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Hilt

Duelist
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About Hilt

  • Rank
    Brave Heart
  1. What Anime Are You Watching Right Now?

      Watched the first few episodes of Re:zero, I like it so far. But the awful animation on all the background characters is killing it for me. I'd prefer still backgrounds over such horrible CGI clashes. The walk animations are all the same on them too.   
  2. Koa'ki Meiru

    Because I expect to play game 1 against nekroz more often than the other decks, Drago is not a good card to have going blind game 1 either. The plan for game 1 is usually to try and win with straight up damage quickly, which only works with the beast-warrior engine. The fact Drago kills itself unless I have more dragons to reveal means it is only worth it if I know I am playing dolls, BA, satellar, otherwise it can just throw game 1. 
  3. Koa'ki Meiru

    Monsters: (8) 3x Koa'ki Meiru Crusarder 1x Koa'ki Meiru Ice 3x Koa'ki Meiru Urnight 1x Thunder King    the 3 crusader/urnight are the main beast warrior core for the monster line up, the high attack and special summoning from deck allow good early pressure as well as xyz access.  the one ice is for a 4th target for urnight, as well as the ability to pop special summoned monsters helping break boards. The fact it is water is also somewhat useful for a 2200 dweller which is why I pick it over tornado.   Spells: (17) 2x Dark Hole 3x Diamond core 3x Tenki 1x Tensu 3x Iron Core 1x Raigeki 1x Soul Charge 1x Upstart 2 dark holes and 1 raigeki to clear fields, as the deck can put out big damage in one turn, also there is some interaction with dark hole, as diamond core can be used to make it another 2 copies of raigeki.  3x Diamond core/tenki/upstart, these allow you to hit your urnights+iron core in hand straight away, as that is the only decent play the deck has. Tensu is for if you have 2 urnights in hand, lets you put near game on board with tiger king+ Urnight+ crusader, and for hard summoning those drawn crusaders.  Soul charge is very powerful in this deck, bringing back multiple urnights in one turn generally brings the game back in your favour.  Although triple Iron core can brick, 3 are needed for consistency to be able to run core luster in the trap lineup.    Traps: (15) 3x Fiendish Chain 3x Iron core Luster 3x Mind Crush 3x Mirror Force 1x Solemn Warning 1x Torrential Tribute 1x Vanities   Running triple Iron core luster, due to the fact it stops shadoll fusions, nekroz mirrors and allows you to push through for game with your big damage.  The rest of the trap lineup is fairly standard, running triple mirror force as most decks don't seem to be expecting the straight up mirror force this format and generally hits multiple monsters.   Side: (15) 3x Koa'ki Meiru Drago 2x Koa'ki Meiru Maximus 1x Re-Cover 3x E-tele 3x MST 1x Twister 1x Dimensional Fissure 1x Macro Cosmos 3x Drago and 2x Maximus are sided in together, taking out some of the crusaders to fit them in generally, Drago backed up by Core Luster+another trap generally shuts down any light/dark decks, which is actually a large proportion of the meta. The maximus' are more of a necessity for the drago's, ensuring you have a dragon in hand to reveal, they can however can be used to finish the game, the 3k attack and ability to pop any card is fairly strong, despite the fact you shouldn't be trying to pay its cost to keep it on the field.   E-tele + Re-cover is an attempt to do the same to nekroz as drago does to the light/dark decks, Urnight can special a crusader from the deck, which + e tele makes nat beast, which is a strong field, especially protected by Core luster, which should stop most non-monster outs, as well as the fact it generally catches nekroz players off guard, as they don't expect it from the deck. Extra: (15) 1x Naturia Beast 1x Abyss Dweller 2x Tiger King 1x Bujintei Kagutsuchi 1x Castel 1x Emeral 1x Diamond Dire Wolf 1x Exciton Knight 1x Gagaga Cowboy 1x Lavalval Chain 1x Silent honour ARK 1x Rhapsody in Beserk 1x Stellarknight Constellar Diamond 1x Tellarknight Ptolemaeus   Overall the deck is fairly strong and has solid counters against most meta decks, obviously the deck does suffer if it can't open well in the first few turns, as otherwise most other decks will pull ahead in terms of advantage. It does well against rogue as over 2k beaters and rank 4 access is still strong, even if it isnt as fast as teir 1 decks.  Let me know of any improvements/opinions on the deck though please. 
  4. What Anime Are You Watching Right Now?

