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Card Game Tips from fans
October 2009
Truly Immortal Hello Knight of Ni here again (after a bit of a delay) and I’ve brought you all a brand new deck design! In my hands harbors the incredible power of the Earthbound Immortals! They aren’t that great of a deck type; however, each one on their own can be truly intimidating. The one thing you may notice off the start is the lack of Immortals, well that’s because there are currently only 2 good Immortals (Asilla and Chacu). But in the next booster pack, Stardust Overdrive, 2 new Immortals are coming out. Anyways, I’ve only included 3 Asillas, because it can be a dead draw. For those of you who don’t know what the Immortals can do, here’s a summary: “There can only be 1 ‘Earthbound Immortal’ on the field. Destroy this card when there is not an active Field Spell. This can not be an attack target by your opponent’s monsters. This card can attack directly.” And then each one has their own unique ability. Asilla nukes your opponent’s monster when it’s “Removed from the Field” and then deals 800 points of damage per monster nuked! As you can see, he is the staple of this deck. Monsters x23 Earthbound Immortal Asilla Piscu x3 Destiny Hero - Dasher x2 Destiny Hero - Malicious x2 Destiny Hero - Dogma x2 Destniy Hero - Plasma x2 Darklord Zerato Dark Nephthys x2 Dimensional Alchemist x2 Phantom of Chaos x2 Dark Grepher x2 Card Guard x2 Elemental hero - Stratos
Spells x19 Allure of Darkness x2 Destiny Draw x3 Trade In x2 Advance Draw Veil of Darkness The Beginning of the End Terraforming Future Visions x3 Foolish Burial Reasoning / Monster Gate
Trap x4 Escape from the D.D. x2 Call of the Haunted Torrential Tribute
As you can probably tell already, this deck revolves around Summoning out Asilla as fast as humanly possible. This deck also uses the standard Destiny Hero Draw engine. Monsters: I’ve already mentioned Asilla’s amazing effect. This is your Black Rose of the deck. Destiny Hero – Dasher is here because he can Summon any of the tributes when you draw them (well, not Dogma and Plasma, but Asilla and Mailicious are great targets). He’s also fuel for the Destiny Draw engine. Mailicious provides an extra monster when needed and also thins the deck a bit. Also fuel for Destiny Draw. Dogma is fuel for Destiny Draw, Allure, and Trade In. Plasma (look dead above this). Darklord Zerato is just more field nukage. Plus, it’s not too hard to summon and can also drop a dead card in hand. Nephthys can be very easily Summoned as well and also destroys pesky Spells or Traps. What’s really special about that is the fact that it can destroy a Spell or Trap whenever it’s Special Summoned, not just from its own effect! Dimensional Alchemist can speed through your deck, fueling Escape from the D.D. and also gives it a little power to take out a few things. Not only that, but after it dies, you can then add 1 of your removed monsters to your hand. Phantom of Chaos is too good to NOT put in this deck. It has so many targets that work great. Perhaps remove an Immortal and then let it die so that you get a field nuke. Remove Darklord and get another form of field nuke. Remove Dogma or Plasma. The list goes on. Dark Grepher can be easily Special Summoned by ditching a dead card in your hand. Not only that, but by discarding another DARK, you can get rid of another DARK from your deck. At first this may seem counter-productive because this effect is a -1, but it really helps. Card Guard simply protects your precious cards, preferably your Fields. Finally, E Hero – Stratos searches for any of your D Heroes. Or it can simply destroy more Spells and Traps since your likely to have some sort D Hero on the field.
Spell: The majority of these Spells are just for drawing because you are vulnerable to have dead draws at some point. It’s helpful to get some more cards to work with. Allure O.o (OMG this card is in here!?) Destiny Draw ditches a lot of your useless D Heroes in hand and put them in the grave where they belong. Not only that, but it nets you 2 cards as well. Trade In…again, more draw power. Your main targets include Dogma and Plasma. Advance Draw could be sided if needed. However, it can force the “destruction” of Asilla, thereby nuking your opponent’s monsters, then allowing you to draw some more cards to mess with your opponent. Veil of Darkness helps to prevent dead draws. The Beginning of the End could also be sided because it has more specific requirements compared to the other draw cards in this deck, however if you can pull it off, it is massive draw power. Terraforming -.- Future Visions is your field for Asilla. You need this card to keep your Immortal out. Not only that, but it can stall out your opponent a bit. It pretty much retards Normal Summons for a turn. However since you’ll most likely be Special Summoning, you will have an advantage. Foolish Burial allows you to thin your deck. Nothing big here. Reasoning or Monster Gate, your choice here really. These cards can allow a quick Summon if you need one. Also it further thins the deck.
Traps: Escape from the D.D. is an especially good card. It does what it’s supposed to do (unlike most other Special Summoning cards). It can bring back ANY DARK monster that’s removed from play. Call of the Haunted O.o And lastly, Torrential Tribute. It provides even further nukage. My theory is, “if you can keep your opponent’s field empty, then they can do nothing to stop you! Muwahahahahaha!”
Well, I hope you like this design. It could probably use some revamping to perfect it, however, I fell it would work pretty well. It probably won’t win you any tournaments, but it may end up winning you some duels locally. Anyways, if you like the design, cool. If you need to email me for whatever…you know the deal. ilikepiewheeler@gmail.com or wheelersatthebeach@atmc.net
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