When I saw dragon queen of tragic endings in ABPF, I dug through my old FOTB packs for this format. It sort of revolves around ancient city rainbow ruins and diamond dude to get over the fact that your sp/trap zone will be clogged.
3xAncient City - Rainbow Ruins 1xCrystal Abundance 1x Allure 3xCrystal Blessing 3xRare Value 2xCrystal Beacon 3xSmashing Ground 1x ROTA
Traps-3
1xTorrential Tribute 1xMirror Force 1x Transmigration Prophecy
Unfortunately, it hasn't tested well, so please help?
- atglobe aka skyphantom (on pojo that is)
A new Trend.
A lot of people have turned to Crystal Beast after the new release of Dragon Queen of Tragic Endings. She's a really powerful card who many people think has rejuvinated the Crystal Beast archetype. I personally want to break her elsewhere but hey it works fine in this too.
Diamond Dudes Suck.
Diamond Dude is really terrible in here. It sounds like a good idea but in reality, your Zones won't be that cluttered and there's no point stuffing in Diamond Dude. He's really terrible and you might sack into some extra draws but otherwise there is really no point playing him in this and he's actually probably the reason why this deck hasn't been testing well.
Rescue Cat is incredible. Everybody played her at 3 when they good in CB. Then they played her at 2. And now they will play her at 1. The ability to instantly tutor 2 Amethyst Cat, or to make some kind of Synchro monster is incredible. To replace the old stuff, let's add in the CB stuff.
+3 X-Saber Airbellum +1 Rescue Cat +1 Summoner Monk (tutors Cat and also Sapphire Pegasus, wins games.)
I'ma be upfront here. I don't know very much about the Crystal Beast support and Spells. I know that Ancient City is a beast card and that's about it. I also know the silly rulings and stuff because I played back in the brief hype they had. That's about all I don't know very much at all about the new supports and stuff, so I'm going to build a backrow based on what I used to see. There's a lot of filler in here I want to eliminate as well. I took this mostly from a friend of mine who knows a bit about CB.
3x Rare Value 3x Ancient City - Rainbow Ruins 3x Crystal Abundance 3x Crystal Beacon 3x Crystal Blessing 3x Crystal Promise
Beatdown Synchro Deck: Monsters : 18 Flamvell Magician 3 Rose, Warrior of Revenge 2 Mist Valley Soldier 1 (I WOULD have more, but this dude is hard to get) Summoner Monk1 Tragoedia 1 Gorz 1 Stratos 1 Defender 2 Diamond 1 Fear Monger 2 Gravekeeper's Spy 3
Spells : 15 Brain Control 1 Mind Control 1 Gold Sarcophagus 1 Cold Wave 1 Heavy Storm 1 Scapegoat 1 Lightning Vortex 2 MST 1 Reinforcement of the Army 1 Book of Moon 2 Smashing Ground 2
Traps : 6 Solemn 1 Torrential Tribute 1 Call of the Haunted 1 Bottomless 1 Mirror Force 1 Royal Decree 1
What Synchros should I put in?
New Format DARK Synchro
A lot of people have converted from using the D-Hero Malicious stuff that used to be so effective for Synchros into stuff like this. However, D-Hero Malicious is still an incredible guy and even though you only have 1 D-Draw, you can always just bring him out with Tomato in order to Synchro. The guy made no mention of a budget, and he's including some fairly high-end cards like Gold Sarcophagus, Mirror Force, and Solemn Judgment. I'm going to assume a middle budget for this deck fix (being that he can spend an extra 150 on this deck.)
Why is Malicious still good?
People are assuming that Malicious is no longer good because there's no reliable way to dump him with Destiny Draw. However, tributing for Malicious, although rather crude, still works and gets off the +1. So does bringing him out with D-Draw. This format, the most effective way to use Malicious is in conjunction with a DARK Monarch style deck, running Caius the Shadow Monarch, Mystic Tomato, Krebons, and Malicious himself.
A Monster Analysis.
