Forum:Help reducing GK's deck to 40 cards
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Visionary 2 Chief 1 Guard 1 Spy 3 Assailant 3 recruter 3 Desendant 3 Commandant 2
Solidarity 2 royal tribute 2 Dark hole 1 Allure 1 Book of Moon 1 Stele 2 MST 2 Necrovalley 3 Smashing Ground 2
Solemn Judgement 1 rite of spirite 3 Dimensional Prison 2 Mirror Force 1 Torrential tribute 1 Bottomless trap hole 2 Trap Stun 1
That's my deck, I know about solemn warning replacing bottomless trap hole (though bottomless is superior against machina Gadgets.), so please don't comment on that. So I need to take out 4 cards, actually 5 because of pot of Duality.--68.238.217.102 (talk) 17:04, July 21, 2011 (UTC)
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take out chief and guard. also take out solidarity and smashing ground. put in magicians circle. maybe a mage power or united we stand. or both
no, that won't work, I guess I can take out Guard and Cheif, but Soldaity & smashing Ground stay, any other ideas?--68.238.217.102 (talk) 17:08, July 21, 2011 (UTC)
they suck why keep them?
They suck??? LOL. Smashing Ground is great monster destruction, and Solidarity is almighty attack power.--68.238.217.102 (talk) 23:17, July 21, 2011 (UTC)
yes they suck they just take up space you can use for better cards. like if you want to get rid of face up monsters lightning vortex can use it to destroy and power up visionary. or revive with rite or spirits. and solidarity just istn worth it. mage power and united we stand would do better.
^^ can't tell if trolling... or just very stupid. Lappyzard (talk • contribs) 02:19, July 22, 2011 (UTC) are you talking about yourself?
I run GK's, I have some ideas. Take out Chief for sure, not really worth it. Take out a Visionary, or both, without Magician's Circle (which I run two of) Visionary could easily be a dead draw. I'd say keep Guard, catches Stardust and stuff off-guard. You don't need Smashing Ground with Descendant, you'll keep the field clear anyway. MAYBE take out a Dimensional Prison too. Djjomon (talk • contribs) 03:38, July 22, 2011 (UTC)
Gah.
Yours
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To This
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Nnh.-Resk (✩) 11:34, July 22, 2011 (UTC)
Here's my new deck:
Gravkeeper's
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-2 Visionary, -2 Solidarity, -1 Smashing Ground, -3 Assailant, -1 Trap Stun, +1 Giant Trunade, +1 Mirror Force, +3 Malefic Cyber End Dragon, +3 Malefic Stardust Dragon.BobaFett2 (talk)
This is how GK's should be built:
GK's That Are Actually Good
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Monster Cards (14)
Spell Cards (14)
Trap Cards (12)
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Source: The several dozen YCS tops over the past couple months. You can't argue with that much success. Lappyzard (talk • contribs) 20:58, July 22, 2011 (UTC)
That looks great, could you link me to where you found it?--68.238.217.102 (talk) 21:55, July 22, 2011 (UTC)
Only thing is I can't afford Solemn Warning (though I could maybe get it for my birthday, Its price is lowering.) and I feeling 1 assailant is too little I'll try it though.--68.238.217.102 (talk) 21:58, July 22, 2011 (UTC)
http://www.konami.com/yugioh/blog/?p=6179 Top 32 decklists form the most recent YCS. Bottomless Trap Hole is currently the best substitute for Warning. 1 Assailant is just fine, you could try 2 if you wanted though. Lappyzard (talk • contribs) 22:25, July 22, 2011 (UTC)
I september, Gk's may get hit, so in that case, I'll add a second assialant, and thunder king if recruter goes to one, I find 14 monster way too little when searching with recruter and spy.
My Edits, by Crackers
For your Gravekeeper build, I would try this Deck. It's the build my friend uses and I have yet to see him lose with it:
17 Monsters
- Gravekeeper's Spy x3
- Gravekeeper's Descendant x3
- Gravekeeper's Recruiter x3
- Gravekeeper's Commandant x3
- Gravekeeper's Guard
- Genex Ally Birdman x2
- Effect Veiler x2
15 Spells
- Necrovalley x3
- Royal Tribute x2
- Gravekeeper's Stele x3
- Dark Hole
- Pot of Duality x2
- Mystical Space Typhoon x2
- Book of Moon
- Mind Control
8 Traps