Slowpoke

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About Slowpoke

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  1. definitely not errata'd. And we have taken out out the wickedwitches, definitely was too strong.
  2. I wanted to include the Elemental Lords but the cube didn't seem to have enough other typings to draft a deck consistent enough to drop them, especially cause this cube is very Light and Dark heavy. I've never seen Punch in the Box but that card seems perfect, definitely will look into getting a few of them for sure. Would love to hear the other cool spell and trap cards in your cube as well if you get a chance to check back in your cube. Kozmo engine was just added in, and only cubed once so far with it, but definitely noticed that it was extremely powerful. It was in there as a 3-of at first which was way too much, so I've cut it to 2. Definitely considering either adding more effect negation (and also adding more Barbaros in to have Barbaros + effect negation be a lot more legitimate of an engine) or just cutting it completely and adding in either Kozmo Dog Fighter or another Sliprider. Worried Dog Fighter would also be way too good but we'll see. Mecha Phantom Beast engine seems awesome, can't believe I didn't think of that. I'll look right into it. Jurrac Engine is cute and would be good incentive to try out Pyrorex. Yeah Evilswarm monsters are solid on their own but I would say there isn't enough synergy between the cards to warrant playing them outside of Keryk. Awesome suggestions Byak, very glad I posted the cube here
  3. Monsters 191 3 Caius the Shadow Monarch 2 Raiza the Storm Monarch 3 Chaos Sorcerer 3 Gravekeeper's Spy 1 Gravekeeper's Guard 2 Dark Nephthys 3 Mystic Tomato 2 Sangan 2 Witch of the Black Forest 1 Grave Squirmer 2 Genex Ally Crusher 2 Genex Ally Duradark 2 Dimensional Alchemist 2 Cyber Valley 2 D.D. Warrior Lady 2 Sinister Serpent 3 Abyss Soldier 3 Silent Psychic Wizard 2 Kozmoll Wicckedwitch 3 Kozmo Goodwitch 2 Kozmo Sliprider 4 Flamvell Firedog 2 Flame Tiger 3 Reborn Tengu 1 Exarion Universe 1 Winged Rhynos 1 Chiron the Mage 1 Beast King Barbaros 3 Geargianchor 3 Geargiattacker 2 Geargiarmor 1 Gigantes 3 Lyla, Lightsworn Sorceress 1 Kycoo the Ghost Destroyer 2 Apprentice Magician 2 Magician of Faith 1 Crystal Seer 2 Old Vindictive Magician 3 Breaker the Magical Warrior 3 Engraver of the Mark 2 Shaddoll Dragon 1 Freed the Matchless General 3 Heroic Challenger - Assault Halberd 1 Heroic Challenger - Night Watchman 2 Photon Thrasher 3 Blue Flame Swordsman 2 Elemental Hero Neos Alius 2 Elemental Hero Stratos 2 Bull Blader 1 Jain, Lightsworn Paladin 2 Tristan, Knight of the Underworld 1 Il Blud 1 Vampire's Curse 2 Pyramid Turtle 2 Mezuki 2 Zombie Master 1 Goblin Zombie 2 Spirit Reaper 3 Worm Xex 2 Worm Yagan 2 Blackwing - Kris the Dawn 2 Blackwing - Shura the Blue Flame 2 Blackwing - Pinaka the Waxing Moon 2 Blackwing - Gale the Whirlwind 2 Fire Hand 2 Ice Hand 1 Lindbloom 3 Thunder King Rai-Oh 2 Lightning Rod Lord 2 Evilswarm Thunderbird 3 Spirit of the Fall Wind 3 Prediction Princess Coinorma 1 Shaddoll Beast 1 Fossil Dyna Pachycephalo 2 Mist Valley Falcon 1 Black Brachios 2 Ryko, Lightsworn Hunter 2 Legendary Jujitsu Master 2 Greenkappa 2 Card Trooper 1 Asura Priest 1 Marshmallon 1 Blizzard Dragon 1 Mask of Darkness 1 Harvest Angel of Wisdom 2 Tsukuyomi 2 Morphing Jar 2 Performapal Whip Snake 1 Drillroid 1 Banisher of the Radiance 1 Lord British Space Fighter 2 Snowman Eater 2 4-Star Ladybug of Doom 1 Darklord Asmodeus 2 Jinzo 1 Worm Illidan 1 B.E.S. Crystal Core 1 Worm Warlord 2 Airknight Parshath 2 Cyber Dragon 1 Dragon Ice Spells 86 2 Heavy Storm 2 Mystical Space Typhoon 1 The Seal of Orichalcos 3 Book of Moon 2 Enemy Controller 3 Nobleman of Crossout 1 Rush Recklessly 2 Pot of Duality 2 Shield Crush 3 Scapegoat 3 Swords of Revealing Light 2 Dark Hole 2 Forbidden Chalice 1 Autonomous Action Unit 2 Premature Burial 3 Creature Swap 1 Burden of the Mighty 1 Cursed Armaments 3 Graceful Charity 3 Gold Sarcophagus 3 Pot of Avarice 3 Pot of Dichotomy 2 Darkworld Shackles 