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Found 63 results

  1. Heroic Plants

    Been trying to brainstorm various plant decks since Trishula came back and try to make the deck work. Thousand Blades from the newest set seems like it could have potential in a plant deck along with Assault Halberd as synchro fodder for the plant engine. Juragedo fulfils a similar role by acting as synchro and XYZ fodder but also allows you get in damage with Assault Halberd. Daigusto Emeral can act as a replacement for Pot of Avarice from the old Tengu Plant lists from years ago. Some other engines that I've thought about and tested with include a Traptrix Engine along with the Heroic monsters. The classic Reborn Tengu that is now unlimited feels quite lackluster, Castel the Skyblaster Musketeer spinning Tengu prevents it from activating. Other options could include Crane Crane, though I feel like this isn't as combo heavy as many other plant decklists. This deck isn't as combo-oriented as a lot of other plant decks such as Gigaplant builds or builds involving cards such as Spell Strikers or Symbol of Heritage. There is also always the potential for the 2 card Quasar combo with Lonefire and Soul Charge.   The biggest issue to address with this deck however is the lack of extra deck space. So many cards that could be run such as Exciton Knight and a level 6 synchro.   I also really want to fit in another level 8 synchro as it is fairly easy to make one if you have something like Mathematician and Assault Halberd you have the option to send Glow-Up Bulb. If you also get an attack in with Assault Halberd it is a bonus, if you have Juragedo it becomes a potential Trishula play. You can also make a Stardust or Naturia Beast to protect a floodgate like Mistake. Tytannial could possibly be cut, but it is nice to have something to get over Nekroz of Unicore or El Shaddoll Winda off of just a Lonefire play. Mathematician dumping Thousand Blades can sometimes be a good option though. If they attack into your Mathematician you can set-up a play next turn with Thousand Blades. The deck can also produce a surprising amount of burst damage at times through a combination of cards like Assault Halberd, Lonefire Into Tytannial, Juragedo, and Call of the Haunted.   [spoiler] [/spoiler]   Monsters: 23 1 Tytannial, Princess of Camellias 1 Dandylion 1 Spore 1 Glow-up Bulb 3 Lonefire Blossom 1 Debris Dragon 2 Effect Veiler 2 Performage Damage Juggler 2 Performage Trick Clown 2 Performage Hat Tricker 3 Heroic Challenger - Assault Halberd 1 Heroic Challenger - Thousand Blades 1 Thunder King Rai-Oh 2 Mathematician   Spells: 7 1 Book of Moon 1 Mind Control 1 Mystical Space Typhoon 1 One for One 1 Raigeki 1 Soul Charge 1 Foolish Burial   Traps: 12 3 Phoenix Wing Wind Blast 2 Call of the Haunted 1 Solemn Warning 1 Torrential Tribute 1 Vanity's Emptiness 1 Breakthrough Skill 1 Mirror Force 2 Mistake   Total = 42     Extra Deck:  1 Formula Synchron 1 T.G. Hyper Librarian 1 Naturia Beast 1 Armades, Keeper of Boundaries 1 Black Rose Dragon 1 Clear Wing Synchro Dragon 1 Stardust Dragon 1 Shooting Star Dragon 1 Shooting Quasar Dragon 1 Trishula, Dragon of the Ice Barrier 1 Leo, Keeper of the Sacred Tree 1 Meliae of the Trees 1 Daigusto Emeral 1 Castel, the Skyblaster Musketeer 1 Evilswarm Exciton Knight   Side Deck:  2 Artifact Lanceae 1 Shaddoll Dragon 2 Maxx "C" 1 Mystical Space Typhoon 2 Galaxy Cyclone 1 Chaos Trap Hole 1 Mistake 2 Imperial Iron Wall 3 Shadow-Imprisoning Mirror   Alternative builds: [spoiler] [Spoiler][/spoiler]   Monsters: 19 1 Tytannial, Princess of Camellias 1 Dandylion 1 Spore 1 Glow-up Bulb 3 Lonefire Blossom 1 Debris Dragon 2 Effect Veiler 2 Juragedo 3 Heroic Challenger - Assault Halberd 1 Heroic Challenger - Thousand Blades 1 Thunder King Rai-Oh 2 Mathematician   Spells: 9 1 Book of Moon 1 Mind Control 2 Mystical Space Typhoon 1 One for One 1 Raigeki 1 Soul Charge 2 Upstart Goblin   Traps: 12 1 Bottomless Trap Hole 2 Call of the Haunted 1 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Vanity's Emptiness 1 Ring of Destruction 2 Breakthrough Skill 2 Mistake   Total = 40       Edit: Alternative Traptrix build: [spoiler] [/spoiler]   Basically -2 Upstart, -2 Mathematician, +3 Myrmelio, +1 Dionaea, and swap 2 traps for Trap Hole traps.   Also Clown Build: [spoiler] [/spoiler]   Monsters: 23 1 Tytannial, Princess of Camellias 1 Dandylion 1 Spore 1 Glow-up Bulb 3 Lonefire Blossom 1 Debris Dragon 2 Effect Veiler 2 Performage Damage Juggler 2 Performage Trick Clown 2 Performage Hat Tricker 3 Heroic Challenger - Assault Halberd 1 Heroic Challenger - Thousand Blades 1 Thunder King Rai-Oh 2 Mathematician   Spells: 8 1 Book of Moon 1 Mind Control 2 Mystical Space Typhoon 1 One for One 1 Raigeki 1 Soul Charge 1 Foolish Burial   Traps: 11 3 Phoenix Wing Wind Blast 2 Call of the Haunted 1 Solemn Warning 1 Torrential Tribute 1 Vanity's Emptiness 1 Breakthrough Skill 2 Mistake   Total = 42   [/spoiler]
  2. Tengu Plants lol

      Monsters: 22   3 Lonefire Blossom 3 Reborn Tengu 3 Mathematician 3 Crane Crane 2 Card Trooper 2 Effect Veiler 1 Spore 1 Glow-up Bulb 1 Dandylion 1 Tytannial 1 Debris Dragon 1 Thunder King Rai-Oh   Spells: 9   2 Enemy Controller 1 Soul Charge 1 One for One 1 Foolish Burial 1 Scapegoat 1 Book of Moon 1 Raigeki 1 Pot of Dichotomy   Traps: 10   3 Mind Crush 2 Call of the Haunted 1 Vanity's Emptiness 1 Solemn Warning 1 Torrential Tribute 1 Ring of Destruction 1 Bottomless Trap Hole   Extra: 15   2 Meliae 1 Soul of Silvermountain 1 Leviair 1 Ghostrick Alucard 1 Castel 2 Formula Synchron 1 Armory Arm 1 TG Hyper Librarian 1 Ally of Justice Catastor 1 Goyo Guardian 1 Blackrose Dragon 1 Stardust Dragon 1 Scrap Dragon   With tour Guide to 1 my chaos variant woudn't work so decided to bring the good old Tengu Build (well sort of) that we all loved back then. Obviously not overly competitive but just a lot of fun, now even more with lonefire to 3.   Still needs work but Im liking it so far.
  3. Lonefire to 3