It seems to me that either Jonathan took out his Malicious for this inferior engine, or he never had them. In my opinion, they should be easy to get because of their low price now (I picked up a playset of this and a D-Draw/Stratos to trade for just 20 bucks today. All lowest rarities though.)
Fixes: -2 Flamvell Magician -2 Rose, Warrior of Revenge -1 Mist Valley Soldier (Don't need to worry about getting more.)
4+4 isn't nearly as good as Monarch + 2 or Malicious + 2. The first way is a -1, the second way is a trade off that has been paid off. It should be obvious which one is better. Teching 1 Flamvell Magician doesn't seem too bad, so I'll keep it. The other LV 4 Tuners are far inferior - they fall to Bottomless before they can make Stardust.
I'm keeping 1 Fear Monger to act as Malicious stuff and also as tribute fodder for Monarchs. It should work out nicely.
+3 Caius the Shadow Monarch +2 Krebons +2 Mystic Tomato +2 Destiny Hero - Malicious +1 Plaguespreader Zombie/Dark Armed Dragon <-- Replace with Psychic Commander if not possible. +1 Blackwing - Gale the Whirlwind
This new monster line-up is looking much more vibrant. It can get off much more damage as well as being able to make Synchros that are already paid for, allowing advantages pushes.
Backrow Analysis.
First cuts are Royal Decree for being not very good in here, and Gold Sarcophagus for not being really needed in this type of deck. There's nothing we really want to search that always remains relevant. I'm also cutting 1 copy of Lightning Vortex. I'm keeping in the other copy so that he has ways to dump Malicious and to recover from a swarm. Otherwise, it's not that great.
-1 Royal Decree -1 Gold Sarcophagus -1 Lightning Vortex -2 Smashing Ground (Straight 1-1 is NOT what this deck needs.)
We now have 20 monsters, so there can only be 3 new Spells and Traps. The first Spell is Destiny Draw. It's still good with 5 targets (2x Malicious, 1x Stratos, 1x RotA, and 1x Fear Monger.) The next card is Book of Moon which provides excellent defense in this deck. The final new card is Emergency Teleport/Royal Oppression depending on what Jonathan wants - more defense or a quick offense.
Okay so, a little intro on myself, My name is Jusker, and the last time I played competitive yu gi oh was 5-6 years ago. I recently got into yu gi oh again, and what to compete at the local tournyment. Most of the card I own are Banned, especially my favoirte CED and BLS lol. But After a few month of checking the board and the internet I bought a few cards and here is the corrent deck that I have. I guess what I want you to help me out is with advices suggestions and maybe a little fix. Remember nothing to expensive. So My deck is some sort of Monarch with 3 tuners in the form of Rose and Dark Resonator. I think Gorz, Cyber Dragon, Spirit Reapers, Sangan, Treeborn Frog, Apprentice Magician and Marsmellon justifies themselves. As for the Monarch I would opt to play more Caius but at the moment I only got one of him. My spells/magics is really lacking, any suggestion in that department is helpful. And I think I have to many traps, and suggestions? O Yeah can you make 2 suggestion? One suggestion on ways I can make this deck really competitive, and one suggestion with budget in mind, I wouldn't mind speding about $50 on cards to help this deck out. Thanks man
Creatures - 20 Tributes - 7 3x Thestalos The Firestorm Monarch 1x Caius 1x Raiza 1x Gorz 1x Cyber Dragon 4 star of less - 13 3x Apprentice Magician 2x Rose, Warrior of Revenge 1x Exiled Force 1x Sangan 1x Marshmellon 1x Treeborn Frog 1x Dark Resonator 1x Spirit Reaper 1x D.D. Warrior Lady 1x Magical Merchant
Spells/Magics - 8 2x Fissure 1x Heavy Storm 1x Gold Sarcophagus 1x Brain Control 1x Book of Moon 1x Smashing Ground 1x Mystical Space Typhoon
Extra Deck - 8 2x Stardust Dragon 1x Goyo Guardian 1x Psychic Lifetrancer 1x Colossal fighter 1x X-Saber Urbellum 1x Thought Ruler Archfiend 1x Black Rose Dragon
Monarchs are great for Returning Players.
