To-ma-tos (YGO)!

Mullet

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    My new YGO deck.

    Tributes (4):
    2 Cyber Dragon
    2 Mobius the Frost Monarch

    Monsters (16):
    3 DDA
    D. D. Warrior Crack Lady
    2 Don Lazoog (No it isn't a typo.)
    3 Mystic Tomato
    2 Spirit Reaper
    Sangan
    2 Gravekeeper's Spy
    2 Newdoria

    Magic (15):
    2 RotA
    2 Enemy Controller
    2 Smashing Ground
    2 Brain Control
    MST
    Heavy Storm
    Dark Hole
    Book of Moon
    Swords of Revealing Light
    Premature Burial
    Snatch Steal

    Traps (10):
    2 Sak. Armor
    2 Widespread Ruin
    2 Bottomless
    2 Dust Tornado
    Call of the Haunted
    Torrential Tribute

    Total: 45

    Sideboard:
    3 Shining Angels
    Airknight Parshath
    2 Chaos Sorcer
    2 Mystic Swordsman Lv. 2
    Breaker the Magical Warrior
    Smashing Ground
    Sak. Armor
    Widespread Ruin
    Dust Tornado
    Trap Hole
    Giant Trunade


    I know 45 cards is a bit much but it seems to work fine for me. I have plenty of Tomato bait. I can fetch Newdoria and the can continue their battle phase and let there monsters die. Don is for hand control. Spys are for a line of defence and they work nicely.

    My Sideboard gives me more creature kill if I need it. It also conteracts burn.

    Okay rate/hate/ect.
    :D
     
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    Not good at all.. many of those cards are tourney banned and you have too many wothless non-tribute monsters. Take them out then It might be okay.
     
    *walks in with suggestions*

    Marc9334 said:
    Not good at all.. many of those cards are tourney banned and you have too many wothless non-tribute monsters. Take them out then It might be okay.

    As a person like you saying that who is from New York. I'm susprised from that post. =0

    Tributes (4):
    2 Cyber Dragon
    2 Mobius the Frost Monarch

    Monsters (16):
    2 DDA
    D. D. Warrior Crack Lady
    2 Don Lazoog (No it isn't a typo.)
    D.D Survivor
    2 Mystic Tomato
    2 Spirit Reaper
    Sangan
    2 Gravekeeper's Spy
    2 Newdoria
    Strike Ninja

    Magic (15):
    2 Renforicment of the Army
    Enemy Controller
    2 Smashing Ground
    Nobleman of Crossout
    Brain Control
    Scape Goat
    Mystical Space Typhoon
    Heavy Storm
    Dark Hole
    Book of Moon
    Swords of Revealing Light
    Premature Burial
    Snatch Steal

    Traps (10):
    Call of the Haunted
    Torrential Tribute
    2 Bottomless Trap Hole
    2 Dust Tornado
    2 Sak. Armor
    1 Widespread Ruin
    1 Trap Hole

    This may work well. But that's just my thoughs. I really like your deck.

    *walks out*
     
    Coments in bold.

    =KyourakuTributes (4):
    2 Cyber Dragon
    2 Mobius the Frost Monarch

    Monsters (16):
    2 DDA
    D. D. Warrior Crack Lady
    2 Don Lazoog (No it isn't a typo.)
    D.D Survivor
    2 Mystic Tomato
    2 Spirit Reaper
    Sangan
    2 Gravekeeper's Spy
    2 Newdoria
    Strike Ninja

    Three DDA is the new metagame. I've found them way to useful. They help me out more than Survivor or Ninja would. This is not Ninja control, it's Tomato Control I like using 2 insted of the standared 2.

    Magic (15):
    2 Renforicment of the Army
    Enemy Controller
    2 Smashing Ground
    Nobleman of Crossout
    Brain Control
    Scape Goat
    Mystical Space Typhoon
    Heavy Storm
    Dark Hole
    Book of Moon
    Swords of Revealing Light
    Premature Burial
    Snatch Steal

    Goats was in the orginial build, but it didn't work so well. I'll try it in the sidedeck, that is one of the cards I forgot to sideboard. It's one word btw. Two Controllers works, why would I use one, plus a reason not to use Goats over Controller is Goats get the hell trampled out of them here.

