Alter Ego
that evil mod from hell
- 5,750
- Posts
- 19
- Years
- Age 37
- Touhou land, grazing danmaku all the way
- Seen Aug 8, 2010
Gurren Lagann reference in homage to episode eight and as a nod towards the person who put this silly idea in my head, no matter how unintentional that may have been. XD
Deck built for Spirit Caller, like most of the stuff I submit.
Monsters (19)
1x Breaker the Magical Warrior
3x Chiron the Mage
3x Destiny Hero - Diamond Dude
3x Elemental Hero Airman
3x Green Gadget
3x Red Gadget
3x Yellow Gadget
Spells (25)
3x E - Emergency Call
3x Fissure
1x Graceful Charity
3x Hammer Shot
1x Heavy Storm
1x Nobleman of Crossout
1x Pot of Avarice
1x Pot of Greed
2x Reinforcement of the Army
3x Riryoku
3x Shield Crash
3x Smashing Ground
Traps (6)
3x Bottomless Trap Hole
1x Mirror Force
1x Ring of Destruction
1x Torrential Tribute
That's right. Let it sink in. Gadgets on the offensive. There is no denying it: allowed triple Stratos/Airman is flat-out ridiculous, and I intend to exploit it. As you can see, half the deck consists of normal spells and of these spells, nearly all are intended to destroy things. Combined with Diamond Dude's effect (and the easy access to it that Airman and a full retiune of search cards for everybody's favorite heroes grants) this means that I can start bashing heads with this deck very quickly. Even though the lack of defensive options leaves my monsters vulnerable, most self-replace while Diamond Dude's effect has a fair chance of granting me a free revenge kill each time. Furthermore, Chiron thrives on the abundance of spell cards in this deck, allowing me to place considerable pressure on my opponent's entire field. Triple Riryoku makes the cut for bypassing the little revival tricks of Phoenix and Vampire Lord while Shield Crash and Nobleman punish defensive play and deal with potentially troublesome walls. The few traps I chose to include are there for their potential to either create mass destruction or deal with the three big pains in this strategy's metaphorical rear: Phoenix, Vampire Lord, and Horus. Diamond Dude also provides a fair service in cycling unwanted gadget topdecks back into my deck where they belong. The basic principle is the same as in regular gadget, but thanks to the somewhat bulkier lineup and the free cards from Diamond Dude the deck plays a lot more aggressively and tends to seal wins quicker as well.
Sooo...thoughts?
Deck built for Spirit Caller, like most of the stuff I submit.
Monsters (19)
1x Breaker the Magical Warrior
3x Chiron the Mage
3x Destiny Hero - Diamond Dude
3x Elemental Hero Airman
3x Green Gadget
3x Red Gadget
3x Yellow Gadget
Spells (25)
3x E - Emergency Call
3x Fissure
1x Graceful Charity
3x Hammer Shot
1x Heavy Storm
1x Nobleman of Crossout
1x Pot of Avarice
1x Pot of Greed
2x Reinforcement of the Army
3x Riryoku
3x Shield Crash
3x Smashing Ground
Traps (6)
3x Bottomless Trap Hole
1x Mirror Force
1x Ring of Destruction
1x Torrential Tribute
That's right. Let it sink in. Gadgets on the offensive. There is no denying it: allowed triple Stratos/Airman is flat-out ridiculous, and I intend to exploit it. As you can see, half the deck consists of normal spells and of these spells, nearly all are intended to destroy things. Combined with Diamond Dude's effect (and the easy access to it that Airman and a full retiune of search cards for everybody's favorite heroes grants) this means that I can start bashing heads with this deck very quickly. Even though the lack of defensive options leaves my monsters vulnerable, most self-replace while Diamond Dude's effect has a fair chance of granting me a free revenge kill each time. Furthermore, Chiron thrives on the abundance of spell cards in this deck, allowing me to place considerable pressure on my opponent's entire field. Triple Riryoku makes the cut for bypassing the little revival tricks of Phoenix and Vampire Lord while Shield Crash and Nobleman punish defensive play and deal with potentially troublesome walls. The few traps I chose to include are there for their potential to either create mass destruction or deal with the three big pains in this strategy's metaphorical rear: Phoenix, Vampire Lord, and Horus. Diamond Dude also provides a fair service in cycling unwanted gadget topdecks back into my deck where they belong. The basic principle is the same as in regular gadget, but thanks to the somewhat bulkier lineup and the free cards from Diamond Dude the deck plays a lot more aggressively and tends to seal wins quicker as well.
Sooo...thoughts?
Last edited: