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About dexer008

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    Ground Duelist
  1. Can anyone connect right now?
  2. Hey guys, right now I don't really play yugioh irl anymore so my time with the game has been mainly online testing new cards and with decks I enjoy playing. Most recently the card Baobaboon was released and the card instantly got me thinking of this deck, as it has many interactions with the engines and can help 'un-brick' hands by placing dead cards back in the deck to be draw or searched, such as extra copies of Thunder Dragon, Toon Table of Contents/ Toon World, or otherwise dead pieces of Exodia (the deck has plenty of cards to shuffle the deck, making the place on bottom aspect irrelevant most of the time). The card "spiritual swords of revealing light" was also printed, which gives this version of exodia another way to create a deficit between you and your opponent rather then trying to rely on your opponent's attacks or cards to fully abuse Hope for Escape. It's graveyard effect also helps give you more staying alive power by banishing it from the grave to stop all direct attacks for a turn. I think it doesn't need to be said, but ideally you want to go first, draw as many as you can, get some way to decrease/ increase your opponent's and your life points, then use hope for escape to draw a multitude of cards.. I haven't been testing much against the meta, but usual annoyances such as Toadally Awesome, Denko Sekka and Spell/Trap destruction hurt the deck. Therefore side is mainly dedicated to those cards but I doubt you can side many in. I think this deck could potentially do well, and overall it's been fun using it. I just wanted to show the build as I haven't posted anything in a while and just seeing if there's any other ideas I could try to fit in here. Monsters: 16 3 Baobaboon 3 Thunder Dragon 2 Cardcar D 2 Battle Fader 1 Maxx "C" 1 Exodia the Forbidden One 1 Left Arm of the Forbidden One 1 Right Arm of the Forbidden One 1 Left Leg of the Forbidden One 1 Right Leg of the Forbidden One Spells: 11 3 Dark World Dealings 3 Toon Table of Contents 2 Pot of Duality 1 Toon World 1 One Day of Peace 1 Upstart Goblin Traps: 13 3 Reckless Greed 3 Tri-and-Guess 3 Hope for Escape 3 Spiritual Swords of Revealing Light 1 Wall of Revealing Light Side: 15 2 Gamiciel the Sea Turtle Kaiju 2 Kumongous the Sticky String Kaiju 3 Ghost Reaper and Winter Cherries 2 Effect Veiler 1 Raigeki 2 Dark Hole 3 Cosmic Cyclone
  3. So what errated cards were good and bad again? I remember people saying imperial order and maybe future fusion were still quite decent.
  4. What makes heretic so amazing besides being resistant to drident? You do know he doesn't get a atk boost by necrovalley right, so there are many things that can run him over. Dark bribe is pretty terrible, the +1 to the opponent is pretty much always not worth it, especially this day and age where decks can create +3-5 on their own first turn sometimes. If they are only in there for as you list for twin twister, the huge revolution is over or starlight road would be better. They also work against popular field wipe cards this format as well. If you didn't want to use those, magic drain also helps make the opponent neg in order to use twisters. Your side deck is.... interesting. You run a lot of 1 ofs in your deck and side, which while it allows greater versatility, is usually argued against due to the fact for some match ups other cards are way better then others. For example, Anti-spell fragrance is fantastic against metalfoes if you draw it early or destroy their scales, so you'd ideally want to side 2-3 in when going first against that deck. For the last remaining slots in the extra deck, diamond dire wolf, cairngorgon antiluminescent knight, rhapsody in berserk, number 82: heartland draco, steelswarm roach, super quantal mech beast grampulse, the phantom knights of breaksword. ------------------------------------- tell us about your match ups and how you deal with them. What decks are at your locals. What's your budget for this deck. How do you deal going second? Give us informed details on this subject and people will help you more. Props to you, this isn't the worst "first post is a deck profile" I've seen.
  5. Here's the vid/ tourney report for one of those decks that topped;
  6. Is there a reason you don't play upstart or desires? Besides +1000 matters (maybe? from memory this deck can deal over 9000k in a turn, can't remember exactly) or desires will banish too many combo pieces ( which to me seems unlikely since most cards are searchable and are combo pieces themselves). Losing domain shouldn't be a problem with triple terraforming. You have 8 normal summons for tributes etc. You banish jersey but the U.A's have attacking power and the field boost anyways to push for damage.
  7. Victor just brought up Needle Ceiling again, didn't this deck used to run it?
  8. Thank you! I had no idea how this worked. Some things might still need to be clear but this makes much more sense. One thing I question though is if the extra deck will remain at 15 cards still. If not then decks will have to free up spaces just to even play extra deck monsters with Link monsters. This also brings into theory how many Link monsters you should run, and if you'd ever need say more then 3 at most due to the nature of the spacing on fields.
  9. This will probably sound dumb, but do you think the extra deck monster zones will count as normal monster zones? If so it could be a huge thing for this card like you say
  10. Wrong section
  11. If there was some way to stop yourself decking out, you could also abuse eater of millions with soul absoprtion like people first opted with desires. Then you could just stall on life points till your opponent decked out or till time. D.D. Dynamite also gets a boost with Eater of millions and could be the back up plan to gren not getting enough damage through to finish the opponent off.
  12. Well from the structure of the deck ( the fact it uses so many kaiju's and hand traps) and the other fact that eater of millions does nothing but banish to fuel for gren and occasionally banish a monster, nothing in this deck seems like it wants to go first. To me as well 6 traps doens't automatically give you protection against the decks you come across these days, there are multiple ways to play around a single or 2 strike, and some decks have more then one summoning method to bypass D barrier. The hand traps help too I suppose but I'm not sure they could totally stop a push for game, maybe reaper if you're lucky. Wouldn't say battle fader or maybe even gorz be better if your opponent made you go first? Sure they're not amazing cards, but they have more synergy with allure and seven star, and still serve to function to get you to the next turn where you try and go for game. They also make your opponent's s/t removal blank as well, something you said you've been trying exploit with the deck regarding towards meta trends. ------------------------------------------------------------ I'll make a bold statement and say you're probably right about the Twin Twister. I think it does need it, or some other s/t removal, because this deck from surface looks to be a one trick pony. If you banished all your gren's for instance you'd be playing a deck full of cards that rely on your opponent having something to play sans eater of millions (through normally you'd probably summon once for the fuel). Good chance after resolving 1 desires you'll banish 1-2 copies, leaving 1 card as a win condition in your deck, which needs to be normal summoned. As is, the build needs to go another route or as you mentioned in the OP play a bigger deck with more options to play/ continue the duel should you be stopped. I think Victor secretly has a build he plays because he has in several threads now mentioned the fire horse prince, which makes me think he wants us to discover his secret deck and therefore go "beat you to the punch". Regardless of that pointless sentence, running the horse prince route or shiranui zombies with necroface could be another option besides the infernoid deck this deck could go. Edit: Victor made that post while I made this one, but there you go, more options to consider.
  13. ^and it is that random factor that will make you lose games you otherwise had would have won, which in essence could matter in say a tournament setting. Paleozoic is also still a deck
  14. So seeing as this is a otk deck, and you have monster/ field removal down with slumber, shouldn't there maybe some Twin twisters or something to deal with the backrow? Even maybe just cutting 2 traps would probably be good, multiple D Barrier in the opening hand could be problematic, strike maybe also but not as much.
  15. I'd probably cut the rhapsody/ side it for something else like a second lv8 synchro like scarlight or stardust spark, or add norden and also instant fusion to the deck. May not be needed but more combo's can't be a bad thing yeah?