    This is based off of a list that a friend sent me of a plant deck that apparently came 9th at a regional that looked really cool so I didn't come up with the idea. This list is very similar and just a couple cards different such as a random dimensional prison and no tytannial. This deck looks super cool and fun to play, can also side into shaddoll fusion depending on the match-up, for example against BA or satellar. Basically hidden armory and miracle fertilizer both prevent normal summoning but the idea is that you save them to use all at once for one big turn to minimize how many normal summons you lose out on. Magician of faith is a non-tuner one for one target and can let you re-use things like hidden armory or symbol of heritage. While this certainly isn't the best deck of the format and has some serious problems its pretty fun to play. Ehren is in the side-board mainly for djinn lock, ryko is another possible out as well as pero pero and dragon though those are all pretty slow outs. Reinforcements of the army and charge of the light brigade gives you 11 potential solar recharge targets. Might consider adding something like a treacherous trap hole or torrential or something but room is super tight.   [spoiler][/spoiler]   Monsters: 22 1 Tytannial, Princess of Camellias 3 Lonefire Blossom 1 Dandylion 1 Spore 1 Glow-up Bulb 1 Magician of Faith 1 Lyla, Lightsworn Sorceress 3 Raiden, Hand of the Lightsworn 1 Felis, Lightsworn Archer 1 Ryko, Lightsworn Hunter 1 Peropero Cerperus 2 Shaddoll Dragon 3 Mathematician 2 Spell Striker   Spells: 19 1 One For One 1 Foolish Burial 1 Raigeki 3 Reinforcement of the Army 1 Soul Charge 2 Charge of the Light Brigade 3 Solar Recharge 1 Mark of the Rose 2 Miracle Fertilizer 3 Hidden Armory 1 Symbol of Heritage   Total = 41     Side: 15 2 Denko Sekka 1 Ehren, Lightsworn Monk 2 Effect Veiler 2 Maxx "C" 1 Mystical Space Typhoon 3 Shaddoll Fusion 2 Mistake 2 Imperial Iron Wall   Extra: 15 2 Shaddoll Construct 1 Shaddoll Shekhinaga 1 Shaddoll Winda 2 Formula Synchron 1 Armades, Keeper of Boundaries 1 T.G. Hyper Librarian 1 Goyo Guardian 1 Arcanite Magician 1 Black Rose Dragon 1 Stardust Dragon 1 Shooting Star Dragon 1 Shooting Quasar Dragon 1 Meliae of the Trees.
  4. Fire Flower

      2 Crane Crane 2 Fire King Avatar Kirin 3 Lonefire Blossom 2 Mariña, Princess of Sunflowers 3 Mathematician 3 Phoenixian Cluster Amaryllis 2 Rose Lover 2 Rose Paladin 2 Seed of Flame 1 Sylvan Hermitree   3 Circle of the Fire Kings 2 Dark Hole 2 Fragrance Storm 3 Miracle Fertilizer 1 Raigeki 1 Soul Charge 2 Supply Squad 2 The World Tree 3 Trade-In   1 Alsei, the Sylvan High Protector 1 Dante, Traveler of the Burning Abyss 2 Divine Dragon Knight Felgrand 2 Downerd Magician 1 Ghostrick Alucard 1 Hieratic Sun Dragon Overlord of Heliopolis 1 Leviar the Sea Dragon 1 Mechquipped Angineer 2 Meliae of the Trees 1 Number 15: Gimmick Puppet Giant Grinder 1 Number 49: Fortune Tune 1 Wind-Up Zenmaines   This is kind of a pet project of mine, and I can't seem to make it any better. The idea is to use the plant engine plus trade-in and circle combined with squad and world tree to drop a bunch of big plants. Essentially a beatdown deck with recurring burn/xyz fodder. Paladin helps make trade-in live and math+lover makes you brick a little less.
  5. Because Plants are simply too fancy to be only a synchro engine   As made clear by the name, this deck's main goal is to swarm the field with any combination of the 4 princesses and annoy your opponent to death with their lovely protection/punishment effects. Meliae and Lonefire do most of the work and the millers make sure a meliae turns into a once per turn revival tool and assembles the Pretty Princess Patrol for a round of utterly FABULOUS slapfest. And Redox is a monster reincarnation that special summons so why not...   Oh, and before anyone asks: yes it works well enough. not as utterly broken but definetely something to try out if you want to lay off the tier 1 decks for a while. Trust me, with the right field, even a meta deck will be on their toes to deal with your huge and well-protected fields     Monsters   2x Chirubime, Princess of Autumn Leaves 1x Tytannial, Princess of Camellias 2x Talaya, Princess of Cherry Blossoms 1x Marina, Princess of Sunflowers 2x Spell Striker 1x Gigaplant 1x Rose Archer 2x Lonefire Blossom 1x Dandylion 3x Crane Crane 3x Mathematician 1x Glow-up Bulb 1x Redox, Dragon Ruler of Boulders   Spells   3x Reinforcement of the Army 3x Super Solar Nutrient 3x Miracle Fertilizer 3x MST 2x Supervise 1x Foolish 1x Soul Charge   Traps    3x CoTH
  6. Plants - Discussion

