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Deke's Deck Garage
08-04
Deck Fix 02 - Budget Air/Light
Welcome back to the deck
garage! Here's the latest deck submitted by Naniwai, who
would like a quick tune-up for the tournament this weekend!
Hello there, wondered if
you would be interested in taking on a bit of a challenge
fixing up my deck.
I built this deck entirely out of cards from booster packs
and base starter set. I did not buy any singles, nor did I
buy any preconstructed decks. There are no cards from the
Mystery Island expansion in this deck because I haven't even
bought any! It's really a hodgepodge, mostly Dr. Sloth
cards. Because I didn't buy singles, I don't have it down to
exactly where I'd like it to be; however if you suggest
important ones that I don't have in my collection I would be
willing to pay for them.
When I first built this deck I had a couple of strategies in
mind. I've been playing it as much as I can and the
strategies (LOTS of SHH, items for banking only) basically
died out as I revised the deck. I wondered if you could get
it into some sort of decent shape and make it a worthwhile
deck. Because of the card limitations I mentioned earlier,
it's not currently a good deck at all but I would like to
see it made into something useful, if you have time and want
to undertake the challenge. I don't have a lot of experience
with the game, but I am serious about playing it and a good
deck would help me a lot.
Enough of my ramblings, here's the deck. It's fire and light
types, and I didn't have time to type it in any sort of
order. Sorry. :( [Deke: I sorted it for easier reference.]
BASIC NEOPETS
Red Eyrie
Green Eyrie
Galactic Green Grundo x3
Cosmic Yellow Grundo
Blue Kacheek x2
Red Shoyru x2
Experienced Neopets
Grundo Programmer
Mutant Grundo
Battle Eyrie
Equipment
Meowclops
Mutant Kadotie
Mutant Babaa
Items
Petpetnip x2
Planet Pops x2
Usica Berries x3
Potatoes x3
Asparagus x3
Vernax
Meaty Pie
Shadow Breeze x3
Turnips
Cheese
Starberry x3
Chokato x3
Something Has Happened
Rally x2
Secret Passage x2
Storm the Castle
Library Visit x2
Battle Stations x2
Heroes
Fyora the F.Q.
Torshac, S. S.
Villains
Sophix II
Thanks in advance if you decide to help me out!
Naniwai
As you can see from the note,
the deck we re working with today needs to be made mostly
out of the card list provided, with perhaps a couple of
additions/changes. I also know that this particular person
is going to the tournament this weekend and would like to
have the deck revised ASAP. That means that we have to keep
timeframe in mind because there won t be much opportunity to
obtain a bunch of new cards in less than one day! So, we re
going to be making our first budget fix, minimizing the
addition of new rares or holos. Luckily, it s possible to
build decent decks out of mostly common/uncommon cards,
although not always the best.
First things first, I m going to do a basic look over of
what I have to work with. It looks like it s mostly Light
and Air. The specialty of Light is draw power, and Air is
mostly pet mobility/management. This deck has a lot of
4-bank items, but not much firepower to bank them. There are
a few decent SHH cards to help. It looks like the biggest
issue with this deck is going to be winning contests.
Naniwai also sent me a list of some other Air/Light cards to
help me out a bit (thanks!), and let me know that most of
the cards are from the base set and Return of Dr. Sloth.
As usual, I m going to start with the experienced pets. In
order to facilitate speed in a deck, I usually suggest that
you not have more than two species of pets. In this case, I
m going to choose the Eyrie and the Grundo. The best
Experienced Eyrie is the Battle Eyrie. Although I d usually
recommend three, we re trying to cut down on those rares.
So, we ll keep the one that is already there, and add a
couple of Eyrie Guards instead (base set, uncommon,
#111/234). If possible, go for a total of four Experienced
Eyries, the more Battle Eyrie cards the better. The Battle
Eyrie has the fantastic ability of a double die roll, which
not only gives it an extra boost (+3 avg) in stats, but also
doubles it s chances of winning by a six. This makes it
usable in almost any arena, especially with a good equip.
The Eyrie Guard gets a bonus +3 on your opponent s turn,
making it a great defender for either the Strength or
Agility arenas. As for the Grundos, I m going with a couple
of Programmers and one Mutant Grundo. The reason I went
stronger with the Programmers is because the Mutant Grundo s
stats are so low, even though the effect can help here and
there. For Basic Neopets, toss in three Red Eyries, and
three Green Eyries (both commons). For some players, the
Yellow Eyrie from the starter will work as a replacment, but
it only has seven in Strength, while the others have eight.
For Grundos, we can use the three Galactic Green Grundos and
the Cosmic Yellow Grundo already listed. Currently, I
believe that the Eyries will be the strongest component of
the Deck, with one Grundo, preferably the Programmer,
protecting one of the lower arenas of the board.
