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First of all, sorry for the long wait. I hope this deck contest makes up for it... because in this contest, you have to use dream cards!
That's right, made-up cards that need incorporating into REAL decks. All of these cards are my own imagining. You might recognize some of them from here. So, the contest is thus - you select one of the archetypes I've designed cards for, and you create a deck using those cards!
Some more specific rules:
- This is advanced format, going by the March 2010 lists.
- You must use all of the cards in the group that you choose. From there, what you do is up to you.
- Registration is due by this Wednesday. Final entries are due a week from now, on the 25th.
- There can be up to 16 contestants - 2 for each group of cards.
- Look HERE for the cards you can use.
- Runer5h: B.E.S.
- bwinggale: Gardna
- PHASE: Dark Scorpions
- hpboy111: Goblins
- ME: Trap Holes
- Akiza: Dark Scorpions
- Drew-Gi-Oh!: Burning Skulls
- Gadjiltron: Burning Skulls
- Yug18-11: B.E.S.
Post any questions here.
In the decks are we allowed to use cards that are only in the Anime/Manga?
Um, he said that as long as you use all the cards from your chosen group, after that you can use other cards. But I don't know about anime/manga only cards...
Lol, why did you guys posted your decks so early?- (Talk) 22:14, July 19, 2010 (UTC)
Well, in the past, if you post your deck too early you would be disqualified. It also helps to take as much time as possible to perfect your entry deck before posting it.-- (Talk) 13:17, July 20, 2010 (UTC)
Dark Scorpions -- Akiza
The Dark Scorpions are back! Not only do they have a few new tricks, but they can gain hand and field advantage almost as fast as the current X-Saber deck. I’ll be cutting your monsters down to size, and inflicting minor amounts of Battle Damage at the same time. However, with that “minor” damage comes the ability to control the hand and field like no other archetype.
Don Zaloog is first. He is, after all, their leader. When he shoots (The OCG verion carries guns, NOT swords) my opponent, I can force a random discard or mill two cards. Usually, i’ll be going for the discard. +1s on any Battle Damage is so much fun. Next, Meanae the Thorn takes the stage, and wow oh WOW can she search her friends out. Whenever she inflicts Battle Damage, I search any Dark Scorpion (Including Cliff but excluding Don) CARD from my Graveyard or Deck to my hand. That means I can bring back or search out any of the custom cards that Runer made for this competition. She also comes with 1800 DEF, a great first-turn Set. I’m playing Chick the Yellow at 2, since his field-bounce effect isn’t that great, unless I put something in hand to discard with Don, or I can somehow inflict damage to bounce a Synchro. However, I do like his Diabolos effect. I can check my opponent’s top card, then either set it back or move it to the bottom. This works great with Phoenix Wing Wind Blast, or any of the milling Dark Scorpions. Now, here comes the new recruit; Cain the Sly! When he cuts my opponent, I can either remove a card in their Graveyard (quite handy tech against most modern decks), or sneak in a gang member from my hand. The Summoned card can attack my opponent directly for a mere 300 Damage, but that still triggers their effects. Gorg the Strong comes in at 1 for that very reason. I may not Tribute Summon him, but if I sneak him into play with Cain, I can spin a monster back to the top of it’s owners deck. Cliff comes in at 3, since he can destroy S/Ts and mill my opponent if I don’t want to disarm my own Traps. Lastly, Gale the Whirlwind is here as a permanent Shrink, even if I won’t Synchro with him often. It also gives the opponent a target for removal other than my gang members. Sangan searches pretty much everything, and Mystic Tomato can grab Don (or any Scorpion aside from Gorg), since Meanae can't.
Here’s another custom Spell card, Dark Scorpion Double-Strike! It’s searchable through Meanae, and it allows a Dark Scorpion to inflict damage twice, the second cut always coming in at 100. However, even one drop of blood is enough to force another discard, search another Dark Scorpion, or bounce some cards around. Dark Eruption lets me bring back other Scorpions, Sangan, or Gale, and Rota and Allure get them out from my deck faster. Shrink works as a combat trick that makes my opponent dearly regret attacking, since my abilities will trigger on THEIR turn, then leave their field open for when the turn comes to me. I included Staples such as MST, Trunade, and Heavy Storm to clear the way for my combat tricks, and Nobleman should force them to come out of hiding if my opponent is scared to fight.
