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Trading Card Game Tips from fans
From:
Daniel P. Bollen [mailto:DPBollen@Adelphia.net]
Hi pojoers, once again, this is Daniel Bollen with another deck making tip, but this time, I'm going to send in a decklist, and not just how to make a deck.
This deck is called "The Wild Kingdom". It uses powerful and effect wielding beasts to destroy your opponent. I'll go through each part of the deck in detail, so you know why I bother putting cards in.
Monsters: 21 Big Koala (2) Des Kangaroo (3) Kangaroo Champ (2) Cat's Ear Tribe (3) Rescue Cat (3) Spirit Caller (2) Berserk Gorilla (2) Des Koala (2) Gyaku-Gire Panda (2)
Now, the Reason "Big Koala" is in this deck is because he'll give some backbone to these critters fighting skills. Having 2700 attack points is a pretty good beatstick, because this way he can take out Dark Magician which is seeing some play these days. "Des Kangaroo" is a good card because of his effect, plus we are going to add in Micro Ray later on. "Kangaroo Champ" switches a guy into defense position when he is done fighting so then you can have a better chance of hitting your opponent with Berserk Gorilla. "Cat's Ear Tribe" is in my opinion as one of the best cards in the game. It can suicide against your opponent's monster instantly, and if it's powered up it doesn't kill itself. "Rescue Cat" is a plain good card because if you can keep one on the field for a turn, you can have two tributes to summon Big Koala and then still have room for Berserk Gorilla. "Spirit Caller" is a spellcaster, not a beast but it can bring one of your low-level beasts back to life, like Cat's Ear Tribe or Rescue Cat. "Berserk Gorilla" is a four-starred beatstick engine of destruction which can make up for weak monsters. "Des Koala" has a moderately high defense, plus his flip effect and if you use Wild Nature's Release on him he'll have 3900 attack points for one turn. "Gyaku-Gire Panda" has a trample-like effect and he gets stronger for each monster on your opponent's side of the field, making Ojama Trio good tech for him.
Spells: 13 Hammer Shot (2) Smashing Ground (2) Heavy Storm (1) Mystical Space Typhoon (1) Premature Burial (1) Pot of Avarice (1) Graceful Charity (1) Swords of Revealing Light (1) Polymerization (1) Wild Nature's Release (2)
Now, "Hammer Shot" and "Smashing Ground" are here for solid monster removal. "Heavy Storm" and "Mystical Space Typhoon" are here for Spell/Trap removal. "Premature Burial" and "Pot of Avarice" are here for monster recycling and Pot of Avarice is used for a little extra draw power. "Graceful Charity" is in here for solid draw power. "Swords of Revealing Light" is here to keep Rescue Cat on the field for a turn. "Polymerization" is here for Master of Oz. "Wild Nature's Release" is here because it is perfect tech for this deck.
Traps: 8 Meteorain (2) Call of the Haunted (1) Micro Ray (2) Torrential Tribute (1) Ojama Trio (1) Dust Tornado (1)
Ok, "Meteorain" is here to give Master of Oz and Big Koala a trample effect. "Call of the Haunted" is for monster recycling. "Micro Ray" is good tech for Des Kangaroo and Meteorain. "Torrential Tribute" is for monster removal. "Ojama Trio" is good tech for Gyaku-Gire Panda and monsters that are effected by Meteorain. "Dust Tornado" is for a little extra Spell/Trap removal, because there is no Breaker the Magical Warrior in this deck.
Total: 42 (fusion deck not included)
Fusion Deck: 1 Master of Oz (1)
Well, this is a fully playable deck set for the advanced format. Hope you guys like it.
For questions or comments, e-mail me at dpbollen@adelphia.net. -DnDDmDb -Daniel Bollen
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