Difference between revisions of "User:IPlay4Fun"

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(Cards I Want)
(About me)
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[[File:Placeholder|thumb|300px]]
 
==About me==
 
==About me==
Hi everyone I've been using this website for a few years now hmm... I had another account before but I forgot my password. :S I first started playing YGO around the time the Red-Eyes and the Vampire structure decks first came out in Japan. Don't know when that was though.
 
 
I really dislike players that just get into the game and decide to rip off a powerful deck made by somebody else. There's no creativity in it at all. Players who have played for a while and tried out different dueling styles, that choose to netdeck or use a popular deck, eg. Blackwings, are ok though. Because at least they like it and are not just trying to win without having fun.
 
 
I like monsters that are strong by themselves, and I look down on monsters that are weak individually, even if they can be a force to be reckoned with in larger numbers, eg. Frogs. Monsters that are strong on their own AND work well together are the best, though. This is why I main a beatdown deck. However, since the advent of synchro monsters, I'm also running a psychic deck, which I now use most of the time. Only when someone consistently beats me easily do I feel the need to switch to my beatdown deck. To clarify, I don't look down on decks consisting of weak monsters, just the monsters themselves. For example, I acknowledge that a frognarchs deck is strong, but the frog cards themselves are just puny. Come on. And why do I hate on frogs? My ex-flatmate played a frogs deck before it was such a huge thing. And he always beats me. Argh...annoying...hmph.
 
 
A consistent theme with every single deck I've ever built is that I always include a single monster card that is ridiculously overpowered, but is also usually impossibly difficult to summon. I just love summoning one of these bosses to the field, along with some spell/trap support it becomes unstoppable!
 
 
Anyway, here are lists of my current decks. Any '''constructive''' criticism would be appreciated, thank you very much.
 
 
{{Decklist|Beatdown Deck
 
|color = white
 
|color2 = black
 
|monsters =
 
* [[Obelisk the Tormentor]] x1
 
* [[Chainsaw Insect]] x3
 
* [[Thunder King Rai-Oh]] x3
 
* [[Mist Valley Soldier]] x3
 
* [[Jinzo]] x1
 
* [[Guardian Sphinx]] x1
 
* [[Evil Hero Malicious Edge]] x1
 
* [[Drillroid]] x1
 
* [[D.D. Warrior Lady]] x1
 
* [[Neo-Spacian Grand Mole]] x1
 
* [[Marshmallon]] x1
 
* [[Beast King Barbaros]] x3
 
|spells =
 
* [[Pot of Avarice]] x1
 
* [[Savage Colosseum]] x1
 
* [[Lightning Vortex]] x1
 
* [[Bait Doll]] x1
 
* [[Monster Reborn]] x1
 
* [[Swords of Revealing Light]] x1
 
* [[United We Stand]] x1
 
* [[Shrink]] x1
 
* [[Mystical Space Typhoon]] x2
 
|traps = 
 
* [[Magic Cylinder]] x1
 
* [[Compulsory Evacuation Device]] x1
 
* [[Mirror Force]] x1
 
* [[Torrential Tribute]] x1
 
* [[Skill Drain]] x1
 
* [[Call of the Haunted]] x1
 
* [[Dark Bribe]] x3
 
* [[Solemn Judgment]] x1
 
}}
 
 
I am purposely not using synchro monsters in this deck, because I don't like them. Sure, I think they're cool, but they kinda ruined the game for me. I only use synchro monsters in my other deck out of necessity, and also since they play such a huge part in today's metagame. So that makes Mist Valley Soldier kind of redundant, I suppose. I don't know what I could use in its place, though. You may have noticed that I favour stats over effects in this deck. Most of my spell/traps are just staples.
 
  
 
{{Decklist|Psychic Synchro Deck
 
{{Decklist|Psychic Synchro Deck
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* [[Krebons]] x2
 
* [[Krebons]] x2
 
* [[Psychic Commander]] x3
 
* [[Psychic Commander]] x3
 +
* [[Ally of Justice Catastor]] x1
 
* [[Magical Android]] x1
 
* [[Magical Android]] x1
 +
* [[Brionac, Dragon of the Ice Barrier]] x1
 
* [[Psychic Nightmare]] x1
 
* [[Psychic Nightmare]] x1
 +
* [[Iron Chain Dragon]] x1
 +
* [[Goyo Guardian]] x1
 