    Traps (10):
    Call of the Haunted
    Torrential Tribute
    2 Bottomless Trap Hole
    2 Dust Tornado
    2 Sak. Armor
    1 Widespread Ruin
    1 Trap Hole

    Trap Hole is more of a sidedeck card for me, since I handle Don's pretty easily, and Tsuku has lost a lot of power with the new ban list.

    This may work well. But that's just my thoughs. I really like your deck.

    *walks out*

    Thanks for the suggestions and compliments. At least your not a newb...
    :D
     
    Mullet said:
    My new YGO deck.

    Tributes (4):
    2 Cyber Dragon
    2 Mobius the Frost Monarch

    Monsters (16):
    3 DDA
    D. D. Warrior Crack Lady
    2 Don Lazoog (No it isn't a typo.)
    3 Mystic Tomato
    2 Spirit Reaper
    Sangan
    2 Gravekeeper's Spy
    2 Newdoria

    Magic (15):
    2 RotA
    2 Enemy Controller
    2 Smashing Ground
    2 Brain Control
    MST
    Heavy Storm
    Dark Hole
    Book of Moon
    Swords of Revealing Light
    Premature Burial
    Snatch Steal

    Traps (10):
    2 Sak. Armor
    2 Widespread Ruin
    2 Bottomless
    2 Dust Tornado
    Call of the Haunted
    Torrential Tribute

    Total: 45

    Sideboard:
    3 Shining Angels
    Airknight Parshath
    2 Chaos Sorcer
    2 Mystic Swordsman Lv. 2
    Breaker the Magical Warrior
    Smashing Ground
    Sak. Armor
    Widespread Ruin
    Dust Tornado
    Trap Hole
    Giant Trunade


    I know 45 cards is a bit much but it seems to work fine for me. I have plenty of Tomato bait. I can fetch Newdoria and the can continue their battle phase and let there monsters die. Don is for hand control. Spys are for a line of defence and they work nicely.

    My Sideboard gives me more creature kill if I need it. It also conteracts burn.

    Okay rate/hate/ect.
    :D


    -2 Newdoria
    +1 Breaker the Magical Warrior (from sidedeck)

    Regardless of its type, inability to be special summoned by Tomato or anything else, any spell destroying monster is a good monster. Put it to main. Newdoria doesn't really help the situation very well, because tomato really got enough to fetch already... Plus, this deck got enough defensive spells and traps to handle monster removals.

    -2 Enemy Controller
    +1 or 2 Rush Recklessly

    We got Brain Control for taking enemy defenses already, so it's not very likely that we will use Controller's 2nd effect. Plus, it's bad for card advantage. If we look at their ability to protect your monsters, rush recklessly is a lot more effective. It instantly kills any reapers. A sudden 700 boost to Don Zaloog in battle can result in your opponent losing a monster and a card all at once, while your Don Zaloog lives again.

    -1 Book of Moon
    +1 Nobleman of Crossout

    What's book of moon doing here...? Nothing can reuse a good facedown flip, so why bother... there are better defensive cards out there. Nobleman of Crossout to kill pesky defensive facedowns to give reapers and don more chances to hit the hand.

    -1 Widespread Ruin
    +1 Sakuretsu Armor

    When there's those Cyber Dragon + DDA/Don Zaloog question, obviously the lower attack is much more preferable in a question of "choose one and destroy it."

    -1 Dust Tornado (to sidedeck)

    2 Mobius should be enough... add it later from sidedeck if you're really against such an intensive spell/trap deck.

    Now... fixing the sidedeck is probably a lot more difficult =( Sidedeck is really not to further strengthen your deck's current theme, but to allow your deck to have the ability to handle all kinds of deck, or even change its theme.

    -3 Shining Angel
    +1 Stealth Bird
    +1 Swarm of Scarabs

    Anti-Flip Flop to the max <3 Swarm of Scarabs forces Flip Flop to attack which should reveal its weaker side. Stealth Bird got a good defense on its own, and constantly facedown, doing damage without ever attacking laughs at FFC's triple copy of smashing ground and every other defensive trap out there.

    -1 Airknight Parshath
    +1 Des Koala

    Tribute...? Nah... (read further on)

    -1 Sakuretsu Armor
    +1 Des Koala
    +1 Wave Motion Cannon

    Good defense with a possibly surprising outcome. It forces the opponent to pay if they ever got the card advantage over you.

