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Found 8 results

  1. Which version of the x5 pieces of Exodia (from which set) are the cheapest to afford over all? I'm assuming it's a set with common versions, but which do you think? I wanna run a set of Exodia in a deck but I don't care about the rarity I'm using, I just want him for the play set, nothing special required. Thank you.
  2. Where arf the forbidden one?

    [spoiler][/spoiler] 5 Exodia pieces 3 Blue eyes white dragon 3 White stone 3 Mystic Piper 3 Battle Fader   3 Upstart 3 Duality 3 Trade in 3 Cards on Conosance  3 Where arf thou? 2 Magical Stone excavation  2 Hand destruction  1 One day of Peace 1 Dark Factory of Mass Production  1 Card Advance  1 Magical Mallet            I really like this deck in a meta where people aren't playing vanity's emptiness. If you have a fader it is really hard to lose games. At first I was playing no piper/where arf thou, but as I learned the deck, I started adding copies of where arf thou. Even without the piper it was amazing. You drop a fader, then you can search a piece to win the game, or search a white stone to start your draw chain. I wanted to add a single piper to add to options of searches, but then it started to perform very well. Now you don't have to use a fader if you want to get a white stone to your hand, or if you did have to use fader you can add a piper to act as an upstart goblin, and possibly a pot of greed. You want to play this deck slowly accumulating your resources so that when the time comes, you just win. This does not however mean that you hold your draw cards. Most of the time you will draw some cards, until you have a fader and pass. Trying to hold where arf thou as a way to search your missing pieces.   The worst cards in the deck are: mallet and the two hand destruction, but the are needed for when you have to draw through your deck to avoid death. 3 pot of duality because you are playing the long game and want to filter your deck for fader/cards of consonace/where arf thou. I play the single copy of dark factory to make up for potential minuses from hand destruction etc, but it can also recover bewd from the grave to re use or a piece that I pitched earlier.  2 magical stone might seem like too much, but at the end of the game using it to get a where arf thou and such can win the game. It also can get back one day of peace, which comes up enough to mention.   Card advance is a really interesting card, one that I did start out playing 3 of, then 2, and now 1 of. The ability to stack your top 5 is really good, making sure you don't brick, and if you are smart you can stack the ones you want, then use a card like white stone to put back the ones you don't.   I have considered fitting in swift scarecrow into the main, but that means I would have to cut some monsters as I already play 17. I could see myself dropping a bewd, or maybe the magical mallet. I've also thought about which is better between swift, kuriphoton, and ghostrick jackfrost and I am not quite sure yet which is the best.    The extra is pretty much irrelevant except for formula, which is really good. Drop a fader, normal white stone, draw one and search can really turn a bad hand around.    The side is something that is always changing. The first 9 cards are for match ups where you just have to go for it, which are coin flips anyway. So getting there in one turn is worth the shot at bricking. The other cards are pretty self explanatory.    This deck only really scoops to majesty's fiend in the current meta, since no one is really using macro/soul drain/ di fi. Abyss dweller is annoying, but you don't lose to it.    The most important part of playing this deck is to manage your life total. It is acceptable to take a few hits from your opponent, but make sure that you don't lose to your own where arf thous. It's fine to take 4000 from it, but make sure you have a fader. One day is really cool with avoiding damage from where arf thou.    Hope for an escape was I card I wanted to include, but it isn't worth it because of Denko and lake. Maybe siding it for qliphort.    It is really unfortunate that ba can kill you on a empty field turn 1 now that they are getting really big without traps. But you 100% go second in every matchup, even ones that can randomly make nat beast because even post board it is almost impossible to ftk with 5 cards.    If your meta (or whatever meta you're gonna play in) plays the trapless versions of the big 3 and you don't want to use them, I would suggest playing this. You can outright lose to an emptiness if you go with the 3 fader route, but it's pretty sweet when you don't. 
  3. Why don't I have friends

    5 exodia pieces 1 Swift Scarecrow 3 Battle Fader 3 Mystic Piper   1 One day of peace 3 Pot of Duality 3 Upstart Goblin 2 Soul Charge 3 Where arf thou?   3 Hope for Escape 2 Gift Card 2 Legacy of Yata 3 Threatening Roar 3 Waboku 3 Reckless Greed   Reasoning on some card choices.   *Im using more faders than scarecrows to be able to establish field presence to be able to use where arf thou to search a piece.    *Piper instead of cardcar: This is because of the synergy with itself for drawing extra and also with soul charge to be able to take 1000 and draw.    *Soul Charge: This helps in a few areas. Helps to combat the upstart which hurts this deck. also helps to draw for an exact amount from deck with hope for escape, when your deck is around 5-8 cards.  One of my favorite plays with this card is using it to summon piper, use where arf thou to add piece then draw off piper, with a set hope for escape you can draw two cards if you haven't already used upstart or gift card.   *Where arf thou: Easily the mvp of this deck. allows you to add an exodia piece to your hand and you take 2000 lp at the endphase to power up your hope for escape. also can search out any of your handtraps. Other things to note. The burn damage stacks with multiple copies used in a single turn and also when it is used with one day of peace you can bypass the damage.
  4. http://www.vjumpbooks.com/push/yugioh20th/ People will be able to vote for their favorite monster it looks. Voting with be from March 21st to April 20th. Results will be known in the V-Jump out in May. (The July Issue) Choices are: • Amazoness Swordswoman • Exodia • XYZ Dragon Cannon • Black Luster Soldier - Envoy of the Beginning • Great Moth • Gate Guardian • Thousand-Eyes Restrict • Jinzo • Dark Necrofear • Dark Master - Zorc • The Legendary Fisherman • Time Wizard • Harpie Lady • Dark Magician • Toon Monster • Blue-Eyes White Dragon • Lava Golem • Revival Jam • Barrel Dragon • Red-Eyes B. Dragon
  5. Ganja Kush 420

