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Water/Dark/Fire Hybrid; Not Dragon Aggro!
Topic Started: Jul 16 2013, 09:56 AM (597 Views)
K-rick
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So before we get started, I want readers to know that I am totally aware that it is more than likely a list like this below cannot compete with any of the common lists in our meta right now, so please don't flame! However, if after reviewing the list you have suggestions that can improve the consistency of the deck, or have some ideas for some cool/fun synergies that are available feel free to let me know! I'm open to anything but Dragon Aggro.

Darkness: 20

3x Terror Pit
3x Bone Blades
3x Mesmerize

3x Scaradorable of Gloom Hollow
2x Death Smoke
2x Fumes
2x Dark Scaradorable
1x Skull Shatter
1x Dracothane of the Abyss

Water: 12

3x Logos Scan
2x Crystal Memory
2x Spy Mission

2x Reef Eye
2x Aqua Seneschal
1x General Finbarr

Fire: 12

2x Barrage
2x Tornado Flame

2x Jet-Thrust Darter
2x Gilaflame the Assaulter
2x Tatsurion the Unchained
1x Moorna, Gatling Dragon
1x Infernus the Awakened

Multi-Civ: 6

2x Shadeblaze the Corruptor
2x Freakish Test Subject
1x Grip of Despair
1x Squillace Scourge

Total: 50 (24 Spells, 26 Creatures)


I tried to draw from the roots of early DM WDF control. Apply early pressure and deal with threats as they arise (hopefully). I hoped to add some finishers to beef the deck up late game and extend it's longevity (Dracothane and Squillace in particular although Shadeblaze can also help here as well).

Cards that I've considered toying with are as follows: Root Trap (counter Lux/Orion), Overcharge/Kronax (beef Moorna up a bit more, but also to increase the potential of Seneschal and Freakish Test Subject). I've also pondered Cyber Lord Corile (to help set my 15 Shield Blasts; but yet I believe I have better options to play turn 3 and later), Ghost Spy, Specter Claw, Reef Guard, Fluorogill Manta, Dream Pirate (to boost defense, yet still allow to me to become aggressive when need be) and Hydro Spy. Dark Return or may also help to make the deck more tool-boxy and help me return my lost finishers (yet I think it's likely there are usually more ideal plays late game).

Any and all feedback is greatly appreciated! I'm also willing to answer any questions that may come up.

If you have any questions on how the deck may run, please see the below link, which is my first play-through of the list and was played on TCO...

Very Close Match: WDF vs WDL Control
Edited by K-rick, Jul 17 2013, 07:20 PM.
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ZeroVash
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Why not Corile btw?
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K-rick
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K-rick
Jul 16 2013, 09:56 AM
I've also pondered Cyber Lord Corile (to help set my 15 Shield Blasts; but yet I believe I have better options to play turn 3 and later),
This was taken from my OP. I just feel as if there's other things I could be doing on turn 3 which may prove to be more helpful later game. Seneschal and Test Subject provide 3 cost creatures which have some pretty important attacking abilities for the build, Gloom Hollow provides a very solid blocking body to help against the seemingly ever prevalent rush match-up nowadays, while Jet Thrust provides a fast-attacking body and a potential win condition late game (and is even another counter to rush).

Like I said though, I am open to suggestions! If you think Corile would be better suited in the list, then I will likely test him. Possibly just swap with Seneschal? What do you think?

Also, in-case anyone is interested, here is my very first play-through with the list above on TCO. Please only comment on my misplays if you can tell me what the better decision would have been! Don't tell me I'm stupid, I already know :).

Very Close Match: WDF vs WDL Control (link will also be inserted into OP)
Edited by K-rick, Jul 17 2013, 07:19 PM.
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RedRaptor10
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Some of the 2 ofs seem weird to me. For example the x2 jet thrust and x2 gilaflames. I always thought Reef-Eye was best run in 3s idk.
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K-rick
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RedRaptor10
Jul 17 2013, 08:08 PM
Some of the 2 ofs seem weird to me. For example the x2 jet thrust and x2 gilaflames. I always thought Reef-Eye was best run in 3s idk.
It's not entirely meant to be a pure/straight-up control deck. It's a bit of a hybrid between control and mid-range agro. As I said in the original post, I drew from some of the roots of early Duel Masters WDF control (which won so often because it was able to be aggressive while it controlled the game). It wasn't uncommon for decks in my local to run Rikabu, the Dismantler, Twin-Cannon Skyterror, and Pyrofighter Magnus in the same deck. The idea then was to hit shields in an aggressive manner, contain the mid to late game threats, and then hope to draw into/top-deck a speed attacker to swing for game (this was shortly before the Bolmeteus era).