    Plant - Discussion   ​Introduction    Plants are a deck that has sparked some of the most creative minds in Yu-Gi-Oh. Not being an archetype or having a linear direction, the plant deck has been one of the hardest to construct throughout they years.  The deck has evolved numerous times from Quickdraw Synchro, Gigavise to Tour Guide Plants and many more. The evident ban and limitation of cards caused the deck to be overlooked for some years. It is due to the unbanning of Glow-Up Bulb that interest has sparked in many professional players to create a new plant deck.    Monsters    [Plants] [spoiler][/spoiler] Lonefire Lonefire is the heart the engine. Being able to tutor out Glow-Up Bulb, Spore, Dandy, Gigavise and more is key in getting plays started.  [spoiler][/spoiler] Dandylion Amazing with Lonefire Blossom, best Debris Dragon target, and great Synchro/Tribute fodder in general. Without Dandylion, there is no Plant deck. Run it. [spoiler][/spoiler] Glow-Up Bulb An excellent Tuner, makes Formula Synchron with Fluff Tokens and various other Synchro Plays. [spoiler][/spoiler] Spore See Glow-Up Bulb, except it's uses are somewhat different. Not much to say on these that wasn't said under Lonefire Blossom, run both these tuners. [spoiler][/spoiler] Gigaplant  While not seeing much play in the glory days of plants, Gigaplant is needed to make 2 to 3 card otks. Being able to be searched out with Lonefire is huge. Also good to note that you can banish him for spore to make Spore level 7 for XYZ plays.    [Non-Plant Monsters]   [spoiler][/spoiler] Debris Dragon Even though Debris is at one it is still a power card. It's a one card synchro you can use to turn the tide of the game, either by dropping a Black Rose Dragon to wipe the field, a Scrap Dragon to pop a monster and many more.  [spoiler][/spoiler] Mathematician  ​Most of the deck benefits just as much in the grave as in the hand. Being able to send cards like Lonefire, Spore, Dandy, and Glow-Up Bulb is key.  [spoiler][/spoiler] Spell Striker  Spell Striker is for both quick specials and Melaie plays. The fact that it can be searched with ROTA also gives you a free special. It is also not bad to use for Synchros. [spoiler][/spoiler] Dragon Rulers The Dragons serve as more power and late game plays. The deck has all the different Attributes but water, making summoning any of these guys easy.   Other monsters to be considered that were previously used are  Tour Guide From the Underworld Maxx "C" Effect Veiler Lyla, Lightsworn Sorceress Tragoedia Ryko, Lightsworn Hunter Junk Synchron Doppelwarrior Quickdraw Synchron Blackwing - Zephyros the Elite Caius the Shadow Monarch      Spells    [spoiler][/spoiler] One For One  Serving as an instant Glow-Up Bulb or Spore, this card makes your turn one plays much more explosive.  [spoiler][/spoiler] Super Solar Nutrient  Helps to get out your Lonefire and other plants onto the field. Tributing a plant also does not mean the end of it with most having effects in grave.  [spoiler][/spoiler][spoiler][/spoiler] Supervise and D.D.R. Only to be used in builds that focus around Gigaplant, both of these cards enable OTKs and more explosive plays. They are also searchable with Powertool Dragon.   Other Spells that are more easy to grasp are  Upstart Goblin Foolish Burial ROTA Soul Charge      Notes    Some key extra deck monsters are Formula Synchron, Colossal Fighter, Armory Arm, Melaie of Trees, Powertool Dragon, and TG Hyper Librarian.  If you are looking for some videos explaining combos, Joe Giorlando has some combos videos on his YouTube Channel   http://tinyurl.com/cna3gcu Also some thanks to Sanjura and his old plant discussion
  7. I have always been a huge fan of chaos decks, but I never enjoyed Lightpulsar and Darkflare, I always felt that they were underwhelming. I started putting in some Shaddolls in place of the Dragons, added in the baby chaos dragons, found a nice tempo and kept changing things up. This jumble of a deck is the end result. I at first made this deck with the intention of it being something just for laughs. After playtesting it and continuing to tweak it, I discovered that it actually began to play really nicely. Everything felt like it had massive synergy with everything else, and all the plays felt rewarding. This build is capable of making more plays, opens better, and makes better comebacks. It is focused on mid game tempo, as most chaos decks are.   This is one of those decks that seem very scattered in theory, but actually play out really well. The best way to understand this deck is to actually just take down this decklist and play it. The theory starts all coming together through actual playtesting. I'll go way more into detail on everything in the actual decklist, which I will get into right now!   The decklist can be found here.   Monsters (33): Pretty standard for a chaos deck to have a high monster count. When you mill cards, you want to be sending lots of monsters to the grave, not a bunch of spell or traps. The only spell/traps you run are very important ones.   Chaos Engine 1x BLS - Envoy of the Beginning   2x Chaos Sorceror   1x Dark Armed Dragon   2x Gorz   The core of any chaos deck. BLS and Chaos Sorceror are easily summonable due to you milling light and dark monsters into the grave very quickly. BLS and Sorc are extremely relevant in the meta, and can get rid of so many problem cards while making sure your opponent doesn't get that Dante plus or that Shaddoll Fusion back. 2 Gorz are your offensive "backrow" in this deck, they will get you through so many bad situations and bad hands. Watch your opponent swing into an empty field, thinking they have game. Proceed to laugh at their face when they try to push for game. I've excluded Tragoedia because he is horrible in the late or even mid game, but Gorz is still a consistent threat so he remains in.   2x Black Dragon Collapserpent   3x White Dragon Wyverbuster   2x Plaguespreader Zombie   1x Glow-Up Bulb Anyone who has to question running the baby chaos dragons has not played with them. I was hesitant to put them in, but I playtested them once and realized just how much they can do. They help you get around your normal summon limit in a high monster count deck, they let you make plays after your first one was stopped, they let you synchro and then add the other dragon so you can synchro again, they make an Xyz after you've used a Lyla effect, they make plays with Raiden on the first turn... And Plaguespreader is there just because he is needed in any Chaos deck, just helps you make synchro plays without using your normal summon.   Shaddoll Engine 2x Shaddoll Beast 2x Shaddoll Squamata   2x Shaddoll Falco   2x Shaddoll Hedgehog 1x Shaddoll Dragon   The Shaddoll engine is a bit bigger than before because I run Fusion now. I only run 1 Dragon because it is the worst one to open with. You can only set it and pray that your opponent doesn't just normal something and swing.   Lightsworn Engine 3x Raiden 2x Lyla   Lyla is pretty standard for a chaos deck as she pops spell/trap cards and then gets you monsters in grave. You can also use her for xyz/synchro fodder after you pop something. Raiden is a tuner and lets you mill stuff. Milling Shaddolls is always awesome, and you can mill a Scarm too. Overall, they just fill up your grave for Chaos stuff if nothing else.   Tour Guide Engine 3x Tour Guide   2x Scarm   Scarm lets this engine work much better than in previous chaos decks. You can mill a Scarm or set one, which then cycles you into a Tour Guide. Tour Guide just opens up some nice plays, as making an Alucard to pop a backrow can help clear the path for a big play or boss monster. Leviair can get back anything banished from your various banish outlets, and most importantly, can get back a banished Plaguespreader allowing for 2 more uses (1 on field and 1 in grave).   Spell/Traps (7): 1x Allure of Darkness 2x Shaddoll Fusion 1x Soul Charge 1x Charge of the Light Brigade   1x Vanity's Emptiness   1x Solemn Warning Allure of Darkness helps you cycle through bad hands, and you run a ton of darks anyway. Shaddoll Fusion is a given because you can make good plays even if you don't fuse from a main deck. Popping a S/T with Lyla and then fusing it into Construct is great. Soul Charge is mandatory because your grave fills up with nice monsters to Charge back very quickly.Charge searches Lyla or Raiden usually and gets you some mills. I do not like Solar Recharge because it can dead draw easily. The warning would be another emptiness if I had one.   Extra Deck (15): El Shaddoll Winda 2x El Shaddoll Construct Standard. I run less of each because I have limited room and do not need to fuse often anyway. These numbers have never given me problems so far. Armades   Goyo Guardian   Black Rose Dragon   Hot Red Dragon Archfiend   Stardust Spark Dragon   Star Eater   My synchros of preference. You want to make sure you have at least 2 level 5 and level 6 synchros each because you will make them a lot due to Plaguespreader, Spore, and Glow-Up Bulb all being level 1/2. 101: Silent Honor ARK   Evilswarm Exciton Knight   Lavalval Chain Dante   Alucard   Leviair   My Xyz of preference. Leviair is pretty mandatory because of reasons I mentioned somewhere above (getting back Plaguespreader is really nice). Lavalval is great as it lets you stack a BLS or mill a Shaddoll.   Side Deck (15): I have absolutely no clue what to put in this side deck, considering there is very little I would ever want to side out in the first place. Help me out here.   So yeah, that's pretty much it for Chaos Disco. Feel free to leave any comments, feedback, criticism, or suggestions you have!
  8. Tour Guide Plants 2014

    A guy in the plant discussion suggested a different path of plants than gigavise, instead opting to run the baby chaos dragons and tour guide as a supplemental engine to the plants. It has tested decently well tonight, but it is in an alpha stage so it could be much improved.   Monsters(25) 3 White Dragon 3 Black Dragon Debris Dragon 1 Spore 2 Lonefire Dandylion Glowup Bulb Thunder King 3 Tour Guide 1 Scarm 2 Effect Veiler Bls Gorz 2 Lyla 2 Raiden   Spells(9) 2 Mst One for one 1 Scapegoat Foolish Charge of the light brigade Soul charge 2 Enemy controller   Traps(6) 2 Call of the haunted 2 Emptiness Compulse Warning   Side(Not solid at all): Mst 2 Decree 2 Flying C 3 Koa'ki Meiru Draco 2 Diamond Core 2 Chalice Raigeki 2 Maxx C   Extra(15):   Synchros(9) 1 Formula 1 Armory Arm Tg Hyper Librarian 1 Armades Goyo Black Rose Scrap Dragon Stardust Stardust Spark   Xyz(6): 1 Leviair 1 Dante(Not sure what to replace with if i cant borrow one) 1 Alucard 1 Castel 1 Exciton 1 Emeral   This deck doesn't draw too bad often, but sometimes i feel like running a Tytannial would make lonefire dead less often in the late stages.   The mini dragons are great but I end up milling them all the time at 3.   The deck doesn't really have any great top decks and its hard to come back if you get behind.   It may be competitive if I can smooth out some of the kinks.        
  9. Plant Dragon Oct 2014