I’m loving the new Dark Scorpion Trap card! It’s called Dark Scorpion Poison, and it lets me drop my opponent’s monsters by up to 1000 when they fight my gang. It even has a self-protection effect, although I probably won’t use it much. Meanae brings back anything pretty easily. I included Robbin’ Goblin so that all of my Scorpions get to share Don’s effect, and Bottomless Trap Hole to take care of a Monster that I can’t kill through combat. Starlight Road can help protect Poison or my other combat tricks, and get out a Stardust. Finally, Phoenix Wing Wind Blast works as a rude all-around trick, and Meanae makes sure I always have discard fodder to activate it.
My Dark Scorpion gang will cut you down to nothing before striking the final blow. You’ll be left with no hand, no field, and no way of winning.Akiza Izayoi (talk • contribs) 18:34, July 19, 2010 (UTC)
DC17 - PHASE's Band of Thieves
Now, here’s how the Deck works…
Obviously, it has all the Dark Scorpions and their accessories, including the Dream Cards – Dark Scorpion Cain the Sly, Dark Scorpion Poison, and Dark Scorpion Double-Strike!. Sangan, Mystic Tomato, and Reinforcement of the Army are searchers that can search out any Scorpion save Gorg. Three Tuners open the gate to Synchro Summon; Dark Resonator, Dark Tinker, and Sinister Sprocket. The Sprocket is useful S/T destruction in a pinch, the Tinker can help ensure I don’t draw a dead card, and Resonator can absorb 1 attack. And since the Dark Scorpions have no real beatsticks innately, I added in Tragoedia! It has four uses; changing its own level for a Synchro, stealing opponent’s monsters and tuning those off, a sudden beatstick, and OTK stopping. Dark Scorpion Double-Strike was mandatory, as one of the Dream Cards, but I’d have added it even if it wasn’t – it essentially doubles the potency of a blow from one of the Scorpions!. Mustering of the Dark Scorpions is a good swarm card, though admittedly a little situational, provided Don Zaloog is in play, and Double Summon adds to field presence. Burden of the Mighty, Shrink, and the final Dream Card – Dark Scorpion Poison – weakens the enemy and makes it easier for the Scorps to survive on the field of battle. In addition, the latter two can be chained to an attack, meaning my opponent will face a rather nasty surprise! Veil and Allure are basic DARK draw power, and Pot of Duality lets me assemble my band of thieves that much faster. Smashing, MST, Solemn and Dark Bribe are basic, rank-and-file accessories. Call of the Haunted is a basic revival card, but can make a huge difference, letting me reuse Sangan AND Mystic Tomato! Soul Rope helps maintain monster presence, and can help buffer a continued onslaught. Finally, Scrap-Iron Scarecrow can help protect the Scorps until you can get a BotD on the field or other defenses. So be prepared; or the Dark Scorpions will manipulate you from the front and slit your throat from behind. PHASE (talk • contribs) 20:15, July 19, 2010 (UTC)
The Best Defense...
Basically here's how this deck works. For monsters, I included most of the gardnas, except for the ones that didn't seem relevent to the deck at all, and included a sangan for searching power and Freed for even more search power. That, combined with the search power of gardna caller, is quite more searching power than anyone could ever want or need. The tribute that freed needs to be summoned is but a minor detail as this deck can usually keep a very large field presence. I included Stardust Dragon because I have starlight road. Now onto the spells. I included unity so that I could combine the defense of all my monsters onto gear golem the moving fortress and then use shield and sword or weapon change to change it's attack and defense and attack directly, usually resulting in an otk. Reinforcement of the army searches my gardnas and chorus of the sanctuary gives them even more defense than they already have, resulting in more protection and field presence. Continuous destruction punch abuses their incredibly high defense power at the misery of my opponent, and finally Gardna Shield Strike lets me abuse unity even when i don't have a weapon change or shield and sword on hand. My trap line up is fairly simple, using dark bribe and solemn judgement to protect my monsters from spells and traps, and a couple of bottomless trap holes to remove anything that could run over my gardnas. Cross counter and battle mania are there to abuse the gardnas' high defense and, just to make them suffer, I included a starlight road for when they try to knock down all of my continuous spells and traps. And there you have it.
Is it just Brain Freeze, or is my...
