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Q's Universe
Great Balls of
Fire 2.0
[[NOTE
- Please read the article “Great
Balls of Fire” if you haven’t already before you
read the following.]]
Characters: 38
4x Boris
4x Puppet Master
4x Beast
4x Robot Sentry
4x Kristoff Von Doom
6x Doom-Bot
4x Dr. Doom (4)
4x Apocalypse
4x Onslaught
Plot Twist: 16
4x Acrobatic Dodge
4x Mystical Paralysis
4x Relocation
4x Gamma Bomb
Locations: 6
4x Latveria
2x Doomstadt
Here’s another version of Great Balls of Fire I’ve been
kicking around. I like the concept of the deck but don’t
like the fact that the original version relied too much
on the Puppet Master. I’ve been using the old version a
lot and didn’t like how the game kept coming down to
weather or not I could get a Puppet Master in play.
THE CHANGES
The main change was making the deck play more like your
average Dr. Doom but the same concept is still there.
Stall until turn 7 and the game’s yours after that.
Medusa left the deck because the players in my local
area were not using a lot of Flying Kicks because they
preferred Savage Beat down but after seeing this deck go
off a few time they quickly made room for Flying Kicks.
Rama-Tut was replaced with Robot Sentry because they
help the Puppet Master and when it comes down to it
using a Robot Sentry is almost the same as getting Swift
Escape to Puppet Master again if you’re opponent has
early drops.
The Doom-Bots are there because they can reinforce your
other Doom characters unlike Medusa and because they
could help up set off 2 Mystical Paralysis or more in
the same turn. Besides the deck needed a 3 drop and even
though Darkoth has a higher defense I had to go with the
Doom-Bots because they’re Army characters and because
once in a blue moon they could allow you to use multiple
copies of Mystical Paralysis. If you really that want
that extra point of DEF feel free to try out Darkoth but
do not be temped to use his ability because you’ll just
end up hurting yourself in the long run.
The last major change was adding the 2 Doomstadts. They
are not there to be used unless you need them to be able
to set off a Gamma Bomb because Ka-Boom! is still this
deck’s number one weakness. If you’re forced to activate
it to stay alive then by all means but don’t make a
habit of it. Keeping your Dr Doom from getting stunned
one turn is not worth losing the game in the long run
because you couldn’t make it to 7 resources thanks to
Ka-Boom!
POSSIBLE CHANGES
The only thing I’ve been kicking around and going back
and forth on is using Doom-Bots or Robot Destroyers. I
like Robot Destroyers because they can stun Sabertooth
but they require you to have Dr. Doom in play and
they’re 5 drops. I’m still not a big fan of having to
activate Doomstadt unless is needed for a Gamma Bomb
because of Ka-Boom. The deck is already packing 4
Kristoff Von Doom but Robot Destroyers are 5 drops and
that means you’ll only get 2 uses out of them, on turn 5
and turn 6. They do help incase you can’t get a Gamma
Bomb by turn 7 but that shouldn’t happen unless you
don’t see Boris either.
I’m kicking the idea of having 3 Doom-Bots and 3 Robot
Destroyers because I’m still not sold on using more than
3 Robot Destroyers. Do some testing with the deck and
see what you think and what aggress with your play style
better.
That’s pretty much it. I think the deck is a lot more
consistent now but Brotherhood decks can still give it a
run for its money. I’ve been testing this variant for a
while and believe is where it needs to be because it can
handle the F4 100+ damage combos that normally go off
turn 5 and it goes about 50/50 with Brotherhood decks.
Besides it’s just fun to say Gamma Bomb and watch your
opponent scoop. ^_^
Q signing off.
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