death_blade99@yahoo.com
The only thing that limits my ability to create these
decks is the number of
cards that I have. I don't have four of each card in
my possession, so it does
put a handicap on my game strategies and deck
development. However, I used that
best that I could get, and there are only
9 rares in the entire deck, and none
of them are Super Rares! So, let's
start the, ummm..., deck review! My deck:
Annihilation:
Creatures(28):
Fire(10):
1 Deadly Fighter Braid
Claw
1 Artisan Picora
3 Immortal Baron Vorg
2 Rothus the Traveler
3
Meteosaur
Darkness(9):
2 Black Feather, Shadow of Rage
4 Bloody
Squito
1 Bone Assassin the Ripper
1 Gigagiele
1 Swamp
Worm
Light(9):
2 La Ura Giga Sky Guardian
3 Emerald Grass
3 Senatine
Jade Tree
1 Gran Gure Space Guardian
Spells(12):
Fire(6):
1
Chaos Strike
3 Crimson Hammer
2 Tornado Flame
Darkness(2):
1 Dark
Reversal
1 Terror Pit
Light(4):
1 Solar Ray
2 Laser Wing
1 Holy
Awe
This is pretty much what I've got. Now the first thing I did was to look
at what my strategy would be. I decided that,
in order to counter my
brother's Water and Nature deck, I would need mass
monster destruction.
There are fourteen cards that I included in hopes
that it would be enough to
easily kill almost anything in his deck: 2 Rothus
the Traveler, 3 Meteosaur,
Bone Assassin the Ripper, Gigagiele, Swamp Worm,
3 Crimson Hammer, 2 Tornado
Flame, and Terror Pit. These cards have given
me an easy path to removing
creatures from the field so that my creatures
have an opportunity to hit
shields. Most of my wins come from using the
effects of these cards,
however, Gran Gure has enough power to destroy almost
anything my opponent
can pit against me. It also has blocker, and my deck
seriously needed more
than just the 4 Bloody Squito, so Light was added
in to give me my needed
blockers. The spells and speed is what gives my
deck the extra umph it
needs to win games. My deck lacks strength, but
strategy, speed and spells
give me the upper hand in my duels. My spells
either help with my strategy
or make it easier to hit shields. Chaos Strike
lets me hit an annoying
untapped creature. All of the Light spells tap
opponents creatures or allow
me to hit shields without being blocked.
This is the kind of a deck where
there are a few major exceptions to my
"magic numbers" for balancing.
Strength isn't required as much, but it
would add a nice touch if I had
better creatures. Speed is readily available,
and provides early shield
breaking. About the only "magic number" that I
hit was in Spells, with 12,
which is between my min of 5 and max of 15.
For mana, this deck is very
versatile, allow different situations to affect
what you can play into the
mana zone. My highest costed card is at 7, and
often you will be able to
play multiple creatures and spells in the same
turn, even if you have little
mana in your mana zone. Therefore, I did have
some planning as to what I
wanted as mana, however, what I do play for mana
depends on the situation
and changes with each passing turn. Since most of
the mana costs are so low,
you need only around 7 or 8 mana in your mana
zone, allowing you to save
cards in your hand for when you need them the most.
This gives you options,
and, as I've said before, options change the duel
drastically