    With the new ban list 3 things strike me for dragons 1. glow up bulb 2. gorz at 2 3. soul charge at 1   The goal of my deck is to keep the same play style, which is to throw out a big monster or threat for my opponent to have to deal with each turn. Let it be a draco, felgrand, or even a stardust and hopefully a backrow, they would have to use resources to get rid of it. Hopefully I will burn enough resources that I can find an opening or grinded them out of enough resources to push for game or big dmg. This is my rough draft of what I have so far. The big questions I have are: 1. should i keep quasar as an option or add more utility xtra deck cards. (DECIDED NOT TO DO QUASAR) 2. What traps should i use, these are only the ones that came across the top of my head. 3. Is there a way to make it more consistent?  
  10. A deck idea, nothing too serious.   Monsters : 23   2x Lonefire Blossom  1x Dandylion 1x Spore 1x Glow-Up Bulb   3x Tour Guide 2x Scarm, Malebranche of the Burning Abyss 1x Graff, Malebranche of the Burning Abyss   3x Artifact Moralltach 2x Lyla, Lightsworn Sorceress 1x Raiden, Hand of the Lightsworn   2x Black Dragon Collapserpent 2x White Dragon Wyverburster 1x Black Luster Soldier - Envoy of the Beginning 1x Chaos Sorcerer    Spells : 9   3x Mystical Space Typhoon 1x Foolish Burial 1x Raigeki 1x Soul Charge 1x One for One 1x Mind Control 1x Dark Core   Traps : 8   3x Artifact Sanctum 2x Royal Decree 2x Phoenix Wing Blast 1x Trap Stun  
  11. Plants (Help)

    ** I Don't know if i have posted this in the correct part of the website, if i have not please tell me and i shall delete the Topic **   Okay so really i'm looking to make a semi-competitive but fun deck using the plant engine. I had a Quickdraw/Plant synchro deck built up but it simply cannot compete with the new decks coming out that see alot of play at my locals.   Here is the deck i was playing :     I had a few ideas but couldn't find any deck lists i liked :   * Plant Rulers (The problem here is i dont have rank 7 xyz's and would REALLY prefer to play a Synchro based deck rather than an Xyz based one) * Quickdraw Quasar Plants (This is what i have now but was not fast enough) * Gigaplant (Pretty vague but i really like the card, even with supervise i think the meta is too fast for it)   What i don't want to play :   * Sylvans (Unless there's a cool synchro build)   The decks i have to (and will have to) compete with at locals are :   * Qliphort * Shadolls * Mermail * Infernity * Scraps (With pendulums soon) * Evilswarm   etc etc   If anyone can post decklists here or if you guys have any cool ideas we can work on that'd be aweosme - Any help is appreciated!          
  12. Quasar Wins Games

    I've been toying around with Quasar.dek on Duelingnetwork, it's always so fun toying with these decks. Ophion is a pain though. I added Nettles because then Lonefire+Soul Charge=Quasar   Monsters: 22 3 Synchron Explorer 3 Quickdraw Synchron 3 Junk Synchron 3 Level Eater 2 Doppelwarrior 2 Ryko 2 Lonefire Blossom 2 Spore 1 Dandylion 1 Unknown Synchron   Spells: 13 3 Tuning 3 Soul Charge 3 Mystical Space Typhoon 2 Reinforcement of the Army 1 Foolish Burial 1 One for One   Traps: 5 2 Phoenix Wing Wind Blast 1 Bottomless Trap Hole 1 Torrential Tribute 1 Compulsory Evacuation Device   Extra deck: 2 Formula Synchron 1 Photon Pulse Dragon 1 Underworld Fighter Balmung 1 Ally of Justice Catastor 1 Junk Warrior 1 T.G. Hyper Librarian 1 Drill Warrior 1 Goyo Guardian 1 Nitro Warrior 1 Junk Destroyer 1 Scrap Dragon 1 Road Warrior 1 Shooting Quasar Dragon 1 Acid Golem the Destruction
  13. Dandelions in the Wind

      Monsters: 31   2 Caam, Serenity of Gusto 1 Dandylion 2 Gusto Egul 2 Gusto Falco 3 Gusto Griffin 2 Gusto Gulldo 3 Gusto Thunbolt 1 Kamui, Hope of Gusto 3 Level Eater 2 Lonefire Blossom 2 Pilica, Descendant of Gusto 3 Quickdraw Synchron 2 Reeze, Whirlwind of Gusto 1 Spore 1 Tempest, Dragon Ruler of Storms 1 Unknown Synchron   Spells: 9   1 Dark Hole 2 Mystical Space Typhoon 2 Scapegoat 2 Soul Charge 2 Tuning   Extra: 15   1 Catastor 1 Armory Arm  1 Black Rose Dragon 1 Daigusto Sphreez 1 Drill Warrior 2 Formula Synchron 1 Goyo Guardian 1 Junk Archer 1 Junk Destroyer 1 Mist Wurm 1 Shooting Quasar Dragon 1 Shooting Star Dragon 1 Stardust Dragon 1 T.G. Hyper Librarian   Cards I want in the deck but don't have room for (shown as the side deck on DN): [Spoiler] Chevalier de Fleur (Pilica can summon Quickdraw to make this, as it's wind.) Junk Warrior (Quickraw + Level Eater obv) Leo, The Keeper of the Sacred Tree (The deck can go level 10 pretty easily) Leviair (Tempest plays) Silent Honors ARK (I've had situations where I have the ability to Xyz for 4 but couldn't, so slipping one target into my extra would be nice) Totem Bird (Pilica + Gulldo) [/spoiler]   Notable Plays that Gusto Griffin + Quickdraw allow: [spoiler] Ditch Gusto Griffin for Quickdraw, Summon Reeze, then either use Reeze's effect to swap for an opponents monster and synch with it, Level Eater the Reeze to synch for Drill Warrior, or some other combination of Reeze/Level Eater that allows you to turn Quickdraw into something useful.   Ditch Griffin for Quickdraw, summon Pilica, then either use Pilicas effect to grab Gulldo and synch for Sphreez, or don't use Pilicas eff an synch Quickdraw + Pilica into Fleur or Junk Destroyer.   Ditch Griffin for Quickdraw, summon literally any Gusto monster in your deck that you can profit off of when combined with something you have in your hand, get out some synchro monster, win the game. [/spoiler]   The ones listed above are just the specific plays from Griffin, and while he is the best Gusto card in the game, he's not the only reason that the Gustos are useful.   Having Gustos in a Plant Deck gives you:   A level 1 tuner that isn't Unknown Synchron, and actually has a secondary purpose after you've already used Unknown Synchron. A level 3 tuner that isn't Junk Synchron, and has a secondary purpose. A level 2 tuner that doesn't require you to use Spore's effect.   All of which are easily floatable to the field by one means or another, might I add.   Reeze is a really silly card in her own respects, and she's not just there for Synchro plays. Having a targetting Creature Swap with legs is hella fun, and her cost is something that can potentially allow for some plays, as it opens up Thunbolt/Griffin to summon a Pilica that you returned to the deck. She's also a potential way to get rid of an annoying Ophion, etc, especially if you have another Sphreeze in your hand to tribute the Ophion you stole.   Potential FAQ:    [spoiler] 1. Why only one Pilica?   She's not a great card. Her limitation is just blatantly fucking annoying, especially if you plan on running Quickdraw Synchron. I used to run only one of her, as getting an instant Sphreeze is still pretty sick, but decided to run two because Thunbolt breaks her restriction, and also because a level 3 non-tuner Gusto is really useful with making Griffin plays.   2. Why the random Kamui?   Mostly because she's a level 2 non-tuner, which again allows for plays like Quickdraw > Griffin > Kamui, level eat Quickdraw, Synch Kamui + Quickdraw for Drill Warrior. You can also use Griffin to actually summon another Griffin to make the exact same play, but since Kamui is also a nice target for Falco, running one doesn't hurt.   3. Can the deck actually make Quasar?   Yes. Especially with Soul Charge.   4. Why no Quillbolt etc.    No room. Suggest a change and I'll gladly add Quickdraw/Junkdoppel cards that you think I'm missing.   [/spoiler]
  14. TCG Sylvans Post PRIO

