Run 2 copies. Tragoedia This is one of my favourite cards this format and I struggled endlessly to find room for 2 copies. This left me trying to find the space as Tragoedia allows you to control the tempo of the game by either blocking with a wall or swinging with a mallet. As much as it pains me, Tragoedia must go. Run 0 copies. In theory, what with it being a 3 star tuner that can also rip a card from the opponents had, it is really good.
However, in practice it was redundant most of the time. Opening an Airbellum as opposed to a Fulhelmknight or Pashuul puts you behind as it does nothing to stand alone on turn 1.
Gorz the Emissary of Darkness Similar to Tragoedia, Gorz needs to receive the "doesn't fit with the combo" treatment. There were too many times I would have half a combo and a Gorz in hand and wish I could trade it in for almost any other X-Saber card. This was compounded by the fact that the deck runs a lot of traps and quite often will sit on a Naturia Beast with protection. Unfortunately, I just found that Gorz added nothing to the strategy of the deck and therefore served neither to maintain the decks overall power or increase it.
Obviously, Gorz is an amazing recovery play but I found I was wanting cards to advance my board position or maintain it rather than let half filled combos get run over and go to waste in order to get my board into a position whereby Gorz is viable. As an interesting side note, the very fact that you don't play Gorz means that your opponent will obviously not see it in your graveyard at any point in the duel and you can quite easily bluff it against certain opponents and in certain positions.
Forbidden Lance I really like this card. However, I do not feel that it is the best option for this deck; especially at the exclusion of Mystical Space Typhoon. The ability to chain to Abyss-Sphere alongside clearing mass removal like Torrential Tribute and unblockable traps like Solemn Warning just make Forbidden Lance a less than stellar main deck inclusion.
This card is incredibly versatile. As a quick aside, I will simply list a few of the scenarios that came up in playing this card. Fulhelmknight beating over a Thunder King. Pushing a Faultroll through Effect Veiler. These are just a few of the scenarios that I found myself in and my love of Enemy Controller has not lessened through testing with this deck in a new format to the old Plants. I tested Creature Swap in place of this and it was simply outclassed by the versatility of Controller.
Scapegoat This card is another that I have an appreciation for thanks to formats of old. However, I found that it simply did not do enough for me. We already have numerous monsters, spells and also traps that require other card s to be useful and so I had to draw the line somewhere. Whilst I fully acknolwedge the strengths of Scapegoat, we do not always have easy recursion of tuners like Plants did.
It was simply an unecessary addition for me and the gimmicky play of making a Naturia monster off tokens just wasn't useful enough. Unlike a card like Darksoul, synchoing with Scapegoat does not generate or return any actual card advantage.
Mind Control This deck sycnhros and this card lets you steal your opponents monster and utilise them towards that end. Too good to not run. Run 1 copy. Book of Moon This card does the same thing s that it does in every other deck but it also doubles up in helping you push through a Fulhelmknight effect.
For this reason it is a necessary inclusion. Heavy Storm No explanation needed, surely? Pot of Avarice This deck has the ability to flood the graveyard fast with Emmersblade, Darksoul and various synchro monsters so this card is well worthy of its spot.
Gottoms' Emergency Call What an aptly titled card. Either I was dialling up the Police and they were bringing Robbie, Cordero and all the boys to the yard check out their YouTube "Milkshake" videos if you dont get the reference — Sorry for this guys!
This card is obviously broken and a significant cornerstone of this deck. However, 3 copies clogged far too much for my liking. There were numerous times that I found it difficult to pin a Saber monster to the board because of cards like Torrential Tribute and Solemn Warning and so it sat dead often. At the end of the day, my option was running this at 2 or Faultroll at 2 and the potential for ongoing advantage through Faultroll, the ability to sycnhro into Gottoms and the sheer fact that he is on summon just gave him the edge here.
Both have their inconsistencies but it was ultimately the Emergency Call that lost out. Faultroll is also faster and less susceptible to annoying counters like end phase MST. Solemn Warning Generic good removal. No real explanation needed.
