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Found 40 results

  1. Altergeist - Deck Discussion

    Altergiest is a linked based archetype of female Spellcaster monsters used by Emma Bessho in the Yu-Gi-Oh! VRAINS anime that debuted in the yugioh ocg and tcg in the booster pack Circuit Break. Since release, it has developed a place in the meta as it has gained support(in Flames of Destruction in particular) and the meta has evolved. Fun fact: The name "Altergeist" is portmanteau of the word Alter and poltergeist implying they are meant to be evil spirits and among the various members they are named after both female mythological creatures/goddesses and computer terminology. I. Monsters a. Theme Effect Monsters Altergeist Meluseek WATER Level 1 Spellcaster/Effect 500/300 This card can attack directly. When this card inflicts battle damage to your opponent: You can target 1 card your opponent controls; send it to the GY. If this card is sent from the field to the GY: You can add 1 "Altergeist" monster from your Deck to your hand, except "Altergeist Meluseek". You can only use this effect of "Altergeist Meluseek" once per turn. Altergeist Silquitous WIND Level 2 Spellcaster/Effect 800/1500 (Quick Effect): You can Return 1 other "Altergeist" card you control to the hand, then target 1 card your opponent controls; Return it to the hand. If this card is sent from the field to the GY: You can target 1 "Altergeist" Trap in your GY; add that card to your hand. You can only use each effect of "Altergeist Silquitous" once per turn. Altergeist Marionetter LIGHT Level 4 Spellcaster/Effect 1600/1700 When this card is Normal Summoned: You can Set 1 "Altergeist" Trap directly from your Deck to your Spell & Trap Zone. You can target 1 "Altergeist" card you control and 1 "Altergeist" monster in your GY; send that card on the field to the GY, and if you do, Special Summon that other monster from your GY. You can only use this effect of "Altergeist Marionetter" once per turn. Altergeist Multifaker DARK Level 3 Spellcaster/Effect 1200 / 800 If you activate a Trap Card (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can Special Summon 1 "Altergeist" monster from your Deck in Defense Position, except "Altergeist Multifaker". You cannot Special Summon monsters the turn you activate this effect, except "Altergeist" monsters. You can only use each effect of "Altergeist Multifaker" once per turn. Altergeist Kunquery EARTH Level 5 Spellcaster/Effect 0 / 2400 When an opponent's monster declares an attack, if you control an "Altergeist" card: You can Special Summon this card from your hand, and if you do, negate that attack. If this card is Special Summoned: You can target 1 face-up card your opponent controls; negate the effects of that card while it and this monster are face-up on the field. b. Theme Link Monsters Altergeist Hexstia FIRE Link 2 Down, Right Spellcaster/Link/Effect 2 "Altergeist" monsters 1500 Gains ATK equal to the original ATK of all "Altergeist" monsters it points to. When a Spell/Trap Card is activated (Quick Effect): You can Tribute 1 "Altergeist" monster this card points to; negate the activation, and if you do, destroy that card. If this card is sent from the field to the GY: You can add 1 "Altegeist" card from your Deck to your hand. You can only use this effect of "Altergeist Hexstia" once per turn. Altergeist Primebanshee DARK Link 3 Down, Right-Down, Right Spellcaster/Link/Effect 2+ "Altergeist" monsters 2100 During the Main Phase (Quick Effect): You can Tribute 1 other "Altergeist" monster; Special Summon 1 "Altergeist" monster from your Deck to your zone this card points to. If this card is sent from the field to the GY: You can target 1 "Altergeist" card in your GY; add it to your hand. You can only use each effect of "Altergeist Primebanshee" once per turn. c. Support Effect Monsters Ash Blossom & Joyous Spring FIRE Level 3 Zombie / Tuner / Effect When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn. d. Support Extra Deck Monsters III. Traps a. Themed Traps Altergeist Manifestation Normal Trap Target 1 "Altergeist" monster in your GY; Special Summon it in Attack Position and equip it with this card. When this card leaves the field, destroy that monster. You can banish this card from your GY, then target 1 "Altergeist" Trap in your GY; add it to your hand. You can only use this effect of "Altergeist Manifestation" once per turn. Altergeist Protocol Continuous Trap The activation and effects of "Altergeist" cards activated on your field cannot be negated. When your opponent activates a monster effect: You can send 1 other face-up "Altergeist" card you control to the GY; Negate the activation, and if you do, destroy it. You can only use this effect of "Altergeist Protocol" once per turn. Under Construction
  2. Trickstars - Deck Discussion

