Difference between revisions of "User:Ninja13"

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*[[Terraforming]]
 
*[[Terraforming]]
 
*[[Wonder Wand]] x2
 
*[[Wonder Wand]] x2
*[[Magical Dimension]] x3
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*[[Magical Dimension]] x2
 
*[[Secret Village of the Spellcasters]] x3
 
*[[Secret Village of the Spellcasters]] x3
 
*Staples
 
*Staples

Revision as of 08:29, 28 January 2012

Real Decks

These are listed in alphabetical order. Advice is appreciated, though I don't like pricey cards (which to me means most things >$10).

I don't live in a tournament area, so I only play these the following ways:

  • Against myself, using another one of my decks.
  • Against my cousin, who has been my only other IRL opponent since the Yugi/Kaiba starter decks.
  • On DN (username: Ninja#13).

Therefore, if I mention the strength of a deck, it is relative to my own decks, not against the current meta (unless it's a DN deck, in which case it is relative to the duels I've had with those decks).

All of my real decks are also on DN, though they may not always be up-to-date with any changes I make IRL.

Staples

In order to keep myself from having to buy Staples for ~20 decks, I have two sets of the following Staples that I add to most of my decks (two sets so that I can duel two decks against each other):


I'll most likely add the Solemn cards to my Staples, as well as a 3rd Duality, when I get enough for 2 sets. Feel free to suggest cards that I should include in my staple lists; It's best if they work in every deck that already uses the Staple spells above, though. Also, I don't have any more really good Synchros/XYZ except more Stardust and Number 17, so that's out unless it's cheap.

Six Samurai

Strategy: Swarm with Six Sams. Synchro if needed, especially Shi En.

Comments: This started with a half-assedly-made Six Sam deck using the original six, which worked out so much better than I thought that I started making improvements, especially since I got some good pulls out of some packs I bought for other reasons (Smoke Signal included). I plan on getting 3 Six Samurai United and at least 1 more Kagemusha for this deck. It's too bad Shien and Shi En don't work together like I thought... :<

Counter Fairy (not made yet)

Coming Soon

Counter Fairy

Strategy:

Comments:

Crystal Beast (DFF made)

Strategy: Summon beaters and beat things. Can Abundance OTK if needed.

Comments: I haven't tested this one much since I was able to get the cards I needed for it, but it's done fairly good when I used it. I didn't want to put Solemns in, so Release, Grand Mole and the 2nd Blessing are my replacements from the DFF list.

Cyber

Strategy: Get machines in the grave for Overdragon finisher. Alternatively, use Quickdraw for synchros (Drill Warrior works especially well).

Comments: I love this deck when it works. A 17600 Overdragon is a thing of beauty, only outshined by a 35200 Overdragon. I'm thinking of replacing the Larva and Zenmaisters, putting a 3rd Overload over a Power Bond (thought they were Semi-limited), and Fortress was put in there when I dismantled another Machine deck, so they might not stay either (since I already get monsters out of hand using Quickdraw, leaving less for it, plus I'd have to - to summon one from the grave).

Dark World (DFF made)

Strategy: Combos, combos, combos. Hope for no "C-C-C-C-C-COMBO BREAKER!" as I set up my Graphas and what-not.

Comments: This deck was made with the stipulation that it can only use cards from the Dark World structure deck. Long combos can pretty easily wipe a field and get full Graphas out. Sometimes it can have dead hands of Graphas/Goldds and no discard outlets which sucks, or sometimes Gate gets hit by a MST which also sucks. I took out a Dark Deal and Dark World Lightning for Ceruli, which has been working amazingly in this deck, especially with Broww/Snoww/Goldd.

I don't expect to ever use my Synchros, as the only ways this deck can get a tuner are unreliable. They're just there since there's space. I haven't used the XYZs either, thought they could at least be useable.

Destiny Hero/DED

Strategy: Get Destiny HEROes in grave, Fusion Gate/Chain Material my DEDs, use them continuously until the enemy dies.

Comments: This deck can be fairly inconsistent, but when it works it works. Malicious has been annoying so far, since it's dead in hand without D-Draw/Gate, but I'll keep it for now. I had Galaxy-Eyes Photon Dragon in over Grinder, but I figured GEPD is more of a "win-more" card in this deck (since I usually only summon it using 2 DED after a Gate Material), and Grinder can either fuel Trade-in or set up Plasma/Dogma, while GEPD can only do the former.

Dragon

Strategy: Get dragons in the grave, then revive/Mirror/Solidarity for big beaters.

