Jump to content

Search the Community

Showing results for tags 'rank 4'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Announcements/Important News
    • DuelistGroundz Announcements
    • Welcome/Farewell
    • Help Desk
  • General
    • General Groundz
    • Tech Support
    • Travellers Groundz
    • Health, fitness, exercise, and nutrition
    • Social interaction
    • Mafia
  • Entertainment
    • Sports
    • Anime
    • TV, Films, and Books
    • Music
    • Video Games
  • War League & Tournaments
    • Team Wars & Ranked Games
    • Teams and Private Forums
    • Official Duelistgroundz Tournaments
    • LackeyDGZ Official Discussion
    • The Archive
  • Heart of the Cards
    • Yu-Gi-Oh! Rulings and Organized Play
    • Yu-Gi-Oh! Theory and Philosophy
    • Yu-Gi-Oh! General Groundz
    • Yu-Gi-Oh! Duel Links
    • Other TCGs/Tabletop Games
  • Pok√©mon
    • General + Video Games
    • TCG
  • Other Groundz
    • Crazy Spam Kingdom
    • Politigroundz
    • Permanent Threads
    • SMASH'D


  • Community Calendar

Found 3 results

  1.     Monsters:   2x Shaddoll Beast 1x Dragon 2x Squamata 3x Magical Abductor - Free Scales 2x Damage Juggler 1x Hat Tricker 3x Plushfire 2x Hedgehog 1x Falco 3x Magician   Spells:   1x Spellbook of Power 1x Wisdom 1x Life 1x Eternity 2x Tower 2x Master 2x Fate 2x Crescent 3x Shaddoll Fusion 3x Secrets 1x El Fusion 1x BoM   Side:   1x Effect Veiler - Searchable 1x Droll & Lock Bird - Searchable 2x Maxx "c" 1x Damage Juggler 1x Dragon 3x MST 3x Wavering Eyes 3x Decree   Extra: Rank 2s Rank 4s Synrhos   So I heard that Magical Abductor SBs was a fun thing to try, at first I tried builds with Majespecters and Magicans and such but they didn't feel that great. I also tried the Luster Dracoslayer thing but I didn't really care for that either. In the end I decided I didn't like most of the Spellcaster based pendulum engines so I went with Performages since they fit fairly well with Spellbooks in previous builds I had tried and they had thier own scale as well. The deck still felt like it was missing something though, so I tried one of my favorites and threw in a sorta small Shaddoll engine. For now this is what I'm messing around with but it does still need work. If you have any questions or suggestions please let me know~.
  2. Flame Tiger & Chain Dog

