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Brief Guide on Sylvans (part 2:
spells/traps) - by Baneful
Right now the standard line-up is 3 Soul Charge, 3
Mount Sylvania, 3 Miracle Fertilizer and 3 Sylvan
Charity.
Let's go through them one by one.
Soul Charge
is for reviving Hermitrees and Sagequoias to
excavate and then XYZ.
You can revive Veiler for Synchro
opportunities and Lonefire for searching.
However, you cannot attack, but that's okay.
You use it to build card advantage for the
next turn.
So you +1 from excavation and then you use
your Draccosack-Felgrand combo to put the opponent
in a difficult spot.
Miracle Fertilizer
is a weaker version of Soul Charge but more
versatile since you can also attack.
Use on Hermitree usually, or Sagequoia.
However, you cannot Normal Summon, which sucks for
cards like Marshalleaf and Kuribandit.
Doesn't make much sense to use this card on
the same turn as Soul Charge, so use it on a aggro
turn after you gained the card advantage previous
turn.
Or, if you draw Fertilizer first, just use it to get
the engine flowing.
Sylvan Charity
is a staple what else is there to say.
What I usually do is return a situational
card I don't want to draw at the time first, and
then a good excavation card on top of that.
Or you can return 2 cards to be excavated if
you have the means.
Mount Sylvania
is like Dragon Ravine.
Its used for speed more than direct card
advantage at first.
Its worth discarding to fill up your grave
and you set your deck up for excavating.
Excavating at the opponent's End Phase is
harder to prepare for, but the longer Sylvania is
out, the more plusses you'll get out of it.
Even if your opponent MST's it, you still
have 2 more.
Borderline staples like Pot of Duality, MST and Dark
Hole are generally not used here because they don't
focus toward the Sylvan engine.
Besides Sylvans do a lot of removal by
themselves if you can make them consistent enough.
As for other spell cards...
Rank Up Magic the Seventh One can definitely work
well but some players avoid it due to the fact that
its inert from the core Sylvan engine.
Trade-In can work with Hermitree, but don't
use more than 1 of it.
Reasoning is risky, as it could either
Sage/Hermit fast or it could be a dud like
Marshalleaf.
One for One may work, but Cherubsprout is
probably better for the engine.
Archfiends Oath sounds interesting, but it also may
complicate the spell line-up as monsters have plenty
of excavation potential already, so I dunno on that
one. As
for generic Plant support, Fragrance Storm is too
much of a -1.
Mark of the Rose could work in a more aggro
oriented build for sure.
As for trap cards, Sylvan decks should go light on
them.
In fact, Sylvan toppers like Jeff Jones have avoided
traps entirely because even the lighest Trap line-up
is victim to Wiretap anyway.
Instead make the playset of Wiretaps useless
by not running any traps.
And use 3 copies of Rose Archer to protect
yourself against your opponent's trap-heavy setups.
Perhaps in another format, the basic Solemn Warning,
Torrential Tribute, Breakthrough Skill and
Bottomless Trap Hole could certainly work though.
But I'd never exceed 6 traps due to the
monster-engine focused nature of the deck.
Think Mermails.
- Baneful
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