Comments: This deck will be getting heavily revamped when I get my hands on the next structure deck. Solidarity turns my normal beaters into big beaters, my big beaters into huge beaters, and helps me use GEPD's summoning effect easier with Masked and the piercers.

Evil HERO

Strategy: Summon Evil HERO fusions, especially DG, MF, and LG.

Comments: This is my attempt at making a deck utilizing all 6 Evil HERO fusions. A while ago, this was one of, if not my best deck; however, now it's pretty slow and stoppable compared to the other decks. I think my Fiend and Rock line-up needs work (though I'm on the fence as to whether I want to focus solely on DG, MF, and possibly LG to drop the others for my Staples) and my Trap line-up is kinda odd and out of place.

Fabled

Strategy: Two Words: Synchro Summon. That is all.

Comments: I like playing this deck, although I usually have to stop and think for a bit on how I want to go about my business. Before it's mentioned, I am planning on getting 3 Grimro for this deck eventually, probably over Mirror Force (solitary Trap = MST bait), a Krus and a Nozoochee. Leviathan is reuseable at one, the Reds could go but I've actually been able to summon him before and he's mighty fine, I don't get as much out of Valkyrus as I should, King was my only Lv.7 before BRD and works fairly good against most boss monsters, and I can make 4 and 5 fairly easy. Lead and Stygian help get more out of the Kushanos in my hand after my Normal Summon.

Fairy (DFF made)

Strategy: Get Fairies in the grave, spam using Athena/Superbia.

Comments: I changed a few things from the DFF version to suit my playstyle:

  • I didn't like 2 Asmodeus; Tethys gives me even more draw power than I already have.
  • Court of Justice was dead too often, as was One for One; CotH is awesome with Superbia, and Celestial Transformation was just a physical card-sub for OfO until I realized that every time I had it, CT would be more useful than OfO.
  • I didn't want to bother buying Zerato, and Splendid works decently enough as something I already had.

Fortune Lady (not made yet)

Coming Soon

Fortune Lady

Strategy:

Comments:

HERO

Strategy: Two words: Fusion Summon. That is all. (This sounds familiar...)

Comments: Man, what I wouldn't give for The Shining and a legal Escuridao... This is one of my favorite decks to use. While typing this up, I saw a couple things I could probably change out of this (Wildheart, Parallel World, Skyscraper), but I'm not sure of my replacements, so it stays as is for now.

Ice Barrier

Strategy: Dump IB monsters into grave, bring back with Prior, set up lock down using Gantala/Prior. Synchro as needed (if possible).

Comments: This used to be a generic Legendary Ocean-based Water deck that worked fairly good, then I focused on Ice Barriers and it turned to crap. 3 Medallions and 2 more Prior later, and this has risen possibly even better than it was when generic. Secret Guards + Defender + Dai-sojo make a pretty tough lock, and the generals work pretty good. The old IB deck's main problem was actually doing something after a lock was in place, and while this one has a bit of the same, it's not nearly as bad and is much more consistent.

Lancer Frognarch

Lancer Frognarch

Strategy: Get Frogs in grave ASAP with Swap Frog, use Treeborn and Ronin for tribute fodder and Ronin/other frogs for Gachis, return Ronin-banished Frogs with Lancer for more Ronin abuse along with Poison Draw draw power.

Comments: I was going to make a different Frognarch deck when my cousin made this, which caused me to lose interest. He traded this to me, and it is superb. I put in Obelisk over the original 2nd LADD just because.

Magic

Strategy: Lock Spells with Village, get out Sorcerer/Decree to lock Traps.

Comments: This deck used to be even shittier than IB was; I had Horus instead of Village, and was trying to utilize Guardian Eatos and Exodius's summoning condition to get Sorcerer while still trying Chaos (needless to say, a monster-less graveyard is not condusive to Chaos). Now, with a good way to lock monster Effects and attacks, this could make a threatening lock. As is, Village still shuts down quite a few of my decks fairly decently, and is a vast improvement from it's original concept.

Marik (Gravekeepers)

Strategy: Get Necrovalley out. Swarm with Gravekeepers. Use Descendant to clear opponent field while recycling with Stele/Rite.

Comments: This can hurt several decks, though Dark World is basically unfazed and several decks can get around it through various means. Really depends on Necrovalley to work well.

And yes, I know I don't have Recruiter. When I went to buy some, they were out for the vendor I use, otherwise I'd have 3.

Reptile

Strategy: DUMP REPTILES INTO GRAVEYARD. That's very important. Get Vennominon, kill it with Limit/Rebirth/Offering/Torrential/Dark Hole/battle to use Rise, win with Vennominaga.

