Why so Bloo, D? (Yeah, deck rate again)

Alter Ego

that evil mod from hell
  • 5,750
    Posts
    19
    Years
    Alright, kiddies, more serious business deck this time around.

    Monsters (18)
    1x Dandylion
    3x Destiny Hero Plasma
    3x Elemental Hero Ocean
    1x Elemental Hero Prismer
    1x Elemental Hero Stratos
    1x Gorz, the Emissary of Darkness
    2x Krebons
    2x Phantom Skyblaster
    1x Plaguespreader Zombie
    1x Sangan
    1x Snipe hunter
    1x Spirit Reaper

    Spells (15)
    1x Brain Control
    2x Dark Eruption
    3x E - Emergency Call
    1x Emergency Teleport
    2x Fires of Doomsday
    1x Foolish Burial
    1x Giant Trunade
    1x Heavy Storm
    1x Monster Reborn
    1x Reinforcement of the Army
    1x Scapegoat

    Trap (8)
    1x Crush Card Virus
    1x Divine Wrath
    2x Phoenix Wing Wind Blast
    3x Threatening Roar
    1x Trap Stun

    Extra (15)
    1x Ally of Justice - Catastor
    1x Armory Aid
    1x Brionac, Dragon of the Ice Boundary
    1x Colossal Fighter
    1x Dark End Dragon
    1x Dark Strike Fighter
    1x Destiny End Dragoon
    1x Flamvell Urquizas
    1x Goyo Guardian
    1x Magical Android
    1x Red Dragon Archfiend
    2x Stardust Dragon
    1x Thought-Ruler Archfiend
    1x X-Saber Urbellum


    Yes, that's right, no draw cards. I considered the usual options, but with Trade-In and Destiny Draw both only having Plasma for a target and allure working against my recursion shenanigans, I decided against it. Between Stratos, Ocean, Reinforcement, Dark Eruption and Emergency Call I already have plenty of methods both for search and card advantage generation, so it played out fairly smoothly in my first test run. The idea here is extremely simplistic, get Plasma out as soon and often as possible and keep it coming back no matter how many times it dies. To this end, I'm employing my favorite token spammers in Dandylion, Phantom Skyblaster, Scapegoat, and Fires of Doomsday, with Elemental Hero Ocean both to cycle Stratos for free hero search and S/T destruction and to recur lost Plasma's for me. The one-off Prismer acts as a searcher of sorts, sending Plasma from the deck to the graveyard to provide access through Ocean while also acting as a respectable beatstick.

    Finally, to provide additional use for the token flood, Krebons and Plaguespreader Zombie both help out my synchroing needs, also being recurable by the two copies of Dark Eruption present. Sangan and Spirit Reaper add targets for Eruption as well, the former providing Dandylion/Ocean search while the latter acts both as hand disruption aid and emergency blocker. They also add enough targets to justify running Crush Card Virus, which is always a good plus. The rest should be pretty self-explanatory, so yeah. Fairly basic trap lineup to cover my moves, Gorz for a safety measure should the opponent break through and threaten OTKO, and a handful of staple spells there for the same reasons they are in so many other decks.

    The commenting and criticism may now commence.
     
    As probally the only one on the board that will give suggestions, here they are.


    1. I would drop the Teleport. It's inconsistent, and become dead alot.


    2. Since you have a CCV, then it wouldn't be a problem to tech 3 Solemn Judgement.


    -1. Divine Wrath
    -2. Threating Roar

    +3. Solemn Judgement



    Your deck Synchro summens fast, so you need more negation.
     
    Your deck Synchro summens fast, so you need more negation.

    I'd argue the exact opposite- less is more in this case.

    And I'm TOTALLY NOT POSTING HERE JUST TO REFUTE YOUR STATEMENT ABOUT BEING THE ONLY ONE WHO WILL GIVE SUGGESTIONS. No sir.

    The deck- and believe me, as one who's played against it- can synchro summon OR drop Plasma on any given turn, and it can consistently do it. No matter what the opponent pulls up to negate Plasma's summon or destroy that on-field Synchro, the materials for the summon are so recurrable that Plasma will probably come back next turn to steal your biggest monster or Stardust and Thought Ruler can show up to say "hi". Plus, between Plasma's one-sided Skill Drain, Thought Ruler Archfiend, and Stardust this deck has its negation pretty much covered.

    The one area where this deck may need protection from time to time is the battle phase, because if for some reason it can't synchro summon in time the biggest beater the deck has is Stratos. Because of that, two Threatening Roars actually help out immensely. Plus, it also helps if the opponent decides to get cheeky and drop Judgment Dragon or something like that and just attacks over your Synchro or Plasma. In those cases, threatening roar can shut down the attack and provide the oppurtunity for a beefier synchro like Colossal Fighter to take the stage. Plus, negation is kind of a mid-game, late-game thing if you're talking about Solemn Judgment. This deck wins games too quickly for it to make a lot of use out of such a costly card.

    Now if I were to suggest anything, it would be dropping that single Magical Android for another copy of Ally of Justice-Castator, since Castator is generally better than Android just on principle- but really, that's more of a vanity thing.

    As usual, a deck that I'm scrambling to figure out how to beat. Thaaaaanks.
     
    Umm...yeah, Solemn doesn't cover the purpose those roars are there for at all. The thing with Threatening Roar is that it guarantees me not dying to battle damage for one turn. Since I run into burn once in a blue moon, that usually translates to guaranteeing one turn in which I will not be dropped out of the game. Given how the entire deck is built around getting something big and field-oppressive out in one turn, that's a pretty valuable service.

    Solemn Judgment, on other hand, guarantees me losing a big chunk of LP. Once I flip one, any deck that can rightly call itself 'offense-oriented' will be all set to threaten OTKO on me at basically any time when they have a mass-destruction card around and that's not a game position I'm exactly thrilled to see. What's more, if I flip it to block one field wipe only to find that my opponent was holding another, that usually translates into me getting OTKOed right there and then. I love Solemn as much as the next person and it was a candidate for the lineup for a long time, but I don't really see it as paying for its cost here. Between Roar and my token summons, I have a fairly good ability to both prevent OTKO by swarm and set up a comeback, and again, my monsters recycle, so I don't really mind them dying all that much. What I need negated, I usually handle by Plasma or Stardust, alongside the one-off wrath that's there because basically all big moves seem to involve activating an effect monster's effect at one point or the other. (that and I'm Judgment/DaD paranoid <<)

    So yes, Solemn Judgment may still make it in there, but not at the expense of Roar. That Teleport is the closest to the chopping block right now, though to be honest, I've yet to have the dead card problem with it since Snipe, Brionac, Wrath, and Phoenix Wing are all available as garbage disposal chutes if it ends up dead in my hand.
     
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