Bottomless Trap Hole I really like this card and it certainly did not test horribly. However, there were a lot of games where I went second and my opponent dropped a Thunder King and I only had a copy of this in hand and no way to respond to it.
The same also happened with an Abyss Dweller and that hurt even more. Therefore, I am going to opt for a backrow option that can clear such threats after they are summoned. Torrential Tribute Generic good removal and combines well with Darksoul to create huge momentum swings over the opponent. Reinforce Truth This was one of the biggest decisions for me with this deck.
I tested 1 Pashuul and no Truth and also the 2 Pashuul and one Truth and both had their upsides. Drawing multiple Pashuul really sets you back. However, the fact that running two allows you to summon a TUNER this is the big part in your opponents turn makes it easier to set up synchro options as well as Faultroll plays.
Duelist Challenges [Nov ] You don't set the pendulum monster as a scale, you summon him to the field and use his regul Thanks for wasting about ten minutes of my life with all that. Book of Life Decks and Ruling Book of Moon Decks and Ruling.
Djinn Demolisher of Rituals Decks and Tips. Thunder End Dragon Decks and Tips. Is this game good? Will an event be coming soon to the game that hosts either "Multiply" or "Detonate" as a reward? Anyone getting frustrated with the amount of cheating in pvp. Duel Links Powered by GameA. XX-Saber Boggart Knight. XX-Saber Fulhelmknight. XX-Saber Gardestrike. XX-Saber Emmersblade. Saber Slash. Saber Vault. At One With the Sword. Sword of Sparkles. DS Roman Goodwin.
Yuya Sakaki. Zuzu Boyle. Gong Strong. Sylvio Sawatari. Declan Akaba. Yuya Sakaki Lvl 40 Farm. Yuma and Astral. Reginald "Shark" Kastle. Bronk Stone. Tori Meadows. Kite Tenjo. Yuma and Astral Lvl Tori Meadows Lvl Bronk Stone Lvl Reginald Kastle Lvl Kite Tenjo Lvl 40 Farm Gate. Yuma Tsukumo. Flip Turner. Sera DSOD. Scud DSOD. Aigami DSOD.
Aigami Lvl Yusei Fudo. Jack Atlas. Crow Hogan. Akiza Izinski. Officer Tetsu. DS Kalin Kessler. DS Carly Carmine. DS Rex Goodwin. Carly Carmine. Kalin Kessler. Yusei Fudo Lvl Jack Atlas Lvl Crow Lvl Akiza Lvl Leo Lvl Luna Lvl DS Kalin. DS Carly. If your entire strategy revolves around setting monsters that need to die, you're going to have a bad time. While my Zombie Gusto deck was fun, it was really hard to win if I was playing a passive deck. Now with Kurribandit, you can accelerate your plays and jump into a more developed game position in one turn.
I won't discredit the power of Emmersblade or Darksoul, but Kuribandit throws X-Sabers in your graveyard to fuel Soul Charge , Emergency Call and Faultroll while also digging deeper into your deck for your spells and traps. Sabers can be really slow when you dead draw your revival cards early in the game, but as Beau Butler talked about in his Diggin' Deep article last week, Kuribandit pushes you several turns ahead of the normal schedule.
After you set up, you can put together a string of Special Summons to blow your opponent out of the water. Whenever you bring out Hyunlei you get to destroy up to three spell or traps impeding you from extending your wave of Summons. If you're certain your opponent doesn't have a card like Torrential Tribute or if you're protected by a Wiretap , then you should definitely throw down your Faultroll while you control your Pashuul and Boggart Knight.
Then after you Synchro Summon and eliminate the threats, you can begin to abuse Faultroll. Once per turn it revives any Level 4 or lower X-Saber. With just Pashuul, Boggart Knight and the Faultroll, you can wipe the field of threats and finish with a Stardust Dragon, keeping your Faultroll out on the field. Since it's a once per turn effect, as long as your Faultroll doesn't die, you can use the effect next turn.
But that's just one play with three sets of monsters; the range of options doesn't end there. Like Plants, X-Sabers are a healthy mix of Tuners and non-Tuners to give you a variety of options every turn.
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