Hello, people once again.
Master of Shadows here (yes, I remembered to
put my name in here this time) with yet
another deck fix. Two days, and business is
booming. You know the drill:
(First, on a side note,
this one should've been done yesterday, but
I didn't see it because it was sent to my
Spam folder. Automatic spam guards. At least
I didn't delete it.)
Hi, my name is Matt,
and I am trying to run a solid RFG deck that
can stand up to the top-tier decks (like
Dark decks w/ DAD). I chose it because I
have just started playing, and I thought it
would have been a cheap and effective option
with the new Dark Emperor structure deck
coming out. At its best, the deck is able to
remove cards at a rapid pace, creating card
advantage with monsters like D.D. Survivor
and D.D. Scout Plane. At its worst, the
removal-based cards are worthless and cause
me to get into a deep hole early on in the
duel. I'm having trouble with deciding what
I should include into the deck in order to
give it more versatility and consistency. It
would be great if you could help me improve
the deck as a whole, particularly in the
areas mentioned. I tend to play
conservatively, trying not to overcommit to
the field and sometimes holding cards in my
hand to build up my options (such as I will
hold on to a Snipe Hunter and not use my
summon for the turn when I only have another
card I need, so I can preserve Snipe
Hunter's effect for later) I have a lot of
trouble getting the deck started right, and
there are a lot of cards I have considered
putting in there. But, moving on, here is my
deck.
RFG Deck
Monsters: 21
3 D.D. Survivor
3 D.D. Assailant
2 D.D. Scout Plane
1 D.D. Warrior Lady
1 Snipe Hunter
1 Spirit Reaper
1 Raiza the Storm
Monarch
3 Caius the Shadow
Monarch
3 Banisher of the
Radiance
2 Exiled Force
1
Dark Magician of
Chaos
Spells: 14
1 Lightning Vortex
1 Different Dimension
Reincarnation
1 Enemy Controller
1 Book of Moon
1 Hammer Shot
1 Fissure
1 Smashing Ground
1 Mystical Space
Typhoon
1 Soul Exchange
1 Swords of Revealing
Light
1 Brain Control
1 Nobleman of
Crossout
2 Reinforcement of
the Army
Traps: 8
1 Mirror Force
1 Torrential Tribute
3 Sakuretsu Armor
3 Macro Cosmos
Here are some cards I
am thinking of putting into the deck. Here
is what I have to work with:
Monsters
2 Mobius the Frost
Monarch
1 Jinzo
3 Peten the Dark
Clown
1
Neo Spacian
Grand Mole
3 Bazoo the Soul
Eater
3 Kycoo the Ghost
Destroyer
1 Marshmallon (when I
get one)
3 Gren Maju Da Eiza
Spells
1 Scapegoat
1 Premature Burial
1
Monster
Reborn
1 Giant Trunade
1 Heavy Storm
3 Dimensional Fissure
3 Grand Convergence
3 Chaos End
3 Soul Absorption
3 Soul Release
3 Chaos Greed
Traps
1 Magic Cylinder
3 Seven Tools of the
Bandit
3 Magic Jammer
3 Waboku
I am thinking of
adding Mobius and/or
Jinzo
to provide protection against spells and
traps, but I did not add Jinzo because I
realized he negated a key card in my deck
(Macro Cosmos). I am thinking 3 Caius may be
too much, but I am not sure. I like Mole's
effect, but I don't know if it would really
fit the deck's theme. Bazoo would help fuel
my RFG zone and Kycoo would be a good
counter to decks that rely on the graveyard,
like DAD and Zombies. I am intrigued by the
idea of Peten the Dark Clown. I have tested
it online, and it seems to work very well
(fueling the RFG zone and providing tribute
fodder, helping the deck get rolling before
I get Macro or Banisher). I am uncertain
about Dimensional Fissure, as it seems like
a waste with Macro and Banisher already in
the deck. Chaos End and Grand Convergence
are two cards that greatly appeal to me,
especially Grand Convergence. I like the
idea of Grand Convergence being able to act
as a Dark Hole any time during your
opponent's turn, but it seems a little
situational. I've also thought about
comboing Soul Absorption with the deck and
using Soul Release to help speed things up,
with Chaos Greed there to provide draw
power. Thank you for your time.
A Macro Cosmos deck, I
see. I like these. First, to comment on your
statements at the bottom, Mobius would help
things a bit (like clearing out anything
that stands in your way). Chaos End and
Grand Convergence, while they certainly are
powerful cards, won't help us out too much,
especially since there'll already be so much
removal in the deck that's not as
situational as those two. Bazoo, Kycoo, and
Peten also won't be needed because
everything that does their job (remove
stuff, provide Tribute bait, lock down the
Graveyard) will already be in here. Without
further ado, let's get to fixing things,
shall we?
Cards to drop:
- 3 Banisher of the
Radiance
- 1 Exiled Force
- 1 Hammer Shot
- 1 Fissure
- 1 Smashing Ground
- 1 Soul Exchange
- 1 Nobleman of Crossout
- 1 Book of Moon
- 3 Sakuretsu Armor
I dropped 13 cards from
your original 43. That leaves me with 10-11
cards left to add in. Banisher of the
Radiance was dropped because Dimensional
Fissure and Macro Cosmos already do that job
and don't take up our Normal Summon for the
turn meaning you could play your D.D.
Survivor / D.D. Scout Plane that same turn
you play your removal card. It's good side
deck material, though, in case you need a
body attached to the removal. Exiled Force
(just one) had to go because you already
have several cards doing its job. Hammer
Shot, Fissure, and Smashing Ground all went
for the same reason (and there's a better
option to use here). Soul Exchange was
dropped because you have all the Tribute
bait you need in the form of D.D. Survivor,
D.D. Scout Plane, and Brain Control.
Nobleman of Crossout was crossed out because
we already have several tools in our arsenal
to rid us of monsters, both face up and face
down. Sakuretsu Armor will be replaced by a
better alternative. Book of Moon as well.
Cards to add in:
+ 1 D.D. Scout Plane
+ 2 Thestalos the
Firestorm Monarch (if you can get it)
+ 1 Mobius the Frost
Monarch
+ 1 Enemy Controller
+ 1 Lightning Vortex
+ 2 Bottomless Trap Hole
+ 2 Seven Tools of the
Bandit / Magic Drain / Divine Wrath
That's 10 cards added
bringing you up to 40. Perfect. The third
Scout Plane had to come in for that extra
bit of Tribute bait and also to increase
your chances of drawing it. Thestalos
because you have so much Tribute bait and
hitting the hand will hurt your opponent
that much more. Mobius will help clear any
opposing threats. Enemy Controller in place
of Book of Moon for added versatility.
Lightning Vortex to replace Fissure, Hammer
Shot, and Smashing Ground to become mass
removal. Bottomless Trap Hole to replace
Sakuretsu Armor since, with the way things
are today, your Sakuretsu Armor might not
make it past the summoning since there's so
much to blow it away. Bottomless Trap Hole
is a safer option.
Now for the Counter Traps
to round things out, that's your choice.
Seven Tools will stop any annoying Traps
that come your way (like Solemn Judgment and
Dark Bribe). Magic Drain will either negate
something critical for your opponent (like
Destiny Draw or Allure of Darkness) or make
those Spell cards a bit more costly to play.
Divine Wrath will help to shut down your
opponent's monsters' effects.
There you have it. I hope
I did a good job on this using what you have
(and a bit extra). Good luck with this and
remember to have fun with it.
Well, that's it for
this one. Comments, questions, deck fixes,
suggestions for articles, etc. can be sent
to
darkdestructionv30@yahoo.com.
Until next time....
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