* [[Psychic Lifetrancer]] x1
 
* [[Psychic Lifetrancer]] x1
 +
* [[Ancient Fairy Dragon]] x1
 +
* [[Stardust Dragon]] x1
 
* [[Thought Ruler Archfiend]] x1
 
* [[Thought Ruler Archfiend]] x1
 +
* [[Colossal Fighter]] x1
 +
* [[Black-Winged Dragon]] x1
 +
* [[Red Dragon Archfiend]] x1
 
* [[Hyper Psychic Blaster]] x1
 
* [[Hyper Psychic Blaster]] x1
 
* [[Ultimate Axon Kicker]] x1
 
* [[Ultimate Axon Kicker]] x1
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}}
 
}}
  
I don't know how to use mind master to his full potential...I just added it because it was limited so obviously it was somehow a threat, but most of the time I just play him because he's a level 1 tuner. I am trying to go for a pure psychics deck, but I decided that Prime Material Dragon was just too good to not include in this deck.
+
* This deck has no specific style such as [[Beatdown]] or [[Mill]], but it's designed to have many types of Psychic cards in it to allow for different types of play, kind of like a [[Toolbox]] type deck.
 
+
* Psychic Snail, Psychic Commander and Destructotron are the main powerhouses of the deck, with Mind Protector splashed in as some kind of defense.
{{Decklist|Angel Lords Deck
+
* [[Final Psychic Ogre]] has low ATK for its LV, but its effect is really useful.
|color = white
+
* Doctor Cranium is this deck's searcher; I favour it over [[Pandaborg]] even though it has lower stats, because it's searching ability is far less restricted.
|color2 = black
+
* Psychic Overload is included to give the deck some draw power.
|monsters =
+
* [[Brain Research Lab]] is a key card that speeds up the deck and can be used as a temporary lifepoints buffer until I can recover sufficient life to use my monster effects again.
* [[Splendid Venus]] x1
+
* Every deck in today's game has some destructive 1 for 1 cards, and the one I'm using is Psychokinesis, able to destroy anything at the cost of 1000 lifepoints. A small price to pay for removing a potential threat and possibly allowing me to perform a direct attack.
* [[Hecatrice]] x2
+
* All decks also need some protective traps, and while Telepathic Power may not be as reliable as [[Dimensional Prison]] or [[Sakuretsu Armor]], it's secondary healing effect is much needed in a Psychic deck.
* [[Harvest Angel of Wisdom]] x2
+
* Telekinetic Charging Cell is very useful in this deck because it allows me to abuse the effects of monsters such as [[Krebons]] for an unbreakable wall, or [[Destructotron]] for destroying the backrow. Moreover, it's reusable.
* [[Meltiel, Sage of the Sky]] x3
+
* [[Prime Material Dragon]] is NOT a Psychic type, but it is crucial to this deck's success. Having anti-burn and anti-destruction effects, this card can nullify many otherwise dangerous cards, and even change some of my costs into healing my lifepoints. It can be deadly when combined with [[Psychokinesis]].
* [[Tethys, Goddess of Light]] x2
+
* Finally, about 1/4 of the deck consists of [[Staple]] cards, in the form of Dark Hole, Monster Reborn, Mirror Force, Dark Bribe, and Solemn Judgment, just to make up the numbers for the 40 card limit.
* [[Freya, Spirit of Victory]] x2
+
* Psychics sport a heavy synchro element and have much support for it, so I have included 6 tuners and 15 synchro monsters. Emergency Teleport and Psychic Tuning also assist in my synchro summoning and swarming the field.
* [[Marshmallon]] x1
 
* [[Athena]] x2
 
* [[Guardian Angel Joan]] x1
 
* [[Majestic Mech - Goryu]] x1
 
* [[Honest]] x2
 
* [[Tualatin]] x1
 
* [[Archlord Kristya]] x1
 
|spells =
 
* [[Valhalla, Hall of the Fallen]] x2
 
* [[Court of Justice]] x1
 
* [[Lightning Vortex]] x1
 
* [[Cold Wave]] x1
 
* [[Monster Reborn]] x1
 
* [[Swords of Revealing Light]] x1
 
* [[Mystical Space Typhoon]] x2
 
* [[Reload]] x1
 
|traps = 
 
* [[Mirror Force]] x1
 
* [[Divine Wrath]] x2
 
* [[Dark Bribe]] x3
 
* [[Solemn Warning]] x2
 
* [[Solemn Judgment]] x1
 
}}
 
 
 