Monster Analysis.
Apprentice Monarchs have been around for a really long time and they've always been a solid Tier 3-4 deck ever since there fall. They can kinda hang with the top tiers but lose out a lot. A newly released card doubles their consistency - Super-Nimble Mega Hamster. Now, you can go Apprentice into Casters for consistency or Hamster into Ryko. The milling is really irrelevant. I would also run a different Monarch spread, opting for 2 Thestalos and 2 Raiza.
Marshmallon would be better off in the sideboard. Spirit Reaper gains advantage, but Marshmallon just gives Glads a route to victory. Tuners and Synchros aren't that great in here. I really want to try playing Sacred Phoenix in here, but she loses to Kaluts and Honests pretty badly. I think I will include her in here regardless though (since this is mostly for local play and on a budget, she is a rather good fit.) SEVERE BUDGET GUYS.
Jusker (amazing name by the way, I've NEVER heard of it before (: ) is running a lot of staples that were good in his day (Chaos era)
-2 Rose, Warrior of Revenge -1 Thestalos the Firestorm Monarch -1 Caius the Shadow Monarch -1 Exiled Force -1 Apprentice Magician -1 Marshmallon -1 Dark Resonator -1 Magical Merchant -1 D.D. Warrior Lady
+2 Ryko, Lightsworn Hunter +2 Super-Nimble Mega Hamster +2 Old Vindictive Magician +1 Raiza the Storm Monarch +1 Chaos Sorcerer +1 Hand of Nephytys +1 Sacred Phoenix of Nephytys
Other options might include Plaguespreader (non-budget, it's his whole budget in this case) and maybe a teched Crystal Seer or perhaps a Frequency Magician. Dandylion is decent as well.
Backrow Analysis.
In the backrow, there's a lot of stuff that I like but there's a lot of stuff I dislike as well (Reckless Greeds, etc.) I'll show my own backrow line-up I got through testing. (;
2 Pot of Avarice 2 Soul Exchange 1 Brain Control 1 Heavy Storm 1 Allure of Darkness 1 Mystical Space Typhoon
3 Threatening Roar 2 Bottomless Trap Hole 1 Trap Dustshoot 1 Torrential Tribute 1 Mirror Force 1 Royal Oppression 1 Solemn Judgment 1 Call of the Haunted
Pretty self-explanatory. T-Roar is beast because you won't be losing advantage as much if you Roar in this deck (you can gain it back. (: )
Dante was using a pretty cool Destiny LaDD deck last format. Too bad the banlist wrecked it. Light and Darkness Dragon is back though, this time with some crazy rodents. hey sorry for the late reply but i actually came up with a deck list in response to the banlist so tell me what you think?
1 Charge of the Light Brigade 1 Heavy Storm 1 Foolish Burial 1 Mystical Space Typhoon 1 Brain Control 1 Giant Trunade 1 Lightning Vortex 2 Book of Moon 1 Pot of Avarice
NOTE: This deckfix won't include pictures, sorry guys my internet connection is being terrible, so I can't access pictures off of Yu-Gi-Oh! Wikia. ):
I like this deck.
I feel that of the decks I've deckfixed so far, this is probably the one that was the best built originally. I've only got a few qualms about it. This deck is based around Light and Darkness Dragon, a sub-par card due to LS last format. He’s back and ready for action this format with the Tier demotion LS received (Tier 1 to probably Tier 2, they are still very good.)
Monster Analysis.
The first card I have a problem with is Des Koala. Sure, he’s good for defense. So what? The burn damage doesn’t contribute very much to the deck at all, and Hamster outclasses him with a +1. I also don’t like 2 Treeborn. I really don’t see the point of 2. You can get 1 out every time, and in theory-oh, you don’t want to draw it anyways. Why would you run multiple copies? It raises the chance you would draw it (exceptions being MPT and LS, where you want to have a higher chance of milling the guy and dodging D.D. Crows.) Everything else in here is pretty cool. Light and Darkness should probably be maxed out due to low draw power. Tragoedia is also nice. He can pitch extra LaDD’s for Stardusts. (: Nimble Momonga is really nice, but he loses to Desertapir. (I want to put a pic of him here pretty badly.)