    I've always like beast types and was excited when ayers was released, but didn't see much use for it outside of heraldics or raccoons. I always knew about flame tiger and thought, while it wasn't that good it could have some cool interaction. I discovered chain dog was a card and decided to make this deck.       Decklist (40):   Monsters (20):   3x Mad Dog of Darkness 3x Chain Dog 3x Dynatherium 1x Fencing Fire Ferret 3x Flame Tiger 3x Flamvell Firedog 3x Mathematician 1x Rescue Rabbit   Spells (12):   3x Ayers Rock Sunrise 1x Foolish Burial 3x Forbidden Lance 3x Onslaught of the Fire Kings 2x Soul Charge   Traps (8):   2x Black Horn of Heaven 1x Bottomless Trap Hole 1x Compulsory Evacuation Device 1x Solemn Warning 1x Torrential Tribute 2x Wiretap   Extra Deck:   1x Abyss Dweller 1x Daigusto Emeral 3x Diamond Dire Wolf 2x Evilswarm Exciton Knight 1x Gagaga Cowboy 1x Lavalval Chain 2x Number 101: Silent Honor ARK 1x Number 103: Ragna Zero 1x Number 50: Blackship Corn 1x Number 80: Rhapsody in Berserk 1x Number 82: Heartlandraco   The basic combo of the deck is use flame tiger by skipping you draw phase, summon another beast, ss chain dog, xyz into dire, ss another chain dog, pop the beast you summoned by detaching chain dog, then ss chain dog back and xyz a second time. By having two chain dogs and a flame tiger in grave you turn your draw into two xyz's. With one chain dog you'll stop with the xyz and the monster you summoned, but even then this deck has additional options to ss monsters.   Generally the first thing you want to do is dump all the pieces in the grave. T1 optimal plays are using dyna and flame tiger/chain dog to go into lavalval chain to dump the other part. Also mathematician works just as well. Going second I usually try to exciton them. The deck does well when you simplify the game state, and making exciton isn't hard for the deck. You have onslaught and dyna primarily, but also have revival cards and lance to help push it through. Try to send your opponent top decking and when you do, pump out xyz's that just destroy whatever push they attempted to make. The deck has a harder time with decks that don't commit as much to the field however. Also, i think the most I've ever used flame tiger is 3 times. Its most effective to use it during the end game when your opponent is basically top decking to seal the win.   Card Choices:   3 dyna - Great for going into exciton and helps recover a failed play.   4 rabbit cards - As Storm Wolf mentioned, it opens up otk potential. Also rabbit is searchable by math when you have a revival card.   3 lance - Helps push through your excitons, great with ragan zero for a +1 raigeki break, helps with flamvell fire dog, and for general protection.   3 onslaught - Its basically a better foolish burial, and indirectly searches firedog with ayers/ soul charge. May seem  like a lot, but you want to open with it, and you aren't drawing every turn anyway.   2 soul charge - You only use 1 per game, but you want to open with it if you go second for a backup. Also its just a great backup in general. I cut to two because three tested a bit cloggy.   2 wiretap - Its slower than lance, can be counter wire taped, and is also worse to draw than lance after you exciton.
  3. Lets flash back a bit to the Abyss Rising sneak peek. It was my first sneak peek after a long hiatus from the game. I was excited and ready to pull Abyssmegalo and show everyone how cool I was. I pulled ass, my prophecy deck got stomped  because I was a shitty pilot on that deck and it was REDU prophecy and so many decks were better, and I got no good trades. I did however pull about 2 Heraldic Beast Eale (EDIT: meant Berners Falcon), 3 Aberconways and an Advanced Heraldry Art. I didn't even glance at them.   Flash forward to the Cosmo Blazer sneak peek. Pulled horribly again. But I did pull some Heraldic Beast Leos and they caught my eye. Upon getting home I spent the next few hours looking into this deck of commons and rares.   I've been playing the deck quite seriously (or as serious as you can get with a rogue deck like this. Its most certainly not my 'good deck') ever since. And given that 90% of what I've done with the deck since has been based on my own playing and what works as opposed to what everyone online agrees is the best way to play it, my build (for TCG anyway, the OCG exclusive cards made my deck conform 'cause they're too good to pass up) has its own thing. However with the limiting of Redox, Maxx "c" likely fading in return for Effect Veiler and the LVAL cards being confirmed OCG exclusive, its time to patch my deck up for the new format.   Buid as it stands.   Monsters:   3 Heraldic Beast Leo 3 Heraldic Beast Aberconway 2 Heraldic Beast Basalisk 2 Heraldic Beast Eale (Here's a relic of last format where I had 2 Redox and Eale was food for his effect more than used for Eale's own effect. Probably needs to go though he still works well enough for Barkion plays.) 2 T.G. Striker  2 Kagetokage 1 Redox, Dragon Ruler of Boulders 2 Maxx "c"   Spells:   3 Heraldry Reborn 3 Advanced Heraldry Art 3 MST 2 Pot of Duality 1 Foolish Burial 1 Dark Hole 2 Forbidden Lance (lets Leo get over a lot (and protects from Fate banishing? not 100% sure), but I'm not sure I want to keep it.)   Traps:   1 Bottomless Trap Hole 1 Solemn Warning 1 Torrential Tribute 1 Compulsory Evacuation Device 2 Mirror Force 2 Pinpoint Guard   Extra:   2 Number 8: Heraldic King Genome Heritage 1 Lavalval Chain 1 Gem Knight Pearl (dropping for Honors Ark the moment its released) 1 Lightning Chidori 1 Utopia (I hate Utopia more and more each day. Probably will run Exciton Knight in his place) 1 Maestroke 1 Photon Papilloperative 1 Gagaga Cowboy 1 Diamond Dire Wolf 1 Blackship of Corn 1 King of the Feral Imps 1 Vylon Disigma 1 Gaia Knight, the Force of the Earth 1 Naturia Barkion   At this point I need ideas. Redox going to 1 made me just buff my trap lineup with CED, but I'm not 100% sure I like the layout of the deck now that Redox is less reliable. King Ferald Imps/Kagetogake is as good as ever, but should I maybe allocate space for a larger synchro lineup? Work in Nat Beast and go full on control? The deck is already designed to respond to my opponent every turn.   TL;DR I got a rank 4/sync 6 toolbox here. I want some ideas for updating it for this format.