Okay, here's my entry, I hope I ain't ahead of time or late, 'cause both are very bad, ya hear?
Yo, Yo, Yo! No, I ain't messing wichu, yo head is seriously burning! Well, anyway, Y'see this Deck has the offensive power and burnage that any good Deck should have. Burning Skull Head is ta best card evar, since he deals a thousand outright if he gets a special summonin' from ma hand. Next, we got his older bro, Skull Flame. He got some major pain coming yo way, since he can be special summoned with the Turtle of Pyramid, or with Mezuki, Book of Life, or Call of the Mummy, all of which, are seriously nasty cards. Next, we got the key card for dis Deck: Supersonic Skull Flame, who got some serious vibe. He can deal up to 3800 Damage in one turn, all by hisself! Next, we got Catacombs. The Catacombs lets me bring back a Skull Head for the Grave but fool my opponent into thinking it's from ma hand! Foolish Burial and Skull Cannon REALLY help me out there. Next, we got the other monstas. Sangan adds a Burnin' Skull to my hand when he goes bye-bye, Goblin Zombie does too, and Zombie Master relives the horrors of my stronger Zombies by dropping a draw, and Skull Conductor can either be a beatstick for a turn and then revive him, or he can pull out 2000 Damage by summoning two heads. Next up, we got zem traps. Skull Salvo lets me destroy one Fire Zombie to burn another two-thous'n to my opponent, and CED can either get rid of some annoying Synchro or bring a Skull Head to my hand for another use. Mirror Force and the Bottomless Trap Hole bros really drop my opponent in their tracks if they try beating me with tough monsters. Now, to da Synchs. Though I can only bring out up ta two per Duel, Zombie-Skull gets rid of the fact my Zombies are weak to overpowered and overrused destructo-fects. Doomkaiser helps me if I'm in a jam, and Ha Des gets rid of Flip Effects. Now, you may be thinking, why should I vote for some Pyro who's obsessed with burning heads and zombies? Well, I'll tell ya' now, I ain't messing with yo mind, nor is it burning a spark: ma Deck got power like nuttin' else! I can bring out one Burning Skull Head nearly three times per turn! And if I'm lucky enough to get all three, then that's game! Anyway, remember: Vote for Drew while your skull ain't aspew.
/end ghetto talk
Based on the fact that the Trap Hole support cards are all Earth, I have used only Earth Monsters and included Elemental Hero Gaia as well as Rescue Cat to include Synchros and Fusions to give the deck larger Monsters.
For Spells I have used Gaia Power because most of the monsters don't have a large amount of attack points, I have also used Giant Trunade rather than Heavy Storm because of the large amount of Trap cards this deck has, as well as Pot of Avarice to recycle the monsters.
Swarms ... of Machines??
The monsters for this deck are fairly simple and are mainly relying around summoning (i.e. The Tricky and Cyber Dragon). Krebons is a Tuner Monster that can pay 800 Life Points so as it will not be destroyed. It is very good for Synchro summoning level 7 or 8 monsters as most B.E.S. monsters are around Levels 5 and 6. Cyber Dragon and its Fusion monster, Chimeratech Fortress Dragon, are very good for this deck because the B.E.S. monsters tend to come in and out.
For the Spell cards I have a basic assortment focused on getting the machines out (i.e. Cost Down and Boss Rush). Since over half the monsters are over Level 4, Magical Mallet and Reload are used to redo your hand for hopefully better cards. Limiter Removal is simply used for the finishing blow. Gold Sarcophagus is used to search out wanted cards like Boss Rush and Warning – Enemy Approaching. Heavy Storm is used to clear the field of your opponent’s set Trap cards.
The Trap cards for this deck are really Straight forward. Dimensional Prison, Mirror Force, and Sakuretsu Armor are to get rid of your opponent’s monsters that would attack you directly allowing you to counter the next turn with a speed summoning card (The Tricky, Cyber Dragon or Warning – Enemy Approaching). That’s pretty much it for this deck. Yug18-11 (talk • contribs) 20:40, July 20, 2010 (UTC)
B.E.S. Deck Ever
You see, I had this pun, and I was going to use it.
Whereas the other guy above me is trying to make this an aggro deck, I'm playing it the way it was MEANT to be played - control! Having a neverending supply of big monsters with good effects, some of which take multiple hits to kill, really lends this archetype to control.