Moving on to the Spells. Giant Trunade isn’t very good. This deck won’t be pulling any OTK’s at all. This isn’t an OTK-oriented deck. I would also drop Pot. Sure, it drops off a few targets and whatever, but it’s not very reliable in a Hamster deck not using Rescue Cat. I would play an extra Book of Moon in addition to a copy of Allure of Darkness. I feel that there are enough targets for a single copy.
-1 Giant Trunade -1 Pot of Avarice
+1 Book of Moon +1 Allure of Darkness
Traps are pretty much perfect.
I love how the new format has encouraged a lot of experimentation. I think that this will definitely be a very fun format and will help Yu-Gi-Oh! grow even more! (:
Dear Nick, This is my attempt at a chaos cyber deck built on my budget. its still evolving but I would still like a second opinion. NOTE: This will not be legal until Absolute Powerforce.
Spells: 3X Machine Assembly Line 2X Super Polymerization 1X Limiter Removal 1X Future Fusion 1X Overload Fusion 1X Emergency Teleport 1X Brain Control 1X Heavy Storm 1X Mystical Space Typhoon
Traps: 2X Bottomless Trap Hole 1X Trap Hole 1X Call of the Haunted 1X Mirror Force 1X Torrential Tribute
Paragraph.
Monster Analysis:
This deck seems to be a Cyber deck emulating Zane Truesdale's tactics. Right off the bat, we notice that Richard's put in some Machines that are both LIGHT and DARK so that he can use Chaos Sorcerer. The problem with that is that the Machines aren't particularly strong. Twin-Barrel Dragon has a 25% chance of destroying a card, and otherwise, he's just a 1600 vanilla. We start off by removing all 3 copies of him (we'll add more DARK monsters later.)
The thing about this deck is that not all of the monsters need to be Machine-type. A good card to include in Cyber decks is Plaguespreader Zombie. Why? Well, he's a Tuner, which everybody likes, but more importantly, he can use his revival effect to stack that Cyber Dragon resting in your hand to the top of your deck. This lets you instantly summon Chimeratech Overdragon.
Any deck that includes Dekoichi has to play Black Salvo. The potential for a 1-card Black Rose is simply too good. He's such a powerful late-game card.
Since this is a budget deck, I won't use the powerful Dark Armed Dragon.
Also, I really don't see what's the point in using Shredder. Sure, he's a Machine, but he's weak and only EARTH. Not only that, but his effect is just a straight trade-off, and it doesn't gain any card advantage. Also, Krebons and Psychic Commander aren't too good in here. The only way to get them out is Emergency Teleport, and without Mystic Tomatos, they don't hit the field as often as you would like.
I also really want to remove Blue Thunder. You really don't need all that LIGHT stuff, and there is actually a much better monster I have in mind.
I just removed 12 monsters. That's changing a good deal of the deck. Well, most of the cards I took out were fillers, stuff that were used to boost the LIGHT and DARK count. (If they serve a secret usage Richard please tell me, but during 20 games of testing, they never worked out.)
Fortunately, I have a friend who topped a Regional using this deck (this was pre-Cyber Dragon Zwei and Eltanin too.) I managed to get the deck off of him and me and some other players made some adjustments to the deck. It tested pretty well, and I'll show you what we had. (It's still budget, so there's no real need to worry.)
The original used the Jinzo engine, gaining fast advantage. I'm worried that that may be out of your budget range, so instead we'll use a replacement. (Richard if you're interested in that deck I'll e-mail it to you.)
We need to add in more cards that allow better plays and domination of the field. I would have to say we go: +1 Cyber Eltanin There's no real reason not to use Cyber Eltanin.
In addition, we'll go with 1 copy of Card Trooper. This card serve as a replacement for the Dark Grepher engine in the original deck, and can mill stuff you want in the grave to the grave. It also sets up Cyber Eltanin plays.