Comments: With enough Reptiles in the graveyard, Vennominaga is unstoppable (the only contenders are Cyber's Overdragon and Hero's Terra Firma with several tributes). The only hope for my non-Cyber decks is to prevent her summon or, if she gets out, to try for a Deck Out. Thank goodness that there isn't any way to give her Piercing... I could probably make it more focused on her; this deck was modified from a regular Reptile deck when I got my Rises, so some things don't fit that well (Gangi'el used to be my only target for W Nebula, which I don't have anymore).

Spell

Strategy: Get Citadel/Exemplar/Library out to gather Spell Counters, Synchro a monster(s) to abuse them with.

Comments: This deck can be very quick; unless I draw poorly, I can usually get an Arcanite or Tempest by 1st turn, even a Supreme if I need it. My cousin gave me this deck too (he has a habit of spending a lot of money on decks, then trading them to me when he's tired of them), which is why I didn't max out Arcanite/Tempest/Supreme Arcanite. Lifetrancer is there because I'm thinking of adding Ultimate Axon Kicker to this for an alternate strategy, though it might just hurt it.

Spirit

Strategy: Two words: Advantage. Card Advantage, to be precise. Spirit effect maintains Hand advantage, hand traps stop big plays, Legacy baits trap-hate for plusses, Creature Swap makes +1 with Spirits (+2 with Legacy), Yamata refills a low hand, etc.

Comments: This deck is annoying. I love it. With the above said, there's ways I can see to make this deck even more +able, but I prefer not to mess with something that isn't broken.

Zombie

Strategy: Dump Zombies in grave or suicide Turtle, can either swarm to overwhelm or use Bone Tower to mill and attempt Deck Out.

Comments: I want to get Plaguespreader and maybe Pain Painter in order to add the Zombie Synchros to this, which could assist in both halves of the strategy, but I'm still not sure if I want to spend for him. Hmm... Anyways, this has worked pretty good, though I have yet to test it with the Il-Bluds.

DFF-made DN Decks

HEROes Unite (DFF-made)

Strategy: Not sure, actually; I haven't use this yet. I'm guessing the same as HERO above, except with Mask Change.

Comments: I took out a 2nd Vapor and Vision HERO Trinity for Acid and Daian, because they weren't around when the request was made. Otherwise no comment for reason stated in Strategy.

Dragunity Valley (DFF-made)

Strategy: Get Phalanx in grave for easy synchros with Dux, use Cerburrel with Ravine for more easy synchros and to set up former situation, try and get out Avian/Thunderbird lockdown.

Comments: I liked this deck when I used it. Unfortunately, I ended up scraping the idea of making a real version, and I don't get on DN as often as I'd like.

Missing Staples (DFF-made)

Strategy: Set as many traps as needed (usually all of them except duplicates along with Strike/Fortune), activate and chain them ASAP for mighty burn/draw. Repeat until win, using Scarecrow and Metaion to stall as needed.

Comments: I stopped using this one after a couple wins. Why? The few duels I had were easy wins. I love this deck, but it's simply too powerful for me to handle :). Though I did just realize that Duality is a Staple, which I requested the deck not to have :( ; I don't think it figured into my wins, though.

Sacred Beasts

Strategy: CBs = Hamon, Trap Monsters = Uria, either + DNA Surgery = Raviel. XYZs when I can't summon a Beast.

Comments: I made this when I saw a comment on DFF saying you can't make a deck that summons all 3 sacred beasts. Needless to say... he was right. I mean, it worked better than I thought it would, but... eh.

Frog Horakhty

Strategy: Get my Frogs in the grave ASAP, banish them for Ronin, use Ronin for XYZs, Lancer, or a God card. Lancer returns frogs to keep Ronin live if things fail, which can also mean draw-power with Poison Draw.

Comments: One of two decks made after learning about Horakhty. This one's not very good either, although I love the Lancer Frog strat, and it makes summoning a God easier than the other deck.

Banish Horakhty

Strategy: Use Survivor as returnable tributes for God cards while cock-blocking a good chunk of meta with the RFP cards. Best play would be to RftDD Obelisk, Slifer, and three other monsters on my turn, tribute the three for Ra, then Horakhty, though that can be unlikely.

Comments: One of two hastily-made decks when I learned about Horakhty. Not the greatest, but I had a fun time when I had a Dark World duelist try (and fail) to draw through their entire deck for a Dark Hole when I had a field of Fissure and Obelisk. Never won with Horakhty, though (same as other deck).