MK-2 is the first monster I'm using, and with good reason. 2400 ATK, can be normal summoned, and unlike most B.E.S. monsters, it gets its counters when special summoned (such as with Boss Rush). B.E.S. Support Ship is another good card, and I designed it to be very useful in this archetype. It's super-easy to special summon, and when it's destroyed with Boss Rush on-field I can search another B.E.S. monster from my deck. It also has a handy 1800 DEF and can give my monsters more counters to increase their lifespan.
Crystal Core is actually a really amazing card here. Its position changing ability allows me to take out a lot of tough monsters that might otherwise be difficult to destroy. Desert Core has decent ATK, gets its counters from a special summon, and its ability to remove a card from play is pretty damn good. I included only 2 because it can become a dead draw. Tetran has relatively little ATK, but its effect that destroys my opponent's spells and traps is good. And it can be fueled with Support Ship.
Card Guard is a card that I know is useful in this deck. It protects my Boss Rush from being destroyed, and it can also protect my monsters. Krebons is a good tuner, can protect itself, and is searchable. Tragoedia is a good card in this deck for all sorts of reasons - it special summons from my hand, piling more damage on; it benefits from my increased hand advantage (I won't always need to use a card in my hand); and it can be used for synchros and tribute summons. Battle Fader is also useful for tribute summons and stops OTKs in their tracks.
Boss Rush is the only spell card I'm using three of. It gives me a constant supply of monsters to pummel my opponent with - fun! "Warning - Enemy Approaching!" can search out Boss Rush and a Core to pair it with. Pot of Duality is useful in this deck, since I probably won't be special summoning a whole lot on MY turn - and evven if I was, it's really good anyways. Burden of the Mighty reduces my opponent's monsters' ATK strength, and can be protected with Card Guard. Book of Moon gets my opponent's monsters into their more vulnerable DEF mode, turns off some effects, and stops synchro summons from happening. Allure of Darkness is useful - I do have 6 DARKs, after all. Emergency Teleport searches out Krebons for an easy synchro summon. Avarice recycles my Cores, so I can reuse them later in the duel. Giant Trunade and MST get rid of spells and traps, and the former can turn off my own Boss Rush, allowing a normal summon. And finally, Limiter Removal - it triggers my Boss Rush in the end phase, and buffs my monsters to insane strength.
Torrential Tribute is the first spell/trap. It can devastate a swarm and triggers Boss Rush as well. Bottomless is also good at getting rid of my opponent's monsters. Finally, Solemn Judgment and Starlight Road protect my Boss Rush and Burden.
The extra deck is pretty standard, if more heavy on level 7 and 8 synchros than most extra decks. Oh, and I included Gungnir because he can be synchro summoned with Krebons + Crystal Core and he wins games. Tell me what you think of this concept deck. Runer5h (talk • contribs) 19:13, July 25, 2010 (UTC)Runer5h
Your Head Asplode
So I understand that I'll be facing some direct competition in the form of another Burning Skull deck. Well, no worries there. Unlike the one above, which utilizes a few strategies, this one here would be more direct with the Decktype's main focus: Burn.
I'm sure the deck above has already elaborated on what the Burning Skull Heads, Skull Flame, and Supersonic Skull Flame are capable of doing, so I probably won't go through this. Instead, I'd like to call attention to the slight differences between the Decks' strategies.
The first thing you'd notice is likely to be the presence of Everliving Underworld Cannon. This Deck Special Summons a lot, and since the Cannon is not picky over where the Zombie is Special Summoned from, it can also include the hand. This means that with this, the first Burning Skull Head special summoned form the hand does 1600 damage - that's a fifth of the opponent's starting lifebar right there, compared to just an eighth of it. Combine this with Call of the Mummy, and the burning head's effect is just much easier to set off, too.
I'd like to thank Runer for coming up with such strong beatsticks to help out the archetype, because this means that their strong 1800 ATK can be launched right into the opponent's Life Points via Spiritual Fire Art - Kurenai. The same can be done to the Skull Heads for one more shot at their Burn effect, or even Skull Flame, to eat out a sizeable portion of the opponent's Life Points. Combine this with the many ways to search or revive these monsters and the opponent's Life Points can be quickly depleted before they know what's happened.