    I. Monsters Trickstar Candina Light Fairy / Effect Lv4 1800/400 (1) When this card is Normal Summoned: You can add 1 “Trickstar” card from your Deck to your hand. (2) Each time your opponent activates a Spell/Trap Card, inflict 200 damage to your opponent immediately after it resolves. This is your Stratos. An obvious and simple combo is to either add Lilybell or Lycoris and use their respective special summoning effects Trickstar Lilybell Light Fairy / Effect LV2 800/2000 You can only use this card name’s (1) effect once per turn. (1) If this card is added to your hand, except by drawing it: You can Special Summon this card from your hand. (2) This card can attack directly. (3) When this card inflicts battle damage to your opponent: You can target 1 “Trickstar” monster in your Graveyard; add it to your hand. This card combos with both your Candina and Lightstage either of which will trigger the special summoning effect. Part of the reason some lists run 2 of this card is that the 3rd effect of Monster Reborning a Trickstar can come in handy to reextend your combos after you've burned a lot of resources. Ironically since there is no restriction on Lilybell triggering it's own effect if you had a normal summoned Lilybell on field or had it from a previous turn and both a Lilybell and Lycoris in grave you could attack add and trigger Lilybell attack with 2nd Lilybell add Lycoris send back one of the Lilybells ending the combo as the 1st effect is once per turn. Trickstar Lycoris Light Fairy / Effect LV3 1600/1200 (1) During either player’s turn: You can reveal this card in your hand to your opponent, then target 1 face-up “Trickstar” monster you control, except “Trickstar Lycoris”; Special Summon this card, and if you do, Return that target to the hand. (2) Each time your opponent adds a card(s) from their Deck to their hand, inflict 200 damage to them for each card. Trickstar Narkissus Level 4 LIGHT Fairy-Type Effect Monster ATK 1000 DEF 1800 You can only use this card name’s (1) effect once per turn. (1) If your opponent takes effect damage: You can Special Summon this card from your hand. (2) Each time your opponent activates a monster effect from the hand or in the GY, inflict 200 damage to your opponent. II. Link Monsters Trickstar Holly Angel Light Fairy / Link / Effect Link 2 2000 / BL BR 2 “Trickstar” monsters (1) Each time a “Trickstar” monster(s) is Normal or Special Summoned to this card’s linked Zone(s), inflict 200 damage to your opponent. (2) A “Trickstar” monster linked by this card cannot be destroyed by battle or card effect. (3) When your opponent takes damage from a “Trickstar” monster’s effect: This card gains ATK equal to that amount of damage, until the end of this turn. Trickstar Crimson Heart Light Fairy / Link / Effect Link 2 2000 / R BL 2 “Trickstar” monsters You can only use this card name’s (2) effect once per turn. (1) Each time a “Trickstar” monster(s) is Normal or Special Summoned to a zone this card points to, you gain 200 LP. (2) You can discard 1 “Trickstar” card; each player draws 1 card. If your LP is 2000 or more higher than your opponent’s LP, you draw 2 cards instead. Trickstar Bella Madonna Link 4 LIGHT Fairy Link Effect Monster ATK 2800 Links: Top, Right, Bottom Left, Bottom Materials: 2+ “Trickstar” monsters You can only use this card name’s (2) effect once per turn. (1) While this Link Summoned card does not point to any monsters, it is unaffected by activated effects from other cards. (2) If this card does not point to any monsters: You can inflict 200 damage to your opponent for each “Trickstar” monster in your GY with a different name. III. Spells Trickstar Lightstage Field Spell (1) When this card is activated: You can add 1 “Trickstar” monster from your Deck to your hand. (2) Once per turn: You can target 1 Set card in your opponent’s Spell & Trap Zones; while this card is in the Field Zone, that card cannot be activated until the End Phase, and during the End Phase, your opponent chooses to either activate it, or send it to the Graveyard. (3) Each time a “Trickstar” monster you control inflicts battle or effect damage to your opponent, inflict 200 damage to your opponent. Trickstar Light Arena Field Spell You can only use this card name’s (1) effect once per turn. (1) If you Link Summon a “Trickstar” monster: You can target 1 “Trickstar” monster in your GY that was used as a material for that Summon; Special Summon it in Defense Position, but its effects are negated. (2) Once per turn: You can target 1 Set card in your opponent’s Spell & Trap Zone; while this card is in the Field Zone, that Set card cannot be activated until the End Phase, and your opponent must activate it during the End Phase or else Return it to their hand. IV. Traps Infinite Impermanence Trap Normal Target 1 face-up monster your opponent controls, it has its effects negated (until the end of this turn), then if this card is activated while it was Set, negate the effects of other Spells/Traps in this card's column this turn. If you control no cards, you can activate this card from your hand. Ring of Destruction Trap Normal During your opponent’s turn: Target 1 face-up monster your opponent controls whose ATK is less than or equal to their LP, destroy that face-up monster, and if you do, take damage equal to its original ATK, then inflict damage to your opponent, equal to the damage you took. You can only activate 1 “Ring of Destruction” per turn. Torrential Tribute Trap Normal You can activate this card when a monster is Summoned (including Flip Summon and Special Summon). Destroy all monsters on the field. Trickstar Reincarnation Trap Normal (1) Banish as many cards from your opponent’s hand as possible, and if they do, they draw the same amount of cards from their Deck. (2) You can banish this card from your Graveyard, then target 1 “Trickstar” monster in your Graveyard; Special Summon it. This card + Droll & Lock is literally a win condition on its own leaving your opponent with no hand if you time it correctly. You search this off of Candina which is searchable off the Lightstage which is itself searchable off of Terraforming. Meaning odds are if you draw Droll & Lock you can search Reincarnation if it's not already in hand. V. Techs and Staples A. Monsters Ash Blossom & Joyous Spring Effect Monster(Handtrap) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. Droll & Lock Bird Effect Monster(Handtrap) If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, you can send this card from your hand to the Graveyard. For the rest of this turn, neither player can add card(s) from their Deck to their hand. (Drawing cards is also considered as "adding a card to the hand".) Eater of Millions Effect Monster Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. Effect Veiler Effect Monster(Handtrap) During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls, that face-up monster your opponent controls has its effects negated until the end of this turn. Ghost Ogre & Snow Rabbit Effect Monster(Handtrap) During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: You can send this card from your hand or your side of the field to the Graveyard, destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn. Ghost Reaper & Winter Cherries Effect Monster(Hand Trap) During either player's turn, if your opponent controls more monsters than you do: You can discard this card, reveal 1 card in your Extra Deck, then look at your opponent's Extra Deck, also banish all cards in their Extra Deck with the same name as that revealed card. You can only use this effect of "Ghost Reaper & Winter Cherries" once per turn. Honest Effect Monster(Handtrap) During your Main Phase, you can return this card from the field to it's owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase. Sample Deck Lists: Old Examples Removed. New Samples TBA
  3. Lightsworn deck recipe

    Use all Lightsworn spells and monsters for support and try to get those level 6+'s out as fast as possible. Lightsworn2.ydk
  4. Brilliant Subterror Princesses

