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 Trading Card Game Tips from fans

 

JUNE 2008

Deck Fix: Fighter Deck - Master of Shadows

 

Hello, Pojoers. It's Master of Shadows with yet another deck fix. Surprise, surprise. I'm sure you all know the drill by now: 

First of all I would like to say thank you for looking at my deck,and I love this site I have gained a lot of knowledge regarding the game and strategies .i really think my deck can be competitive,maybe not Tier 1 given today’s META ,but definetly a problem if I get my deck going…now there’s the problem .I believe I do not have the correct synergy ..yet with my deck to flow as it can to submit my opponent .i would like to do most of my damage via Master Monk(favorite card) he’s 1900 attack monster that attacks twice and if his attack goes through that’s 3800 damage to the opponents lifepoints ,almost half your lifepoints are gone .I want this deck to be competitive. 

[FULL CONTACT FIGHTERS ] 

MONSTER : [ 16 ] 

1.      MASTER MONK

2.      MASTER MONK

3.      COMBO MASTER

4.      COMBO MASTER

5.      MONK FIGHTER

6.      MONK FIGHTER

7.      MONK FIGHTER

8.      LEGENDARY JIUJITSU MASTER

9.      LEGENDARY JIUJITSU MASTER

10.  LEGENDARY JIUJITSU MASTER

11.  GIANT RAT

12.  GIANT RAT

13.  GIANT RAT

14.  SANGAN

15.  NEO-SPACIAN GRAND MOLE

16.  SPIRIT REAPER 

SPELLS : [ 18 ] 

1.      SWORDS OF REVEALING LIGHT

2.      LIGTHNING VORTEX

3.      OFFERINGS TO THE DOOMED

4.      OFFERINGS TO THE DOOMED

5.      OFFERINGS TO THE DOOMED

6.      POISON OF THE OLD MAN

7.      POISON OF THE OLD MAN

8.      ENEMY CONTROLLER

9.      ENEMY CONTROLLER

10.  MONSTER REBORN

11.  MIRAGE TUBE

12.  MIRAGE TUBE

13.  RUSH RECKLESSLY

14.  RUSH RECKLESSLY

15.  HEAVY STORM

16.  MYSTICAL SPACE TYPHOON

17.  NOBLEMAN OF CROSSOUT

18.  PREMATURE BURIAL 

TRAPS : [ 6 ] 

1.MAGIC JAMMER

2. MAGIC  JAMMER

3. DUST TORNADO

4. DUST TORNADO

5. THE TRANSMIGRATION PROPHECY

6. THE TRANSMIGRATION PROPHECY

TOTAL : [ 40 ] 

I tried to make my deck different from the normal cards run in a deck as you can see by the trap line up…I have magic jammers to stop my opponents use of magic cards and dust tornado to remove there back field and to set up my next turn backfield , I have 11 quickplay  cards to assist Combo Masters(fits my bareknuckle fighters) ability to attack twice ,I have two copies of The Transmigration prophecys in there to retrieve my Master Monks since they can not be special summoned from the grave and it places them back in my deck to come back and do more damage .I would like to make this deck very fast and swift to do damage to my opponent if possible any and all suggestions appreciated ….

                                             Thank you ,   “ Spidey”  

Okay, everyone. First of all, I'm sorry the rest of this message will be in italics, but I can't figure out how to fix this formatting problem with this message, so just bear with me. It irritates me as much as it does you. Second, it's nice to see someone else building a deck based on their favorite card. I just might have to do a deck fix on one of my own decks for this. Third, from what I can see, you have a deck here based on double attacking for hopefully direct damage. If all the double-attackers we had weren't so terribly difficult to use, then we'd be somewhat happy (while pushing for their bans at the same time for those of us not able to exploit them). Anyways, to the deck. 

It seems to be having some consistency issues to me, so I'm going to change things up a bit for this deck. 

