Forum:Spirit Deck: Bouncing (need design feedback)

I am in the process of designing a Spirit deck right now, and I am having trouble figuring out how I will format it. I do not have a card list, as I would like to have a more concrete strategy before I commit to retrieving all these cards. The deck’s principle will be based on taking advantage of the Spirit monster’s “return to the hand” policy instead of trying to compensate for it, though. Thus, Spring of Rebirth and Spirit's Invitation will be key components of my deck. Also, Ultimate Offering and Mausoleum of the Emperor will also be important cards (as will Infinite Cards, possibly). Also, there are only 16 Spirit monsters, plus Izanagi (and one is specific to Synchro monsters, thus I won’t be including it).

The problem I’m beginning to see here, is that the deck is becoming too dependent on my continuous cards. I need Ultimate Offering in order to pull out multiple effects in one turn (keep in mind Spirit monsters cannot be Special Summoned), and, whilst I could get by without Mausoleum of the Emperor, I will soon run out of monsters to sacrifice for big-hitters like Dark Dust Spirit and Hino-Kagu-Tsuchi. By using only one medium of sacrifice in my deck, it makes it easier to build a deck that restores that sacrifice, and as using monsters as that sacrifice would be difficult to replenish (since Spirit monsters can’t be Special Summoned), using life points as a sacrifice medium is the most logical option. This makes Spring of Rebirth essential, as well. Cooped with Spirit's Invitation, that makes for 1000 life points per Spirit monster, plus clearing my opponent’s field (although now that I think about it, if I clear the field that turn, I wouldn’t be able to send a monster back, thus not getting my addition 500 life points).

Anyway, my point is that so far, my deck is highly dependent on having continuous cards on the field, which eats up my spell and trap card zone, and when combined with stall cards I’ll need such a Scrap-Iron Scarecrow and Metal Reflect Slime, that hardly leaves me with any spell and trap card zones to counter my opponent.

Can anyone help me revise my strategy so that I’m less dependent on my continuous cards and am able to free up more spell and trap space?

Also, if anyone has any good stall cards/combos for this deck, that would be very helpful too, as I’m having trouble with getting out more dependable combos than just Waboku and Mystical Space Typhoon.

Luemas9 05:44, May 22, 2010 (UTC)Luemas9Luemas9 05:44, May 22, 2010 (UTC)