Advantage Through Battle

Eon-Rider

An "Original" PC Supporter
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    20
    Years
    I just recently got back into Yu-Gi-Oh! and I want a deck makeover.

    Monsters (20)
    [1] Airknight Parshath*
    [2] Cyber Dragon*
    [1] D.D. Warrior Lady
    [1] Don Zaloog*
    [1] Elemental Hero Stratos
    [2] Elemental Hero Wildheart
    [3] Hydrogeddon
    [1] Marshmallon
    [1] Mobius the Frost Monarch*
    [1] Neo-Spacian Grand Mole
    [1] Raiza the Storm Monarch*
    [1] Sangan
    [1] Snipe Hunter
    [1] Spell Striker
    [1] Spirit Reaper
    [1] Treeborn Frog

    Spells (16)
    [2] Big Bang Shot
    [1] Book of Moon
    [1] Giant Trunade
    [1] Heavy Storm
    [1] Lightning Vortex
    [1] Mystical Space Typhoon
    [2] Nobleman of Crossout
    [1] Premature Burial
    [1] Reinforcements of the Army
    [1] Rush Recklessly
    [3] Shrink
    [1] Smashing Ground

    Traps (5)
    [1] Bottomless Trap Hole
    [1] Call of the Haunted
    [2] Sakuretsu Armor
    [1] Torrential Tribute

    * Means the maximum number of the card I have even though I would like more. :\

    As you can see, my deck revolves around advantage through battle. Personally, I think I have a little too much monster removal; D.D. Warrior Lady, Neo-Spacian Grand Mole, Raiza the Storm Monarch, Snipe Hunter, Big Bang Shot (when used with Giant Trunade), Lightning Vortex, Nobleman of Crossout, Smashing Ground, Bottomeless Trap Hole, Sakuretsu Armor and Torrential Tribute.

    I's put a third Cyber Dragon if I had one but my next best choice was Spell Striker so I added it instead.

    So... Give me any changes you think I should make. >_<
     
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    Meh, if you want to win by battle you're really going to need something that makes zombies cringe, because as it is they'll just be faster and overrun you by sheer numbers while Skill Drain Burn laughs because you have major problems with getting past SDed Big Shield Gardna.

    I'd say drop Big Bang Shot to begin with; you really don't have any earth-shattering effects (Earth-shattering would be Hino Kagu Tsuchi level stuff) to cash in on by dealing battle damage and it's practically begging for a swing in game balance when Stratos or Dust Tornado comes around. Besides, a lot of people will play their monsters face-up to avoid the now semi-limited crossout. I think you could also drop a Shrink and Parshath's 1900 Atk for tribute just doesn't look all that grand if you're planning to just smash face. That lone Spell Striker seems a bit lost too. O=

    Anyways, on additions...well, to begin with you'll really want something that can smite the graveyard to combat Perfect Circle and Zombie. You could try Kycoo (since it ties in with your whole damage-through-battle thing anyway) to wipe out Disc Commander, Il Blud and pals from your opponent's Graveyard. Also, where's Card Trooper? That thing is like the signature card of aggressive play. I'm also wondering why there's no Pot of Avarice to be seen (should be a no-brainer on a deck that plans on dropping a lot of monsters into play). D.D. Assailant is also good since it forces your opponent to make a tradeoff one way or the other. Brain Control is another staple of aggressively oriented decks that I'm missing here and the same goes for Trap Dustshoot. You could also consider the brand spanking new Malicious Edge since it's a practical one-tribute with a piercing attack and enough Atk to bash down basically everything that sees play these days.

    But yeah, better wait for Frostweaver's and Icha' s opinions on this one, because I really don't know what to make of this decktype. (I'm more of a control freak type player myself)
     
    Meh, if you want to win by battle you're really going to need something that makes zombies cringe, because as it is they'll just be faster and overrun you by sheer numbers while Skill Drain Burn laughs because you have major problems with getting past SDed Big Shield Gardna.