Cards I'd cut: 

- 2 Combo Master

- 1 Legendary Jujitsu Master

- 1 Swords of Revealing Light

- 3 Offerings to the Doomed

- 2 Poison of the Old Man

- 2 Mirage Tube

- 2 Magic Jammer

- 1 The Transmigration Prophecy (limited to 1) 

I cut 14 cards from the deck. Combo Master had to go for a few reasons. First, even though chaining 2 cards is relatively simple, it's also costly, especially if those cards either don't do anything for us (like clear an obstacle) or clear an obstacle at a price (like a critical Draw Phase). With Combo Master gone, there was no reason to keep around any of the Quick-Plays necessary to activate its effect. The third copy of Legendary Jujitsu Master had to go because you only need two of them. Three is a bit excessive in my opinion. Magic Jammer will go because of better alternatives. The Transmigration Prophecy (the second one) had to go because it's limited, not that you were wrong for wanting to use it, because using it is a good idea, just not for the reasons you think. 

Now to what I'd add: 

+ 3 Gigantes

+ 1 Megarock Dragon

+ 2 Hand Destruction

+ 1 Rush Recklessly

+ 1 Lightning Vortex

+ 3 Solemn Judgment / Dark Bribe / Divine Wrath / Magic Drain / Seven Tools of the Bandit

+ 1 Torrential Tribute

+ 2 Bottomless Trap Hole

+ 1 Return from the Different Dimension 

I added 15, bringing you to 41. Oh well. That'll still work. Gigantes will help to clear the field for you to attack with your Monk Fighter, not to mention being a beatstick himself. Megarock Dragon is here as a back up plan since most of your monsters are Rock-types and you can't really use the Master Monks in the Graveyard, so removing it for Gigantes or Megarock Dragon is fine. Hand Destruction to fish through your deck for something, Lightning Vortex for more removal to replace the Offerings to the Doomed and also serve as mass removal that doesn't cost you your draw. Torrential Tribute (can be replaced with Mirror Force) to help clear the field for when you drop Master Monk the next turn. Bottomless Trap Hole as an alternative to Offerings to the Doomed. Return from the Different Dimension as a second back up plan should Master Monk and Megarock Dragon fail. You should have a good number of cards removed when you activate this card, but make sure you have a clear shot at your opponent when you activate this. Make sure you win the game with it. 

Now for the extensive Counter Traps. Solemn Judgment is the best choice there as the all-purpose negator. Dark Bribe closely follows as Spell / Trap negation at the price of giving your opponent another draw. Divine Wrath to stop any monster effects that threaten you. Magic Drain as Spell negation that can either force a free negation (because your opponent doesn't want to discard a Spell card) or make that Spell a bit more costly to play because of the Spell card discarded. Seven Tools of the Bandit to stop any Traps that may get in your way, and there're a lot of them. 

Well, that's about all I have for now. I hope that helped. Now to touch on The Transmigration Prophecy thing I mentioned earlier. You were right for wanting to use it, but for the wrong reasons. The Transmigration Prophecy, since you want this deck to be competitive, is an excellent way to slow down a lot of good decks out there should you get to it in time. It'll slow Dark Armed Dragon decks down (by putting their in-Graveyard Dark count at not three or keeping them from blowing up your entire field by giving them two less cards to remove), Lightsworn decks (by sending back 2 of the in-Graveyard Lightsworn monsters to keep the count below four to keep Judgment Dragon from hitting the field, but that's just a temporary solution; it can also send back any Wulf that would be Special Summoned or send back a Lumina revival target that's been targeted), and Gladiator Beast decks (by sending back the Bestiari that Darius would revive on the first or second turn to trade out those two and Laquari for Heraklinos - looks like they'll have to wait another turn for it). Being able to reuse your cards is a bonus. 

Well, that's it. Again. Questions, comments, etc. can be sent to darkdestructionv30@yahoo.com

Until next time....


 


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