I also said that I had a replacement for the fast and efficient Jinzo engine. We're going to be using 3 copies of Junk Synchron and 3 copies of Tuningware. This allows us to make some pretty quick Synchros. When you're done, you can dump Tuningwares for Eltanin. If you're worried about the DARK count (well, it's 8 or so, so you should be fine) use Dark Sea Rescue. (It's also less expensive.)
We'll round off this with 3 copies of Cyber Valley. Cyber Valley at 3 lets you play 3 copies of Machine Duplication (crazy combos with Junk Synchron) with impunity.
+1 Plaguespreader Zombie +1 Black Salvo +1 Card Trooper +3 Tuningware +3 Junk Synchron +3 Cyber Valley
You still have a good DARK count (3 Junk Synchron + 3 Dekoichi the Battle-Chanted Locomotive +1 Plaguespreader Zombie (sorry about this card being expensive) +1 Black Salvo) This makes 8 DARK monsters, which works fairly well. You can also remove Chaos Sorcerer for another I guess.
You also have a good LIGHT count (3 Tuningware + 3 Cyber Dragon Zwei + 1 Cyber Dragon) That's 7 LIGHT monsters, also a decent number for 2 Chaos Sorcerers, and I'm not counting Eltanin and Valley. Valley RFG's itself, and for Eltanin you should be winning the game the majority of the time you drop him.
Spell and Trap Analysis.
I don't like Machine Assembly line. This is pretty controversial, since yesterday during testing, a lot of my friends liked it. I would cut 3 Machine Assembly line for 2 Machine Duplication. The reason you would run 2 Machine Dupe with 2 possible choices is that there are actually 6 cards Machine Dupe work with, and you get broken every time you Machine Duplication something. It's a crazy card.
I would also play 2 copies of Foolish Burial. This works really well to dump Cyber Dragon Zwei as well as Tuningware. I would play this over Super Polymerization (I have a way to play Cydra Fusions I'll reveal later on.)
-3 Machine Assembly Line -2 Super Polymerization
+2 Machine Duplication +2 Foolish Burial
The secret tech we had yesterday was DNA Surgery. It's actually really good in here. You play DNA Surgery, and call Machine. Instant field wipe when you have Cydra or Cydra Zwei. It also wrecks Blackwings and Plants. (Stopping Icarus and Lonefire plays.)
I would cut Trap Hole (a card good against Blackwings) for DNA Surgery (even better against Blackwings.)
-1 Trap Hole
+2 DNA Surgery
Final Deck.
Monsters:
3X Dekoichi The Battlechanted Locomotive 3x Junk Synchron 3X Tuningware 3x Cyber Valley 3x Cyber Dragon Zwei 3x Cyber Eltanin 2x Chaos Sorcerer 1X Cyber Dragon 1x Black Salvo 1x Card Trooper 1x Plaguespreader Zombie
Spells: 2X Machine Duplication 2X Foolish Burial 1X Limiter Removal 1X Future Fusion 1X Overload Fusion 1X Brain Control 1X Heavy Storm 1X Mystical Space Typhoon
Traps: 2X Bottomless Trap Hole 2x DNA Surgery 1x Torrential Tribute 1X Mirror Force 1x Return from the Different Dimension
Dear Nick, This is a deck that i have been working and playing with ever since the archetype came out back in Soul of the Duelist. This is my armed dragon deck, with a synchro component, simply because i find that the leveling up theme help in being able to synchro rather easily. So yeah, that is the deck. I look forward to seeing your opinion on the deck, and maybe what kind of improvements i can make on it. (granted i know this isnt a top tier deck or anything, but it does pretty well at my locals.)So without further ado, here is the deck:
Original Decklist.
