Showing posts with label Budget. Show all posts
Showing posts with label Budget. Show all posts

Wednesday, February 5, 2014

Old Ideas in a New Format

Deck Idea #4:Hero-Beat




Hey everyone,
long time no update.
I have to admit its been a while since my last update, but i can assure i'll try to flex around my schedule for more blog posts to come.
On with the deck in question:
I was going through some old decks i chose to refurbish, and one i was exited on rebuilding was my old Hero-Beat build.
Its safe to say this deck is pretty sacky with its combos, and its the one idea that i had a tone of fun with.
On with the deck,aye?



monster line-up:

3x Elemental HERO Bubbleman
3x Elemental HERO Neos Alius
3x Traptrix Myrmeleo
1x Elemental HERO Ocean
1x Tasuke Knight
1x Blackwing - Zephyros the Elite 

spell line-up:

3x E - Emergency Call
3x Miracle Fusion
2x Gemini Spark
2x Shrink
2x Mystical Space Typhoon
2x Pot of Duality
1x Reinforcements of the Army
1x Book of Moon
1x Super Polymerization

trap line-up:

3x Call of the Haunted
3x Fiendish Chain
1x Bottomless Trap Hole
1x Void Trap Hole
1x Traptrix Trap Hole Nightmare
1x Compulsory Evacuation Device
1x Starlight Road

extra deck:

2x Elemental HERO Absolute Zero
2x Elemental HERO Gaia
1x Elemental HERO Escuridao
1x Elemental HERO Great Tornado
1x Elemental HERO Nova Master
1x Elemental HERO The Shining
1x Abyss Dweller
1x Daigusto Emeral
1x Daimond Dire Wolf
1x Heroic Champion - Excalibur
1x Lavalval Chain
1x Number 101: Silent Honors ARK
1x Photon Papilloperative




The deck:



With my nigga Stratos gone, this left HERO players is a awkward position. HERO players now have to deal with the loss of their main searcher and fusion bait.
Of course the deck will never be the same,
but this only opens up more opportunities for different ideas and diversity.
With E-Call being a Lack-Luster replacement, there's no saying that it's not the greatest, but it's just something we just have to deal with.
Star of the Deck:

This card is unaffected by the effects of "HoleNormal Trap Cards. When this card is Normal Summoned: You can add 1 "Hole" Normal Trap Card from your Deck to your hand. When this card is Special SummonedTarget 1 Spell/Trap Card your opponent controlsdestroy that target.



Out of all things, calling Myr "Star of the Deck" is a stretch, but she's earned that label.

Myr acts as a searcher for your various trap hole cards, and bait for them also.
Remarkable enough people spend resource to get her off the field, which i never really understood much.
I chose Myr since she's a relative charlatan of the deck in a first turn,
having players think they're playing against Traptrix.
Accompanied with shrink, she can be quite an issue for average atk monsters (1700-2500+),
and as rare as it happens these opportunities do come up.

There is no better feeling than Myr-Search  > Set 5.

With Cards like Zephy and Tasuke, this deck really relies on Baiting and stringing together combos.
And with Stratos gone, there's not much leeway to work with.

Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to activate 1 of these effects;
● Send 1 card from your Deck to the Graveyard.
● Choose 1 monster from your Deck and place it on top of your Deck.


One of the most important cards in the extra; Chain is the primary card used to set up in this deck.
I mainly use it to dump Zephyros or Tasuke depending on the kind of play im going for.
As useful as those cards are, you really don't want to draw into them,
so dumping with Chain is the best option.

Not only can chain set up plays,but its also fire, which means its bait for Nova. And this alone adds to some explosive plays the deck can spill out if conducted correctly.

Ive chosen to run Void and Nightmare instead of two of either.
There is a reason for this, which is one you're able to chose over the other since this is expendable.




Since im running a facebook page, All Q&A will be placed there for the deck.
Will expend on the deck later,
but until then its still up in testing phase.

until next update,
Curran out-

Friday, December 20, 2013

Budget Deck: Skill Drain Archfiend

Skill Drain Archfiends




Hey everyone,
Curran back with another deck list for you.
With the release of the new ban list for January here, I've taken into account some deck ideas i had that couldn't get off the ground due to some consistency issues, be it 1 card or multiples.
With Tour Guide off the List, I've been able to test around with archfiends a bit more due to her search power, something that was hindered due to her being at 2 in the previous list.
Enough chit-chat, on with the deck:


monster line-up:

