Originally posted by Chrisodeo
*lolls at DTZ*
Anyway, it seems good, I run a similar deck meself. However, there's a few things you could add/remove.
-2x Throwstone Unit - Sure it's good against beatdown. But why should they even play a monster if (1) they get recoil from Chain Energy, and (2) Grav/MoP is out? Now, I don't know how many people play beatdown in your area, but really, you shouldn't need that much removal unless you're playing a version of weenie rush. (besides, think of all the beatdown mons you wouldn't get - the most common. Gearfried, La Jinn, Opticlops.)
In my area, it's Spear Dragon, Gemeni Elf or bust
And they're wonderfully low of DEF. I haven't seen anyone run La Jinn in at least six months, and Gearfried hasn't been used since Kycoo was released. And this also works against some other annoying monsters...
-2x Dragon Dwelling in the Cave - It's almost equal to Giant Soldier. Four stars means it can't attack under Grav Bind, so it won't do so well in close situations.
This is mainly just placeholder, so, yes, it will be cut soon.
-1x Offerings to the Doomed - This just sets you up for the Yata lock. Use as a last resort. Exiled Force, Throwstone Unit, Dark Hole, Solemn Judgement (maybe not SJ...) are all better ways of removing than this. Draw power is everything in this game.
This is a must for me, since Jinzo absolutely kills my deck, so I HAVE to be able to get rid of it fast. Draw power isn't very important for me, as I often have 3-4 cards in my hand at any given time.
-2x Soul Release - Just no. I suppose you could combo it with Fiber Jar/Graverobber's Retribution, but how is it so much better than, say, Disappear? Disappear is chainable, so you can make for maximum frustration. "HAHA! I reborn.. Jinzo!" "No, you don't. *flip*"
Everyone (or nearly so) around here runs Fiber Jar, so this is a very good way to royally piss them off. And it works, trust me. I might put in Banisher of the Light instead, since I don't run much recursion.
-1x Magic Jammer - I really do not like this card. Sure it's a guaranteed negation, but at the cost of what? That Just Desserts (or whatever) you discard may cost you the game.
Actually, I just discard a 2000 DEF monster usually. They're plentifull in my deck
-2x Waboku - Unless you have some abominable luck, you won't need to stall for more than one turn.
You have no idea how vital this is. Saves me against Yata, Reaper of Nightmare, and other nasties. Plus most players break throught my DEF for no more than one turrn, so this is good until I can build up again.
And now the additions.
+2x Princess of Tsurugi - 500 for every opposing M/T = heaven for a burner. Most new-age beatdowns have an extremely high magic-to-monster ratio, so flipping this will make them pay.
Well, if I run this, I'll run 3. But mainly, I'm iffy about them because (a) most people I play will rarely have more than 2 M/T on the field and (b) as I mentioned, too many people in my area run Spear Dragon, which is not good news. !200 damge? Ewww.
+3x Nimble Momonga/Giant Germ/Poison Mummy - Nimble will help thin your deck and recover from Chain Energy. Giant Germ will help burn quicker and thin your deck. Poison Mummy will provide a temporary wall and help burn. Pick one.
I'll try tracking down the first 2, thanks for the sugestion, although 100 DEF = ouch with Spear Dragon. And Poison Mummy is useless. Why? Spear Dragon, of course
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+1x Magic Drain - Hand disruption. Negation. Opponent's choice. Besides, you have Solemn Judgement as backup, if you really need it.
I'm considering this, but Jammer works well for me, so I'm iffy.
+2x Disappear - Good against not only beatdown but Exodia. Chain to the activation of Call of the Haunted, Monster Reborn, Backup Soldier, whatever. Or activate outright.
No. Just no. I don't have enough room in my deck as it is.
+2x Dark Room of Nightmare - It's new, a SR. Do 300 additional damage to the opponent every time you inflict non-battle damage. Meaning, with one a Chain Energy becomes 800 per card. A Just Desserts can deal 2800 max damage. With both up, it's 3100 max. Big numbers are good.
300 Dmage is nothing at all. And it does not combo with Chain Energy, since Chain is a 'pay' effect, not Direct Damage.
+2 Dark Snake Syndrome - Starts off 200 damage. Then 400. Then 800. Then 1600. Within four turns it's done 3000 damage. And it can only get higher.
It won't last long (people ooften play 3 MSTs, plus I'm often in no position to lose any more LP.
-alternately-
+3 Trap of Board Eraser - This card includes damage done to you by a card effect such as Chain Energy. So you negate the damage from it, and discard a card from the opponent's hand. Two good things from one good card
Again: Doesn't work with Chain Energy.
Running Exodia, this deck would do about as well as a penguin in Arizona.)
You've tired? O_o