    Just got all the cards I need for this build I've been working on and was hoping to get some input. Still going through some alternative tech options and tweaks, but here's what I've got. Monsters (21) 3 prediction princess Tarotrei 3 subterror stalagmo 3 sub umastryx 3 sub nemesis warrior 3 manju of the ten thousand hand 2 mid shield gardna 2 gem-knight lazuli 1 prediction princess Coinorma 1 spirit of the fall wind spells (20) 3 hidden city 1 ritual sanctuary 2 terraforming 3 prediction ritual 3 pre-preparation of rite 3 brilliant fusion 2 twin twister 1 book of moon 1 ROTA 1 instant fusion Extra: 2 Gem-Knight Seraphinite 1 superdreadnaught rail cannon 1 norden 1 Number 81: superdreadnaught rail sannon super dora 2 Phantom Fortress Enterblathnir 1 Number 11: Big eye 1 Red-eyes flare metal 1 evilswarm ouroboros 1 castel 1 daigusto emeral 1 utopia 1 utopia the lightning 1 silent hint ark Here's the rundown; All subterror monsters are at 3 because there are so few cards released for the archetype you'll be shot handed by running any less. Tarotrei recycles your Behemoths and is a book of moon/ book of taiyu. The main Tarotrei play will be getting Stalagmo to hand and tributing him for the summon to bring him back at the end phase. Manju is there to get your Tarotrei out quicker. Mid-shield Gardna is an interesting tech in this deck. First of all, he's a level 4 warrior so he is ROTA target along with nemesis warrior. Mid shield's ability let's him flip himself down, which mean if you can summon him out with a behemoth in hand, you get to summon your Behemoths for free with him, also tribute fodder to use nemesis' ability to bring out Umastryx. the gem-knight monster is there as a brilliant fusion target. Coinorma is at one just as a searchable prediction princess target for banishing prediction ritual, can bring out behemoths from the deck. and spirit of the fall wind adds a flip monster to hand. spells are fairly straightforward, hidden city is a great help to get subterror a to hand and keep them on the field, ritual sanctuary can search for ritual or Tarotrei, terraforming is to get either of those to hand. ritual and pre-prep get Tarotrei out. book of moon can be used on fielded monsters with a behemoth in hand for the free special summon, rota gets nemesis or mid shield to hand, if I have a behemoth in hand I usually opt for mid shield. twin twister for back row. brilliant fusion is an extra normal summon and bring out rank 5 tribute fodder to use with nemesis warrior to bring out umastryx. extra deck is just staples along with brilliant fusion and instant fusion targets. the strengths of this deck are that it can swarm big monsters well and consistently, where it struggles are when monster effect get shut down via trap or majesty's fiend. I would love to find room in the deck for more monster removal like raigeki or maybe drowning mirror force and effect combatant like veiler. it matches up pretty well with decks like monarch or pendulums, but again lack of defense allows pendulums to swarm too easily. it also has trouble getting over untargetable beaters like dark destroyer or chaos max. a solution I added in is an instant fusion and norden to go into Utopia plays and bring out utopia the Lightning for those type of cards. cards I feel would help the deck but wasn't quite sure where to fit them in: draw power staples (duality, and/or upstart, maybe even desires) good hand traps (maxx c, veiler) good flip support monsters (pot of the forbidden, more Coinorma, more spirit of the fall wind) tech play spells (foolish burial to put nemesis warrior in the grave for a special summon if I pull out behemoths a different way besides tributing with warrior effect, book of eclipse for the flip face down summon from hand, double summon to make the deck quicker with its normal summon monsters) good trap staples (solemns, breakthrough skill, fiendish chain, dimensional prison, bottomless, or etc.) please let me know your thoughts
  5. Top 10 Decks for February 2015!

    [Youtube link removed]   Here is what I believe to be the best 10 decks for February 2015, the new sets are coming out soon and I am wondering how this is going to affect the meta.   Do you agree or disagree with my list?
  6. Scraps Post PRIO

    Typed List: 3x Scrap Chimera 3x Scrap Beast 3x Scrap Orthros 1x Scrap Goblin 3x Scrap Golem 3x Scrap Shark 1x Redox, Dragon Ruler of Boulders 2x summoner Monk 3x Scrap yard 3x Scrap storm 3x Scrap Factory 3x Terraforming 3x Soul Charge 3x Ayers Rock Sunrise 3x Fiendish Chain 3x Scrap Dragon 2x Scrap Twin 1x Stardust Dragon 1x Stardust Spark Dragon 1x Colossal Fighter 1x Crimson Blader 1x Leo, Keeper of the Sacred Tree 1x Evilswarm Exciton Knife 1x Number 101: Silent Honor ARK 1x Abyss Dweller 1x Diamond Dire Wolf So this is my first post to Dgz so I thought I'd start it off with an unofficial deck discussion of my favorite Deck, Scraps. I'd like to also start off by saying that I am a huge fan of consistency within my decks, which may seem odd seeing the ridiculous ratio of field spells to terraforming ratio, or the amount of graveyard recurring spells. This deck, in the current, supply unitless, that scraps need to be as aggressive and as brutal as ever in the early stages of the game and later on in the game. I've opted to play 3 yard because, again, consistentcy is key. Getting into the orthros/normal summonable tuner early game can make the difference between a turn 3 Scrap Dragon and a turn one Dragon. Along with this, factory is the o-so important first turn card in your hand because not only does it speed up the early stages of the game but it also helps to maintain advantage late game versus decks like geargia, which has an amazing grind game. 3 Ayers and 3 Soul are needed for late and early game alike. Soul can open plays for first turn scrap + spark which makes for very easy board control throughout the game. I also play 3 Golem as to limit the damage of drawing one early on because after you special the second one off factory first turn, you're left with no golem in deck for later game factory effects, ultimately losing you advantage, thus the third golem needed. Now the 7th reborn-esque card, redox, was an absolute must with three dead draw golems in main. 3 shark is needed for early game deck thinking and strong first turn plays. 3 fiendish chains finishes off the deck for traps. Fiendish being a very underused card this format doesn't necessarily apply to an under the radar deck such as Scraps who make great use of it being a continuous trap. That wraps it up for my first post, thanks for reading. If you have any changes on the deck, or your own lists, I'm always trying to improve the deck.
  7. I have been on a hiatus from competitive play, and was hoping for some advice for a deck to build if I want to get back in.   Probably the qualifications:   A balance between Auto-Pilot and Thinking of plays, Relatively budget (So sorry 101/Excitons, maybe next time), Has been winning lately.   Decks I've played before, that are dead: Gravekeeper's Lightsworn   ...s'bout it.   Any suggestions?    
  8. Noble Knights post-box

