralysis' effect that a 50% chance of losing an attacking monster entails, making it a good search for kamakiri.

    Improvement suggestions, please? :3 As usual, this works on the September 2006 banlist. Also, unless I've missed something when looking at the pack lists, it seems that Gravekeeper's Spy isn't in the card library (considered that since it's a pretty obvious source of tributes and a nice way to deal damage to attacking monsters) so please consider that when rating. Oh, and because of similar library restrictions I need not fear Dark World, so yay for that.

    Monsters (21)
    1x Breaker the Magical Warrior
    2x Cyber Dragon
    1x Dandylion
    2x Destiny Hero - Double Dude
    3x Flying Kamakiri #1
    1x Marshmallon
    2x Sasuke Samurai #4
    2x Spear Dragon
    1x Sangan
    1x Spirit Reaper
    2x Silpheed
    1x Twin-Headed Behemoth
    2x Zaborg the Thunder Monarch

    Spells (12)
    2x Brain Control
    1x Confiscation
    1x Graceful Charity
    1x Heavy Storm
    1x Mystical Space Typhoon
    1x Pot of Avarice
    1x Premature Burial
    3x Smashing Ground
    1x Swords of Revealing Light

    Traps (7)
    1x Call of the Haunted
    1x Mirror Force
    1x Ring of Destruction
    3x Robbin' Goblin
    2x Spiritual Wind Art - Miyabi
    1x Torrential Tribute


    Sort of leery-eyed about Miyabi here since I'm running an alarmingly high trap count, should I drop that for some more spell support? =O
     
    Last edited:
    I haven't played in like a year..... ;_;

    But your trap lineup is a bit too much. It will slow the deck down. Since it's not a defensive orientated deck.

    I'm not really interested in Robbin' Goblin since it's the main card that slows down the deck. Same for Spiritual Wind Art - Miyabiand it's -1 ness.

    I would consider Twin Headed-Behemoth for the deck as it is one of the better wind monsters in the same.


    1x Breaker the Magical Warrior
    2x Cyber Dragon
    1x Dandylion
    3x Flying Kamakiri #1
    1x Marshmallon
    2x Sasuke Samurai #4
    2x Spear Dragon
    1x Sangan
    1x Spirit Reaper
    2x Silpheed
    1x Twin Headed-Behemoth
    1x Mobius the Frost Monarch/Spell Canceler
    2x Zaborg the Thunder Monarch

    Spells (10)
    1x Pot of Avarice
    1x Confiscation
    1x Graceful Charity
    1x Heavy Storm
    1x Mystical Space Typhoon
    1x Premature Burial
    3x Smashing Ground
    1x Swords of Revealing Light

    Traps (11)
    1x Call of the Haunted
    1x Mirror Force
    1x Ring of Destruction
    1x Robbin' Goblin
    1x Dust Tornado
    2x Spiritual Wind Art - Miyabi
    1x Torrential Tribute

    You said the September 06 Banlist. D:

    I'm sorry Frosty.....I failed. ;_;
     
    Robbin' Goblin is sort of the whole point with the deck since my aim is to decimate the opponent's hand so they can't make a proper comeback. O= On Miyabi: yeah, my idea was to do stuff like chaining it to a hostile card effect or using it as an emergency trigger for making Dandylion relinquish his tokens.

    Good call on Twin-Headed and pot, though, and...I'll probably drop Miyabi to pick up the pace a bit.

    Soo...

    -2 Spiritual Wind Art - Miyabi

    +1 Pot of Avarice
    +1 Twin-headed Behemoth

    Anything else that comes to mind? :3
     
    Last edited:
    Your deck doesn't have that much combat to use Robbin' Goblin in that way. If you are going to use 3 Robbin' Goblin, then your deck needs more of offense. But in the wind area, there isn't much offense to be used there.
     