      1 Exodia the Forbidden One 1 Left Leg of the Forbidden One 1 Left Arm of the Forbidden One 1 Right Leg of the Forbidden One 1 Right Arm of the Forbidden One 1 Dandylion 1 Lonefire Blossom 1 Spore 2 Quickdraw Synchron 3 Naturia Ragweed 3 Neo Spacian Dark Panther 3 Neo Spacian Glow Moss 3 Convert Contact 3 Hand Destruction 3 One Day of Peace 3 Upstart Goblin 2 Pot of Duality 1 Monster Reborn 3 Dark Bribe 3 Appropriate
  6. It gained some potential with Trish and Dustshoot getting the hammer. Note that Dolkka can't hit Exodia. Monsters 14 3 Maxx "C" 3 Card-Car D 2 Swift Scarecrow 1 Sangan 1 Exodia the Forbidden One 1 Left Arm of the Forbidden One 1 Left Leg of the Forbidden One 1 Right Arm of the Forbidden One 1 Right Leg of the Forbidden One Spells 9 3 Pot of Duality 3 One Day of Peace 3 Upstart Goblin Traps 17 3 Hope for Escape 3 Reckless Greed 3 Accumulated Fortune 3 Jar of Greed 3 Legacy of Yata-Garasu 1 Trap of Darkness 1 Gift Card Well it isn't Tier 1, but at least something that can actually win on a consistent basis.
  7. Breakfast Time

    [center][media]http://www.youtube.com/watch?v=XXC_uTp0iyY[/media][/center][center][color=#00ffff]~20[/color][/center][center][color=#00ffff]3~ Mystic Piper[/color][/center][center][color=#00ffff]3~ Kinka - Byo [/color][/center][center][color=#00ffff]3~ Battle Fader[/color][/center][center][color=#00ffff]3~ Swift Scarecrow [/color][/center][center][color=#00ffff]3~ Maxx "C"[/color][/center][center][color=#00ffff]1~ Exodia the Forbidden One[/color][/center][center][color=#00ffff]1~ Right Arm of the Forbidden One[/color][/center][center][color=#00ffff]1~ Left Arm of the Forbidden One[/color][/center][center][color=#00ffff]1~ Right Leg of the Forbidden One[/color][/center][center][color=#00ffff]1~ Left Leg of the Forbidden One[/color][/center][center][color=#00ffff]~8[/color][/center][center][color=#00ffff]3~ Upstart Goblin[/color][/center][center][color=#00ffff]3~ One Day of Peace[/color][/center][center][color=#00ffff]2~ Pot of Duality[/color][/center][center][color=#00ffff]~12[/color][/center][center][color=#00ffff]3~ Reckless Greed[/color][/center][center][color=#00ffff]3~ Jar of Greed[/color][/center][center][color=#00ffff]3~ Legacy of Yata - Garasu[/color][/center][center][color=#00ffff]3~ Hope for Escape[/color][/center] Hope for escape is very good, while Piper is a consistent draw engine with Kinka, and the Exodia pieces being level 1 is nice.
  8. Goal: Top a regional with Exodia 1x Exodia the Forbidden One 1x Left Arm of the Forbidden One 1x Left Left of the Forbidden One 1x Right Arm of the Forbidden One 1x Right Leg of the Forbidden One 1x Dimensional Alchemist 2x Celestia, Lightsworn Angel 3x Shire, Lightsworn Spirit 3x One Day of Peace 3x Pot of Duality 3x Upstart Goblin 3x White Elephant's Gift 1x Wonder Wand 3x Solar Recharge 3x Cards from the Sky 1x Card Destruction 2x Magical Stone Excavation 1x Dark Eruption 2x Dark Factory of Mass Production 1x Burial from the Different Dimension 3x Reckless Greed The main thing it needs is a good side deck. Any suggestions for a complete new deck that this deck could side into? Side Deck: 1 Heavy Storm 1 Mystical Space Typhoon 2 Tragoedia 1 Gorz