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Trading Card Game Tips from fans
May 2008
this tip is exactly what it implies, an old favorite
monster of mine has finally become a real game
winner thanks to the new dark emperor sd. the
monster in particular im talking about is the big
stick of the spirit monsters Hino Kagu Tsuchi, now
hino will always have a special meaning for me as he
was the very first rare i pulled out of a booster
pack and one of the first good cards i ever had.
unfortunatley for hino, he was released along side a
broken little crow, and even after that cards
banishment, hino never saw play because of his two
tribute status. now though thanks to the rampant
availability of the d.d. survivor/scout plane
tribute loop hino's negatives have become for the
most part a thing of the past. i built a deck
designed specifically to bring this guy back.
Hand RFG
Monsters 23
Hino Kagu Tsuchi x2
Caius the Shadow Monarch x 2
D.D. Scout Plane x 3
Cyber Dragon x 2
Jinzo
D.D. Survivor x 3
Horus lv 6
Horus lv 8
D.D. Warrior Lady
D.D. Assailant x2
Exiled Force
Banisher of the Radiance
Needle Worm
Don Zaloog
D.D. Crow
Spells 13
Enemy Controller x2
Giant Trunade
Magic Reflector
Shrink x 3
MST
Heavy Storm
D.D.R.
Reinforcement of the Army
Dimensional Fissure x 2
Traps 6
Macro Cosmos x2
Royal Decree
Torrential Tribute
Return from D.D.
Ultimate Offering.
Total 42.
let me explain a little how this works, most of the
cards are just from the DESD with some other staples
in there.the main combo this works off is turning
the 3 survivors and scout planes into an infinte
tribute/ wall. these cards also work great with
enemy controller, turning it into effectively a
change of heart. anyway you want to sac those
monsters for hino as soon as your opponent leaves
his defenses down, this isn't as risky as it always
used to be however since the D.D. returners will
protect you from counter attacks if hino slams into
a purple card of some kind or another. traps have
always been hino's biggest fear as since he returns
to your hand most forms of magic removal don't work
that well, so you want to either have decree jinzo
or use a trunade that turn you attack. just for the
record i have never once in all my time playing this
deck had my opponent recover froma hino attack,
topdecking your way out of the D.D. loop is just
about impossible. your main goal on defense should
simply be protecting cosmos/fissure so i put in a
magic reflector to hamper any monarchs. return from
d.d. isn't really needed that badly but it can't
really hurt, also needle worm may seem like a
strange choice but with all the giant beatstick
monsters running around with "special summon this
broken monster by removing blah blah amount of blah
blah type from your graveyard" needle worm first
turn can almost certainly damper things for them
because in most decks RFG means it if you're not
prepared for it.
strengths
very solid wall/tribute fodder
very disruptive
topdecking against this deck mid to late game is
almost impossible
stops super special summon monsters (Zerato, DAD,
ect)
weaknesses
Hino is always bad against traps
jinzo and decree will hurt your own cosmos'
if you can't get the cosmos/fissure scout
plane/survivor combo going your in for some dead
draws.
i know this was a long article, and if you have any
ideas on substitutions for some cards or some good
side deck ideas please let me know at
jonjrhr@yahoo.com
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