    This is my Sylvan Deck. Any feedback would be greatly appreciated. Thanks in advance.     Monsters: 20   3 x Sylvan Hermitree 3 x Sylvan Sagequoia 2 x Sylvan Flowerknight 3 x Sylvan Komushroomo 2 x Sylvan Princessprout 2 x Lonefire Blossom 1 x Spore 1 x Copy Plant 3 x Kuribandit   Spells: 13   3 x Sylvan Charity 2 x Miracle Fertilizer 3 x Soul Charge 2 x Forbidden Chalice 2 x Forbidden Lance 1 x Book of Moon   Traps: 7   2 x Breakthrough Skill 2 x Phoenix Wing Wind Blast 2 x Wiretap 1 x Compulsory Evacuation Device   Total: 40   Side Deck: 15   2 x Effect Veiler 2 x Maxx C 3 x Mystical Space Typhoon 2 x Nobleman of Crossout 2 x Debunk 2 x Dimensional Prison 2 x Malevolent Catastrophe   Extra Deck: 15   1 x Alsei, The Sylvan High Protector 2 x Orea, The Sylvan High Arbiter 2 x Divine Dragon Knight Felgrand 1 x Number 15: Gimmick Puppet Giant Grinder 1 x Hieratic Sun Dragon Overlord of Heliopolis 1 x Mecha Phantom Beast Dracosack 1 x Number 11: Big Eye 1 x Number 101: Silent Honor ARK 1 x Evilswarm Exciton Knight 1 x Leo, Keeper of the Sacred Tree 1 x Star Eater 1 x Stardust Dragon 1 x Scrap Dragon     Current as of 6/3/2014 12:30 PM EST  
  15. Aki would be Proud

      Deck Name : Quasar Plants's Deck.   Monsters Mathematician x3 Marauding Captain x2 Junk Forward x2 Lonefire Blossom x2 Crane Crane x3 Dandylion x1 Naturia Cosmobeet x2 Maxx "C" x2 Spore x1 Copy Plant x1   Spells Dark Hole x1 Soul Charge x3 Foolish Burial x1 Mystical Space Typhoon x3 Book of Moon x1 Super Solar Nutrient x2 Miracle Fertilizer x2   Traps Torrential Tribute x1 Breakthrough Skill x2 Compulsory Evacuation Device x1 Wiretap x2 Black Horn of Heaven x2   Extra Shooting Quasar Dragon x1 Shooting Star Dragon x1 Leo, the Keeper of the Sacred Tree x1 Scrap Dragon x1 Stardust Dragon x1 Black Rose Dragon x1 T.G. Hyper Librarian x1 Armades, Keeper of Boundaries x1 Ally of Justice Catastor x1 Armory Arm x1 Formula Synchron x1 Leviair the Sea Dragon x1 Meliae of the Trees x3   So yeah its a Quasar plant deck, this deck can make quasar so many ways its actually ridiculous.    The monsters are a bit weird but it orks well, Junk Forward and Marauding Captain make Meliae easily so does Crane Crane, meliae being Lonefire fodder and a Foolish/Reborn for the plants. Mathematician is a foolish on legs, the plant engine is fairly standard spore and copy plant can be very versatile for making synchs, lonefire is a fantastic searcher and dandylion makes tokens and whatnot, Cosmobeet is needed for the quasar plays and can help with synchro summons too.   The spells focus on Keeping field presence and disrupting the opponents cards to allow my plays to go off easier, soul charge and fertiliser help with the big synchro plays, SSN is good for getting rid of a token/copy plant/spore sitting there doing nothing and fetching a lonefire the rest are just staple.   The Traps are prety much standard what every meta deck is running nowadays black horn, wiretap and the like   the extra is to allow as much synchro variety as possible while also keeping the quasar theme going, Meliae is key to setting up a lot of big plays and Leviair can return anything that might be banished.    if i could get help with a Side deck that'd be great but main/extra help would be appreciated too  
  16. Plant Rulers

      So Dragon Rulers may well be the best deck at the moment, but there's definitely something missing. You can struggle to get out of the early game, and it forces you to run crap cards that don't really help your end game much. Plants allow some of the easiest synchro access in the game, and they're also arguably the archetype, if you will, most improved by soul charge, allowing many combos and putting many big monsters on the board at once.   Plant Rulers never caught on in past formats, because the sheer power of the Rulers themselves was enough to render the options the plants offered obsolete. The deck is at a very different place at this point, so I think plants could be what's needed to make Rulers the clear cut best deck once more. If nothing else, it's a lot more fun. 1x Blue-Eyes 2x Flamvell Guard 1x Mythic Water 1x Blaster 1x Tidal 1x Tempest 1x Redox 1x Debris 1x Mythic Tree 2x Mathematician 2x Kuribandit 2x Lonefire 1x Dandylion 2x Maxx C 1x Spore 1x White Stone 1x One for One 2x Trade-in 1x Cards of Consonance 3x Dragon Shrine 3x Soul Charge 3x Upstart 1x Gold Sarcophagus 1x Foolish Burial 1x Burial 3x PWWB   The deck itself is very standard, the changes from a Mythic Ruler deck being 1 less lv 8, 1 less coc and less defence, depending on what the build is. I'd say PWWB is the best trap this format for obvious reasons, non-destruction removal, deals with established boards, cuts off access to a Ruler etc. Spore and Dandylion are also good discards.  Mathematician and one for one give access to combos and speed up the deck, useful for finishing off a combo or initiating one, and they both thin the deck, if that means anything.  (opening both is a first turn leo, if there's nothing better to do)   1x Star Eater 1x Leo 1x Azure-Eyes 1x Crimson Blader 1x Scrap Dragon 1x Spark Dragon 1x Black Rose 1x Armades 1x Armory Arm 1x Formula Synchron 1x Heliopolis 1x Felgrand 2x Dracossack 1x Big Eye     Armades is a very good beater, allowing you to attack without fear, but it's mostly used as material for another synchro. The same can be said for Armory Arm, but it can win games very quickly, especially with soul charge being played everywhere, and it's brought out a lot because of this. Formula Synchron gets you a card, allows you to carry on synchroing. Spark over Stardust because of the lock with Emptiness and It's fucking brilliant with AA. 1x Maxx 1x Swift Scarecrow 1x Dark Hole 3x MST 2x Encore 1x Bottomless 2x Emptiness 2x Skill Drain 2x Black Horn     Fairly self-explanatory, 3rd maxx for decks that need to ss, same for Emptiness. Scarecrow for OTK decks, Hole for geargia and mermails. MST for everything, 3 against something that can side Fissure, Cosmos or Soul Drain and 1 against everything else for emptiness. Bottomless for dragons, FF if it comes up. Skill drain for everything that needs effects, Black Horn against geargia, and evilswarm if i go first. Encore is to deal with Ophion.   Any suggestions are helpful, open to changes/criticism
  17. Volcanic Quickdraw