For equipment, I m going to toss in the common big-guns,
Bzzt Blaster, Goo Blaster, and Battle Hammer, up to two each
if possible, expand to three only if you find you never have
what you need or don t get them soon enough. Since it's
there, I ll keep the Mutant Babaa in. Although the other two
equips are decent cards, I don t think they are in line for
this deck. However, if the above commons are not available,
petpets like the Meowclops with 2,3,2,2 or similar
well-rounded stats can be helpful as replacements. Some
equips will definitely be needed though to make these pets
dominate their arenas. I also recommend adding three Sceptre
of Banishing cards to help against Villains.
For SHH cards, we re going to keep the one Storm the Castle,
to be used with Battle Stations (x3 preferred), as they make
a very nice combo. Although Rally is nice to use early in
the game and with Storm the Castle, I don t think it s worth
including in decks unless you find yourself losing your
Experienced pets a lot. I m also going to leave out Secret
Passage and Library Visit for now. Instead, I m going to
suggest Misdirection x3. Misdirection is one of the most
underrated SHH cards in Neopets. If you use it on your
opponent s pets, not only do you usually give yourself an
advantage in two arenas (yes, at the cost of a tap, true),
but you force them to waste most of their next turn
reversing the move. I m also going to add three Take a Dip
in since we don t have the option of Rainbow Paintbrushes.
We ll add Library Visit back in only if we find we re short
on cards to meet the minimum 40.
I m not going to include any Heroes in here, although
Xarthab wouldn t be a bad addition should one happen along.
If you win with him against a Neopet while you have less
points than your opponent, you get to bank a card of your
own and discard one of theirs.
For Villains, I m going to add in two Farlax V. Although it
falters against the ever-popular Dark, Agility may be a weak
arena for this deck, and this Villain doesn t untap its
rivals.
I m not going to add any Locations either. The ones that
help just don t help enough to be worth the card slot, and
they help the opponent too. Now, if you happen to find a
Training School (Mystery Island, HoloFoil, #15/100), it
would be helpful with some of the items we ll use. But, it s
not a game-breaker, and it s certainly not budget!
Last, but certainly not least, we come to the items. I m
going to shoot for 16 or so items, about 45 total cards for
the deck. I want to keep some of those big bankers, but
since I need six cards to win anyway, I m going to look at
some cards with three points and an effect. If you do have
the Training School, it s great to use with Essence of
Brain, Faerie Dishwater, Potion of Speed, and Potion of
Strength. By doing so, you can get a free draw and possibly
keep your item (and either draw or bank for your win as
well). Either way, I d still include two each of these,
taking one or two out later if your find you usually avoid a
particular arena. If you have them, use Jerdana s Orb as a
replacement for the ones you take out to help with those
nasty Villains. The other eight cards are going to be your
4-bank cards. I m going to take the Shadow Breeze x3, Planet
Pops x2, Petpetnip x2 (banking only!), and I ll add a Light
Faerie Token if possible. Otherwise, stick to any non-food
4-bank card (Golden A, Illusen s Charm, Moon Charm, etc ).
We stick with non-food because of cards like Crop Failure.
That should just about do it! Here s the completed deck
list!
Basic Neopets
3 Green Eyrie
3 Red Eyrie
3 Galactic Green Grundo
1 Cosmic Yellow Grundo
Experienced Neopets
1 Battle Eyrie
3 Eyrie Guard
2 Grundo Programmer
1 Mutant Grundo
Equipment
2 Battle Hammer
2 Goo Blaster
2 Bzzt Blaster
1 Mutant Babaa
3 Sceptre of Banishing
Items
2 Essence of Brain
2 Faerie Dishwater
2 Potion of Speed
2 Potion of Strength
3 Shadow Breeze
2 Planet Pops
2 Petpetnip
1 Light Faerie Token
SHH
1 Storm the Castle
3 Battle Stations
3 Misdirection
3 Take a Dip
Heroes
None
Villains
2 Farlax V
Locations
None
Total Cards (not including Basic Neopets): 45
This deck works by getting your Experienced pets out
quickly, but simply banking those 4's as fast as you can.
Don't be afraid to bank a 3 if you don't have a 4. The
Battle Eyrie will hopefully help defend in enough contests
to keep your opponent stalled until you win. Good luck!
As with all decks, play test this or any other deck against
opponents in your area as much as possible, removing the
cards that usually end up in your hand instead of helping
you. Also, deck fixes are always suggestions only.
Creativity with your own deck is strongly encouraged!
If you have any questions, comments, or wish to submit a
deck of your own to the deck garage, send it with a brief
description to NeopetDecks@yahoo.com!
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