3x Archfiend Cavalry
3x Archfiend Emperor, First Lord of Horror
3x Archfiend Heiress
2x Archfiend Commander 
2x Trance Archfiend 
3x Tour Guide From the Underworld
2x Effect Veiler
2x Maxx "C"
2x Tragodia

spell line-up:

2x Falling Down
2x Forbidden Lance
2x Mystical Space Typhoon
2x Creature Swap
1x Dark Hole
1x Allure of Darkness

trap line-up:

3x Skill Drain
2x Archfiend's Roar
1x Escape from the Dark Dimension 
1x Call of the Haunted
1x Threatening Roar

extra deck:

1x Abyss Dweller
1x Downered Magician 
1x Evilswarm Thanatos
1x Number 66: Master Key Beetle
1x Number 101: Silent Honors Ark Knight
1x GaGaGa Cowboy
1x Maestroke the Symphony Djinn
1x Number 85: Crazy Box
1x Photon Papilloperative 
1x Number 107: Galaxy-Eyes Tachyon Dragon
1x Number 49: Fortune Tune
1x Mechquipped Angineer
1x Leviar the Sea Dragon
1x Temtempo the Percussion Djinn
1x Wind-up Zenmaines 



the deck:


For someone who has never played archfiends before, it took a bit for me to get used to the deck. It seemed simple enough, use Cavalry to get back bigger archfiends that are in the grave through his effect when he's popped off, then using Satan to sit for days until they scoop because of a 3k beater they couldn't get over late game.
As Simple as this seems, it took a bit of time for me to get used to this idea of grave reliance. Adding Skill Drain to the equation just made my troubles that much more annoying when i only had so many options to go through during turns.
Or at least, that's what i thought for a while.
But eventually, i've gotten used to this idea, and eventually growing a liking to the deck.
Playing around skill drain was a big thing this deck is capable of if played correctly, which made it that much more fun.
Lets look at the star of the deck:

If this card is sent to the Graveyard because of a card effect or being destroyed by battle: You can add 1 "Archfiend" card from your Deck to your hand, except "Archfiend Heiress". You can only use the effect of "Archfiend Heiress" once per turn.



As simple as this card seems, The plays you're able to pull out of this card is phenomenal.
Since its searchable through Tour Guide, getting Heiress out the deck then utilizing her effect are a prime reason i chose this deck.
The search power heiress has isn't limited to Archfiend monsters, But also the trap in the deck, which can be a game-changer if used at the correct time.
One thing i see players try to combat is when heiress is detached from an xyz.
To clear this up, lets look at heiress' effect:
"If this card is sent to the graveyard because of a card effect"
This simple wording can make a difference if heiress' effect will activate when detached as an effect, or detached as a cost.

Level 3 monsters
During each of your Standby Phases: Gain 500 Life Points. This card cannot be targeted by card effects. If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead. When this card is sent from the field to the Graveyard: Target 2 Level 3 monsters in your Graveyard; shuffle them both into the Deck, and if you do, return this card from your Graveyard to the Extra Deck. You can only use this effect of "Number 49: Fortune Tune" once per turn.



Level 3 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster you control; change it to face-up Defense Position, and if you do, it cannot be destroyed by battle or by card effects this turn.


There is one Crucial difference between these cards.

Angineer states that: 'you can detach 1 xyz material from this card,'

which means that this is a cost in order to activate this effect.

But, 
Fortune Tune states that: 'if this face-up card would be destroyed, you can detach 1 xyz material from this card instead.'

This effect, being a continuous effect, which heiress is able to activate off of.



Also, being an archfiend card, you're able to use cards like Falling and roar when you need them.


Satan allows for easy beating under skill drain,
but unlike most cards that are effected by the trap, his effect to destroy himself still applies at the end phase.
Its safe to keep that in mind to help get back with Calvary.

Overall the deck is fun to mess around with.
One thing to note is you want to do your silly shenanigans before skill drain is flipped,
the deck isn't hindered much under skill drain, but popping off things with emperor is a must before you lock the field down.


Q&A:



Why not two call of the haunted and one roar? seems to work a bit better for Cavalry.
This was just a personal preference, nothing between the two. You could easily swap between them.
I just chose with 2 roar because in some occasions i won't be able to get back a monster with cavalry, so i'd rather have him on the field as protection.


Favorite card in the deck?
Heiress hands down,
love the artwork.


What brought this deck about?
Just some ideas i had, nothing big behind it.





also i got a Facebooks now, would love to see ya there.



until next update.
Curran out-