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