    Total 41 cards   monsters X 24   X1 Redox X1 Blaster X1 Tempest X2 Quickdraw X2 Lonefire X1 Dandylion X1 Spore X1 Debris X1 Tytannial X2 Card Trooper X2 Tetherwolf X3 Volcanic Shell X1 Traptrix Myrmeleo X1 Cardcar D X1 Crane Crane X1 Flamvell Guard X1 Kuribandit X1 Machina Fortress   Spells X11   X2 Soul Charge X2 Mst X2 Scapegoat X1 Tuning X1 Sacred Swords of the Seven Stars X1 Dragon Shrine X1 foolish Burial X1 Burial From a Different Dimension Traps X6 X2 Fiendish Chain X1 Call X1 Bottomless X1 Traptrix Trap Hole Nightmare X1 Torrential I'm just getting back in to the game after 2yrs, so I have much to learn. If this cannot be competive I understand but id like to improve upon it if it can be. I have tested against Bujin, and Mythic ruler so far and had good results. I still have many more to test against and fun duels pale in comparison to any event but I have to start some where to get a feel for things. Card Choices   Drill Warrior - I chose to make a deck around this card because i still feel when summoned he is one of the worst threats in the game with how much advantage he creates. Also I think he is one of the better synchro monsters that plants have ever utilized. Trick is getting him consistently, which i do often with a combination of Dandy, Shells, and scapegoats.   Volcanic shell - I chose this card because it seemed like a decent engine to revive for Quickdraw but even more bc of the nice interaction with Blaster. It fuels him pretty quickly along with Lonefire, as well as making his effect in your hand pretty useful. I often summoned him for big pushes coupled with Dracossack or Big Eye plays and if he returned to hand I could use him with the shells once again to deal with problem cards.. Example - (locked Dracossack with Fiendish)   Tetherwolf - I was looking to boost my wind targets for Tempest when I chose this card. Easy rank seven plays, and with goats he can be a minor problem (not being able to be destroyed by battle or card Effects with tokens) and with his effect to increase attack by 800 (making him 2500) gives me an edge against decks with big beaters like bujins and a out to Thunderking. The token summoned by him is level 3 so in worst case scenario can be Junk Destroyer plays with Quickdraw   Machina Fortress - I chose him to alleviate bad Quickdraw hands where he is dead. If needed he is a seven swords target, redox food, and with seven machines main deck he is often live. Obvious as well but being level seven supports the ruler overlay plays Tidal - I cut this card in the end bc most of my ruler summons are done through proper attributes and not dragons.   I think that covers most of the odd ball choices, so once again any help is appreciated. Even if its just letting me know this cannot work. Just wanted to try something a little different.
  18. Hello all, this is my first post here, I hope I'll make things right.   I need some help for this deck. I plan to use it in YCS Paris but I still need to playtest to be more confident with it or leave it.   In my opinion it has a great potential and I can build a field, get it destroyed and recover a big field pretty easily if the engine is running smoothly. Here is the decklist :      Monsters:    1x Redox Dragon ruler of boulders 1x Blaster, Dragon ruler of infernos 1x Tempest, Dragon ruler of storms 1x Debris dragon 1x Flamvell Guard   3x Black Dragon Collapserpent 2x White Dragon Wyverburster   3x Lyla, Lightsworn Sorceress 2 Card Trooper   2x Lonefire Blossom 1x Dandylion 1x Spore 1x Copy Plant   2x Maxx C (3rd in the side) 2x Effect Veiler (3rd in the side)   Spells:   1x Dark Hole 1x Foolish burial 1x Charge of the light brigade 3x Mystical Space Typhoon 2x Scapegoat 1x Creature swap 2x Ennemy Controller   Traps:   1x Torrential Tribute 1x Solemn Warning 3x Call of the haunted       Extra Deck: 1x Crimson Blader 1x Scrap Dragon 1x Colossal Fighter 2x Blackrose Dragon 1x HTS Psyhemuth 1x TG Hyper librarian 1x Armades, Keeper of Boundaries 1x Ally of Justice Catastor 1x Formula Synchron 1x Mecha Fantom Beast Dracossack 1x Number 11: Big Eye 1x Number 50: Blackship of Corn 1x Number 101: Silent Honor ARK 1x Evilswarm Exciton Knight       The basic combo is a summonable chaos + Lonefire = Synchro 5 + Synchro 8 (and one draw if the lvl 5 is Librarian). The rulers are there to power the deck once the chaos are gone or to stall in the early stage of the game. The Goats are there to stall in early game aswell if you don't have the milling engine which gets the deck flowing, you can still put some pressure with swap or controller thanks to them, and of course they help to draw new outs with formula.   I consider removing Copy plant which was a replacement to Tidal, Flamvell Guard and a Collapserpent. I don't know what to put in though, Book of moon ?, another swap ? a ryko to increase the chance of having milling power in start hand ?   I need your suggestions :)   Thanks !
  19. Hey guys I'm trying to build a competitive Sylvan deck (pre-Primal Origins) to bring to a regional coming up and have been testing numerous things but would like any or all opinions please :)  Monsters: 3x Effect Veiler 3x Sylvan Hermitree 3x Sylvan Marshmaleaf 3x Sylvan Komushroom 2x Sylvan Flowerknight 2x Sylvan Peaskeeper 2x Lonefire Blossom 1x Spore 1x Copy Plant 1x Dandylion 1x Crane Crane 1x Debris Dragon Total: 23 Spells:  3x Mount Sylvania 3x Mystical Space Typhoon 3x Miracle Fertilizer 2x Super Solar Nutrient Total: 11 Traps: 2x Fiendish Chain 1x Torrential Tribute 1x Compulsory Evacuation Device 1x Solemn Warning 1x Bottomless Trap Hole Total: 6 Deck Total: 40 Extra Deck: 1x Formula Synchron 1x Armaedes, Keeper of Boundaries 1x Orient Dragon 1x Blackrose Dragon 1x Ancient Fairy Dragon 1x Scrap Dragon 1x Stardust Dragon 1x Crimson Blader 1x Leo-Drake 1x Divine Dragon Knight Felgrand 1x Meliae 1x Mechquipped Angeneer 1x Slacker Magician 1x Lavalval Chain 1x Daigusto Emeral  Thank you in advanced, and please post serious changes with serious explanations :)
  20. FistPlant

      Monsters : 19 I Blaster, Dragon Ruler of Infernos : Still pretty good imo. Pop stuff while filling the grave for spirit or rekindling, plus it's an easy to summon 2.8k beater. II Brotherhood of the Fire Fist - Bear : Nothing to explain really. Pretty effin good. III Brotherhood of the Fire Fist - Leopard : Deck thinning and search power, Rekindling, Spirit & Horse target. III Brotherhood of the Fire Fist - Rooster : Idk if 2 or 3 is optimal. I Brotherhood of the Fire Fist - Spirit : One of the main keys of the deck, sucks it's limited. II Crane Crane : So many targets for it. 1 card XYZ or synchro with Spirit. I Dandylion : Well, it uses the plant engine and Dandy is good as hell. I Debris Dragon : Because BRD is a card and there are so much targets in the deck for it. II Effect Veiler : Effect negation is key, plus it's a random LV1 tuner to use with Blaster. II Lonefire Blossom : Also one of the main keys of the deck since it's summonable by Horse. I Spore : Plant engine.   Spells: 14 I Dark Hole : Still good in my book. But might replace with BoM. II Fire Formation - Gyokkou : Staple in the deck. More backrow hate is good. III Fire Formation - Tenki : Pretty obvious why it's at 3 here. II Fire Formation - Tensu : Thinking if I should just go with 1 since Spirit is limited and I don't plan on running Bark. III Mystical Space Typhoon : Staple this format. III Rekindling : I've gone between 2 and 3 for the longest but more often than not, you easily get 2-3 monsters with each use. Tend to be dead early on so might go back to 2.   Traps : 7 I Bottomless Trap Hole : Staple. I Compulsory Evacuation Device : Not as good as I hoped, might replace with TT. III Fiendish Chain : One of the best traps no cards around this format. I Fire Formation - Tensen : I've found that 1 is more than enough. I Solemn Warning : Staple.   Extra : 15 I Ally of Justice Catastor : Might cut completely. Thinking of ormula Synchron. I Black Rose Dragon : Normal Debris Dragon for a field nuke is pretty good, or I heard so. II Brotherhood of the Fire Fist - Horse Prince : +1 on summon, potentially +2 with Rooster. One of the reasons the deck exist, if not the reason. I Celestial Wolf Lord, Blue Sirius : Another summon target for Spirit and also an EEV target. I Crimson Blader : I haven't felt the need to go for her many times, but when I do it's still great. I Scrap Dragon : One of the best LV8s still, plus get uses of Fiendish, FF cards that are laying on the field. I Stardust Spark Dragon : Same as Scrap, one of the best 8s there is. I Vulcan the Divine : Another Spirit target, get more uses of Tenki, Fiendish etc.. II Brotherhood of the Fire Fist - Lion Emperor : Use it to get back Spirit for more plays. I Leviair the Sea Dragon : Get back whatever I banished for Spore or Blaster for more silliness. I Mechquipped Angineer : Arguably one of the best R3s there is. I Meliae of the Trees : Crane + Crane or Dandy. Revive a Spore or a Lonefire for more plays and another way to get tokens. I Temtempo the Percussion Djinn : Sorta an out to Ophion and pesky stuff in general.   Side : 15 II Maxx "C" : I don't feel like maining it so side.. II Xyz Encore : The "Ophion fear" is a bit too real. II Black Horn of Heaven : Might cut for a pair of Mistake. II DNA Surgery : Mostly for the Spellbooks or even Geargia / Kuri matchups. Hurt Bujin more than it does for me. II Dust Tornado : Bakcrow fear is real, plus it hits their Tenki, Tensu and what not. I Eradicator Epidemic Virus : It's easy to go for Sirius, add in any FF card and it's a target. II Light-Imprisoning Mirror : For the Bujin and Constellar matchups, plus random LS or whatever. II Royal Decree : I don't like backrow, might consider Soul Drain tho.   Standard stuff. It's not bad at all, but I feel it could be better. Not saying it's better than dual axis or other FF builds, I just like the plant engine in general and Horse / Lone at 2 give me more reason to play it.   Cards I'm considering are Foolish Burial for setting up and maybe even a pair of Lances to ensure some of my plays go through. Maybe Upstart for 37 cards deck but no idea what to cut.
  21. Peacock

