my exodia deck

darkace

super dark elite kid
  • 96
    Posts
    17
    Years
    Regionals are sunday and believe me i am stressed, last chance to get a third pass tell me how this deck is.

    Monsters:
    Exodia the forbidden one
    The left arm of exodia
    The left leg of exodia
    The right arm of the exodia
    The right leg of exodia
    Marshmallon
    Spear cretin
    Sangan
    Mystic tomato x3
    Emissary of the afterlife x3
    Dekochi the battle locomotive x3
    Neo spaician grand mole
    Phantom of chaos
    Sprit reaper
    Traps:
    Sakeretsu armor x2
    Trap hole x2
    Magic cylinder
    Draining shield
    Gravity bind
    Ordeal of the traveler
    Spirit barrier
    Negate attack
    Spell cards
    The shallow grave
    heavy storm
    premature burial
    Pot of avarice
    Dark factory of mass production
    Level limit area-b
    Scapegoat
    Monster reborn
    Swords of revealing light
    Card trader
    Quantity:40 cards
    Side Deck
    Final countdown
    Stealth bird
    Cloak and dagger
    Negate attack
    Soul reverse
    Wave motion cannon
    Double snare
    Magical mallet
    Karma cut
    Sakuretsu armor
    The shallow grave
    Gear golem the moving fortress
    Damage condenser
    Monster recovery
    Physical double
     
    Please, for the love all that is sweet and sugary, just use size one font and separate the categories properly. I actually had to put this in a quote window to get a proper overview, and that's just plain annoying. I'd also strongly recommend listing the cards in alphabetical order with clear quantities for each type of card. And for goodness' sake spell the card names right; if this is the state of your actual decklist I'd strongly suggest writing out a neater copy. There's no mistake quite as pointless as incurring a penalty before you even sit down at the table, which will happen if your decklist is messed up. :\ Besides, clean formatting adds a lot of reader convenience and makes people feel more inclined to give you a rate. Just format like so:

    Monsters (20)
    3x Dekochi the battle locomotive
    3x Emissary of the afterlife
    1x Exodia the forbidden One
    1x Left Arm of the Forbidden One
    1x Left Leg of the Forbidden One
    1x Marshmallon
    3x Mystic tomato
    1x Neo Spacian Grand Mole
    1x Phantom of chaos
    1x Right Arm of the Forbidden One
    1x Right Leg of the Forbidden One
    1x Sangan
    1x Spear cretin
    1x Spirit reaper

    Spells (10)
    1x Card trader
    1x Dark factory of mass production
    1x Heavy Storm
    1x Level Limit - Area B
    1x Monster reborn
    1x Pot of avarice
    1x Premature burial
    1x Scapegoat
    1x Swords of revealing light
    1x The shallow grave

    Traps (10)
    1x Draining Shield
    1x Gravity bind
    1x Magic cylinder
    1x Negate attack
    1x Ordeal of the traveler
    2x Sakuretsu Armor
    1x Spirit barrier
    2x Trap hole


    Side Deck (15)
    1x Cloak and Dagger
    1x Damage condenser
    1x Double Snare
    1x Final Countdown
    1x Gear Golem the Moving Fortress
    1x Karma Cut
    1x Magical mallet
    1x Monster recovery
    1x Negate Attack
    1x Physical double
    1x Sakuretsu armor
    1x Soul Reversal
    1x Stealth Bird
    1x The Shallow Grave
    1x Wave-Motion Cannon


    Didn't Icha already sum up the problems with this deck before? It's still all over the place with cards that have absolutely no relevance for what should be your main goal: searching out Exodia. This is a format where OTKOs and even FTKOs are absolutely rampant, so if you think playing flip-flop with Dekoichi (or spear cretin x.o) is going to get you anywhere you're sorely mistaken. *Sigh* Again, the best fix that can be offered here is scrap it and rebuild. All of the top-tier decks (heck, even quaint variations like Rainbow Dark OTKO) are just way faster at reaching their win conditions than this deck is. You really want to get Exodia on turn one if at all possible. I'd recommend either taking a leaf out of Ohm OTKO's book (because that build, it has been proven in an actual championship duel, can cycle through the entire deck on an opening turn) or using the Cyber Valley/Dimension Fusion loop, which also lets you draw your entire deck in one turn.

