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Gs's Deck Shop...(more Than Just A Garage...)
Topic Started: Jun 10 2005, 04:17 PM (1,737 Views)
Flame Champion
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ok, simply put, this is a place where :

1 ) I build a deck for you
2 ) I fix your deck
3 ) Ask questions about deck building
4 ) ask for help in defending against your meta
5 ) prices and trading values
(i don't know everything but I know people, and together I'm sure we got a lot of stuff covered...)


feel free to post here.

:duel: :joey: :kaiba: :rare:


***NEW***
CARD of the DAY

***DECK DISCUSSIONS***
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Flame Champion
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I'm not so good with hand control decks...the only control I use is clown.

but it seems that you could use a little extra removal. I'd take out the giant trunade for a smashing ground...

and maybe switch breaker for chiron. i think that chiron's re-useable effect here will help you out. in this deck breaker will be a one hit wonder...

that's all I've really got to fix.

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†Kyuuketsuki_Alucard†
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Thanks I think i'll post it out in the advanced deck area and see if i can get some more help.
Abandon all hope ye who enter here~ Dante's Inferno


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anyways, next card...

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Nightmare Wheel
Group: Trap Card
Type: Trap
Icon:Continuous
Select 1 monster. As long as this card remains face-up on the field, the selected monster cannot attack or change its battle position except by effect of a Magic, Trap, Effect Monster Card. This card inflicts 500 points of Direct Damage to your opponent's Life Points during each of your Standby Phases. When the selected is destroyed or removed from the field, this card is also destroyed.


advantages:

-paralysis of a monster
-burn damage

disadvantages:

i dunno...it's a trap card, and it's kinda slow?

really, it's not too bad a card, but with jinzo and royal decree, the traps need to be kinda low, and i'd rather be packing mirror force or torrential tribute...
but i mean, i run it in my fire burn deck and i used to run it in my dragonslayer deck. it has few cons, but it's just not up to speed with today's advanced traps.
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TopDecking Samurai
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BANKAI

Byser Shock! Do Byser Shock! :morp:

X-Box Live: Espada Muerta

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you want it? you got it.

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Byser Shock
Attrib: Dark
Type: Fiend/Effect
Level:5
Atk: 800
Def: 600
When this card is Normal Summoned, Flip Summoned, or Special Summoned, return all Set cards on the field to their owner's respective hands.

sorry, but if you're not summoning dark balter the terrible with this card, don't run it.... this card can be searched. it's got a bounce effect. so, clear off your field, metamorph byser into balter, and slam your opponent. i love doing that.

byser has pretty much no offensive power. so his usefulness relies in the ability to bounce, then morph, more or less. with byser shock, you should have 0 trouble making a pretty sweet bounce deck. provided you back it up with balter...otherwise, he's pretty much useless, since you don't setroy the cards , they just get put back into the hand, so they can be set later. but balter will help you out there.

i dunno...try it out?
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next card.

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Magical Marionette
Attrib: Dark
Type: Spellcaster/Effect
Level:5
Atk: 2000
Def: 1000
Each time you or your opponent activates 1 Spell Card put 1 Spell Counter on this card. Increase the ATK of this monster by 200 points for each Spell Counter on this card. Also, you can remove 2 Spell Counters from this card to destroy 1 monster on the field.

I built a deck around this card and constantly kept my opponent on the ropes. why? because:

#1. it's got some decent atk points.
#2. it's got field removal.

magical marionette is a tribute, which stinks, but it's really easy to get out, since putting spellcasters on the field isn't hard at all. so if you can get it out, a provide a constant supply of spell counters(through magic cards, trap cards, and of course, through marionette's effect, you should have no trouble keeping at least 2-3 spell counters on it.

i love this card personally. it's fun to play with. it's clever, it's concise, and it's got a good effect. if it was a level 4, it would be a pseudo-staple...

LOVE FOR MAGICAL MARIONETTE

as you can tell, i love spellcasters though, so I'm somewhat biased...so try it out and see!
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next card...

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Despair from the Dark

[ZOMBIE/EFFECT]
When this card is sent directly from your hand or Deck to your Graveyard by your opponent’s card effect, Special Summon this card to your side of the field.
Attribute: Dark
Level: 8
ATK (Attack Points): 2800
DEF (Defense Points): 3000


this card was released in the dark crisis set, and the zombie madness starter deck.
personally, i think this card stinks. sure it's got some decent stats. but who wants to summon it? frankly, it's effect is probably at best a 20% chance of summoning it...and I really don't like those odds. i'd rather play with vampire lord, ryu kokki or vampire genesis to get my work done.

really, it's effect doesn't have a thing to do with his playability. despair from the dark is junk. unless you build a deck specifically designed to utilize his effect. then he's not so much junk. but i still think he's junk.
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Donut
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"Its not pink, Its lightish red!"
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ok heres the deal i really need to figur sum tin out with spirit deck i bet this dude i could build a freakn spirit deck an well :kick: som A$$ lol but man im freakn stuck dude wat is your suggestion? btw great input wit the cards that is good thinkn
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mad props to JWD!
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CotD

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Avatar of The Pot
Attrib: Earth
Type: Rock/Effect
Level:3
Atk: 1200
Def: 1300
Send 1 "Pot of Greed" from your hand to the Graveyard to draw 3 cards from your Deck.