    -1 Giant Trunade
    +1 Wave Motion Cannon

    Sidedeck isn't really a sidedeck unless it got some burn cards inside it, as they can really make a deck a lot more flexible (this may not be true for main decks that rely on burn already though). Just blast their LP directly instead of waiting all day after setting up your monsters against the risk of dangerous spells/traps for the Giant Trunade.

    -1 Widespread Ruin
    +1 Stealth Bird/Des Koala

    There's probably a really good reason why so many Top 8 decks packed some burn cards with a natural high defense...
     
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    Thanks for the rate. Bold again.

    Frostweaver said:
    -2 Newdoria
    +1 Breaker the Magical Warrior (from sidedeck)

    Regardless of its type, inability to be special summoned by Tomato or anything else, any spell destroying monster is a good monster. Put it to main. Newdoria doesn't really help the situation very well, because tomato really got enough to fetch already... Plus, this deck got enough defensive spells and traps to handle monster removals.

    I don't like maindecking Breaker much less using one.

    -2 Enemy Controller
    +1 or 2 Rush Recklessly

    I don't use Controller for stealing monsers, if I have something in defence mode then obviously I'm not go to Rush Recklessly their monster or mine, I'm going to turn it to defence or take their monster in my turn.

    We got Brain Control for taking enemy defenses already, so it's not very likely that we will use Controller's 2nd effect. Plus, it's bad for card advantage. If we look at their ability to protect your monsters, rush recklessly is a lot more effective. It instantly kills any reapers. A sudden 700 boost to Don Zaloog in battle can result in your opponent losing a monster and a card all at once, while your Don Zaloog lives again.

    -1 Book of Moon
    +1 Nobleman of Crossout

    Book of Moon isn't for reusing still it's for defence. This is going to stall untill I get all of the stuff I need. I left Nobleman out of the deck for a reason. I just don't need it.

    What's book of moon doing here...? Nothing can reuse a good facedown flip, so why bother... there are better defensive cards out there. Nobleman of Crossout to kill pesky defensive facedowns to give reapers and don more chances to hit the hand.

    -1 Widespread Ruin
    +1 Sakuretsu Armor

    Okay this seems good. I'll try that.

    When there's those Cyber Dragon + DDA/Don Zaloog question, obviously the lower attack is much more preferable in a question of "choose one and destroy it."

    -1 Dust Tornado (to sidedeck)

    When people play Burn here it's such a hard type of deck to play against. The Burn decks are here are burtal if I play against them.

    2 Mobius should be enough... add it later from sidedeck if you're really against such an intensive spell/trap deck.

    Now... fixing the sidedeck is probably a lot more difficult =( Sidedeck is really not to further strengthen your deck's current theme, but to allow your deck to have the ability to handle all kinds of deck, or even change its theme.

    It's to counteract Burn, and to strengthen it.

    -3 Shining Angel
    +1 Stealth Bird
    +1 Swarm of Scarabs

    I don't want to use burn just stop it. Swarm of Scarbs doesn't work.

    Anti-Flip Flop to the max <3 Swarm of Scarabs forces Flip Flop to attack which should reveal its weaker side. Stealth Bird got a good defense on its own, and constantly facedown, doing damage without ever attacking laughs at FFC's triple copy of smashing ground and every other defensive trap out there.

    -1 Airknight Parshath
    +1 Des Koala

    Spirt Reapers are whored around here.

    Tribute...? Nah... (read further on)

    -1 Sakuretsu Armor
    +1 Des Koala
    +1 Wave Motion Cannon

    Des Koala, tch. WMC is an interesting choice, but like I said I'd rather not race another burn deck.

    Good defense with a possibly surprising outcome. It forces the opponent to pay if they ever got the card advantage over you.

    -1 Giant Trunade
    +1 Wave Motion Cannon

    YOU LIKE WMC TOO MUCH.

    Sidedeck isn't really a sidedeck unless it got some burn cards inside it, as they can really make a deck a lot more flexible (this may not be true for main decks that rely on burn already though). Just blast their LP directly instead of waiting all day after setting up your monsters against the risk of dangerous spells/traps for the Giant Trunade.

    -1 Widespread Ruin
    +1 Stealth Bird/Des Koala

    Too much burn.

    There's probably a really good reason why so many Top 8 decks packed some burn cards with a natural high defense...