    So recently I've been reading some Arthurian legends, and had some interest in the archetype for some time. The box set seemed like a perfect time to try them out. This is the Round Table build.    Main Deck: (40)   Noble Knight Artorigus x1      Only here because he's the only vanilla in the grave Ignoble Knight of Black Laundsallyn x1      Useful late-game when I have an established board and disposable monsters as another searcher. Combos well with Merlin. Noble Knight Eachtar x1      Useful for rank 5 plays and can wall with Gwen. Just generally useful.  Noble Knight Gawayn x1       NK staple. He's for making XYZ plays without any available Arms. Since that situation doesn't arise often, I've found more than one to be too cloggy.  Noble Knight Peredur x1      Very situational, but the effect is useful when you need it. His 1900 ATK is his redeeming factor.  Noble Knight Drystan x1      The destruction effect is very helpful. Noble Knight Medraut x3      Self-Explanatory.  Noble Knight Borz x2      Integral monster, dumps Arms and allows XYZ plays.  Noble Knight Bedwyr x1      Very useful late-game, but more than one is too much.  Noble Knight Gwalchavad x1      Excellent effect in a pinch, also part of the OTK. Noble Knight Brothers x2       I love this card. 2400 DEF is great for stalling against most decks, he also allows you to swarm, especially with Eachtar and Laundsallyn Merlin x3      Searcher, plus the 2nd and 3rd effects can save your monsters or help push for game.  Gwenhwyfar, Queen of Noble Arms x2      Probably the best Noble Arms card. Makes things miss timing AND protects your knights. Too bad she doesn't requip.  Lady of the Lake x1      I love my Synchros too much not to run her.  Reinforcement of the Army x3      Duh. Soul Charge x1      Just an amazingly versatile card.  Last Chapter of the Noble Knights x2      Fantastic recovery card, but 3 is too cloggy. Foolish Burial x1      Gwen, Merlin, Artorigus, Eachtar Mystical Space Typhoon x2      Duh. Noble Arms of Destiny x2      This effect is just too useful to pass up. This + Excaliburn = NaCl Noble Arms - Gallatin x1      FEEL THE POWER! Noble Arms - Caliburn x1      I usually end up with enough LP to just stall to a deck out.  Noble Arms - Excaliburn x2      Targeting protection is huge. The RUM effect is just bonus.  Noble Arms - Arfeudutyr x1      Equip it to someone, pop, XYZ/Synchro. Or you could just equip it to an opponent's monster and reap the benefits.  Noble Knights of the Round Table x2 Solemn Warning x1      You shall not PASS!   Extra Deck: (15)   Goyo Guardian Ignoble Knight of High Laundsallyn Sacred Noble Knight of King Artorigus x2 Dark Rebellion XYZ Dragon      Between roided-up Kings and Excalibur, this deck doesn't really have problems beating over stuff. Considering dropping it for Castel or Number 80. Blade Armor Ninja Number 101: Silent Honor ARK Artorigus, King of the Noble Knights x2 Heroic Champion - Excalibur Starleige Paladynamo Evilswarm Exciton Knight Bujintei Tsukuyomi Lavalval Chain Abyss Dweller   Side Deck: (15) I kinda threw this together without really thinking so suggestions would be appreciated.    Black Luster Soldier - Envoy of the Beginning Thunder King Rai-Oh Maxx "C" x2 D.D. Crow x2 Release Restraint Wave x2 MST Forbidden Lance x2 Breakthrough Skill x2 Royal Decree  x2
  9. Never Thought i'd See Volcanics Supported

    Yet here it is   Monsters 3x Volcanic Rocket 3x Volcanic Slicer 3x Volcanic Shell 3x Volcanic Scattershot 3x Volcanic Counter 3x Royal Firestorm Guards   Spells 1x Raigeki 1x Dark Hole 2x Pot of Duality 1x Book of Moon   Traps 2x Volcanic Recharge 3x Reckless Greed 1x Torrential 2x Dimensional Prison 1x Compuls 3x Vanity's Emptieness 3x Blaze Accellerator Magazine 1x Solemn Warnign   Extra Whatever Rank 4s you can throw in, nothing in particular is "Needed" for this deck, i hardly ever need to xyz (though i do run 2 Emeral for the Avarice effect)   So  card Choices   for the monsters i went with the standard volcanics alongside Slicer, slicer is a decent beatstick that makes rank 4s with rocket and can do a quick 500 if needed, rocket searches or recyclles magazine, scattershot is the star player of the deck, basically magazine turns scattershot into Raigeki + 1500 Burn without minusing your hand, and it can be sprung on either turn. Shell is a great resource too for drawing through the deck. counter makes the opponent think before attacking and  can be a surprise game ender if needed. and Firestorm Guards is  Avarice on Legs that can recycle itself   the spells are few and few needed, staples mostly duality is because i rarely SS   the traps are the key to the deck, they can protect you while you get your resources to your hand for clearing fields and attacking or just keeping your options open most of them focus on defence, protecting you destroying your opponent's cards or disrupting their plays, Magazine is the new OCG Volcanic Card and its the key to making the deck a lot more consistent   This card's name becomes "Tri-Blaze Accelerator" while it is on the field. During either player's Main Phase: You can send 1 "Volcanic" card from your hand to the Graveyard, and if you do, draw 1 card. You can only use this effect of "Blaze Accelerator Magazine" once per turn. During either player's Main Phase: You can banish this card from your Graveyard; send 1 "Volcanic" card from your Deck to the Graveyard.   ignoring the first effect since Doomfire is gimmicky at best, its the second effect  where it shines. basically once, during either turn, you can ditch a volcanic card like shell or scattershot to draw another card, this thins the deck and lets you get to your key cards faster. plus if its destroyed you can banish it to foolish a volcanic like counter for a suprise later.   The concern with the deck mostly for me is  lack of a solid win condition, i mean i can win through beatdown/slight burn and have won quite a few duels against the likes of LS and BA already but it dosent have a Solid wincon, theres nothing that jumps out as "This is how you can win with this deck". i also find recharge to be a little dead sometimes though it has come in handy when i dont have a firestorm guards sitting around.   well, lets have all your criticism and hate then :P    
  10. Nine Layers of Hell

