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WiCkEd's Deck Garage
Bite To Break Skin: Interesting Tech Ideas
By: WiCkEd

1.09.06

Mmmmmmyeah. Hey everyone. Hope your holidays went well, I know mine did.  So, this article is mainly about explaining new ideas for tech to you all. I’m not saying it’s amazing, nor game breaking. But, in my experience using it, it’s not a bad choice to try them out and see where it gets you. Also note, this could be an on going series, as all of these tech ideas are coming from YOU VIEWERS/READERS. Send in some ideas. Also note, in these articles, I will only feature two to three ideas. 

TECH IDEA #1 Trap Hole/Nobleman of Extermination 

Creator: Trafl or (OhTheSkySoBlue), gave me this idea to try out. His reasoning behind this tech was:  

“With all the Sakuretsu Armors running around in 2s and 3s, it would make sense to tech Nobleman of Extermination, but, you’d remove your own. Trap Hole prevents this and provides the same amount of removal except in a different phase.” 

Now, most of us are not comfortable with change, especially when it comes to removing Sakuretsu Armors and removing space for Nobleman of Extermination. I will tell you friends, this one is WORTH a shot. I tested it for two-three weeks at a local tourney and it worked just as much as Sakuretsu Armor did. Some may find this a brash idea, bit I encourage you to test it. 

Way to Run This: +2 Trap Hole -2 Sakuretsu Armor, +2 Nobleman of Extermination

-2 something.  

Effectivity Rating: 55% (15%/35%) Where 55% is the chance of hitting the average Sakuretsu Armor and 15% to 35% is the chance to hit something else or be chained to. 

TECH IDEA #2 Time Seal 

Creator: xalbertxpure with the reasoning: 

“Yeh imagine getting beat down by a Thest and reaper” 

Personally, I would not want to imagine that. Well, I could imagine it, and the solution would be to scoop. When would this tech be good to run? Mid-late game when hand sizes are low. Or, at the beginning of the game when your opponent is more likely to waste a MST on your set Time Seal. I could see it being ran more late game, as that is when it would be most effective. 

Way to Run This: I could see this being added in to the normal Trap Line increase its size to between 6 and 9.  

Effectivity Rating: Early game- 30-35% to make an actual difference, Mid-Game- 40-45%, and Late Game- 55-60%.  

            Yeah, those are the only two ideas I can produce for you as of now.  Send in your ideas! Plasmamullet696@yahoo.com Also, I am no longer taking deck fixes. So please STOP sending them. Thanks!

                                                                                                                        -WiCkEd

        


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