    [media]http://www.youtube.com/watch?v=PhGtxxxorPk[/media] It seems every time I consider posting this kind of deck someone happens to conveniently post it before me WHATEVER [/salt] 22 3 Brotherhood of the Fire Fist - Leopard 1 Brotherhood of the Fire Fist - Spirit 1 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Raven 1 Brotherhood of the Fire Fist - Bear 2 Lonefire Blossom 1 Dandylion 1 Spore 1 Blaster, Dragon Ruler of Infernos 1 Tempest, Dragon Ruler of Storms 1 Redox, Dragon Ruler of Boulders 2 Crane Crane 2 Reborn Tengu 3 Effect Veiler 11 3 Mystical Space Typhoon 3 Fire Formation - Tenki 1 Fire Formation - Tensu 1 Onslaught of the Fire Kings 1 Book of Moons 1 Pot of Dichotomy 1 Foolish Burial 7 3 Call of the Haunted 1 Solemn Warning 1 Torrential Tribute 1 Raigeki Break 1 Compulsory Evacuation Devicde 15 1 Formula Synchron 1 Armory arm 1 T.G. Hyper Librarian 1 Ally of Justice Catastor 1 Vulcan the Divine 1 Brotherhood of the Fire Fist - Horse Prince 1 Black Rose Dragon 1 Scrap Dragon 1 Stardust Dragon 1 Melia of the Trees 1 Leviair the Sea Dragon 1 Brotherhood of the Fire Fist - Lion Emperor 1 Wind-Up Zenmaines 1 Lavalval Chain 1 Mecha Phantom Beast Dracossack This is very akin to the deck that I brought to last year's nationals, except now there's only one Blaster and there are no more Burners, as well as only one Spirit. The core idea has always been to summon Horse Prince and grab Lonefire, which then sets up for some later power plays that can swing the game quickly in your favor. Crane Crane doubles in effectiveness because you can grab a Dandylion for Melia (or anything else), OR you can grab Spirit to make whatever Level 6 Synchro you have left which are both very powerful. However, I only play two because you don't want to see them when you start up. As far as the Fire Fist engine is concerned, I only use one Rooster and one Bear because the deck does not have enough Fire Formations for multiple copies. You're usually rarely using Rooster to begin with, because Lonefire ends up being your priority Horse Prince target. However, Rooster is still summoned every now and then when you need more Fire Fists or Lonefire is dead. I do want to bring a second Bear into the main deck, though. The second Bear is really important for its level, because you sometimes bring out Bear to make an Xyz play or Synchro play. Having the back-up to send off more of your dead Fire Formations can be really convenient. The one Raven and Onslaught are just for consistency. Raven is sort of like Sangan for your deck, since it behaves exactly like it while having even better stats. 1800 can wall versus a good amount of cards AND you can summon it off of Debris, and being able to Debris up Raven is too good. If you make Black Rose Dragon with Raven and Debris, you can have Black Rose resolve before Raven resolves, giving you a Fire Formation after the field blows up. This means you can fetch a Tensu to follow up or Tenki into any combo piece you need. You can't play more than one Raven or Onslaught however, because you only have so many Fire Formations you can grab with Raven and Onslaught is obviously dead in multiples or if your opponent doesn't have any monsters. The Dragon Rulers add a lot more power to the deck without hindering it at all. Once your Horse Prince combo finishes off, you've gone through a total of five fire monsters and either Spore or Dandylion, giving you at least two Blaster summons. Blaster can also be used to pitch off dead Fire Fist monsters sitting in your hand, which is common as the game goes on. The Tempest is also really cool because it's your gate to Debris Dragon. While Debris Dragon was limited, you still see it a lot because of the single Tempest, as well as Lavalval Chain which ties all of your dragons together. Lavalval Chain is probably one of the best cards in the Extra Deck, though at the same time one of the more difficult to summon. Each of the dragons have their perks in this deck, and instead of using Dragon Shrine I use Lavalval Chain to turbo to them, and it really pays off. I'm kind of on the fence with Redox though. There's a decent amount of earths that you can remove and discard, but it's not necessarily live all the time. Maxx "C"'s post side can help, but Redox is the most inconsistent of the three dragons. Also, opening Tempest and Spore is the actual literal value. I kinda need to dedicate this next whole paragraph to Reborn Tengu, because it is by far my favorite card to use in the deck. Everyone has basically set Tengu to the side, and it obviously makes sense because you only have two copies. However, Tengu being searchable by Tenki suddenly makes it a lot better in my eyes. While you won't get as many Tengus out of your deck anymore, you'll see Tengu a whole lot more in this generation of Plants. Plus, Tengu offers a lot from its Level, stats, etc. Being a wind makes your Tempest live just by getting both copies into your graveyard. Being level 4 obviously brings in classic synergies with Spore, making your level 8 synchros or just Lavalval Chain. Also, in addition to working with Tenki, it also works very well with Tensu. To put it simply, opening Tensu and Lonefire can already put you in a good position, and there are a lot more combos involving Tensu as well. Overall, Tengu is one of the most impressive cards I've used in here, and the most surprising. On one more note, the second Lonefire Blossom actually creates some creative combos that aren't exactly evident. If you open Horse Prince Lonefire with both Spore and Dandylion still in your deck, if you grab Dandylion and draw into Crane Crane later, you can get sick value out of your Crane Crane as long as the second Lonefire is still in your deck. If you use Crane Crane with Dandylion to make Melia and bring back Lonefire plus tokens, you have access to one of two value plays. 1) Use Lonefire to tribute a token to summon another Lonefire, then tribute your token to summon a Spore. Overlay both of your Lonefires for Lion Emperor and add back Spirit for a next turn Synchro play, making it a 4 for 1. 2) Use Lonefire to tribute a token to summon another Lonefire, then tribute Melia to summon a Spore. Synchro Spore and the second token to summon Formula and draw, then overlay your Lonefires for Lion Emperor to add back Spirit. This is also a 4 for 1, except instead of keeping Melia you draw a fresh card. The other cool part about this combo is that they don't use Spore at all, leaving you future Tengu plays with it to build board presence. The Extra Deck is unfortunately a bit cramped as always. If I were to cut a card from the extra, I'd probably fit in Crimson Blader as my next card. I can't think of anything else I've really wanted, but Crimson Blader is always good. Overall, this is one of two of my favorite Plant brews this format, based off of the Plant deck I took to Nationals last year and did decently with. It's all mainly based off of the testing I did versus Dragons two formats ago, with choice cards for this format. The build is basically based off of old school Plants, which was to just play a bunch of good cards that work together. All of the engines end up working with each other and you get a lot of cool and fun plays with them. I probably missed something in my explanation, so feel free to ask questions >. <
  22. crane crane plants

