Forum:Triforce Toolbox

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I know that this looks like a jumbled mess, but it should work. :P You summon Triforce with Birdman + a Lv 4 Light, which is why Angel is there to keep presence for the synchro summon. From there you reuse Ryko, one of the best targets for Triforce, and mill for other targets. Ryko also is good for setting up the grave before you summon Triforce. Batteryman AAA is for Xyz Summons. Debris Dragon gives extra Synchro power/Xyz with AAA. DUCKER recycles many important things like Honest, Debris, Lyla, and even Angel. Neutron searches Birdman. Lyla helps Ryko mill and offers S/T destruction. Ryko is just amazing. Angel allows me to search out cards for material for Triforce or get a card like Summoner of Illusions in the grave. Skelengel is for draw power, if nothing else is available, but I'm thinking about removing it. Summoner of Illusions gives me a 3500 atk beater immune to Effect Monsters (including Summoner's negative effect) at the cost of 1 monster. White Ninja is searchable via Angel, is Lv 4, AND has a Flip Effect if summoned by Triforce, which is normally outclassed by Ryko, if it's available, but still a good choice for this deck. So, any thoughts on improving this. There is a lot of room for it. xD Any help would be greatly appreciated! Synchro Maniac10 (talkcontribs) 16:05, October 10, 2011 (UTC)

Compulsory's useless against Dark Worlds and sub-par against Agents, so I'd highly suggest replacing it with Solemn Warning or Bottomless Trap Hole. I've always loved Magical Merchant myself, and since it's LIGHT, you might want to try it out. BF2 Talk Deck Guides 16:51, October 10, 2011 (UTC)

First of all, I'd have to disagree with you about Compulsory. There are a few things that make it unique and one of my favorite traps for this format. 1)IT'S CHAINABLE! This format is brutal on S/T's and it gets pretty annoying. I can make them waste an MST or Heavy on it by bouncing one of their monsters if they topdeck one of those cards 2)CED doesn't send to the grave. This keeps some cards from being revived. 3)It doesn't destroy, meaning it's MBaaS-proof and Stardust-proof as well. 4)It doesn't cost LP's. Yes, I know that this isn't as big of a deal, but it's enough that this card can't save you once your Life Points become really low. For these reasons, I like CED better. Neither Bottomless nor Warning meets all of those conditions. I suppose if I picked one, it would be Bottomless, since it does a better job than Warning against certain things. CED DOES work against DW's, if you pick the right card, like bouncing Tour Guide or Leviair. As for Agents, if they don't have Hyperion, you can just bounce Venus and ruin their explosive play. As far as Merchant goes, I've considered it, but I really don't want him as my main engine, due to the higher risk of milling all of my Birdman. I will give him a shot though in place of Skelengel. Synchro Maniac10 (talkcontribs) 21:56, October 10, 2011 (UTC)

Compulsory is useless in a format where for 30 dollars plus maybe 30 more for staples you can buy a passable Dark World deck. Dimensional Prison does not destroy and it Banishes. Also, maybe it works a bit, but they still get their search, which is a big deal. BF2 Talk Deck Guides 21:58, October 10, 2011 (UTC)

What are you talking about "getting their search." I'm saying if you bounce a Venus, they get 1 Shine Ball that they can't do much with. Besides, I don't think this is the deck I'll use for Dark Worlds. :P That's what my GK's are for. lol Synchro Maniac10 (talkcontribs) 22:01, October 10, 2011 (UTC)
GK's are useless against Dark Worlds. Their Necrovalley will be destroyed constantly, Dark Worlds target themselves when in the Graveyard (save Gate, when you wouldn't even have Valley out). BF2 Talk Deck Guides 22:03, October 10, 2011 (UTC)
They can beat Dark Worlds a fairly often amount of the time, but not in the same way as most decks. xD Gravekeepers, at least mine and several others, can use Swarm/Search power with Spy and Commandant to control the field and Xyz, even without Necrovalley, it's just a great help. GK's just have great support in general that can give them a huge edge. Also, Birdman can recycle Spies and such, as well as allowing for a Arcanite or Black Rose, which destroys the opponent's field, which is great against decks like Dark Worlds. Speaking of that, their field is harder to come by in DW's without Terraforming BOTH a Snoww and a Dark World Dealings, unless they happen to draw into it. GK's have much better access to their field, which can at least disrupt theirs and may be able to run them out of copies of it if combined with the decent amount of S/T the deck offers. Not saying DW's can get their Field easily, it's just much more easily done in GK's. If DWs can't get their Field in time, they will more than likely lose. Personally, I've thought they've generally been over-hyped since the new Structure Deck because they require a decent amount of luck to get a good opening hand. Anyways, back to the deck. Any more suggestions? Synchro Maniac10 (talkcontribs) 21:46, October 12, 2011 (UTC)

This works much better, now that I can focus in on a few cards to revive that work well enough on their own. Basically, I took out the Ninjas and added another Merchant. His mill power is really good at times with my 23 monsters, but I prefer Ryko before I get Triforce out. Suggestions? Synchro Maniac10 (talkcontribs) 01:14, October 13, 2011 (UTC)