Jump to content

xBladeswornx

Duelist
  • Content count

    66
  • Joined

  • Last visited

Community Reputation

-13 Bad

2 Followers

About xBladeswornx

  • Rank
    Brave Heart

Profile Information

  • Gender
    Male
  1. Family - Chaos Dragons

    Question - What do you side against Evilswarms? Ophion is too strong unless you open ryko / honest.
  2. Inzecters

    I believe that the equips rule the same way as aklys. At least the text is the same... - armor blast + maxx "C"
  3. Bug Bites Suck

    Monsters: 16 3x Inzecter Centibeet 3x Inzecter Damsel 3x Inzecter Hornet 2x Armageddon Knight 2x Maxx "C" 2x Thunder King Rai-oh 1x Veiler Spells: 10 3x POD 1x Book of Moon 1x Reborn 1x Enemy Controller 1x Dark Hole 1x Foolish Burial 1x Mind Control 1x Pot of Avarice Traps: 14 3x D Prison 2x Bottomless Trap Hole 2x Solemn Warning 2x Starlight Road 1x Compulsory 1x Mirror Force 1x Judgment 1x Torrent 1x Trap Dustshoot Extra: Xyzs (9) 1x Gachi Gachi 1x Leviair 1x Leviathan 3x Wind-Up Zenmaines 1x Acid Golem 1x Inzecter Exabeetle 1x Utopia Synchros (6) 1x Catastor 1x Brionac 1x Black Rose Dragon 1x Stardust 1x Scrap Dragon 1x Trishula
  4. T.G. Toolboxing Agents

    bump
  5. sCrap.

    -2 Scrap Goblin -1 Scrap Golem +2 Veiler +1 POD or MST. Either way, max them both out. Goblin and Golem are honestly just not very good...
  6. YCS Toronto

    Looks strong, but 3 Venus is SO important... I know you have Earths to search it out, but opening with venus or earth in hand is so crucial for early game pressure... I definitely think it's worth it to run 3 even if you could potentially draw dead ones later. There are few things this format with the ability to nullify the pluses you get off of Venus and Gachi Gachi first turn... It also forces your opponent to waste resources that would otherwise kill your boss monsters. This, coupled with your ability to crank out exceed monsters through tour guide will certainly win you a lot of games... idk, it just seems counter productive to only run 2 of one of your best opening cards. As for other less important things... I think MF is not as OP this meta. I think D prison or BTH is probably a better choice. Maxx "C" is also a cool tech, but there just aren't as many plants this format... It's more of a boss monster format imo. BOM can still be a powerful card. Or maybe Forbidden Lance? Anyways, great deck. I think you will be successful with it at your event as long as you don't run into any weird match ups. Good Luck!
  7. T.G. Toolboxing Agents

    24 Monsters: 3 Hyperion 3 Venus 3 Earth 3 Mystical Shine Ball 2 Kristya 1 Herald of the Orange Light 1 Honest 2 T.G. Warwolf 2 T.G. Striker 1 Tragoedia 1 Sangan 1 Gorz 1 BLS- Envoy of the Beginning 11 Spells: 3 POD 3 MST 1 Monster Reborn 1 Dark Hole 1 Mind Control 1 Book of Moon 1 Heavy Storm 5 Traps: 2 Solemn Warning 1 Solemn Judgment 1 Trap Dustshoot 1 Torrential Tribute Extra: 1 Leviathan Dragon 1 Gachi Gachi 2 Daigusto Phoenix 1 Leviair 1 Armory Arm 1 T.G. Wonder Magician 1 Catastor 1 Brionac 1 Ancient Sacred Wyvern 1 Black Rose Dragon 1 Scrap Dragon 1 Stardust Dragon 1 Trishula 1 Ally of Justice Decisive Armor I personally love the deck because of the amazing toolboxing... Makes the deck more versatile and I often catch people off guard with T.G. Striker and Venus to make a Trishula Combo very early game. Pretty consistently solid hands in testing. This deck has crushed the ocg tournaments... So far it's winning just as much vs TCG for me. Main deck tech suggestions would be awesome!
  8. 27-3 on Duel Network