      Monsters   1x Black Luster Soilder - Envoy of the beginning (Mid - Late game back up) 1x Genex Ally Birdman  (Use TGU eff to summon a BA monster then return it to the hand and SS birdman, Synchro into Virgil + a BA in hand ready for eff) 3x Cir, Malebranche of the burning abyss 3x Graff, Malebranche of the burning abyss 3x Scarm, Malebranche of the burning abyss 2x Rubic Malebranche of the burning abyss 3x Tour guide of the underworld   Spells 1x Allure of darkness 1x Soul Charge 1x Rank-up-magic Astral 3x Upstart Goblin (Prefer this than Supply squad) 3x Mystic space typhoon   Traps   3x Mind Crush (abit cheeky really becuase it lets you have a sneek peak at your oppents hand + Can purposly ditch a BA monster to trigger its effect) 3x Phoenix wing wind blast 2x Karma cut 1x Traveler of the burning abyss (Works well with Fire Lake or if they decide to dark hole, raigeki etc) 2x Fire Lake (simply to blow s**t up! 3 is to many from personal exp) 3x Vanity 1x Wire Tap 1x Trap Stun   Extra   3x Dante 3x Downerd 2x Pleides 1x Number C69 (Big beater) 1x Chronmaly Crystal Chrononaut (Can be tricky to get rid of + Rank-up into C69) 1x Grenosauras 1x Number 61 (For the burn and to remove monsters) 1x Number 47 (for dirrect damage to finish game) 2x Virgil   Side   Ingnore the side deck.     Hi all! New here so sorry in advance if ive done anything wrong. Well I think its safe to say everyone knows how BA decks works and mine isnt any differant minus a few cards (I explanned next to those cards), I though I would post it up to get some feedback and to see if anyone has any suggestions. This deck has been playing well on DN over the past few weeks and ive put alot of time into testing differant cards but its always good to get a fresh set of eyes.   Thanks in advance and I look forward to being active around the forum.    
  11. July 2014 Six Samurai

    Hey guys, so I was thinking of rebuilding my Six Spamurai after the last banlist which I think gave them a nice little boost. This build has been doing decently online and I feel like it can be improved some more.   My main goal is consistency, so thats why I have a lot of draw power and searchers. I guess I'm looking for a nice balance of control and aggression.   Monsters: 16   1x Grandmaster of the Six Samurai   1x The Six Samurai - Zanji   3x Legendary Six Samurai - Kizan   1x Legendary Six Samurai - Enishi   1x Hand of the Six Samurai   1x Spirit of the Six Samurai (makes Shi En a god plus lets me pretty much draw every turn)   2x Elder of the Six Samurai   2x Legendary Six Samurai - Kageki (any more than 2 Elder and/or Kageki feels too cloggy)   3x Kagemusha of the Six Samurai   1x Shien's Squire (FOr those times when I open a L4 + Shien's Dojo. Also used as protection)   Spells: 13   2x Reinforcement of  the Army   3x Shien's Smoke Signal   3x Upstart Goblin   2x Asceticism of the Six Samurai (3 is cloggy)   2x Shien's Dojo (can be almost as good as Gateway at times)   3x Six Samurai United   Traps: 9   2x Double-Edged Sword Technique   1x Bottomless Trap Hole   2x Dimensional Prison   1x Compulsory Evacuation Device   2x Musakani Magatama   1x Solemn Warning   Extra Deck: 15   Stardust Spark Dragon   Stardust Dragon   Black Rose Dragon   Goyo Guardian   Naturia Barkion   Armades, keeper of Boundaries   Naturia Beast   Ally Of Justice Catastor   Shadow of the Six Samurai - Shien (Lets Kageki beat over pretty much everything)   Blade Armor Ninja   Number 101: Silent Honor ARK   Heroic Champion - Excalibur   Evilswarm Exciton Knight   NUmber 17: Leviathan Dragon
  12. Chocolate Vanilla Swirl

    22 Monsters: 1x Rescue Rabbit 3x Renge of Dark World 3x Zure of Dark World 3x Dark Blade 3x Mechanicalchaser 3x Vorse Raider 3x Archfiend Soldier 3x Evilswarm Heliotrope   6 Pendulum Monsters: 3x Foucault's Spellstone Cannon 3x Radiant Knight   9 Spells: 3x Soul Charge 3x Veil of Darkness 3x Heart of the Underdog   3 Traps: 3x Common Charity   15 XYZ Monsters: Bujinki Amaterasu Evilswarm Ophion Satellaknight Deltatheros No. 25: Master Key Beetle No. 103: Ragnazero Evilswarm Thanatos Blade Armor Ninja No. 50: Blackship of Corn No. 101: Silent Honor ARK Winged Skyblaster Castel Diamond Dire Wolf Maestroke Daigusto Emeral Gagaga Cowboy Evilswarm Nightmare   I saw a deck very similar to this one on youtube today, but they were running different monsters with only Charity and Heart as far as spells went. I played around with a rank 3 variant, but it was bricking harder than I wanted it to, so I thought about the build and remembered  Bazaar of Baghdad's <a href="http://duelistgroundz.com/index.php?showtopic=159555">Normal Exodia</a> deck and applied it. The deck is simple: accrue normal monsters, make xyzs. So far, I'm just playing with this for fun. 
  13. Monsters (12): 3x  Geargiaccelerator 3x  Geargiano Mk-II 3x  Geargiarmor 3x  Geargiarsenal   Spells (10): 3x  Upstart Goblin 2x  Mystical Space Typhoon 2x  Soul Charge 1x  Book of Moon 1x  Dark Hole 1x  mind control   Traps (18): 3x  Wire tap 1x  Bottomless Trap Hole 3x  Dimensional prison 1x  Compulsory Evacuation Device 3x  Fiendish Chain 1x  Geargiagear 2x  Black horn of heaven 2x  traptix trap hole nightmare 1x  Solemn Warning 1x  Torrential Tribute   Side (15): 2x  debunk 1x  mystical space typhoon 1x  Dimensional Fissure 3x  DNA Surgery 2x  Dust Tornado 3x  Maxx "C" 2x  Skill Prisoner 1x  Soul Drain   Extra Deck (15): 1x  Abyss Dweller 1x  Daigusto Emeral 1x  Diamond Dire Wolf 1x  Evilswarm Exciton Knight 1x  Gagaga Cowboy 3x  Gear Gigant X 1x  Ghostrick Alucard 1x  Number 80: Rhapsody in Berserk 1x  Temptempo the Percussion Djinn 1x  Number 101: Silent Honor ARK 1x  Number 85: Crazy Box 1x  Soul of Silvermountain 1x  Wind-Up Zenmaines     I tried to create a fairly standard Geargia deck, however with the new banlist I am unsure if this is still competitive at all. I want a competitive tournament deck, but since I just started I really lack the expertise to make any kind of informed decision.   Does it come down to preference at this point or is there something that I am missing? Thanks in advance!
  14. KNARF AND KRAM MEGA TOURNEY   PRIZES GUARANTEED:     ​1st Newest Macbook pro & 2 boxes of Primal Origins,     36 packs Lord of Tachyon Galaxy, 36 packs Cosmo blazer       2nd Newest iPad & 3 boxes of Primal Origins,     36 packs Lord of Tachyon Galaxy, 36 packs Cosmo blazer       3rd PS4 & 3 boxes of Primal Origins,     36 packs Lord of Tachyon Galaxy, 36 packs Cosmo blazer       4th Xbox one & 2 boxes of Primal Origins,     36 packs Lord of Tachyon Galaxy, 36 packs Cosmo blazer         5th PS3 & 3 boxes of Primal Origins,     36 packs Lord of Tachyon Galaxy, 36 packs Cosmo blazer       6th Xbox 360 & 2 boxes of Primal Origins,     36 packs Lord of Tachyon Galaxy, 36 packs Cosmo blazer       7th 4 boxes of Primal Origins,     36 packs Lord of Tachyon Galaxy, 36 packs Cosmo blazer       8th 3 boxes Primal Origins,     36 packs Lord of Tachyon Galaxy, 36 packs Cosmo blazer       9-16 24 packs Of Primal Origins       TOP 32 WILL RECEIVE A VOUCHER FOR FREE ENTRY INTO THE NEXT MEGA TOURNAMENT ALONG WITH AN INVITE TO A PRIZE TOURNY WITH PRIZES THAT ARE SEVRAL TIMES BETTER THEN THESE PRIZES (DATE TO BE ANNOUNCED AT THE END OF SUMMER)     Public Side Events:     Win-A-Mat (Current YCS Top Cut Game Mat)      (16-Player Flights) Going all day      Cyber Dragon Revolution Structure Deck      Tournament (16-Player Flights) Going all day     Win-A-Box Of Primal Origins      (16-Player Flights) Going all day       When:     June 21 - 22     Where:     Inlet square Mall     10125 Hwy 17 Bypass,     Murrells Inlet, SC 29576     (5 Minutes Driving From Myrtle Beach)       THIS IS AN OFFICIAL KONAMI TOURNAMENT!!!!     Also it should be noted that if we break the amount of expected attendees we will be upgrading the prizes majorly. The prizes above are guaranteed no matter what, but we will be adding prizes on top of this all if more people come!!!
  15. Geargia for YCS Philly