Monsters (21) :
Armed Dragon LV3 x3 Armed Dragon LV5 x3 Armed Dragon LV7 x2 Exploder Dragon x1 Flamvell Guard x2 (thinking about adding a third) Koa'ki Meiru Drago x1 Lava Dragon x1 Luster Dragon x1 (could swap this out for another KM Drago if needed) Magna Drago x1 Masked Dragon x3 Prime Material Dragon x1 The White Stone of Legend x1 (this is the thing i would take out to add the 2rd flamvell guard) Twin-Headed Behemoth x1
Spells (12) :
Cards of Consonance x1 (thinking about adding a second) Heavy Storm x1 Level Up! x2 Lightning Vortex x1 MST x1 Pot of Avarice x1 Solidarity x3 Stamping Destruction x1 Swords of Revealing Light x1
Traps (7) Bottomless Trap Hole x1 Call of the Haunted x1 Dragon's Rage x2 Mirror Force x1 Solemn Judgment x1 Torrential Tribute x1
Monster Analysis:
Harrison is using the Armed Dragon cards. For those of you who don't know, Armed Dragon is a deck archetype used by Chazz Princeton from the show. They focus on discarding cards to destroy other cards. While the deck may not be top tier, it's still fairly powerful and a blast to play.
When I'm fixing this deck, I'm going to use a mild budget. I'm also going to include cards from Absolute Powerforce and the Absolute Powerforce Special Edition (Most notably, Red-Eyes Darkness Metal Dragon.)
Harrison has a pretty good ratio for his Armed Dragons - 3/3/2. I'm pretty much going to keep this ratio, except when I include REDMD, I will remove an Armed Dragon LV 3? Why? Because LV 5 doesn't need LV 3 to come out, and REDMD is another acceptable method.
For some reason, Harrison is using 2x Flamvell Guard and 1x The White Stone of Legend, but he is only using 1 copy of Magna Drago. I would say that Flamvell Guard and the White Stone aren't very good. They tune with LV 7 to make 8 stars. However, if you've already taken the time to make LV 7, you should keep him on the field. Instead, tuning with random LV 4's or LV 3/5 Armed Dragons will probably be the better strategy. He can then bring out Exploder Dragonwing, one of the best cards Dragons have.
Harrison is playing triple Masked Dragon. That's very important in a deck like this, which needs the tribute fodder and ways of bringing out Armed Dragon. He should play 1 Totem Dragon though, to increase the things Masked Dragon can bring out.
Another thing - he's not playing the biggest Armed Dragon of them all, Armed Dragon LV 10. One copy will be really beneficial. Even if it's dead in his hand, he can just discard it to fuel the other effects.
On paper, Lava Dragon sounds really good. It's a 1-1 that generates field presence! Yay! The problem is, the stats are way too low for it to be viable.
Last of all, he should maximize his copies of Koa'ki Meiru Drago, similar to Richard Clarke's famed Disaster Dragon build. Drago is really controlling, and when you swing for game, it stops Gorz, the Emissary of Darkness, and Tragoedia from ruining your fun.
Total Monster Fixes
-2 Flamvell Guard -1 The White Stone of Legend -1 Prime Material Dragon (there already is 3 tribute monsters, since you won't always use LV 3's effect.) -1 Armed Dragon LV 3 -1 Luster Dragon (for Koa'ki Meiru Drago) -1 Lava Dragon
Right now, we have 41 cards in this deck. We'll have to cut some S/T.
Spell and Trap Analysis:
I've noticed that Harrison is running some Spells and Traps that aren't very good. So far, I've liked his monster choices, but the S/T are actually pretty icky. First, I'll cut Cards of Consonance. The reason this card is good is interaction with White Stone of Legend, pulling Blue-Eyes to use Trade-In on. He's not using Blue-Eyes, and now he isn't using The White Stone of Legend either.
Next is Level Up! I'm not too sure how viable this card is. I'll keep it at 2 for now. People who know more about the LV series, kindly comment on Level Up! with e-mails or just plain comments. (:
Stamping Destruction is a really good card, I'd like to point that out. One copy only though.