3 Last Will 3 Shrink 3 Forbidden Lance 2 Charge of the Light Brigade 3 Soul Exchange 3 Allure of Darkness 3 Fire Formation - Tenki 3 Spellbook of Power 1 Spellbook of Wisdom 2 Makiu, the Magical Mist 2 Reinforcement of the Army 2 The Warrior Returning Alive 2 Foolish Burial 3 Shard of Greed 1 Forbidden Dress Traps 101 2 Mirror Force 2 Torrential Tribute 1 Inverse Universe 1 Xing Zhen Hu 1 Trap Hole of Spikes 3 Kunai with Chain 2 Malevolent Catastrophe 1 Skill Successor 1 Mirror Wall 3 Fiendish Chain 3 Sakuretsu Armor 2 Miracle's Wake 3 Raigeki Break 3 Reckless Greed 4 Liberty at Last! 1 Dust Tornado 3 Trap Dustshoot 3 Shadow Spell 3 Seven Tools of the Bandit 3 Spell Shield Type-8 1 Time Machine 1 Metalmorph 1 Windstorm of Etaquac 1 No Entry!! 1 Zero Gravity 3 Trap Hole 2 Chain Whirlwind 1 Memory of an Adversary 3 Trap Stun 2 The Selection 2 Divine Wrath 2 Chivalry 1 Mind Crush 3 Solemn Judgment 1 Solemn Warning 2 Safe Zone 4 The Phantom Knight's Sword 6 Call of the Haunted 3 Pinpoint Guard 3 Horn of the Phantom Beast 2 Fire Formation - Tensen 2 Gagaga Shield 1 Alien Brain 3 Abyssal Stungray 1 Judgment of Thunder 2 Offering to the Snake Deity 2 Icarus Attack So I haven't played competitive Yugioh for a year or two now, but my housemates and I at college like to cube draft for fun sometimes. So recently I decided to update the cube to become a lot bigger and more refined. Most people I play with at school have never touched competitive yugioh so I tried to make an easy cube to draft and play with with a battle pack feel to them, while still keeping some simple synergies between cards and mini-monster engines to draft. Examples of mini-engines: Kozmo/Psychic Engine: 3 Silent Psychic Witch + 2 Kozmoll Wickedwitch + 3 Kozmo Goodwitch + 2 Kozmo Sliprider Geargia Engine: 3 Geargianchor + 3 Geargiattacker + 2 Geargiarmor Heroic Engine: 3 Assault Halberd + 1 Night Watchman Example decks you can draft: Apprentice/Tomato Monarchs Beast/Beast Warrior Beatdown Coinorma/Spy Control Lightsworn Zombies Warrior Beatdown Blackwings and any combination + much more! lol Majority of the cards in the cube can be used on their own perfectly fine, but when drafted with other cards can become a lot better. I put multiples of some broken staples just for fun and so multiple people have a chance to draft them, might end up cutting them down back to 1. I'm usually drafting with only 4 people, so the breakdown of the draft becomes stacks of 14 cards, and once you've drafted 9 cards, the pile you are holding gets discard (with 5 cards in it). Do this for 6 rounds, making the cube 378 cards (54 cards each person). Haven't drafted with 8 people yet, but if we ever do, will probably just find 6 cards and throw them into the cube to make it divisible by 8 (48 cards each person). Cubes like this tend to be very preference oriented and since it is meant to be played casually, there really isn't a right way to build it. But I wanted to hear the input of fellow Duelistgroundz members because I know you all are some of the most creative deck builders around. So if you guys can come up with any cool 5-10 card mini-engine ideas that I could incorporate into the cube that you think would be a good fit, or just any cool tech cards that fit the feel of the cube, I'd highly appreciate it. Note: Trying to stay budget with this, but happy to hear non-budget cards/engines as well. Cards I plan on adding in: - Fire Fist Gorilla - Fire Formation Gyokkou
  4. Oh woops yeah forgot to mention that one. I gave it a try, versus aggro, I found myself to often be overloaded on turn 4 from all the early game overload removal or wanting to drop Thing From Below instead on turn 4 whenever I had Twilight Guardian. Versus control, I found it unnecessary in the long run since it's easily dealt with for the most part through midrange-y minions and weak minion removal. Midrangey minions can easily be dealt with with the mass removal in this deck and the weak minion removal is usually pretty dead in hand for them most of the game so I don't really want them to get good value out of it.