      Deck List: 40 Monsters: 13 3x Geargiaccelerator 1x Geargiano 3x Geargiano Mk-II 3x Geargiarmor 3x Geargiarsenal Spells: 9 1x Book of Moon 1x Dark Hole 3x Mystical Space Typhoon 1x Soul Charge 3x Upstart Goblin Traps: 18 2x Black Horn of Heaven 1x Bottomless Trap Hole 2x Call of the Haunted 1x Compulsory Evacuation Device 2x Fiendish Chain 3x Geargiagear 2x Mirror Force 1x Solemn Warning 1x Torrential Tribute 3x Wiretap Extra Deck: 15 1x Abyss Dweller 1x Daigusto Emeral 1x Evilswarm Exciton Knight 3x Gear Gigant X 1x Ghostrick Alucard 1x Maestroke the Symphony Djinn 1x Number 101: Silent Honor ARK 1x Number 103: Ragnazero 1x Number 20: Giga-Brilliant 1x Number 80: Rhapsody in Berserk 1x Soul of Silvermountain 1x Temtempo the Percussion Djinn 1x Wind-Up Zenmaines Side Deck: 15 1x Ally of Justice Cycle Reader 2x D.D. Crow 2x Maxx "C" 1x Dimensional Fissure 1x Mind Control 2x Breakthrough Skill 2x DNA Surgery 1x Macro Cosmos 2x Mind Crush 1x Soul Drain   Hey DGZ! As the name implies, this is the deck that I intend to play with at YCS Philly next weekend. However, I'm aware that this isn't as good as it can be. I've been a little out of touch lately with the latest techs and strategies for the post-PRIO format, so I don't know exactly what I'm supposed to be doing to prepare for it other than expect the obvious increase in play of Scraps and Madolches, as well as the introduction of Artifacts. My main concern is with the Side Deck, which is constantly changing. What are the best cards to side for this event? Overall though, I believe that every aspect of the deck could be improved to some extent. So please, give me any constructive criticisms that you may have, and I'll do my best to either replicate the advice, or explain to you why I choose not to make that decision. Thanks for reading!
  16. my ghostricks for regs

    Main Deck: (40 Cards) Monsters: (16 Cards) 3x Ghostrick Jiangshi 2x Ghostrick Lantern 3x Ghostrick Specter 3x Ghostrick Mary 2x Ghostrick Jackfrost 1x Dark Armed Dragon 2x Cardcar D   Spells: (8 Total) 3x Pot of Duality 3x Mystical Space Typhoon 1x Book of Moon 1x Dark Hole   Traps: (16 Total) 1x Bottomless Trap Hole 2x Needle Ceiling 3x Ghostrick Panic 1x Compulsory Evacuation Device 1x Solemn Warning 1x Torrential Tribute 2x Dimensional Prison 3x Fiendish Chain 2x Black Horn Extra Deck: (15 Cards) 2x Ghostrick Alucard 1x Mechquipped Angineer 1x Temtempo the Percussion Djinn 3x Ghostrick Dullahan 2x Slacker Magician 3x Downerd Magician 1x Giga-Brilliant 1x Zenmaines 1x Acid Golem   i made some changes!
  17. I'll leave you with the video http://www.youtube.com/watch?v=6IJCFc_qkHw
  18. Madolche Deck Regionals