I am basically trying to make [[Reggie MacKenzie]]'s deck in the GX manga, but maybe powered up a little so I can play it ok against today's meta...[[Splendid Venus]] is this deck's main card, although I don't really need it since nearly all my traps are counter traps. However her effect to drop all my opponent's monster's ATK by 500 is still useful. [[Hecatrice]] is for searching out [[Valhalla, Hall of the Fallen]] of course. [[Harvest Angel of Wisdom]] and [[Meltiel, Sage of the Sky]] are for counter trap support and also because they are low level. [[Freya, Spirit of Victory]] is my favourite card because she's so beautiful~ and it can also go with [[Court of Justice]], which I know is OCG only but that's ok since I play a hybrid deck anyway. [[Marshmallon]] is just awesomely annoying, as well as [[Honest]]. I have [[Athena]] for burn, [[Guardian Angel Joan]] for lifepoint recovery, and [[Majestic Mech - Goryu]] for damage. [[Tualatin]]'s effect is great if I ever pull it off, and [[Archlord Kristya]] is a must even though I special summon so much with this deck. I have [[Tethys, Goddess of Light]] as well as [[Reload]] for much needed draw power, but I don't know if it's enough. And finally I just threw in some good old [[Staple]]s for spell/trap support.
 
  
 
==Cards I Want==
 
==Cards I Want==

Revision as of 03:53, 10 October 2010

About me

  • This deck has no specific style such as Beatdown or Mill, but it's designed to have many types of Psychic cards in it to allow for different types of play, kind of like a Toolbox type deck.
  • Psychic Snail, Psychic Commander and Destructotron are the main powerhouses of the deck, with Mind Protector splashed in as some kind of defense.
  • Final Psychic Ogre has low ATK for its LV, but its effect is really useful.
  • Doctor Cranium is this deck's searcher; I favour it over Pandaborg even though it has lower stats, because it's searching ability is far less restricted.
  • Psychic Overload is included to give the deck some draw power.
  • Brain Research Lab is a key card that speeds up the deck and can be used as a temporary lifepoints buffer until I can recover sufficient life to use my monster effects again.
  • Every deck in today's game has some destructive 1 for 1 cards, and the one I'm using is Psychokinesis, able to destroy anything at the cost of 1000 lifepoints. A small price to pay for removing a potential threat and possibly allowing me to perform a direct attack.
  • All decks also need some protective traps, and while Telepathic Power may not be as reliable as Dimensional Prison or Sakuretsu Armor, it's secondary healing effect is much needed in a Psychic deck.
  • Telekinetic Charging Cell is very useful in this deck because it allows me to abuse the effects of monsters such as Krebons for an unbreakable wall, or Destructotron for destroying the backrow. Moreover, it's reusable.
  • Prime Material Dragon is NOT a Psychic type, but it is crucial to this deck's success. Having anti-burn and anti-destruction effects, this card can nullify many otherwise dangerous cards, and even change some of my costs into healing my lifepoints. It can be deadly when combined with Psychokinesis.
  • Finally, about 1/4 of the deck consists of Staple cards, in the form of Dark Hole, Monster Reborn, Mirror Force, Dark Bribe, and Solemn Judgment, just to make up the numbers for the 40 card limit.
  • Psychics sport a heavy synchro element and have much support for it, so I have included 6 tuners and 15 synchro monsters. Emergency Teleport and Psychic Tuning also assist in my synchro summoning and swarming the field.

Cards I Want

The Seal of Orichalcos

  • This card is just hacks, full stop.

Monster Reborn

  • This is a game winning card for sure. Revive a monster from EITHER graveyard and summoned in ANY position, with no cost whatsoever! It's no wonder this card's been forbidden so many times.

Dark Hole

  • Wipe out all monsters on the field, then summon one of your own, and attack for game! This card makes Black Rose Dragon rather redundant unless you play a Plant deck, and it was probably made legal for that purpose too.

Goyo Guardian

  • This card has huge ATK for a LV6 monster and it's like an unlimited Brain Control. Why not.

Brionac, Dragon of the Ice Barrier

  • I won't really need it unless my opponent sets up something really annoying, but I'd like one just for the prestige of having it.

Colossal Fighter

  • Basically an impenetrable wall that doubles as a 2800+ ATK beatstick, as long as I can keep sending it to the graveyard.

Iron Chain Dragon

  • Not really needed, but some aspect of milling the opponent's deck is always good, and it's got 2500 ATK, strong enough to trump most other LV 5 or 6 monsters.