    You suggested way too much burn for the sidedeck. I will try it though. Thanks for the suggestions.
     
    I *did* intend to make the sidedeck heavy on burn, because it's an excellent way to change a deck's style. Only burn decks can use 15 cards in order to completely change a deck from one style to another.

    If your meta is heavy on burn, then you might as well move one Mystic Lv 2 to the maindeck immediately, and you got more reason to force yourself to like Breaker. Switch Scarabs for Locust to help with further anti ST then.

    If there are reapers (obviously, if it's burn heavy), then it's probably better just to destroy the reaper immediately instead of attempting to use Airknight to trample it. Reapers will come with a lot of other stalls for burn decks to setup, so might as well use the Rush Recklessly to destroy it. Tribute cards in sidedeck, except for Monarchs in this format, majorly suck.

    Ceasefire is a good burn on top of being good anti-burn. If burn is that much of a problem, consider it with Des Wombat in the sidedeck.

    An easy way to beat burn is to simply out-burn them. Burn decks really won't have that much s/t destruction in comparison to you, and they got no monster removal in monster form except D.D. Warrior Lady and Swarm of Scarab. Adding in a few WMC, Stealth Bird and/or Des Koala from the sidedeck can majorly force burn decks to be offensive to kill your monsters... and when's the last time offensive burn win games like that?


    At least put a small bit of trust in top 8 duelists' sidedecks and how 7 of them agreed that sidedecks should have burn elements in it. Afterall, 6 of them got 3 WMC in their sidedeck ^_______^
     
    Frostweaver said:
    I *did* intend to make the sidedeck heavy on burn, because it's an excellent way to change a deck's style. Only burn decks can use 15 cards in order to completely change a deck from one style to another.

    If your meta is heavy on burn, then you might as well move one Mystic Lv 2 to the maindeck immediately, and you got more reason to force yourself to like Breaker. Switch Scarabs for Locust to help with further anti ST then.

    If there are reapers (obviously, if it's burn heavy), then it's probably better just to destroy the reaper immediately instead of attempting to use Airknight to trample it. Reapers will come with a lot of other stalls for burn decks to setup, so might as well use the Rush Recklessly to destroy it. Tribute cards in sidedeck, except for Monarchs in this format, majorly suck.

    Ceasefire is a good burn on top of being good anti-burn. If burn is that much of a problem, consider it with Des Wombat in the sidedeck.

    An easy way to beat burn is to simply out-burn them. Burn decks really won't have that much s/t destruction in comparison to you, and they got no monster removal in monster form except D.D. Warrior Lady and Swarm of Scarab. Adding in a few WMC, Stealth Bird and/or Des Koala from the sidedeck can majorly force burn decks to be offensive to kill your monsters... and when's the last time offensive burn win games like that?


    At least put a small bit of trust in top 8 duelists' sidedecks and how 7 of them agreed that sidedecks should have burn elements in it. Afterall, 6 of them got 3 WMC in their sidedeck ^_______^

    I never said it was Burn heavy, just when it's used it is really good.

    Airknight still pwn's here, well somewhat.

    I do like WMC. ^_^[/font]
     
    Airknight is always good either format. Mullet maindecking breaker is like me never using Phoenix agian, not going to happen.

    Have you tested this deck yet? If it burn counter. What about Des Wombat for the side deck? 2 is good. Also mabye the train.

    Also, I was not trying to make a strike Ninja Control.
     
    Airknight isn't that good in this format... here it got more defensive traps to stop Airknight, which will make Airknight 2-1... and only 2-2 if Airknight got 1 hit. Chaos food isn't as important here as well... Ninja Grandmaster Sasuke will make a better choice of light food because it gets rid of reaper, instead of abusing the reapers who will haunt your hand eventually later on.
     
    I would rather use Blade Knight over Ninja Grandmaster Sasuke. It is good but more useful as a topdecking. Drilloid would be better anginst the reaper. Or Gentsu Fuma which is completely anti zombie and and a bif of anti tomato control with the power to destroy neworida with it's effect.

    Ninja Grandmaster Sasuke would require a card like Enemy Controll to use it's effect more.
     
    Frostweaver said:
    Airknight isn't that good in this format... here it got more defensive traps to stop Airknight, which will make Airknight 2-1... and only 2-2 if Airknight got 1 hit. Chaos food isn't as important here as well... Ninja Grandmaster Sasuke will make a better choice of light food because it gets rid of reaper, instead of abusing the reapers who will haunt your hand eventually later on.