    Hey guys this is my madolche deck ill be running at an upcoming regional so far ive used it at 2 regionals placing 5th and 12th respectively any advice/tips are appriciated   XVII   III Madolche Magileine III Madolche Hootcake  II Madolche Messengelato II Madolche Mewfeuille II Effect Veiler II Maxx "C" II Cardcar D I Madolche Cruffssant (Pretty much just in for the combos)   XI   III Mystical Space Typhoon II Forbidden Lance II Pot of Duality II Madolche Chateau I Madolche Ticket I Book of Moon   XII   III Fiendish Chain II Divine Wrath II Trap Stun II Mirror Force I Bottomless Trap Hole I Solemn Warning I Torrential Tribute   XV   II Madolche Queen Tiaramisu II M-X-Saber Invoker (I realise you dont need two but Id rather run two and not need it then run one and not have it) II Leviair The Sea Dragon (Same as above) I Wind-Up Zenmaines I Mechquipped Angineer I Ghostrick Alucard I Downerd Magician I 101 Silent Honors ARK I Diamond Dire Wolf I Lavalval Chain I Abyss Dweller I Gagaga Cowboy   (Excluded Acid golem because if skill drain IS up how the hell am I going to make it anyway)   XV   II D.D. Crow  II Fencing Fire Ferrets  II Twister II Mind Crush II DNA Surgery II Light-Imprisoning Mirror  I Soul Drain  I The Transmigration Prophecy   I White Duston
  19. 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  
  20. I was wondering what deck to play this format for a while, I don't want to drop a lot on a high tier deck yet b/c it will most likely get hit in 2 months on the banlist -_-  So I decided to build a Traptrix deck!  It is about complete, just need to tweak the main/side deck.  Any tips will be helpful, I will most likely be taking this to my Regional Feb. 15th, and OTS Feb 22nd (Birthday!)    Monsters: 12   3 Traptrix Myrmeleo (Best Top Deck EVER)   3 Traptrix Atrax (Lets me keep my Trap Holes in my hand)   2 Beetron (Dirty Plays with Call of the Haunted/Myrmeleo)   2 Cardcar D    1 D.D. Warrior Lady (Might take out)   1 Neo-Spacian Grand Mole (See D.D. Warrior Lady)   Spells: 14   3 Mystical Space Typhoon   3 Pot of Duality   3 Upstart Goblin (Apparently a staple w/ 2 cardcar)   2 Shard of Greed (MST bait, Beetron target, +1)   1 Dark Hole   1 Book of Moon   1 One Day of Peace (A Staple in my book)   Traps: 14   3 Trap Hole (Might cut down)   2 Call of the Haunted   2 Mirror Force   1 Deep Dark Trap Hole   1 Bottomless Trap Hole   1 Traptrix Trap Hole Nightmare   1 Void Trap Hole   1 Compulsory Evacuation Device   1 Solemn Warning   1 Torrential Tribute     Side Deck:15   3 Maxx "C"   2 Skill drain   2 Dust Tornado   2 Imperial Iron Wall   1 Void Trap Hole   1 Deep Dark Trap Hole   1 D.D. Crow   1 Transmigration Prophecy   1 Soul Drain   1 Spell Shattering Arrow       Extra Deck:15   1 Abyss Dweller   2 Diamond Dire Wolf   1 Evilswarm Thanatos   1 Gachi Gachi Gantetsu   1 Gagaga Cowboy   1 Gem-Knight Pearl   1 Maestroke the Symphony Djinn   1 Number 39: Utopia   1 Number 50: Blackship of Corn   1 Number 85: Crazy Box   1 Photon Papilloperative   1 Steelswarm Roach   1 Number 66: Master Key Beetle   1 Crimson Sunbird     This deck has a good Dragon match up,  Help is needed please :)   Thanks and have a good day   Stay Positive   -Pancake
  21. Hey guys! I`ve been playing Infernity since it has come out, and the other day I was reminiscing about the Randomizer days. I realize that the traps were stronger at the time of this deck, but I think that the idea of this deck is still viable as something that can be considered for tournament play because the idea is unique and concrete.   Just a sample decklist:    Monsters: 9   3x Infernity Randomizer 1x Infernity Avenger 2x Infernity Archfiend 1x Infernity Necromancer 1x Infernity Guardian 1x Spirit Reaper   Spells: 13   3x Offerings to the Doomed 2x Pot of Duality 3x Mystical Space Typhoon 1x Infernity Launcher 1x Book of Moon 1x One For One 1x Reinforcements Of The Army 1x Swords of Revealing Light   Traps: 18   3x Infernity Barrier 2x Infernity Break 3x Reckless Greed 2x Reinforced Truth 2x Mirror Force 2x Dimensional Prison 1x Torrential Tribute 1x Bottomless Trap Hole 1x Solemn Warning 1x Compulsory Evacuation Device        This Is off the top of my head, but the original concept behind the deck is still there. The only matchup that it has trouble with is Blackwings, but that`s only because Bora sucks....    A quick rundown of just what that concept is: Infernity Randomizer eliminates the need to depend on a draw each turn, so cards help utilize this idea, like Offerings to the Doomed and Reckless greed. These are 1-for-1 cards, but coupled with Randomizer they will net advantage. The idea is to keep that advantage and constantly be generating it, which this deck does very well.    I run Guardian to add an attack dynamic and a permanent solution to non-active Barriers. Your opponent`s monsters will always be gone, so Spirit Reaper is there to generate even more advantage. Swords of Revealing Light is a tech card that I have always run, and it works wonders. Don`t knock it till you try it.  Other than those, it`s pretty normal. There is an extra deck, but it doesn`t really have anything to do with the idea of the deck, so I didn`t list it.   Please give any ideas of what you think about this deck in today`s meta, and what you think can make it better. Thanks guys!
  22.   Here's the list I've been trying at locals, and I've been doing fairly well with it.   Megalo: I run triple Megalo because without Tidal, I like three to facilitate Rank 7 plays. I like to see it more than I used to. Turge: Turge allows for recycling of the one Deep Sea Diva as well as your Infantries and can allow some very unfair things if combo'd with Gunde and a Pike in the graveyard. Having an infantry in the graveyard with this play is icing on the cake. Deep Sea Diva: Despite its limitation on the banlist, it can still be searched by your one Dragoons, and allows instant access to Armades for Bujins, Geargia, and GK's, Armored Kappa to pop face up threats, or even combined with an Atlantean, Black Rose Dragon. Aqua Spirit and Abyssocea: I run two Aqua Spirits and Ocea in the main for the broken Bahamut Angineer play. If you don't draw that well, Ocea allows for an opening like Zenmaines and Linde which is very good. As the very least, Ocea can tutor Linde from the deck with a less-than-optimal hand. Creature Swap: This card is the absolute stones in this deck. If you don't like this card, you've never seen the look on somebody's face when you give them a Linde and take their bigger monster (If it's Crimson Blader, extra lulz). I side a second one for Bujin and decks that make Crimson Blader. Mystical Space Typhoon: I feel like this card is necessary at 3 now, alongside three Marksman (great against Geargia and GK's). Space alone is great for Fire Fists, (gotta hit that Tenki) and great against Spellbooks and GK's for their field spell. Backrow is what holds this deck back from putting well over game on board each turn. Being able to put pressure on board along with getting rid of problem backrow (or forcing premature use of it) is what I think this deck does better than any other one. Maining 3 to hit things like Decree, Soul Drain, D-Fissure, and Macro lurking in random rogue/anti-meta decks is good as well. I side 3 Dust Tornado for anything I suspect may side those 4 cards, because the latter three simply prevent you from playing Yugioh. Dark Hole: I think Dark Hole is good again. With the relative lack of Dragon Rulers in the meta, your field is much more important and less... temporary? Dark Hole is once again a game changing card that I think should come out of the side deck. Abyss-Squall: [TESTING] Not quite sure about this card. It's a +2 if used optimally, which is late game. It's a massive momentum shift that lets you bring out any Xyz from your extra deck (as well as getting a linde effect off, OR coupled with a normal summon, a second Xyz) but it only obviously works late game. It is a dead draw early game and requires a bit of setup. I play one copy because it's really good, and I'm testing it atm. Traps: I play the four one-of traps Torrential Tribute, Mirror Force, Bottomless Trap Hole, and Solemn Warning to help back up the powerful boards this deck produces and to deal with threats the opponent places on board. I opted not to use Compulsory Evacuation Device because of the lack of things to return in bad situations. Yamato? Bear? Megalo or Teus? Armor? It's still a very good out to Extra Deck cards and it is of course chainable to opponent's destruction effects so I would like some input on the use of Compulsory.  Extra Deck: Should be pretty standard, I play only Armades as my level 5 because the primary reason to play that OR Catastor is Yamato, and Armades is simply better for that. Other monster threats can be dealt with with Kappa which provides more synergy. Black Rose is nuts in the deck, all you need is Diva and an Atlantean. Side Deck: Self explanatory. Side third Infantry for Evilswarms. Encore for Evilswarms, Constellars, and Dragon Rulers (or anything else that makes Felgrand). Overworked for Fire Fists, Inzektors, and maybe Noble Knights. Second Creature Swap for Noble Knights and Bujins. DNA Surgery for Bujins and Prophecy. Imperial Iron Wall for Prophecy, Dragon Rulers, and maybe Bujins. And finally, Dust Tornado for super backrow heavy decks, as well as things suspected to main/sideboard any of the floodgate "can't play Yugioh" cards.   Things to try: (are these any good?) Fishborg Archer, Divine Wrath, Lack of Aqua Spirit/Ocea, Abyssdine, Dragon Ice, Genex Engine, Abyss-Squall (currently in) Any comments or suggestions are welcome, this is a new build I'm testing and I want input and criticism. I think this deck has a lot of potential this format, despite the hits on the F/L list. Reason being is because the floodgate cards to stop it are all limited, and it has one of the most powerful removal engines in the game, as well as pumps out Rank 4's and 7's, and as a very powerful boss monster for each of those types. (Bahamut Shark and Mermail Abyssgaios). Thanks guys!    
  23. Zombie XYZ/Synchro September 2013   Here is my current build:   Monsters (22)   2x Armageddon Knight 2x Summoner Monk 2x Zombie Master 3x Goblin Zombie 1x Dark Armed Dragon 3x Malicious 2x Plaguespreader 2x Mezuki 1x Shutendoji 2x Effect Veiler 2x Maxx C   Spells (9)   2x Book of Life 1x Book of Moon 1x Dark Hole 2x Forbidden Lance 3x Mystical Space Typhoon   Traps (9)   1x Bottomless Trap Hole 1x Compulsory Evacuation Device 2x Mirror Force 1x Sixth Sense 1x Solemn Warning 1x Torrential Tribute 2x Fiendish Chain   Some reasons for my choices:   Armageddon Knight - Sends Mali/Plague/Mezuki to the grave, summoned through Summoner Monk   Summoner Monk - Grab Arma Knight, Zombie Master, Goblin Zombie, etc. Can xyz.   DaD - because dad   Sixth Sense - Allows to massive plus OR sends zombies to the graveyard   Malicious/Plaguespreader - Fast level 8 synchros   Shutendoji - Draw power, +recycles Mezuki/Plague/Mali   I'm open to any suggestions, especially concerning side deck. Should I replace one of the Book of Lifes with something?
  24. Flamewar