Volcanic Catacombs is also a key player in the Deck, especially when combined with Skull Restocker. Not only does it turn every instance of the Skull Head being Special Summoned as an opportunity to burn, a combo this Deck can use (after exhausing its heads) is to Normal Summon Skull Restocker, attack, and then destroy it to burn with a head. Skull Salvo also works for an emergency burn tactic, and best of all is that the Skulls can once again be launched off with Kurenai or destroyed with Catacombs to deal even more damage.
This is Gadjiltron, signing off with two simple words...
(Facepalms). Why did I choose the deck that doesn't have any good puns to go with it? And I'm really sorry that my deck is so late, I've been on vacation all week. I understnd if you have to disqualify me because of it.
Well, here you have it.
To start with Monsters, we have Command Knight who powers up my other monsters and can create a protective wall if necessary. Field Commander Rahz is here to search through my deck and get the monster I need, when I need them. Goblin Attack Force, the original Goblin, obviously has a spot here. He's my primary beat stick, and why shouldn't he be? 2300 is nice for a level 4 any way you look at it. Goblin Aqua Force, the first dream card, introduces a new concept to the monsters. He, (Just Like Armoring Force and Infantry Force), are like a cross between unions and Crystal Beasts, as he can become a continuous spell at will and vice versa. He gives the Goblins a new weapon, hand control. Unfortunatley, your opponent chooses the card they get rid of, but, with enough monsters attacking, you can easily eat through an opponents hand. Goblin Armoring Force is the second dream card. He provides the Goblins with a second chance, or more, to attack your opponent, just so long as you have the life points. Goblin Decoy Squad is my primary draw engine in this deck, with all the other power houses walking around, he's bound to get in some direct hits even if he can't kill the opponents monsters. Now we come to Goblin Infantry Force, the new tuner. Obviously, you need him in order to get out Goblin Cavalry, but more importantly is his spell version. He can prevent your goblins from switching battle position after battle, now that, is a useful ability. Finally we have Marauding Captain who's purpose is to get my monsters out more quickly, as well as providing a handy wall in case my Goblins switch to defense. For the extra deck, I kept it simple, Brionac is for field control, Uruquizas is another beat stick (Will go into more detail on usefulness later). Goblin Cavalry is the final dream card and a very interseting card. When ever one of your Goblins is destroyed (including itself), your opponent takes damage equal to the attack of the destroyed monster. This can be a useful detterant if your opponents life points are low, or a last ditch weapon if your opponent has a stronger monster out, (Kamikazee anybody?). And finally Goyo Guardian is a very nice level six synchro so I figured I'd toss it in.
For spells, we have basic S/T removal in the form of Heavy Storm, MST and Giant Trunade. Pot of Avarice is for recovering my monsters after synchroing, or if they get destroyed as well as some extra draw power. Reinforcement of the Army can be used to search out any monster in this deck since they are all warriors. The Warrior Returning Alive is for recovering monsters in the Graveyard. The A. Forces may seem like a bit of a useless card in this deck considering my monsters are already plenty powerful, but, it has the ability to, at best, boost Decoy Squad to 2000 attack, increasing your chances of drawing a card. It also pushes Goblin Attack Force beyond the realm of most beatsticks in the current meta game, such as Gladiator Beast Heraklinos.
Finally we have the traps. Dark Bribe is there to annoy my opponent by stopping their S/T's, and the card they draw won't be held onto for very long with the help of Aqua Force. Phoenix Wing Wind Blast is used to get rid on any annoying monsters that might cause me trouble. Final Attack Orders is a given since it's another card to help keep my Goblins fit for fighting. Finally, our last trap card, Meteor Rain. Before I go into detail, has anybody noticed that this deck has no monster removal except brute strength? Well that's kind of useless when you're fighting a Marshmallon, or a Spirit Reaper. Therefore, the point of Meteor Rain, as well as that of Flamvell Uruquizas, is to allow me to get around those guys that never die.
And there you have it. With the help of the dream cards, the Goblins suddenly look like a force to be reckoned with.
Now that all contestants are in, it seems like a good time to start with the voting!
I'd like to thank all contestants for showcasing their creativity! Voting begins... wait for it... NOW! (And put all comments on the forum's talk page.) Runer5h (talk • contribs) 04:26, July 30, 2010 (UTC)Runer5h