  5. 1 Lightning Bolt 2 Ancestral Knowledge 1 Ancestral Spirit 2 Lava Shock 1 Stormcrack 2 Doomsayer 2 Elemental Destruction 2 Healing Wave 2 Hex 2 Lightning Storm 1 Hallazeal the Ascended 1 Harrison Jones 1 Cairne Bloodhoof 1 Emperor Thaurissan 1 Sylvanas Windrunner 2 Thing from Below 1 Chillmaw 1 Chromaggus 1 Ragnaros the Firelord 1 Ysera 1 Deathwing, Dragonlord 1 N'zoth, the Corruptor Screenshot is missing N'zoth. Deck I've been working on for awhile to play for fun. The deck pretty much wins any control matchup because you simply just have too many threats and they don't apply enough pressure early on, as well as the fact that you have double Hex to get rid of any actual worrying threats they have. Versus Aggro and Tempo, you hard mulligan for any of your four copies of AoE and any early game removal and just get yourself to the later turns where you can start dropping threats or make a good Thing from Below tempo play. Heal when necessary, Healing Wave usually heals for 14 health, and Hallazeal + AoE pretty much wins the game from there a good amount of the time. Usually after 1 or 2 AoE swipes, they have a hard time coming back. Tech Cards: Ancestral Spirit: With the lack of silence, this card is super strong in my opinion. Putting it on any Deathrattle minion in this deck is bonkers, putting it on any threat like Ragnaros or Ysera makes the Control matchup a sealed deal. Might be a tad win-more, but it definitely helps keep up with an opponent's N'zoth play creating a stickier huge threat and all for them to deal with. Also, playing it on a Deathrattle minion and both copies dying just makes N'zoth even crazier. N'zoth bringing out double Deathwing is quite hilarious. 1 Lightning Bolt/ 1 Stormcrack: Honestly don't really know which one is better at the moment. Stormcrack has been amazing dealing with clearing all of Tempo Warrior's early 4 health minions, but the 1 mana less removal has definitely helped considering you are overloading a significant amount with this deck. Harrison Jones: Feels like a staple in this meta honestly, especially cause Aggro Shaman playing Doomhammer is an easy way for them to beat this deck. Chromaggus: I felt the need to play 2 Big dragons along with Chillmaw and Deathwing, Dragonlord because I want Deathwing to bring out at least 1 minion when it dies. Chromaggus has been a solid choice, making people feel the need to kill it ASAP when I drop it, which makes it great removal bait to safely play another more important threat like Ysera or Ragnaros. Deathwing, Dragonlord: Dropping a 12/12 on turn 10 with this deck often turns you into the beatdown. If they don't clear it, you're hitting them for 12 and often times at this stage of the game, they can't be letting that happen. If they do clear it, you are often dropping 1 or 2 more huge threats for 0 mana. Then you play N'zoth and they concede because you're board is Ysera, Sylvanas, Cairne, Chillmaw, Deathwing, N'zoth or something like that. Cards I have tried: Reno Jackson build: I found that even though Reno Jackson is broken, this deck needed the extra copies of mass removal and 2nd Hex. Plus, healing to full with this deck is already possible due to easy wins on the joust with your 2 copies of Healing Wave and Hallazeal + AoE. Onyxia: Honestly, didn't feel like this card was too strong. The 1/1's were often cleared with ease. Alexstrazsa: I found that the 15 damage was irrelevant because I simply won on board or could have taken an extra turn to win anyway. Malygos: Kept on instantly getting removed, or if it didn't, I didn't have any burn cards to hit face with besides double Lava Shock and 1 Lightning Bolt. And often enough, the other removal spells were used in the early game already. Nefarian: I rarely need more cards, especially two random ones. Mana Tide Totem: Cut for space, found