        This has been working well on dn but have yet to test irl.  crane cranes help go into meliae with ease outside of eff negation so that you may get your plant engine going.  The rulers are there for easy level 8 syncro access and simply because they are essentially free to summon and can re occur every turn.  Tytannial comes in handy as another big beater that can come easy via lonefire if the dandy play is alrdy set up.  Zephyros acts as a recycle tool who can allow me to re use dead call of the haunteds and fiendish chains for a free special summon and can combo well with a spore that's in grave to go level 8s or 5s with any level 1 tuner in hand.  the deck shits out syncros at will and uses the plants and cranes to get the initial set up going, followed by a late game push with rulers via trooper and shrine plays.  a typical first move would be to play shrine, dump flamvell and kidmodo, summon crane grab modo and proceed with meliae.  Or if there is no crane in hand you cand set up a level 8 syncro play by dumping dragons with shrine, summon a dragon and a level 1 to make stardust dragon/spark.  I have hieratic rulers built but I wanted to see how this worked out. Help and hard criticism are appreciated
  23. Plants

    This is a plants deck. I would like some tips to make it better. Thanks!   Monster   1x Black Luster Soldier Envoy of the Beginning 2x Quickdraw Synchron 3x Junk Synchron 3x Synchro Magnet 1x Dandylion 3x Doppelwarrior 3x Maxx "C" 2x Level Eater 1x Spore 3x Naturia Cherries 2x Big One Warrior 2x Jester Confit 3x Effect Veiler   Spells   1x One for One  1x Reinforcement of the Army 3x Upstart Goblin 3x Tuning 3x Hand Destruction   Extra   1x Formula Synchron 1x Mist Bird Clausolas 1x Armory Arm 1x Ally of Justice Catastor 1x Armades, Keeper of Boundaries 1x T.G. Hyper Librarian 1x Drill Warrior 1x Orient Dragon 1x Black Rose Dragon 1x Junk Berserker 1x Beelze, King of Dark Dragons 1x Crimson Blader 1x Shooting Star Dragon 1x Shooting Quasar Dragon 1x Leviair the Sea Dragon  
  24. http://i.imgur.com/AU8VyLr.png   Main deck x 40   Monsters x 19 GigaPlant x 3 Sylvan Guardioak x 3 Sylvan Komushroomo x 3 Sylvan Peaskeeper x 3 Lonfire Blossom x 2 Spore x 1 Dandylion x 1 Copy Plant x 1 Talya, Princess of Cherry Blossoms x 1 Redox, Dragon Ruler of Boulders x 1   Spells x 21 Supervise x 3 D.D.R. Different Dimension Reincarnation x 3 Mark of the Roses x 3 Miracle Fertilizer x 3 Super Solar Nutrient x 3 Mystical Space Typhoon x 3 Dark Hole x 1 Foolish Burial x 1 One for One x 1   Side Deck x 15 Effect Veiler x 2 Maxx "C" x 2 Twister x 2 XYZ Encore x 3 Trap Stun x 3 Mind Drain x 3   Extra Deck x 15  Ancient Fairy Dragon x 1 Black Rose Dragon x 1  Colossal Fighter x 1 Formula Synchron x 1 Power Tool Dragon x 2 Scrap dragon x 1 Stardust Dragon x 1  Stardust Spark Dragon x 1 Constellar Ptolemy M7 x 1 Gaia Dragon, the Thunder Charger x 1 Gauntlet Launcher x 1 Mecha Phantom Beast Dracossack x 1 Number 11: Big Eye x 1 Photon Striker Bounzer x 1   So basically the deck uses Gigaplant to get your plays going and uses Mushroomo or Lonefire to grab Guardioak to set up early and fill up your grave with plants then use Miracle Fertilizer, D.D.R., and Gigaplant  to keep up plays once you have filled up your grave, also excavated peas help get extra summons. Once you get Giaplant plus supervise in hand and lonefire in grave set up you can make huge fields. Either OTK your opponent with a couple of Power Tools, a Gigaplant, and a Talaya or make defensive boards of Dracossack, either Stardust and Photon Strike Bounzer.   Can't decide between running Trap Stun or Royal Decree since this deck is already weak to MST and Mind Drain is to deal with Maxx "C"s and effect Veiler that hurt this deck.   Also deck opens sub optimal hands but can manage well against most deck, Mermail, Bujin, Prophecy, provided they don't set 5 backrow, which is why FireFist match up is the hardest. Tips to combat FireFist and increase general consistency would be appreciated
  25. Sylvan Learning Center

    Deck will be tourny legal in a littler over 1 week. We know all the exclusives already. AfaIk, I can post this considering. [spoiler] 3 Sylvan Bladefender 3 Sylvan Marshalleaf 3 Sylvan Komushroomo 3 Sylvan Peaskeeper 2 Crane Crane 2 LoneFire 1 Copy Plant 1 Dandylion 1 Spore 1 Tytannial 1 Exodius, the Ultimate Forbidden Lord 3 Mount Sylvania 3 MST 3 Miracle Fertilizer 2 Mark of the Rose 2 Reasoning 1 Book of Moon 2 Fiendish Chain 1 BTH 1 Torrential 1 CED 1 Divine Dragon Knight Felgrand 1 Evilswarm Excition Knight 1 Daigusto Emeral 1 Leviair 1 Zenmaines 1 Daigusto Phoenix 1 Gachi Gachi 1 Star Eater 1 Scrap Dragon 1 Stardust 1 Black Rose 1 Ancient Fairy 1 HTS 1 Catastor 1 Underworld Fighter Balmung [/spoiler]   3 Sylvan Bladefender 3 Sylvan Peaskeeper 2 Sylvan Komushroomo 2 Sylvan Marshalleaf 2 Crane Crane 2 LoneFire 1 Mitra 1 Copy Plant 1 Dandylion 1 Spore 1 Tytannial 1 Sylvan Oak Tree 1 Exodius, the Ultimate Forbidden Lord 3 Mount Sylvania 3 MST 3 Miracle Fertilizer 2 Mark of the Rose 2 Reasoning 1 Book of Moon 2 Fiendish Chain 1 BTH 1 Torrential 1 CED 1 Evilswarm Excition Knight 1 Daigusto Emeral 1 Leviair 1 Meliae 1 Daigusto Phoenix 1 Gachi Gachi 1 Star Eater 1 Scrap Dragon 1 Stardust 1 Black Rose 1 Ancient Fairy 1 HTS 1 Barkion 1 Catastor 1 Nat Beast So much I want to play in the extra, but so little space. :( I doubt its going to be good atm until Primal maybe, but it looks fun to play and wouldn't hurt to pick up for the future. Haven't tested this deck yet btw.
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