Gilaflame is huge in this deck even if he isn't applying pressure and hitting shields from turn 4 onward. When drawn, he definitely helps to keep rush decks in check, and he's great spot removal against anyone playing aggressively. The same can be said for Freakish Test Subject, who has the added bonus of threatening finishers to stay untapped so I can whack them with Death Smoke.

In general though, most cards that are two-ofs are kept at that count to limit the number of times I see them a game, and to cut down on the number of potential bad draws I can have. Reef Eye in particular is really only of great benefit to me when I'm playing against rush and agro. In the control matchup, he's often a dead draw anyway since more often than not, my shields aren't hit to keep me in top-deck mode. The same logic can also be applied to Gilaflame, Fumes, Jet-Thrust, and Seneschal. However, the fact that these cards are all 4 cost and less provides an ample number of targets for Dracothane to hit in the even my early game aggressive options are banished.

I'm also of the opinion that it helps to win against Andromeda and Lyra when I swarm. This is also another reason why Dracothane is present. Dark Scaradorable is a two-of play because he helps as spot removal and can pop the extra shields from Andromeda while I swing in with my fast attackers for the game.

Granted, much of this is just speculation. I've tried to create a list with tons of synergies (Dark Scaradorable + fast attackers, Dracothane + fast attackers/Fumes/blockers, Moorna/Test Subject + Shadeblaze). Each of the cards serves a great purpose of their own, so win conditions are hopefully present even when I can't get card combos off (this is the general idea behind teching cards anyway).

I've only played a single duel with the deck as is. This duel took place on TCO and the link for the game is up above in the OP if you're interested to see it in action.

But I'm more interested in your input about how I can improve the deck. What are some other techs I should use? How should I change up the numbers? I'm open to anything but Hyperspeed Agro. Gorby sent me the deck profile for his list, and I watched it in action, and I really liked it! I'm just very stubborn and opposed to running Bottle, which really helps the deck get rolling in a tough situation, and am of the opinion that it can run into consistency issues. On another note, I'm also just looking to run something new/different/uncommon.

Sorry for TLDR!
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RedRaptor10
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Sounds good.

Looking at the decklist again, I would probably:

-1 or -2 Dark Scaradorable (reduces the amount of Darkness, I never thought he was that good IMO)
Dragon's Breath over Barrage
-1 Death Smoke, +1 Grip of Despair (adds more shield blasts, can target tapped creatures, acts like a terror pit with no hand)
Maybe try to fit in Rusalka for anther target for Dracothane and also might help vs. rush.
Would also look into Cyber Lord Corile like ZeroVash suggested. Idk what to replace it with though.
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K-rick
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Good suggestions, thanks!

I like the Dragon's Breath over Barrage the most and will definitely be trying that out over the next few days. I'll also do some tinkering and see where I can fit Corile in as well. I'm a bit iffy on the Dark Scaradorable and Death Smoke switches, but I suppose in the end, it can't hurt! :)

Thanks for your help!
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K-rick
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Tested this list out tonight. Was, meh. Went 2-2 in four rounds of swiss in a 25 person tournament. Beat a mono darkness deck, and a LWN aggro deck. Lost to LWDN control, and a 5 civ dragon deck.

The big players:

Dracothane
Seneschal
Gilaflame
Shadeblaze

Dracothane was extremely useful in more than a few cases. I brought back fast attackers and Fumes multiple times over the night and it really did work wonders. Shadeblaze on the next turn often did help to secure my win if Dracothane didn't.

For the most part, as blockers hit the field, they were easy to deal with. TtU worked his magic being able to remove Aqua Strider and Lemon, and so, I don't think I'm likely to replace him with General Skycrusher like some people at my local suggested.

The fact that General Finbarr is a one-of means that he was pretty useless. He didn't enter the battlezone once the entire night, and more often then not ended up as an early mana play. I don't even recall wishing to have seen him late game. He'll likely be taken out.

Dark Scaradorable was cool in the mono darkness and LWN aggro match-ups, but didn't really prove to help much in the games I played against Andromeda like I thought he would. Mostly, this is because Andromeda was played back to back in all 3 games that I had seen him tonight. I suppose I wouldn't mind getting rid of him either.

To remedy the situation, I think I definitely will be adding another Grip of Despair. So at the moment, my count is at 25 spells, and only 23 creatures. Looking to add another 2 (ideally low cost) creatures, while keeping the civ counts fairly even. Possibly Rusalkas? Although Soul Vortex may be sort-of cool as well.
Edited by K-rick, Jul 20 2013, 08:57 PM.
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