    http://www.youtube.com/watch?v=TG-pEuM7wcA     [Main Deck]   Monsters: Blaster, Dragon Ruler of Infernos [3] Dragunity Arma Mystletainn [1] Dragunity Dux [3] Dragunity Phalanx [2] Redox, Dragon Ruler of Boulders [3] Tempest, Dragon Ruler of Storms [3]   Spells: Book of Moon [1] Cards of Consonance [2] Dragon Ravine [3] Sacred Sword of Seven Stars [3] Terraforming [2] Upstart Goblin [3]   Traps: Castle of Dragon Souls [1] Compulsory Evacuation Device [1] Mirror Force [2] Phoenix Wing Wind Blast [1] Reckless Greed [3] Return from the Different Dimension [1] Sixth Sense [1] Solemn Warning [1]   [Extra Deck] Colossal Fighter [1] Crimson Blader [1] Dragunity Knight - Gae Dearg [1] Dragunity Knight - Vajrayana [3] HTS Psyhemuth [1] Scrap Dragon [1] Stardust Dragon [1] Constellar Ptolemy M7 [1] Gaia Dragon, The Thunder Charger [1] Hieratic Dragon King of Atum [1] Mecha Phantom Beast Dracossack [2] Number 11: Big Eye [1]   [Side Deck] D.D. Crow [1] Metaion, The Timelord [2] Mystical Space Typhoon [3] Chain Disappearance [1] Divine Wrath [2] Imperial Iron Wall [2] Mystical Refpanel [2] Skill Drain [2]   [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler] [spoiler]/spoiler] [spoiler][/spoiler]   This is the decklist I am going to be taking to Regionals most likely and since there are some big events coming up I figured I'd share my list since I'm not going to any of them. I feel like Dragunity Rulers are the strongest deck of the format, even post Shadow Specters when we get cards like Felgrand to influence the format. Sorry for the pictures, my light sucks and I tried to get as minimal of a glare as I could. Also there are like four cards I can't find right now so I just put empty slots in the pictures and typed out the decklist.   If you have any questions or criticisms, comment below! Enjoy the decklist and another good song I've been listening to lately.