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Found 1 result

  1. Headlights

    https://www.youtube.com/watch?v=7bDLIV96LD4     2 Fire Hand 2 Ice Hand 3 Jurrac Guaiba 2 Traptrix Dionaea 3 Traptrix Myrmeleo 12   1 Book of Moon 1 Dark Hole 2 Forbidden Lance 2 Pot of Dichotomy 3 Pot of Duality 3 Soul Taker 3 Upstart Goblin 15   3 Black Horn of Heaven 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 2 Dimensional Prison 3 Fiendish Chain 1 Solemn Warning 1 Torrential Tribute 1 Traptrix Trap Hole Nightmare 13   I've been testing this for a little while now, and I think I have a good concept going on here. I'm going to explain why I play what I do, because I understand there are a couple of unique cards and ratios. I am trying to work on this to have a lot of cards to counter the rise of Geargia Decks and Traptrix/Hands/Artifact/Jund/whatever idk decks, but that don't suck across the board against the immense number of decks I could play in a tournament. I'd like to hear feedback, especially if I am just going completely in the wrong direction with something that I'm doing here.   I cut Fire Hand and Ice Hand to two each. I understand that most of these kinds of decks play three of each in the main deck, but I was finding as I was playing that the majority of the games that I lost were games where I couldn't use all of my cards because I was drawing too many of these kinds of cards and I had way too many normal summons that I had to support. I haven't really noticed too much of a difference between two and three of each hand, and my actual hands that I have been drawing have been noticeably smoother.   A friend of mine pointed out to me that Jurrac Guaiba causes Fire Hand and Ice Hand to miss timing if it kills one or the other, so I wanted to play something that could use this card. It's been working fairly well and that has came up a couple of times now. I don't want to play any other dinosaurs in my deck because they all suck and the remotely decent ones would add more normal summons and in the long run, I don't think having more dinosaurs would be a good thing.   I don't play any of the Artifact cards because I believe each and every one of them suck, apart from Artifact Sanctum. Artifact Ignition doesn't suck, but that requires me to have multiple Artifact cards in my deck, and I think that brings more of a deckbuilding issue to the table than anything else. I literally never want to draw Artifact Moralltach or Begalltach because they take time to set up, and I don't want to be playing at a minus until these cards are live just because Artifact Sanctum is a good card. When there is an issue on a card like this, I don't believe that playing multiple sub-optimal to downright terrible cards is the correct solution to the issue.   I play three Soul Taker because they make Gear Gigant X and both of the hands miss timing. I like that Soul Taker is a reactive piece of removal that doesn't suck when I'm losing, and lets me address cards that I sometimes can't answer because of traps or whatever is in the way. I think that by having a full set in my deck, I have an advantage in the long run versus decks and scenarios that drag me into late game states where other players and decks simply can't keep up with the amount of removal I have in my deck.   I only play one Traptrix Trap Hole Nightmare because it isn't especially amazing against a lot of the decks right now, especially with the rising popularity of Artifact decks and decks with the Traptrix engine in them. I also found that in a few of my games, I was having an issue in my late games where I would draw multiple Traptrix Trap Hole Nightmares early on and sometimes Bottomless Trap Hole and finding it difficult to gain value out of my Traptrix Myrmeleos when I needed late game removal cards. This is an attempt to minimize that and I do side deck other copies of the trap, as it is exceptionally excellent versus some decks.   I have three Fiendish Chain in the traps as an attempt to improve the Geargia matchup to a degree. The trap isn't entirely horrible across the board, doesn't suck when I'm losing, and sometimes freezes smaller monsters on the field for Guaiba to attack over. It is somewhat synergetic with the deck in that last regard.   I think this deck address some of the problems of the normal variants people have been playing while having a lot of main decked meta call cards that don't particularly suck across the board. Thoughts?