    Optionally, you could try integrating exodia into a standard dark return deck, focusing on dump and recursion while hoping that the countless bad draws those limbs will give you won't kill you or you could even try something bizarre like Demise Exodia (using Advanced Ritual Art to drop the Exodia pieces into your graveyard. Good luck doing that with limited Advanced Ritual Art, though. :\).

    All I can say is take a look at the decklists of the few semi-successful Exodia players from this year's Shonen Jump tournaments to get a picture of the kind of draw power you need to be successful nowadays. (and keep in mind; even those strategies were too inconsistent in the end)

    Okay...let's at least cut the cards that just need to go, by category to give you a bit of a 'why' here:

    The irrelevant

    Main (-8)
    -1 Magical Cylinder
    -1 Neo Spacian Grand Mole
    -1 Phantom of Chaos
    -2 Sakuretsu Armor
    -1 Spirit Barrier
    -2 Trap Hole

    Side (-10)
    -1 Cloak and Dagger
    -1 Damage Condenser
    -1 Double Snare
    -1 Final Countdown
    -1 Karma Cut
    -1 Monster Recovery
    -1 Physical Double
    -1 Sakuretsu Armor
    -1 Stealth Bird
    -1 Wave-Motion Cannon

    I seriously have to wonder what you were thinking when you included these. Remember, the point here is to assemble Exodia, and none of these cards are helping that goal. One-for-one tradeoff cards like Sakuretsu and Trap Hole are good for creating openings for your attacks, as is demonstrated by gadget, but Exodia is not really interested in attacking at all because you're looking to declare instant victory; your interest in life points should only go to the point of making sure that you always have at least one left. Battle damage, on the other hand, is something that you might as well forget about, because there's no way a monster lineup this puny is going to smash face. Grand Mole serves exactly the same purpose with its bounce effect, and thus should be cut for the same reason. And speaking of puny monsters...those just about defeat the point of using Phantom of Chaos. The Phantom is a good card, yes, but only for decks that teem with big monsters like Plasma, Dark Armed, Darklord Zerato, and the like; your deck just really has nothing the phantom would like to remove. Karma Cut is single monster removal (and an expensive form at that) and thus also needs to go, and the same can also be said for Cloak and Dagger. Magic Cylinder and Draining Shield are, again, cards of interest only if you want to manipulate life points, which, again, isn't the point with Exodia. Spirit Barrier is really no good for anything that doesn't run Cloudians, Final Countdown is no good for a format where FTKO and OTKO rule supreme (and even if the format were slower, that's a card you need to wrap your whole deck around) and I honestly don't know what possessed you to even consider Double Snare or Physical Double. o.O Damage Condenser really has no useful targets either.

    The slow

    Main (-12)
    -1 Card Trader
    -3 Dekoichi the Battlechanted Locomotive
    -3 Emissary of the Afterlife
    -1 Gear Golem the Moving Fortress
    -3 Mystic Tomato
    -1 Spear Cretin
    -1 Pot of Avarice

    Side (-3)
    -1 Soul Reversal
    -1 Stealth Bird
    -1 The Shallow Grave

    Like I've already stressed multiple times: this format is blazing fast with a lot of big monsters getting summoned in a scarily consistent manner, typically backed by spells of mass destruction. As such, waiting for your opponent to kill your monster by battle will most likely fail because you will be wiped out on the turn that happens. (Dark Magician of Chaos is also all over the place, and he makes Tomato and Emissary cry over their lost effects like few other cards can) Dekoichi's 'draw 1' effect is also far from stellar, especially since you have to set it before getting your card and with the current dumping going on, Spear Cretin is liable to put something big and nasty on your opponent's field. Again, it's not worth it. I'm going to be suggesting something far more brutal in the way of draw mechanics to replace these, don't you worry. Also, most of the stuff that gets special summoned in painful loop is size Jinzo and up, regarding Gear Golem as little more than a nuisance.