    Airknight is used by a pretty good player at the comic shop it does actually work.

    Abusing Reapers is awesome. They won't do anything to you hand if you get CA by drawing with Airknight because you will have something to kill them after you abuse it for a couple of turns.


    Kyouraku said:
    I would rather use Blade Knight over Ninja Grandmaster Sasuke. It is good but more useful as a topdecking.
    Ninja Grandmaster Sasuke would require a card like Enemy Controll to use it's effect more.

    Well with BK you have to make sure it's face down.

    Controller isn't at all need for Grandmaster's effect to work to it's fullest, it's main job is to kill Reapers.


    Kyouraku said:
    Also, I was not trying to make a strike Ninja Control.

    Then don't use them, they don't fit into every deck including this one.:\
     
    Airknight needs to attack 2 rounds in order to balance out the card advantage (2 to 2) and needs to last even longer for further advantage. A normal monster like Airknight lasting more than 2 rounds is an insanely difficult thing to do except for flip flop control and stalling deck... or at least, in theory if your opponent is of decent skill, it should be hard to do.

    It's just that since Airknight is a tribute, the usual one-for-one cards make it a one-for-two deal against Airknight, which is bad for CA... Your usual tributes can either immediately balance out/gain card advantage upon summoning immediately (eg. monarchs,) got some effect that can prevent your opponent from using those 1-for-1s effectively (eg. Horus lv 6) or got some ways to special summon it (eg. Phoenix, Dark Magician) to rid of the tributing cost.
     
    Frostweaver said:
    Airknight needs to attack 2 rounds in order to balance out the card advantage (2 to 2) and needs to last even longer for further advantage. A normal monster like Airknight lasting more than 2 rounds is an insanely difficult thing to do except for flip flop control and stalling deck... or at least, in theory if your opponent is of decent skill, it should be hard to do.

    It's just that since Airknight is a tribute, the usual one-for-one cards make it a one-for-two deal against Airknight, which is bad for CA... Your usual tributes can either immediately balance out/gain card advantage upon summoning immediately (eg. monarchs,) got some effect that can prevent your opponent from using those 1-for-1s effectively (eg. Horus lv 6) or got some ways to special summon it (eg. Phoenix, Dark Magician) to rid of the tributing cost.

    It needs to use it's effect once to get CA. If your of decent skill you have M/T destruction and only play Airknight when you know it can survive because you have cards to protect it down.:\
     
    then that means Airknight is a dead draw until you get those s/t destruction... which means, not that good of a card anymore.

    Just lack of scapegoat to destroy really ruins Airknight... of course, there's less defensive traps back then too (usually only 5 traps back then, even if those traps are more deadly)
     
    Frostweaver said:
    then that means Airknight is a dead draw until you get those s/t destruction... which means, not that good of a card anymore.

    Just lack of scapegoat to destroy really ruins Airknight... of course, there's less defensive traps back then too (usually only 5 traps back then, even if those traps are more deadly)

    With 2 Mobius, 2 Dust, a Heavy and MST I will draw M/T destruction often.

    Scapegoats recently got a spike in play lately, so Airknight in the sideboard ruins them.
     
    HELLO.

    Airknight also ruins those flips (Stealth Bird, Swarms, Needle Worm, etc) by giving a very nice chunk of damage, plus a draw. Oh, and are you forgetting the Brain Controls? Take over an opponent's beatstick (CYBER DRAGON), tribute for Airknight, attack--probably directly--and get a card. That's at least 2-for-1 advantage, 3-for-1 if that attack hit something like a Don instead. Airknight is worth it.
     
    Ichapokemr said:
    HELLO.

    Airknight also ruins those flips (Stealth Bird, Swarms, Needle Worm, etc) by giving a very nice chunk of damage, plus a draw. Oh, and are you forgetting the Brain Controls? Take over an opponent's beatstick (CYBER DRAGON), tribute for Airknight, attack--probably directly--and get a card. That's at least 2-for-1 advantage, 3-for-1 if that attack hit something like a Don instead. Airknight is worth it.

    Needle Worm still mills your deck though. ;_;

    By the way thank you for pointing out why Airknight is good to Frosty.
    :D
     
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