    I'd say drop Big Bang Shot to begin with; you really don't have any earth-shattering effects (Earth-shattering would be Hino Kagu Tsuchi level stuff) to cash in on by dealing battle damage and it's practically begging for a swing in game balance when Stratos or Dust Tornado comes around. Besides, a lot of people will play their monsters face-up to avoid the now semi-limited crossout. I think you could also drop a Shrink and Parshath's 1900 Atk for tribute just doesn't look all that grand if you're planning to just smash face. That lone Spell Striker seems a bit lost too. O=

    Anyways, on additions...well, to begin with you'll really want something that can smite the graveyard to combat Perfect Circle and Zombie. You could try Kycoo (since it ties in with your whole damage-through-battle thing anyway) to wipe out Disc Commander, Il Blud and pals from your opponent's Graveyard. Also, where's Card Trooper? That thing is like the signature card of aggressive play. I'm also wondering why there's no Pot of Avarice to be seen (should be a no-brainer on a deck that plans on dropping a lot of monsters into play). D.D. Assailant is also good since it forces your opponent to make a tradeoff one way or the other. Brain Control is another staple of aggressively oriented decks that I'm missing here and the same goes for Trap Dustshoot. You could also consider the brand spanking new Malicious Edge since it's a practical one-tribute with a piercing attack and enough Atk to bash down basically everything that sees play these days.

    But yeah, better wait for Frostweaver's and Icha' s opinions on this one, because I really don't know what to make of this decktype. (I'm more of a control freak type player myself)

    That's what i get for posting a crappy deck. Three paragraphs of fixes. XD

    I don't have Card Trooper or D.D. Assailant or Mailicious Edge. I haven't even heard of Malicious Edge. It sounds like a combination of Destiny Hero - Malicious and Elemental Hero Bladedge. o_o

    I'm gonna try a Kycoo, Brain Control, Pot of Avarice and Trap Dustshoot.
     
    You're actually surprisingly close to the truth about Malicious Edge. It's part of the new Evil Heroes (because we obviously don't have enough heroes, do we? -.-). It looks like so:

    Evil Hero Malicious Edge
    Fiend/Effect
    7 Star/Earth
    ATK 2600 / DEF 1800

    If the opponent controls a monster, you may Normal Summon this card with just 1 Tribute. In battle between this attacking card and a defense position monster with DEF lower than the ATK of this card, inflict the difference as Battle Damage to the opponent.


    Which basically means that you can spring this on your opponent at virtually any time, courtesy of Treeborn, Cyber Dragon etc. It's just too bad that it isn't 2700; then it could run over Gardna.


    Oh, and I just realized; if you get a bit more brawn on the lineup then Cold Wave could be awesome since it stalls your opponent's setups until your next turn. Skill Drain burn players just hate it when they have to sit there with SD or WMC in their hand and can't play them, Perfect Circle dislikes not getting to play Premature Burial, Brain Control or Soul Exchange, Zombies don't like losing Book of Life and Card of Safe Return and Big City isn't that big without the city. :3
     
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    Another deck to face: Big City. Why is Big City popular again? because zombies rely on battle, and Skyscraper 2 makes fun of battle. Stratos wipe out Card of Safe Return faster than Dust Tornado can wipe out Skyscraper 2. A variant uses Elemental Hero Alius Neos which can revive Skyscraper, O-Oversoul, Birthright and your usual Call of the Haunted + Premature Burial. Ocean returns the normal monster back and summons it again as well.

    Six Samurai and Enishi is expected to be a minor-chaos sorcerer engine again. With extreme support of extra summon for the sake of momentum over card advantage with the new cards like Double Summon, and the six samurai support cards, six samurai is hopeful once again. Enishi's free destruction is comparable with that of Chaos Sorcerer in easiness to summon. Ok it's not remove from play, only tie with cyber dragon, and can't battle afterward, but it's fearful enough if Enishi blew up your only defense and you got yaichi and grandmaster pounding on you afterward.



    Stopping graveyard is the theme of the new metagame, with recursion being the most prominent theme. Royal Oppression and D. D. Crow are celebrities in the sidedeck. Alter Ego's suggestion of Kycoo is a very good choice too.


    I actually don't see too much advantage through battle except for hydro, the lone zaloog and airknight. If we want that to be our theme, Kycoo is a brilliant suggestion of stopping graveyard tricks and advantage through battle. I'll even risk and add another copy of airknight instead of the weird stratos/wildheart there, because running over marshmellon and reaper is fun. Enemy Controller works very well since zombies, elemental hero and monarchs all got crap-tastic defense, which airknight likes.

    I don't know the gladiator assault cards well enough to recommend any of them yet... heck, I still can't sort out and recognize all the crystal beast support x___X;
     
    Hmm... I don't understand why I took Kycoo out of my deck in the first place. I don't another copy of Airknight. I forgot to put the asterisk next to it. :( I will add an Enemy Controller though. :)

    Thanks for the help.
     