    Where is POD?
  9. Illuminati

    Yes. 14 monsters.
  10. Tech Genus Agent

    So -1 Warwolf -2 Coth +1 MST +1 Pod +1 gorz I'll try it. What do you think of the side? In my experience playing with this deck, the match ups you need to look out for are gks, dw and chaos plants. You might also want to side for the mirror match up a lot and the random burn decks that pop up. Gadgets can also be pretty big. Six sams SHOULD be easy for you to deal with since most of the TG Agent toolboxing involves monsters and not spell/traps. With that said: 2 Kycoo is smart to counter those DW and Chaos Plants. 2 Breaker is good for the GKs. Chain disappearance is really really good in the mirror match up. it's pretty insane. Side 2. Mirror Force and 2 Dimensional Prison are good to side for those random decks that you see popping up here and there. I personally like to side Ally of Justice Core Destroyer for the Mirror Match up. It's basically a 3 star Ally of Justice Catastor with 1200 atk. It's also dark, so it can feed your BLS fodder. Side 2 of those as well. I also like to side 2 TKR. Good in the Mirror, but also great against gadgets. It forces the smashing ground in a lot of cases since they cannot search with a TKR blocking them. A personal tech I enjoy is 2 Decree for 2 MSTs when you side. Decree stops a lot of random decks and most of the decks that use many traps (GKs and GBs). Decree can be played around pretty easily, but it's good because it adds pressure. That should be 15.
  11. Tech Genus Agent

    I Also hear Japan doesn't have Tour Guide or Tengu. imo: he does have herald of orange light to back him up against TGU and Tengu how about instead of the 2 COTH why not main the 2 creature swaps and add 1 mind crush I Really do want to main swap after thinking about it, I just like the synergy of coth with herald. Also, swap isn't that good mained... it is a waste of space in a deck with this much toolboxing power.
  12. Tech Genus Agent

    I'm maining this deck right now as well. It's insanely broken. Great toolboxing in all situations. I like this build a lot. IMO, -1 warwolf +1 gorz. Gorz has so much power in this deck it can be pretty ridiculous. If you don't open ridiculous, gorz wins you games. It is also excellent at eating up enemy backrows if you can bring him out. I also run 3 POD and 3 MST with no COTH in my build. There have been so many opening games where i opened with no agents, but POD let me draw into an earth or venus... MST is also your best way of destroy defenses. DW, GK, and Dragunity can be tough match ups for agents unless we shut down their field spell. COTH is excellent, but I chose to run no COTH in my build because i run 2 heralds as opposed to 3. This means I don't discard my boss monsters for effects early game to revive them that turn as often. Also, I find myself relying on the toolboxing ability of TG Agents more rather than just summon agent, drop hyperion and attack. I can often get OTK plays without using my boss monsters at all.
  13. Gadget - Discussion

    [quote name='Setsuna19' timestamp='1314478929' post='2969517' I understand tour guide is an issue vs t-king. I was just saying that thunder king isn't bad because it stops gadget searches. I didn't say it was bad because it stops gadget searches. I'm saying that coupled with the fact that it stops your own duality (which should be run at 3...) and that TGU is everywhere, TKR is no longer good enough to run it at 3 in the main deck. Honestly in an anti meta build of gadgets, Reborn Tengu should be run at 3 as well...
  14. Gadget - Discussion

    Too bad they don't really have to waste any resources to get Rai-Oh the board. The card is weak this metagame. Lol that's funny that you're already assuming/defining what the metagame will be, and it's not even sept yet. TKR does work... it stops sangan searches and agents alike. There's no need to summon a gadget with TKR on the field. This is simply because thunder king alone with some backrow can win games. Here's what we know about the metagame: TGU is going to be played by every deck that can benefit from sangan and even some that don't. TGU > TKR 9x out of 10. Heavy Storm and 3 MST are back, so relying on backrows is no longer a smart thing to do. Hopefully you god hand every round with multiple traps out of the 8 you run with starlight road and shrinks. Otherwise, I see no reason for TKR to be a threat.
  15. Gadget - Discussion

    Unfortunately, TKR makes no sense here. It blocks your gadget searches and clogs your hand. TKR is no longer decent this format considering the massive number of TGU. POD at 1 also doesn't make sense. You don't really Special Summon so POD should be a staple at 3. Take out 2 TKR and add 2 POD. Since your monsters search themselves, I see no reason TKR is necessary in your deck at all. If anything, run a maxx "c" or two and your opponents will be hurting. btw, don't think your opponents won't have multiple veilers/crows/maxx c's to discard and kill your dck easily.
×