    Currently only watching ongoing stuff as otherwise I just binge-watch a season in a day. Watching: Kuroko, Log Horizon Tokyo Ghoul s2
  5. We recently had an exhibition of all our A2 work, figured I'd post some pics of my stuff incase anyone was interested.  http://i.imgur.com/eHqw8ih.jpg http://i.imgur.com/EJFGh5H.jpg http://i.imgur.com/wcyZx05.jpg http://i.imgur.com/DGC0b2i.jpg http://i.imgur.com/cCpevFQ.jpg http://i.imgur.com/9k4YEKC.jpg
  6. Fusion Reserve

    Makes thunder dragon searchable, I feel this could be useful for something? although being a trap card makes it too slow for those kind of deep draw decks.  Only useful targets seem to be those covered in the OP though tbh.
  7. D&D Players?

    Was wondering how many people on here played D&D and also if there was anywhere to post D&D related stuff, mostly painting/crafts related stuff? I guess the art board would be best for any dungeon tiles ect I make, not sure about where to talk about it in general though?   (Please move this thread if it's in the wrong place)
  8. Tokyo Ghoul

    Looks interesting, I'll give it a go once it comes out.
  9. Mahouka Koukou no Rettousei

    The writing quality of the light novel was actually appalling, I'll agree with you there. I'm not expecting this anime to be anything serious, but the good production quality and it does have a somewhat decent plot means it should be something I can just put my feet up and enjoy without having to think too hard.
  10. I second Log Horizon. Also:  Hajime no Ippo: Rising (and if you haven't watch the previous series I recommend you do)   *Edit: I 4th? Shensekai yori
  11. No Game No Life

    I'm definitely enjoying the anime so far, and I really like the art style. The fanservice/sexual jokes don't really add much tbh, although they don't bother me that they are there. Hopefully there will be some room for character progression, I hope it doesn't just end up as the protagonists just win every time. 
  12. Mahouka Koukou no Rettousei

    Seems pretty good so far, good production quality. Has a kind of scifi/magician/school-life feel. Plot seems fairly good for now, and I read ahead on the light novels so it looks like it has a good direction.  Is definitely worth a look in my opinion.  http://myanimelist.net/anime/20785/Mahouka_Koukou_no_Rettousei
  13. Mermail - Discussion

    Here's is the list I have been using recently: 2 Aqua Spirit: I still think aqua spirit is a good card other than the fact you don't want to open multiples. Rank 4's are the best XYZs in the game at the moment and this card helps get them out very easily. 2 I think is the ideal number to ensure that you see one most games, but shouldn't open 2 very often. Not to mention the bahumut-trite combo is still very good. 1 infantry in the maindeck. I've been liking one infantry as another dragoons target, and another discard outlet, however mostly for the fact that he can be used in conjunction with a searchable undine to deal with problem cards.  0 Leed: Since the banlist there are very few to no mermail players in my local area, so I don't have him maindecked for now, this may change depending on the popularity of the deck in the future, but for now I don't think he is needed for me as he is best in the mirror match.  1 undine/controller: Leoh is still a beast of a card if they don't have an out, and also the best use for a controller generally. Undine for the same reasons as last format 1 dine: the card is very nice for specialing off of a linde to make a rank 3 in the start of your turn for added protection. going alucard or angineer before you start your plays can often ensure they go off uninterupted. not to mention the extra level 3 body has often been useful to set up for angineer plays.    1 ocea: angineer/bahamut plays are still great, they also set up turge in the grave for the pike/turge combo. The card is generally not dead due to it allowing for easier acccess to rank 3/4s and in the worst case situation it becomes a linde. Overall I think the card is worth it. Not to mention it is still fine as  discard target.    2 call of the haunted: After turn 1 these are pretty much the same as abyss-spheres, not to mention they have extra plays such as specialing a tidal for a rank 7, then summoning him again through his own effect. I think that 2 of these again mean you generally see one every game by the midgame, and they can often help you make that last push in order to win.  3 reckless: The deck is still a combo deck and needs cards in hand to function. People seem to be dropping this with the assumption that they wont have a gunde in hand, however gunde remains very searchable and recyclable, so as long as you have access to a gunde this card generally wins you the game, not to mention that opening multiples is still auto win.    The side deck is incomplete, although the cards in there should be fairly self explanatory, i haven't reached a side deck list I am 100% comfortable with.
  14. Mermail - Discussion

    I agree on MST, it just isnt great game one where there are no floodgates to hit other than kaiser for the bujin matchup, and tenki in the same matchup, the only time I would run it in main is if bujins become an overwhelming majority. Ofcourse it is still needed against most deck game 2 and 3, just not 1. Also I feel that against geargia unless they have a floodgate up, i would generally have lance than mst.
  15. Mermail - Discussion

    I also just feel that, if a card is always going to be sided out for more relevant cards for the matchup, that means it is probably one of the worst cards in the maindeck, so it should really be reconsidered whether I actually want to run it. Now I'm not saying that it is bad practice to just run it for the blowout/surprise factor game one, however when a card is sided out because is often underperforms, that says to me I shouldnt be running it at all.
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