    Another deck to face: Big City. Why is Big City popular again? because zombies rely on battle, and Skyscraper 2 makes fun of battle. Stratos wipe out Card of Safe Return faster than Dust Tornado can wipe out Skyscraper 2. A variant uses Elemental Hero Alius Neos which can revive Skyscraper, O-Oversoul, Birthright and your usual Call of the Haunted + Premature Burial. Ocean returns the normal monster back and summons it again as well.

    Six Samurai and Enishi is expected to be a minor-chaos sorcerer engine again. With extreme support of extra summon for the sake of momentum over card advantage with the new cards like Double Summon, and the six samurai support cards, six samurai is hopeful once again. Enishi's free destruction is comparable with that of Chaos Sorcerer in easiness to summon. Ok it's not remove from play, only tie with cyber dragon, and can't battle afterward, but it's fearful enough if Enishi blew up your only defense and you got yaichi and grandmaster pounding on you afterward.

    I know you play WC2007 and all but trust me, Big City cannot handle Zombie. Especially teched builds that run LaDDs, Dark World, etc. It's too fast and Dust usually knocks out the Skyscrapers. If you're going to use Stratos to kill CoSR then you're doing it wrong.

    I just recently got back into Yu-Gi-Oh! and I want a deck makeover.

    Monsters (20)
    [1] Airknight Parshath*
    [2] Cyber Dragon*
    [1] D.D. Warrior Lady
    [1] Don Zaloog*
    [1] Elemental Hero Stratos
    [2] Elemental Hero Wildheart
    [3] Hydrogeddon
    [1] Marshmallon
    [1] Mobius the Frost Monarch*
    [1] Neo-Spacian Grand Mole
    [1] Raiza the Storm Monarch*
    [1] Sangan
    [1] Snipe Hunter
    [1] Spell Striker
    [1] Spirit Reaper
    [1] Treeborn Frog

    Spells (16)
    [2] Big Bang Shot
    [1] Book of Moon
    [1] Giant Trunade
    [1] Heavy Storm
    [1] Lightning Vortex
    [1] Mystical Space Typhoon
    [2] Nobleman of Crossout
    [1] Premature Burial
    [1] Reinforcements of the Army
    [1] Rush Recklessly
    [3] Shrink
    [1] Smashing Ground

    Traps (5)
    [1] Bottomless Trap Hole
    [1] Call of the Haunted
    [2] Sakuretsu Armor
    [1] Torrential Tribute

    Those are all nice cards standalone, but nothing in this deck molds them together to form a strong build. Remember, inconsistency is never the answer. If you don't have enough copies of the card to make it playable, don't run it. If I have to revamp your deck and even work some of your inconsistency problems out, I'd make it something like this:

    Monsters (17)
    [3] Cyber Dragon*

    [3] D. D. Assailant
    [3] Elemental Hero Wildheart
    [3] Exiled Force
    [3] Winged Rhynos(Or Hydrogeddons if you can't score them)
    [1] Breaker the Magical Warrior
    [1] Elemental Hero Stratos

    Spells (13)
    [3] Enemy Controller
    [3] Shrink
    [2] Nobleman of Crossout
    [2] Reinforcements of the Army
    [1] Heavy Storm
    [1] Premature Burial
    [1] Smashing Ground

    Traps (10)
    [3] Solemn Judgment
    [2] Sakuretsu Armor
    [2] Bottomless Trap Hole
    [1] Torrential Tribute
    [1] Mirror Force
    [1] Call of the Haunted

    This will give you a lot of floaters(Meaning they don't want to chain to your attacks), a lot of negation, a lot of stopping power and a lot of kicking power. I ran something similar to this to a few big tournaments and T4'd them all.
     
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    No I was actually talking about Big City in the "beyond WC07" era and it was just quoted from metagame articles how a lot of people place their bet on big city to face zombies.

    LaDD escaped from my mind in terms of what it is at the moment. As for Dark World mixed with zombies, I'm not familiar with that concept either for the meantime x.x; I didn't read up anything for awhile now =o
     
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    Those are all nice cards standalone, but nothing in this deck molds them together to form a strong build. Remember, inconsistency is never the answer. If you don't have enough copies of the card to make it playable, don't run it. If I have to revamp your deck and even work some of your inconsistency problems out, I'd make it something like this:



    This will give you a lot of floaters(Meaning they don't want to chain to your attacks), a lot of negation, a lot of stopping power and a lot of kicking power. I ran something similar to this to a few big tournaments and T4'd them all.

