Forum:Thinking on making a Flint Lock deck

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I am thinking on making a Flint Lock Deck, based around the Flint Locks, Flints, and Morale Boosts... however i am having trouble figuring out how to best make it, any suggestions? ~MEOW~ Might of the BIRD Empire~~ 20:17, 20 March 2009 (UTC)

VERBOSE POST WARNING
I'm going to be meandering a bit, so bear with me.
Obviously, 3 Flint, 3 Flint Lock. The Morale Boost is a really good idea, actually: equip Flint to an opponent's monster, then re-equip it to Flint Lock, and poof! 2000 Life Points. (Of course, if Flint gets destroyed, then you only get a net of 1000, but that's still pretty good.) I'd think that Iron Blacksmith Kotetsu would be good for getting Flints, and maybe Fairy of the Springs to re-use them. Shining Angel could get out Flint Lock.
Now, how would we actually win with this deck? Hmm... how about The Agent of Judgment - Saturn? My basic idea now is that we want to keep re-equipping Flints, raising our life-points enough so that we can destroy the opponent with Saturn's massive burn. So, I'm thinking 3 Saturn, and 3 The Sanctuary in the Sky. And another way to re-equip Flint? Cyber Raider. It'll equip Flint to itself when summoned; then you can re-equip it to Flint Lock.
Heck, as long as we're using equip cards, how about Raregold Armor? Equip that and Flint to Flint Lock, and your opponent's monsters will have to attack it - but it can't be destroyed by battle, so what's the point. Also, I haven't actually suggested a monster with more than 1500 ATK other than Saturn, so you know what that means - Sangan.
In my opinion, we won't need to use Messenger of Peace, Gravity Bind, or Level Limit - Area B here, because if we get a Raregold Flint Lock with Flint, we are IMMUNE to battle. We really need protection from effects, not battle - we'll be putting a lot of cards in the spell/trap card zone, and these cards may need protection or, alternatively, to be removed because we don't have enough space. For the second option, I'd put in Giant Trunade; imagine having 3 equip cards and Morale Boost on the field. Use Giant Trunade, and Morale Boost won't have a chance to get angry because your equip cards are removed from the field, because it's going with them. Then replay Morale Boost, and re-equip all those cards for massive life-point gain.
Now, you know what I really would HATE? Having to pay life points for negations. Like, say, Solemn Judgment. Imagine that thanks to a bunch of re-equips, you get to 16000 LP - enough to end the game THEN AND THERE with Saturn, even if your opponent has all their life points - and you have to pay half your life points to negate some destruction effect. Well, there goes your massive life point boost. With this in mind, I'd go for non-life point cost negation, like Judgment of Anubis. It negates spell and trap destruction, which is an absolute necessity for this deck, and has the potential to destroy opposing monsters and burn your opponent, so you won't have to wait as long to use Saturn.
Another way to re-equip cards? I'd say Collected Power. Look at the card, and you'll see what I mean. All those equip cards equipping and re-equipping are going to massively increase your life points, and Collected Power helps. Finally, another way to increase life points? Emergency Provisions. You know what to do.

I'm all out of ideas, so the basic idea is this;

  • Keep equipping and re-equipping cards to gain life points with Morale Boost;
  • Use Flint Lock to, well, lock your opponent;
  • Finally, use Saturn to destroy your opponent's life points.

Anyone with further ideas can add on, but that's how I'd do it. Runer5h 20:43, 25 March 2009 (UTC)Runer5h

Back! And I've got some ideas for more stuff to do.
Heavy Mech Support Platform can further help all our themes. It pumps Flint Lock and Cyber Raider up to 2000 and 1900 ATK, respectively, also protecting them from any type of destruction you care to name. (Of course, it ain't got nothing on bouncing and spinning.) And you'll need some heavy negation. Anyways, here's my prototype deck list;

I'll explain my choices that I hadn't previously now.
Spell Shield Type-8 and Dark Bribe provide some nice negation. I want nothing in this deck to cost me any life points, so I was a wee bit restricted, but I settled on these two cards because they are pretty good at what they do.
Terraforming performs double duty here. It can both search out The Sanctuary in the Sky, and be discarded for the cost of effect #2 of the Spell Shields. This second ability is why it beat out Zeradias, Herald of Heaven.
7 Completed was my last addition. I remembered it from the old anime - anyone here remember Bandit Keith snatching them from his wristband to equip all 3 copies to his Slot Machine? I figured that it would really be nice to be able to re-equip Flint by its own effect. Think about it; if you have Morale Boost on the field, and are facing down 2 troublesome monsters, you can equip 7 Completed to your monster, Flint to your opponent's, and poof! With Flint Lock, that destroys any Monarch. Then, re-equip Flint to your other opponent's monster. See? One opponent's monster destroyed, one neutralized, and you have just gained 3000 life points along with your opponent losing whatever in battle damage. Some good old-fashioned monster control.

How do you like that Flint Deck? I eschewed Flint Missile, the other Flint Card, because it seemed inferior to just destroying a monster with your own monster. Shining Angel was also removed because, in all honesty, I don't want to get Flint Lock on the field when I can't protect it in one way or another - also, guess which other monster it works with? That's right - nothing! Anyways, Runer out. 67.101.130.4 01:28, 26 March 2009 (UTC)Runer5h

  • Thank you to those whom have given me some good suggestions. I would like to point out, that 2 Flint Locks can shift Flint between them as many times as the owner wants to gain an Trillion x 500 Trillion amount of LPs. The once per turn doesn't apply to the shift back and forth between them.~MEOW~ Might of the BIRD Empire~~ 03:17, 26 March 2009 (UTC)
Wow! I didn't realize that, but that works really well! Also, I think that there should probably be two Dust Tornadoes, on further reflection; they can destroy a card of your opponent's, then set Collected Power. You really only want to use Collected Power during your own turn in this deck, so Dust Tornado is definitely warranted because you won't have to wait until your next turn to use the trap. Runer5h 19:20, 26 March 2009 (UTC)Runer5h

Ra

I'm thinking make a infinite loop with two Flint Locks, Flint, and Morale Boost. Use it to get about 30,000 LP, summon The Winged Dragon Of Ra (The two Flint Locks make two tributes). Use its effect to give up your life points to increase its attack. Then you will have a 29,900 ATK Ra.

Burning

As well as Morale Boost, you can have a Fire Princess on the field. When you gain LP, Fire Princess inflicts 500 damage to your opponent. Infinite burn!