I'll make this short asnd sweet. In the words of pojo's coin flip...

"if i see you playing this card, I'll laugh at you. then insult your mother. you have been given fair warning."

why play a monster(1 card) whose sole benefit is to get rid of greed(1 more card) to draw 3...
thats hardly what I call card advantage...



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just for donut...


SPIRIT DECKS

well, to start, here's a list of spirit monsters.

LOD-000 Yata-Garasu
Fiend/Wind/Spirit/3/200/100
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent's Life Points, your opponent skips his/her next Draw Phase.

LOD-064 Maharaghi
Rock/Earth/Spirit/4/1200/1700
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. If this card is Normal Summoned, Flip Summoned or flipped face-up, see 1 card on the top of your Deck during your next Draw Phase before you draw, and return the card to the top or the bottom of your Deck.

LOD-065 Inaba White Rabbit
Beast/Earth/Spirit/2/700/500
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. This monster attacks your opponent's Life Points directly.

LOD-066 Susa Soldier
Thunder/Earth/Spirit/4/2000/1600
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. The Battle Damage this card inflicts to your opponent's Life Points is halved.

LOD-067 Yamata Dragon
Dragon/Fire/Spirit/7/2600/3100
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent's Life Points, draw cards from your Deck until you have 5 cards in your hand.

LOD-068 Great Long Nose
Beast-Warrior/Dark/Spirit/5/1900/1700
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. If this card inflicts Battle Damage to your opponent's Life Points, your opponent skips his/her next Battle Phase.

LOD-069 Otohime
Spellcaster/Light/Spirit/3/0/100
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. If this card is Normal Summoned, Flip Summoned or flipped face-up, you can change the battle position of 1 monster on your opponent's side of the field.

LOD-070 Hino-Kagu-Tsuchi
Pyro/Fire/Spirit/8/2800/2900
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. If this card inflicts Battle Damage to your opponent's Life Points, your opponent must discard all cards in his/her hand during the next Draw Phase before they draw.

LOD-071 Asura Priest
Fairy/Light/Spirit/4/1700/1200
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. This card can attack all monsters on your opponent's side of the field. You cannot attack your opponent directly if you attack any monsters first.

LOD-072 Fushi No Tori
Winged-Beast/Fire/Spirit/4/1200/0
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent's Life Points, increase your Life Points by an amount equal to the Battle Damage.

DCR-075
Tsukuyomi
(Dark/Spellcaster/4/1100/1400)
Spirit: This card cannot be Special Summoned. This card returns to the owner’s hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned, or flipped face-up. When this card is Normal Summoned, Flip Summoned, or flipped face-up, flip 1 face-up monster on the field into face-down Defense Position.

there's 2 problems with spirits.

1. weeding out what you need.
2. spirits return to your hand. during the end phase.

1st is easy. find someone who knows which spirits dont suck.(you've come to the right place)
2nd. the problem with spirits are that they return to your hand. solution? limit what your opponent can have on the field. this is done with my favourite underrated card: kaiser colloseum

Kaiser Colosseum
Group: Spell Card
Type: Spell
Icon:Continuous
When there is 1 or more monster on the field of the controller of this card, his/her opponent cannot place a monster on the field if the opponent would then have more monster on the field then the controller of this card.

it's unexpected, and it's very limiting. provided you have 1 monster on the field(just one measly pathetioc monster) they cannot play more than one monster.

also, there are other cards, normally which would be considered mroe or less useless, except in the rare case of spirits

example:

Spring of Rebirth
Group: Spell Card
Type: Spell
Icon:Continuous
Increase your Life Points by 500 points every time monsters return from the field to the owner's hand.

or

Spiritual Energy Settle Machine
Group: Spell Card
Type: Spell
Icon:Continuous
As long as this card remains face-up on the field, all Spirit monsters remain face-up on the field and do not return to their owners' hands during the End Phase even if they are Summoned or flipped face-up. Discard 1 card from your hand during each of your End Phases to keep this card's effect active. If you cannot discard, this card is destroyed. If this card is destroyed or removed from the field, all face-up Spirit monsters must return to the owners' hands immediately.

anyways, without further ado, here's the spirit deck I've come up with. it probably need s some work, but i think it'll doin a pinch.