Solidarity. This card is really bad in this deck, even though Harrison is running all Dragons. The reason is that an 800 attack boost isn't that good. The only benefit I see from this is putting LV 5 over Stardust Dragon, allowing for attacks, then destruction. However, what happens if people destroy Solidarity, using Dust Tornado (which is mained in 1 copy in Zombie decks) or Mystical Space Typhoon? Granted, that's only 2 cards, but you only have 3 Solidarity, so statistically, they will have Dust Tornado/MST when you have Solidarity most of the time. In addition, people now side in 2x Fairy Wind and sometimes an extra Dust Tornado or Malevolent Catastrophe. Also, other S/T destroying effects can be used if your attack failed to lose you advantage. The problem with Solidarity is that it doesn't pay you back enough. The solution?
Burden of the Mighty. Sure, it doesn't give you as big of a boost as Solidarity, but it gives you benefits outside of the battle phase - it lowers the card you have to discard to kill something. For example, by lowing Stratos's attack to 1400, you can kill it with a Masked Dragon discard. To increase synergy, I will add in 3 copies of King Tiger Wanghu. King Tiger interacts wonderfully with Burden of the Mighty. It basically increases King Tiger's jurisdiction to 1800, and potentially more.
Pot of Avarice and Swords of Revealing Light also aren't very good. Harrison won't have many Dragons in the Grave anymore, their on the field now due to Red-Eyes Darkness Metal Dragon. Swords is good with Armed Dragons, but the effect is just a 1-shot, and the stall won't be staying on the field very long, if at all.
When we go back to the Trap line-up, it's pretty standard. Dragon's Rage isn't as good as you would think, since pressing for damage isn't very relevant. Especially since monsters are rarely played in defense these days, Dragon's Rage is largely win more, and since this deck needs more power to beat the top tier, it's not a good idea to include win more just yet.
Interestingly enough, Mirror Force isn't as good as it was before. Brionac simply spins Mirror, and then wins the game. I would honestly play Bottomless over Mirror Force, as ridiculous as that sounds, don't forget that Brionac is played in every deck, and every deck always has him in their hand due to the Extra Deck mechanic.
Spell and Trap Changes
-1 Cards of Consonance -1 Swords of Revealing Light -1 Pot of Avarice -3 Solidarity -2 Dragon's Rage -1 Mirror Force -1 Armed Dragon LV 5 (Wanghu does the job better, but LV 5 has so many tutors that he stays, but only in 2.)
+3 King Tiger Wanghu +3 Burden of the Mighty +1 Brain Control +1 Bottomless Trap Hole
Blackwings are a really powerful theme, but sometimes with these themes, one or two cards can make a huge difference. Skye's deck is pretty good, but there's some easy ways to make it even better.
As a note, some people think that themes reduce skill in the game by making deckbuilding a lot easier. I would have to somewhat agree with this, but I'd also like to point out that this somewhat increases skill since it makes you think harder on your slight difference cards.
1 Dark Armed Dragon 1 Gorz the Emissary of Darkness 3 Sirocco the Dawn 3 Shura the Blue Flame 3 Bora the Spear 3 Kalut the Moon Shadow 1 Gale the Whirlwind 3 Blizzard the Far North 1 Vayu the Emblem of Honor
3 Black Whirlwind 2 Allure of Darkness 1 Brain Control 1 Mind Control 3 Book of Moon 1 My Body as a Shield 1 Heavy Storm
1 Call of the Haunted 1 Mirror force 1 Torrential Tribute 3 Icarus Attack 2 Bottomless Trap Hole 1 Waboku
It looks pretty standard, but there are some slight errors in it, which I'll list. (No Royal Oppressions, Book of Moon tends to be better than Waboku, I don't know why he's teching one in when playing a playset of this or a playset of Book is best, and also no Crows or Grephers. Crows are really good since they help stop LS and Zombie decks. He can also be used with Icarus to devastating effect against other decks as well. I would say that playing D.D. Crow is an absolute staple in here.
He noted to me that he only has a single Vayu, so I would have to say that Dark Grepher won't make the cut in here. He should also play Royal Oppression. Blackwings can instantly SS themselves, so you should either SS first, then Oppress, or wait until you would lose if you don't Oppress. With Oppression, he should be playing Solemn Judgment as well.
