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Found 6 results

  1. Steal your Soul

    Always like the arch-type, latest build been testing; [img]http://i.imgur.com/sMpQL.png[/img] Monsters; 15 3 Malefic Cyber End Dragon 3 Malefic Stardust Dragon 3 Fossil Dyna Pachycephalo 2 Beast King Barabos 2 Thunder King Rai-oh 2 Ancient Gear Gadjiltron Dragon Spells; 15 3 Geartown 3 Terraforming 3 Trade-in 2 Pot of Duality 2 Forbidden Lance 1 Necrovalley 1 The Seal of Oricalcos Traps; 10 3 Dark Bribe 2 Skill Drain 2 Compulsory Evacuation Device 2 Starlight Road 1 Solemn Judgment Side; 15 3 Maxx c 2 Cyber Dragon 2 MST 2 Solemn Warning 2 Eradicator Epidemic Virus 2 Prohibition 2 Macro Cosmos Extra; 3 Stardust Dragon 3 Cyber End Dragon 3 Chimeratech Fortress Dragon 2 Helipolis the Sun Dragon overlord 1 Neo-Galaxy Eyes Dragon 3 whatever else
  2. The Joker

    [media]http://www.youtube.com/watch?v=pPOKJikcYMk[/media] [img]http://i.imgur.com/EhUmG.png[/img] 3x Beast King Barbaros 3x Malefic Cyber End Dragon 2x Ancient Gear Gadjiltron Dragon 2x Malefic Stardust Dragon 1x Gravekeeper's Commandant 3x Mystical Space Typhoon 3x Necrovalley 2x Geartown 2x Pot of Duality 2x Royal Tribute 2x Terraforming 2x Trade-in 1x Book of Moon 1x Dark Hole 2x Bottomless Trap Hole 2x Skill Drain 2x Solemn Warning 2x Torrential Tribute 1x Solemn Judgment 1x Starlight Road It may be theory-oh but on paper it feels like a good anti-meta deck for the format, being able to support skill drain and necrovalley along with dropping the huge Malefic stuff can always be a pain. With the low monster count you can easily get away with just one Malefic monster then possibly wreck the opponent if you open Royal Tributes. Basically if you want to be a annoying mofo, it feels like this is how you can do it.
  3. Hit the Lights

    <iframe width="560" height="315" src="http://www.youtube.com/embed/8c2ahBlTPz0" frameborder="0" allowfullscreen></iframe> 3 Mystic Piper 3 Malefic Stardust Dragon 3 Malefic Cyber End Dragon 3 Gravekeeper's Commandant 2 Ancient Gear Gadjiltron Dragon 3 Upstart Goblin 3 Trade-In 3 Geartown 3 Terraforming 2 Necrovalley 2 Royal Tribute 1 Heavy Storm 3 Skill Drain 3 Dark Bribe 1 Safe Zone 1 Starlight Road 1 Solemn Judgment I could never play this in a real event, but if you started a new DN account or something and want to get your rating up to 12+ or something respectable fast, thisll do it for ya
  4. Zombie World

    [img]http://images1.wikia.nocookie.net/__cb20081022021947/yugioh/images/thumb/d/da/ZombieWorldSDZW-EN-C-1E.jpg/300px-ZombieWorldSDZW-EN-C-1E.jpg[/img] It seems like this card hurts everything this format. Against Plants, it shuts down Caius, Spore, and Lonefire Blossom. Against Karakuri, they can't bring out Burei/do because they are no longer Machines. Against DW, you destroy the Field Spell and cut off one of their discard outlets and source of drawpower. Against Agents, you stop Hyperion's effect and stop Kristya from being Summoned. Against Rabbit, they can't XYZ into Evolzars anymore. Also hurts randy decks like Dragons, Monarchs, Six Samurai, and GKs if you ever encounter them. Is it time for Malefics to make a comeback?
  5. Future stuff

    <iframe width="420" height="315" src="http://www.youtube.com/embed/21hp9amp5ZE" frameborder="0" allowfullscreen></iframe> Monsters 14 x3 Malefic Cyber End Dragon x3 Malefic Stardust x2 Effect Veiler x3 TKRO Spells 13 x2 Necrovalley x3 Future Visions x2 Terraforming x3 Pot of Duality x1 Monster Reborn x1 Dark Hole x1 Book of Moon Traps 14 x3 Skill Drain x2 CED x2 Dark Bribe x2 Vanity's Emptiness x1 Deck Devi x1 Dustshoot x3 Solemn Brigade Side Deck 15: x2 CyDra x2 Leeching Light x3 MST x2 BTH x2 Chain Disappearance x2 Macro Cosmos x2 SIM Extra Deck 15: x3 Stardust x3 Cyber End x1 Steelswarm x1 Utopia x1 Catasor x1 Brio x1 Orient x1 Black Rose x1 Trish Just been toying around with this for awhile, after taking some inspiration from a post in the last malefic deck posted here. Barring a first turn loop, i haven't lost. Future Visions slows down the game so much especially if it's paired with a vanity's or a skill drain. either way, i'm just coming to seek opinions and critques.
  6. Monsters (13) 3 Malefic Cyber End Dragon 3 Malefic Stardust Dragon 2 Ancient Gear Gadjiltron Dragon 3 Beast King Barbaros 2 Gravekeeper's Commandant Spells (18) 3 Terraforming 2 Necrovalley 3 Geartown 2 Forbidden Lance 2 Forbidden Chalice 3 Upstart Goblin 3 Trade-In / Pot of Duality Traps (9) 3 Skill Drain 1 Solemn Judgment 3 Dark Bribe 2 Safe Zone Still debating on whether or not I want to run Pot of Duality over Trade-In or not. Both have their advantages and disadvantages. Biggest thing I hate is dead Trade-In for a turn or two (or worse), but I can't complain about 2 draws when I toss it paired with AGGD. Pot hasn't been dead for me, unless I'm playing a deck that is just forcing me to constantly summon my Malefics.