Ancestral to do more for me so far. Feral Spirit: Cut for space. Haven't missed it much. Things I want to try: Malygos + Alexstrasza + double Lightning Bolt: Thinking maybe with double Lightning Bolt and putting more emphasis on holding them and discounting them with Thaurissan will make it a strong win condition, even though I have enough late game win conditions. Naga Sea Witch: Solely because it is a fun card and the deck plays around 10 big threats. Also, being able to play Thing from Below and then Naga early on gives Naga a decent chance to stick. Far Sight: Haven't found room for this card but obviously would be dope to discount some of these cards. Blackwing Corruptor + Fire Elemental: More tempo-oriented cards that I opted not to play because couldn't fit them in, but perhaps making the deck more tempo-oritented and faster paced with these cards could be good. Although, probably would just turn into a whole different deck. Anyway, give it a try if you guys are feeling it. Definitely a fun deck and has been winning me a lot of games. Personally I've found that, besides an overwhelming aggro start that I can't keep up with, if you just play smart in the control matchups by counting threats and counting removal spells from your opponent, this deck has a solid time.
  6. Don't use Skype ever but here's my username for the game: StatusKuo   Trying to get a hang of the fundamentals of the game right now
  7. As of now, Murloc Paladin seems like the best deck to me outside of Druid in standard. (-2 Healbot -1 Belcher +1 or 2 2mana 6 health card +1 or 2 Uldaman). That said, obviously we have to wait till the new set.
  8. This game is so fun. Got really high and ended up impulse buying a fuckton of packs for this game lol. Time to go ham in this game.     Also Magmar Control is <3
  9.   In a world without Druid do you still prefer Patron to Control warrior?     Yeah I was considering Control Warrior over Patron, but I felt like Zoo,Aggro Shaman, and Secret Paladin are easily to deal with with Patron than Control. Unless you're playing Fibonacci's list, but I haven't played around with that deck much so I really don't know how well it does against matchups outside of Zoo.
  10. My line up would be Patron Warrior, Murloc Paladin, Malygos Lock/Combo Renolock, and Freeze Mage, banning Druid/Shaman. People will ban your Paladin/Mage thinking it's secret paladin/Freeze Mage probably. In the line-up, Freeze Mage deals with pretty much any type of Paladin as well as many other good matchups obviously, Patron Warrior is looking for Freeze Mage mainly, but it's also an extra deck to deal with Zoo/Secret Paladin/Aggro Shaman/etc as well. Then you have Maly/ComboReno Lock and Murloc Paladin that just basically beat any Control deck. So basically, you have 2 decks that beat Control Matchups (1 of which they will likely ban if they are scared of Secret Paladin) and 2 decks that beat Aggro decks. 
  11. Yeah it always seems like a weak card outside of Competitive Spirit play.    Guess I'll be joining the cancer tomorrow lol
  12. How are you liking the Aldor? Also, no Haunted Creeper seems a bit odd. How is it working without it?
  13. What decks are you guys using to climb this season? I've been switching around between Zoo, Murlocadin, Control Priest, and Tempo Mage. Stuck on Rank 3 to 4. I know it's just a matter of playing better and grinding through the games but just wondering what other decks you guys are playing because I kind of wanna try something new
  14. Just lost to a tempo mage getting Prophet Velen off Unstable portal and plays it turn 9, then plays a Pyroblast he got off Conjurer on turn 10 to OTK me from 30. Tempo Mage OP lol
  15. Also, what do you guys think of Eloise's Combolock deck? Non-reno, so it gets to play doubles of a lot of strong cards which is interesting to me.