The Fixes
-1 Blizzard of the Far North. (Playing Blizzard in 3's isn't that good anymore with the release of Vayu. Even with a single Vayu, extra Blizzards mainly succeed in taking up space that is better used putting in other stuff.) -1 Mind Control (Not as needed, seeing as we only have 2 Blizzards now) -1 Waboku (Book of Moon outclasses Waboku in my opinion. Some people would prefer 3 Waboku no Book of Moon though. Waboku has a lot of obvious advantages, but Blizzard can stop effects,etc.) -1 Gorz the Emissary of Darkness (It's not as good with Royal Oppression as it would be with only Black Whirlwind.)
Themes are a blast. They are incredible fun to play. Having more fun is really important.
These are already correct. But an issue is that themes today allow for very little deck deviation. For example, Blackwings pretty much decide all the monsters for you, and also they decide about 10 of the S/T, including staples. This leaves basically 5 slots open for deviation. LS has 10 spots for deviation. GB is somewhat more flexible, but it's still only about 15 spots for deviation. I would say that 10-15 spots should be the absolute MAXIMUM allowed for deviation. Themes are really fun, but they reduce deckbuilding skill, especially LS and Infernity, since so much gets milled/discarded.
Flamvell Heroes is a deck originally developed by CuDi` from Pojo, who called it Dark Synchro. Later on, S{t}ack, also from Pojo, further developed the deck, calling it SynchTurbo.
Both of these versions simply splashed the Flamvell engine (to varying degrees) into a LV 8-focused Dark Synchro/Skill Drain deck. Today, Eric's deck focuses a lot more on the Flamvells, also using some cool tricks like busting out Flamvell Uruquizas and actually being able to protect himself with Flamvell Counter. Flamvell Counter is an upgraded Dark Bribe for the Flamvell theme, and it doesn't cost a -1 either. Sounds like this could get to become an interesting deck.
(Spells: 13) 2 Allure of Darkness 1 Brain Control 3 Destiny Draw 1 Heavy Storm 1 Mind Control 1 My Body as a Shield 1 Mystical Space Typhoon 3 Rekindling
(Traps: 8) 2 Bottomless Trap Hole 1 Call of the Haunted 2 Flamvell Counter 1 Return from the Different Dimension 1 Solemn Judgment 1 Torrential Tribute
Right off the bat, you should notice the inclusion of Decoy Dragon. The purpose of Decoy Dragon is to summon all of the LV 8's this deck can make. I'm not too sold on the viability of this strategy, until I noticed that Decoy Dragon is a wannabe Flamvell monster. Teching it was a smart choice, since it also functions as stall. Something I don't like in here in Destiny Hero - Plasma. Although I can see the comboes with Rekindling, teching 2 isn't that great. You should only play 1, since you have an effective 3 copies (Stratos/RotA into Stratos/Plasma itself.)
A better option is Diamond Dude. Diamond Dude hits so many critical, game winning spells in here it's not even funny. A superior Destiny Hero lineup would be 2x D-Dude/ 2x Malicious, and 1x Plasma. I'm a fan of a teched Doom Lord, but it doesn't contribute in here at all.
Also, maxing out on the Flamvells means that you are definitely going to open up dead once in a while. Since the purpose of maxing them is to run the Flamvell Counter card, I don't see why it's not maxed out. I would say take out one My Body as a Shield for a Flamvell Counter. Flamvell Counter is uncosted, and it also allows you to use Return from the Different Dimension more successfully. Although I like MBaaS, I would have to admit that a themed, costless Bribe is better.
Another thing is that Flamvell Magician doesn't need Flamvell Firedog to be live, since it can be used as a Tuner. I would suggest removing a Flamvell Firedog for a copy of Dark Grepher to solve double Malicious in hand.
Overall, I would have to say that this deck is pretty good. The overall fixes are:
-1 Destiny Hero - Plasma -1 Flamvell Firedog -1 My Body as a Shield