Forum:Help on a stall/lock deck

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Okay so basically I want this deck to completely lock the field so the opponent just really can't do anything at all. Any suggestions? Here's what I have! Right now the idea is to put out 1 monster, use narrow pass, keep their monsters off the field, and then if need be lock it with gravity bind or level limit.. and just keep stalling with the high defense 2200's etc. Also, forced requisition with snipe hunter is a good way to kill cards on the field and get them to discard. Any help!?!?!

Monsters:

Wall of Illusion x3

Gear Golem the moving fortress

Mysterious Guard x2

Labyrinth Wall

Gravekeepers Guard

Royal magical Library x2

Snipe Hunter x2

Swarm Of Locusts x2

Jowgen The Spiritualist

Balloon Lizard

Swarm of Scarabs

Soul Tiger

Guardian Sphinx

Spirit Reaper

Old Vindictive Magician

Magic/Trap:

Raigeki Break

Trap Hole x2

Forced Back

Forceed Requisition

Narrow Pass x2

Cold Wave x2

Soul Exchange

Magic Jammer

Robbin Zombie

Heart of Clear Water

Card Destruction

Compulsory Evacuation Device

Wall of Revealing light

Level Limit Area B

Magic Drain

Kaiser Colosseum

Gravity Bind

what you should have are: horus lvl 8/silent sowrdsman lvl 7/spell canceller, Jinzi/royal decree, destiny hero plasma and ojama king+ojama knight(3 ground collapses)Doz Bate 17:30, 2 March 2009 (UTC)

Dark Door Combo

In my stall deck I have a strategy that revolves around dark door. Just have cards that require the opponent to attack twice like gyroid, scrap-iron scarecrow, etc. while dark door is on the field. Then your opponent can't attack.

This is all well and good, but...

How do you actually win? Is it a burn deck? Do you expect the deck to last long enough that your opponent naturally can't draw any more cards? I can't see how this deck actually wins a game - keeping your opponent from attacking is not how you win. Runer5h 03:51, 11 April 2009 (UTC)Runer5h