    The problem is that although I have many cards, I don't have enough of the same cards to make a decent decktype and advantage through battle is probably the best i can muster up.

    The new deck list you've posted completely changes my goal since my goal is to gain "advantage through battle" as the title suggests.
     
    If you want advantage by battle. Run 3 Tomatos and 3 Don Zaloogs. Airknight just isn't worth it in today's aggro-meta.

    Besides, the goal doesn't matter as long as you'll win.
     
    Besides, the goal doesn't matter as long as you'll win.

    Not really >__>;; I always played wave motion cannon when it was never even looked at, but now that wave motion cannon can finally got to be part of a game winning, metagame defining top tier deck, I don't play it anymore...

    Some people just want to dig up unused cards and try to use them regardless of win or lose, just like how some of the most effective "game tie-ing" decks are like in WC07 with self destruction button in amazing speed... Their duel points are abysmal and their deck is made to tie games not win games, and I still think those are some of the most creative and fun decks to ever be played.
     
    Not really >__>;; I always played wave motion cannon when it was never even looked at, but now that wave motion cannon can finally got to be part of a game winning, metagame defining top tier deck, I don't play it anymore...

    Some people just want to dig up unused cards and try to use them regardless of win or lose, just like how some of the most effective "game tie-ing" decks are like in WC07 with self destruction button in amazing speed... Their duel points are abysmal and their deck is made to tie games not win games, and I still think those are some of the most creative and fun decks to ever be played.

    If that makes you happy, go for it. But he sounds like he wants to make the most from his deck.
     
    Not really. Most of the time I'm just playing with my friends so it's pretty casual. I want an opinion on a card though. I'm thinking of adding a Malevolent Catastrophe to me deck. A lot of the time, I'm not able to attack because it seems I don't have enough Spell and Trap removal. Also, it'll help my Treeborn Frog a bit, obviously. So I'm just wondering; is this card worth playing? I think it is since it's almost a Heavy Storm replicate.
     
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    Depends on a lot of things... if people have the monsters to go on the offense, will they really set mirror force or torrential tribute? If they are meant to stall, will they attack to begin with x.x; I personally am not the most fond of this card. People tend to set cards after their battle phase too.

    There are still uses for it... like if the opponent sets the defensive cards early on, and didn't activate it. Then they get the monarch/whatever big beater they need and switches the table. Suddenly, the defensive cards from before will be wiped by this trap.

    I'm not a fan of it cause I'll rather use something that's more proactive than reactive when it comes to removal, if possible.
     
    Post more than 3 words please. ;)

    I'm thinking about adding 2 Giant Rats and an Ancient Gear Engineer. I've always wanted to play around with that card and it fits into my deck since it gains advantage by destroying a Spell or Trap! Hooray! XD The Giant Rats will come in handy considering the fact that i have heaps of monsters searchable by it.
     
    Ancient Gear Engineer suffers from being situational. It's great when it's still in your deck. It is one of the best pull by rat available. The problem is that if you draw the engineer, then you're stuck with a horrible monster. For a tribute, it is horrible. For a recruiter target, it is one of the best earth monster to pull. That's where the problem with engineer is. True that it's advantage by battle. It's extremely brilliant if rat got it out, as you're guaranteed to destroy something then. Problem is that if you don't, then it's a very probably dead draw in your hand. Whenever you have to tribute summon for it, then you're forcing it to be compared with the "monarch level" of tribute monsters.

    It's not a bad card at all. It suffers from being situational. When a card is situational, the player has to make a call if the "situationality" is well compensated by the gain of the card effect.

    Heck Cyber Stein is situational if you go with those "tech stein" back then where you got one copy. If you draw it late for whatever reason, then it's useless. But, since it's well compensated by the fact that Cyber Twin wins game whenver it's out, it's good enough to be used regardless of how there's the chance that cyber stein doesnt' do anything in your hand.

    You have to think about if you draw the Engineer (we can all agree that drawing the engineer is horrible right?) vs the ideal situation of special summoning it out with rat, is the ideal situation well worth the risk?
     
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