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Trading Card Game Tips from fans

From: Forest Thomer [mailto:tebezu@gmail.com]
Sent: Monday, February 06, 2006 8:28 PM

Call it Surprise - Forest Thomer

Hello everybody, I was surprised by the large amount of replies I got. GUESS WHAT, I"M not the only person tired of staples and I am not the only person who has crazy deck ideas. I WAS BEGINNING TO GET WORRIED:P

Anyway, I plan on writing my articles by first posting a deck and then sending in a fixed version of it for the next one. That way everybody can see the diff. between what was and is now. I'd also like to remind everybody to continue sending replies, and anything they think they'd like to see built/fixed/featured. I also appreciate the comments, my mommy is sooooo proud :P. At the moment I am really interested in a vwxyz dragon deck. I have no idea as to build one myself, thus I never have tested one out. So if anybody has one let me know (I really am curious)

Well back to the fix. Alot of good suggestions came in and a bunch of people where a tad shy at saying something was IFFY, do not be shy I want to hear your thoughts, if I didn't I would not be sending in articles. I'm a big boy, I can take it if you think running 3 des lacooda is how you say, DUMB. Anyway the first deck is a posted version of what was posted earlier so you all don't have to look back and fourth. The second one is what was changed in order to make it flow better, and hence be more playable.

1st version

Wing Kuriboh Lv. 10 deck

total (42)

Monster(21)

3x Winged Kuriboh
D.D. Assailant
D.D. Warrior Lady
2x Cyber Dragon
Breaker the Magical Warrior
2x Spirit Reaper
Chaos Sorcerer
2x Pyramid Turtle
3x Stealth Bird
3x Des Lacooda
Winged Kuriboh Lv. 10
Exarion Universe

Spells(14)

Dark Hole
Snatch Steal
Scapegoat
2x Different Dimension Capsule
Heavy Storm
MST
Sword of Revealing Light
Book of Life
2x Transcended Wings
Messenger of Peace
2x Level Limit Area B

Traps(7)

3x Sakuretsu Armor
2xGravity Bind
Magic Cylinder
Call of the Haunted

.................................................

one of the things this deck gets hurt by is skill drain, if you ever come across such a deck, make sure you side deck in some beatsticks of your own. Also, burn tends to be a problem for it, so have dust tornado's at hand. You'd think that with your own stealth birds you's have an upper hand, but you stall helps them out and the lack of removal allows wave motion cannon get huge. One of the first remarks was, where is SANGAN. I was like, I DO NOT KNOW. Sangan is a beast in this deck, he literally allows you to search out almost anything you need. So of course sangan needs to go into the deck. The book of life was commented on as well, The card helps bring back pyramid turtle, des lacooda, sprit reaper, etc. But I decided that I should try dropping it, because the card only works with 7 monsters in the deck. And even though that appears like alot, it really does add to the bad draws. As mentioned and as pointed out, the deck loses hand advantage, and sometimes you need to be getting through your deck for you heavy storm to blow up that 7000 wave-motion cannon. So I decided to add in a copy of cyber jar. You can take your choice between either one of them, I picked cyber because I do not have morphing, but If you really wanted to run both of them, you could drop one of the winged kuriboh in order to make room. I think running only 2 winged kuriboh is perfectly viable because the card is bound to come to you at some time while flipping and drawing. So this version will only use 2 winged kuriboh, but you can keep it at 3 if you like. But as bad as drawing lv. 10 in your opening move hurts, drawing 2 winged kuriboh is just as bad, if not worse. Magic Cylinder was also commented on, I was told to drop it for a bottomless trap hole, or widespread ruin, etc. While at first I was laughing, because magic cylinder (IN THIS DECK) can finish off games, I thought to reconsider, why you ask. Well, the more and more I played, I noticed the horrid truth that I always seem to draw into the card during the beginning of the duel. Where it becomes a minus one, because 2100 LP (hitting a cyber dragon) means nothing if in the next 3 turns you lose. So, I decided that I should try out that infamous staple CALL OF THE HAUNTED, ewwwwwwwwwwwwwwww

The card really makes sense here. First, being a minus one also, It allows me to bring back stealth birds, or any other monster needed. Like sangan, or better yet you opp. att. with 4 monsters. Sense mirror force is banned, and my face down traps are probably sak's:L

I sprang fourth call and transcended wings, summoning lv. 10 and winning. That is fun, real fun. Anyway, I'm done talking here is the new fixed deck

DUM DUM DUuuuuuuuuuM BUM Ba BUM

Winged Kuriboh lv. 10


42

Monster (21)

2x Cyber Dragon
2x Spirit Reaper
2x Des Lacooda
2x Pyramid Turtle
2x Winged Kuriboh
Winged Kuriboh LV. 10
3x Stealth Bird
Breaker the Magical Warrior
Cyber Jar

Morphing Jar (never use with lv. 10 in hand in less game is won. Try out a beatstick if you think 3 wk is too many)

D.D. Assailant
D.D. Warrior Lady
Sangan
Chaos Sorcerer


Spells(14)

2x Transcendent Wings
2x Diff. Dimension Capsule
2x Level-Limit Area B
smashing ground
Nobleman of Crossout
Snatch Steal
Swords of Revealing Light
Dark Hole
Messenger of Peace
Heavy Storm
MST


Traps(7)

3x Sakuretsu Armor
2x Gravity Bind
Call of the Haunted
Torrential Tribute

If you are going to use morphing jar, remember the stall cards. They force people to get huge hands and over exploit to the field. They are one of the reasons why winged kuriboh can hit 4 monsters b/c they do not want to discard their monsters, so they summon. Morphing jar and cyber jar should be used as a way to punish your opp. huge hands and or force them to deck out in case you can't beat them any other way. Also as a safty net to help out yourself in the begging moves. You have alot of draw cards in this deck, so be careful you don't kill yourself. Depending on the metagame, you could try wave-motion cannon out (as pointed out) the card acts like a lightning rod for dust, mobius, etc. I choose not to run the card because I think of it as a bad draw, but if you really want to run the card, run 2, dropping a smashing ground and any other card you see fit. Aslo, make for certain your side deck is ready to swap out into something more stable or at least provide a way around your biggest threats.

I look forward to my next article, which will be either a lv. 3 beat down deck or a Silent Magician LV8 deck. REMEMBER, the card works if your opponent draws 5 cards with a morphing jar or card destruction. That would be sweet. and I hope to continue hearing from all of you. Hope you enjoy, and if a vwxyz deck comes in, everything will be postponed because I like the xyz monsters :P

until next time,


Forest Thomer


-remember randomness is what guarantees life.

Jeremy, Sam, Diesel thanks for the help.
 


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