17

1 Jinzo
1 Airknight Parshath

3 Inaba White Rabbit
2 Asura Priest
2 Otohime
2 Tsukuyomi
2 Spirit Reaper
1 Breaker the Magical Warrior
1 Sangan
1 Magician of Faith
1 Morphing Jar

17

2 Kaiser Colosseum
2 Smashing Ground
2 Creature Swap (why not? expect some serious field advantage)
1 Enemy Controller
1 Nobleman of Crossout
1 Delinquent Duo
1 Mystical Space Typhoon
1 Spring of Rebirth
1 Heavy Storm
1 Snatch Steal
1 Spiritual Energy Settle Machine
1 Scapegoat
1 Swords of Revealing Light
1 dark holel

6

2 Phoenix Wing Wind Blast (abuse kaiser colloseum)
2 sakuretsu armor
1 Torrential Tribute
1 Call of the Haunted

not bad...consider it my deck article on spirit deck building. :shadow:
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TopDecking Samurai
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Yes Creature Swap is King in this kind of deck very nice shinobie! :marik:

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next CotD...I'll do 2 since I'm going away for a bit...

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Flame swordsman
[WARRIOR/FUSION]
"Flame Manipulator" + "Masaki the Legendary Swordsman"
Attribute: Fire
Level: 5
ATK (Attack Points): 1800
DEF (Defense Points): 1600

if this card wasn't 5 stars or a fusion, people might actually play him...but, he isn't.

'nuff said.




and #2...

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Blade rabbit
[BEAST/EFFECT]
When this card is changed from Attack Position to face-up Defense Position, destroy 1 monster on your opponent's side of the field.
Attribute: Earth
Level: 2
ATK (Attack Points): 400
DEF (Defense Points): 300

i run this little rascal in my clown control deck. he's field removal, and he's searchable. what more do you want? sure he's a watered down dream clown, but who doesn't want lots of dream clowns in CLOWN CONTROL? run with cards like zero gravity, stumbling and labrinth of mightmare? deadly. did I mention clown control?

lol, there's no place for this little guy outside of it...but he does a fine job when he's put to the proper task. plus, isn't he cute?
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next card:

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magic reflector
[MAGIC CARD]
Select 1 Magic Card that remains face-up on your side of the field and put 1 counter on it. If the selected card is destroyed, the counter is removed instead of the card being destroyed.

this card is most useful when you've got something on the field that you want to stay there(eg. a card such as toonworld, or possibly even ALO). instead of the card going poof, the counter does. so, when you get hit with heavy storm, it'll stay there. this card is somewhat underrated, especially now. with magican of faith getting restricted to 1, it's even harder to get your magic cards back, so once heavy storm or MST go down, there's really nothing left to get your cards with. this is a solid defense, and since it's a one time use, they cant MST or heavy storm it, provided you play it immediately and dont leave it on the field...

like i said, it's situational, but it's protection for those cards you want to stay on the field.
give it a shot?

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card review...

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blade knight
[WARRIOR/EFFECT]
If you have 1 or less cards in your hand, the ATK of this card on the field is increased by 400 points. Also, if this card is the only monster on your side of the field, negate the effects of Flip Effect Monsters destroyed by this card as a result of battle.
Attribute: Light
Level: 4
ATK (Attack Points): 1600
DEF (Defense Points): 1000

ah, the infamous blade knight...
blade knight was huge when chaos was in charge. a potential 2000 beatstick who turned into chaos food? yummy.
but BLS is dead now.

I suppose blade knight is a good monster. like i mentioned before, if you find that your hand is frequently empty, he's a beatstick.( i rarely have an empty hand though) and if he's the only monster on your field, negate effects. I dunno about you, but I like having multiple monsters on my field. He has effects which place him in the good category. And yes, he's in my mystic deck, but I'm seriously considering chucking him for a couple zombyras or dark blades or something...

I rarely get to use his effects, and 1600 atk monsters dont do it for me, but this has a large part to do with my playing style. if you find that you're lacking field presence, or that you're topdecking a whole lot, then get this bad boy in there.
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well, here goes...a card resurfacing thats kinda been bugging me..

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star boy
As long as this card remains face-up on the field, increase the ATK of all WATER maonsters by 500 points and decrease the ATK of all FIRE monsters by 400 points.

this card is kinda pointless, even in your ALO deck. you get a boost from ALO already, and odds are, you're using nightmare penguin, which is another +200. star boy could be replaced by far more useful monsters. the only real advantage is giving mother grizzly a boost, and then getting something out of it when this beatstick goes boom. like another mother grizzly beatstick.

otherwise, i'd be packing nightmare penguin, amphibious bugroth MK-3, mermaid soldier, and all the other water cards which dont need star boy. especially since the second part of his effect hardkly ever gets used. no one runs fire...except the occasional burn deck.

star boy is poop.
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