    The metagamishly disfavored

    Main (-1)
    -1 Gravity Bind
    -1 Level Limit - Area B
    -1 Ordeal of the Traveler
    -1 Swords of Revealing Light

    Side (-1)
    -1 Negate Attack

    Yes, I just suggested that you give the axe to three dead standard stall cards. I know this may seem counter-intuitive, but with Dark Armed around these just aren't what they used to be. Cards on the field don't have long to live, so the continuous protection effects really won't help much as they will be disabled for that one, fatal turn when five, 2000+ Atk dark beatsticks trample you. Reactionary traps like Negate Attack are also far from stellar because the current top decks all happily blow them away in the main phase before they get a chance to activate. Negate Attack really doesn't have a place outside of counter fairy, anyway, because you've got both Threatening Roar and Waboku in the way of protection traps, both of which are chainable to the effects that would destroy them and thus superior choices.


    Which leaves us with...

    Monsters (8)
    1x Exodia the forbidden One
    1x Left Arm of the Forbidden One
    1x Left Leg of the Forbidden One
    1x Marshmallon
    1x Right Arm of the Forbidden One
    1x Right Leg of the Forbidden One
    1x Sangan
    1x Spirit reaper

    Spells (5)
    1x Dark factory of mass production
    1x Heavy Storm
    1x Monster reborn
    1x Premature burial
    1x Scapegoat

    Traps (0)


    Side Deck (1)
    1x Magical Mallet


    So yeah, not much of the original deck left. Buuut...this will soon be remedied, using some of the more modern deck cycling tools around. Basically, I'm looking to make this deck less dependent on your opponent's actions (heck, my primary aim here is to make this a pure solitaire deal. xD), and to do so we need cards that let us draw other cards without passing the turn to the opposition in the mean time.


    Monsters (18)
    2x Broww, Huntsman of Dark World
    3x Cyber Valley
    1x Dark Magician of Chaos
    1x Exodia the forbidden One
    1x Left Arm of the Forbidden One
    1x Left Leg of the Forbidden One
    1x Marshmallon
    1x Right Arm of the Forbidden One
    1x Right Leg of the Forbidden One
    1x Royal Magical Library
    1x Spirit reaper
    1x Toon Cannon Soldier
    3x Thunder Dragon

    Spells (22)
    3x Allure of Darkness
    1x Card Destruction
    1x Dimension Fusion
    2x Hand Destruction
    1x Heavy Storm
    2x Machine Duplication
    1x Mystical Space Typhoon
    1x Monster reborn
    1x Premature burial
    3x Spell Economics
    3x Toon Table of Contents
    3x Upstart Goblin

    Traps (0)


    Side Deck (15)
    2x Appropriate
    2x D.D. Crow
    2x Dust Tornado
    1x Hand Destruction
    1x Mind Crush
    2x Rainbow Life
    1x Royal Magical Library
    1x The Transmigration Prophecy
    3x Threatening Roar/Waboku


    So yeah, basically the aim here is to draw into the game-ending combo of Cyber Valley, Machine Duplication, Spell Economics, and Dimension Fusion. Once you've got those four, all you have to do is duplicate valley, then create an endless loop by using Valley's draw two effect (removing two of them), then Dimension Fusion, then using the third valley's graveyard recursion effect to put Fusion back at the top of your deck, followed by using the draw two effect. Just lather, rinse and repeat until you hit Exodia. In the event that part of Exodia would be removed, this one also comes with an alternative infinite loop using Toon Cannon Soldier to toss Dark Magician of Chaos for 500, followed by Economics-backed Dimension Fusions (which are always recurred by the magician's effect) until you drop your opponent's life points to zero. The rest is just aimed at drawing into and deploying these cards as consistently as possible.