    So I suppose those Cyber Dragons and monarchs and that Breaker aren't doing any combat? Spear Dragon to mow goat tokens and defense squatters isn't for combat? Wtf? How is ensuring a clear field before I strike making Robbin' Goblin any less useful? o.O I want Double Dude to get that double attack in unhampered (and preferably to take a second shot with the tokens after double dude goes bye-bye), and with 1000 base attack that's not going to happen without resorting to field cleaning measures first. Goblin is there because that is what makes Double Dude sting.
     
    Last edited:
    Problem why Double Dude has a problem here is because more than likely, you are balancing advantage instead of gaining advantage. Double Dude needs so much baby sitting to get the double attack out, you devoted so much resources into it for it to succeed. By the time you succeed, you are just catching up on all the resources you already invested. Both players will be topdecking by then, except you got a double dude and a robbin goblin out.

    Robbin Goblin's signature monster is actually submarineroid. It's minimal investment because it has the direct attack built in. General Zorpa from pojo and an old article in metagame made an example of how water monsters (and essentially water monarch) is perfect for Robbin Goblin, because a lot of water monster's effect has built in field clearance power or direct attack. Submarineroid direct attacks. Hydrogeddon is no-brainer. Abyss Soldier needs investment just like double dude, but water got salvage to make up for the lost cost. Penguin Soldier can indirectly help by bouncing dangerous cards that are already on the field to the hand, and you discard them from the hand to get rid of them that way.

    Also, if you got hit by sakuretsu armor, you get your tokens on your standby phase for double dude which actually costs a problem. You still miss out your battle phase this turn... Indeed they are great tributes (that's the point of them), but then you needed a tribute for double dude to begin with... so why not just, skip the double dude as middle man and just summon the tribute monster directly? If you hope that you can always get out double dude and always get in a double attack through itself or the tokens, then why not go for monsters with already built in effects? Even airknight will make things crazy with built in trample (so you only need to clear backrow instead of both like for double dude), and it's +1 for you and -1 for them.
     
    Yes, this is indeed a very silly idea.

    ...Honestly, why even bother using Double Dude? You're sticking so much in there to give yourself a clean shot that you would be better off with something like Mataza than him. At least, with Mataza, you won't have to tribute and a face-up Sangan doesn't require a suicide o_O. Of course, attacking that much probably wouldn't be that necessary, anyway, seeing as just three to five straight attacks after clearing the field will be enough to get your opponent topdecking, at which point Robbin Goblin kind of becomes moot.

    Anyway, I also agree with Frostweaver's suggestion on Airknight--why not just give yourself a draw on top of everything else? Oh, and this might seem a bit crazy, but did you consider Don Zaloog to seriously speed up the discarding or something like Kycoo as a follow-up (and to help prevent revenge recursions and/or Treeborn)?

    ......Heh, you might as well switch over to a Tomato engine with my suggestions...>_>;
     
    Last edited:
    Why not play Don Zaloogs along with Tomatos instead of some half-assed dead topdeck Robbin' Goblin.

    Because sometimes wonderful things happen when you try to use cards that are always redeemed as unusable or crappy. Out of the 9 failures, 1 new tech or even an important main card is born. Bleh Spy was born from the same way years ago, and so did the one-time wonder Prickle Fairy.
     
    Yeah, what Frostweaver said. Besides, I love playing cards that make my opponents go 'WTF?' and trying to make them work. I'm aiming for functioning; not top-notch. Children's card games are no fun if you just play what everyone else plays, and if it's no fun then there's no point in playing. xP

    Anyways, yeah, prolly scrapping this one. By the looks of it, Double Dude isn't in the card library either so it sort of hurts the concept. I think I'll just go and play around with Degenerate Circuit instead, seeing as how I just got myself a set of those. x3 Big thanks to those who actually tried to be helpful (basically everyone in this thread except one who should not need naming <.<).

    Oh, and Frostweaver: do you have a link to that article you mentioned? I don't think I've seen that one. :3
     
    Back
    Top