    Anyway, I don't have the chance to test this build myself, so I can't guarantee the results (nor do I know what cards you have available), but I can, however, be quite secure in saying that it's better at what it does than the original. There are many ways to go about Exodia, though, so I'd suggest experimenting with the new and trendy draw cards until you find the deck that best suits your play style. I especially stress doing this with your side deck, as you may want to put in something that gives you an edge against the local crowd.

    Regardless, I think the best piece of advice I can give you for the tournament is to just relax and have fun with it, win or lose. Getting all stressed and worked up over it will just tire you and weaken your gameplay, leading to the most ridiculous and pointless mistakes (oh, the idiotic plays I've made on my tired, late-night sessions with the DS xD), but even worse; it will defeat the point of playing the game in the first place. Children's card games are, after all, meant to be enjoyable as well. ^^
     
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    thanks i think but you kind of screwed up the deck
     
    Last edited:
    thanks i think but you kind of screwed up the deck

    Umm...care to elaborate on that? Because to my mind, 'screwed up' is when the cards in a deck are all over the place and not really pulling for any coherent goal. What I'm suggesting looks pretty unorthodox, yes, and there may well be better ways to go about it, but it's certainly firmly aimed at deck thinning with not one but two combos that result in a sure-fire victory. How precisely is that screwed up? Just saying that without any kind of motivation for it is pretty rude, you know. Like I said; your card picks are kind of...everywhere, so there wasn't really any central strategy to build on. D=
     
    Look closely

    Emmisary of the afterlife: when destroy get a piece but not the head

    but you are saying a dark world/exodia deck whih would be pointless
     
    Look even closer. At, you know, actual tournament duels. Dark Magician of Chaos is absolutely everywhere and just loves whacking your set monster to oblivion and Emissary won't get to net its effect if its removed from play. =O Also, like I already said in the long post which you obviously didn't even bother reading, OTKO is the name of the game right now, meaning that the turn where your emissary gets destroyed is also the one when your opponent direct attacks for 8000+ points of damage and ends the game. <.<

    Also, if you'd deign to look at Broww, you'd find that it's there to supplement Card Destruction and Hand Destruction, deck cycling cards which normally leave you at -1CA but which, thanks to Broww, will let you cut even. If you want a long string of draw effects in a go (which is your best bet at seeing all of Exodia), then maintaining cards in your hand is crucial. Pointless is that Double Snare, Final Countdown and goodness knows how many other cards you included which do nothing in helping you reach Exodia, Broww, on the other hand, is a synergetic card . It's also a dark monster, adding additional targets for Allure of Darkness. It's certainly way more justified than Grand Mole or Phantom of Chaos as it actually works with the other cards. Compared to drawing through the better half of your deck in one turn, getting to search out one piece (and simultaneously flagging what you're aiming for to your opponent) really isn't a very good deal. :\

    Oh, and one card isn't a strategy. Strategy is when all your cards work together to create the situation that you want to reach and that's what I was trying to do here. I can justify the presence of each and every card I recommended, though I should have thought that it would be obvious if you look at the card choices (all of them either part of the win condition or deck thinning cards that help you dig up the parts of the win condition). On an ideal draw, this lets you reach every card in your deck before your opponent even gets to take their first turn. Now tell me; can emissary do the same for you?
     
    I side with Alter Ego on this one. His "Exodia the Forbidden One" Deck really kicks butt. It doesn't even use a single Trap Card, which is a surprise to me, but a welcome one.

    Really, "Emissary of the Afterlife" is only good in an "Exodia the Forbidden One" Deck if you're running a bunch of self-destruction cards, like "Torrential Tribute" (Limited), "Needle Ceiling" (requires 4 face-up monsters to be activated), or in this monster's case, "Hate Buster" (requires your opponent to attack). You can't really depend on cards you only have 1 of or require a condition to be activated, especially against severely fast Decks like "Dark Armed Dragon".

    I'd also like to add that "Broww, Huntsman of Dark World" doesn't work with "Hand Destruction", since "Hand Destruction" sends 2 cards from each player's hand to the Graveyard. It's not a discard.
     
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