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deck building 101 - eliminating players options part 1.

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shadowflare60

PostPosted: Tue May 01, 2007 2:53 pm


if you cant do anything, you cant win.

lock number one - restricted spell and monster.

Monsters: 18

3 Vampire Lord
2 Cyber Dragon

1 Morphing Jar
1 neo spacian ground mole

1 Spirit Reaper
2 Old Vindictive Magician
2 Apprentice Magician
3 Giant Rat
3 Pyramid Turtle



Spells: 13

2 Book of Life
2 Creature Swap
1 Premature Burial
1 Nobleman of Crossout
1 Mystical Space Typhoon
1 Snatch Steal
3 shrink
2 rush recklessly



Trap: 11


2 anti spell fragrance
2 bottomless trap hole
2 Fake Trap
3 Narrow Pass
1 Mirror Force
1 Torrential Tribute

my aim was to restrict as much as i could to slow a player down as much as i could by restricting what they played.

so...how does this thing work? quite simple. first off, narrow pass is...well wrong. as soon as i activate it i already slow them down a serious amount. both players can only summon or set 2 additional monsters after its played. as in 2 monsters period. as soon as they summon or set 2 more monsters, they cant do that anymore as long as the card remains face up.

then we have the wonderfull anti spell fragrance. this forces players to set spells before they activate them for one turn. i capitalize on this by using quick play spells such as shrink and rush recklessly.

to prevent any " misshaps" that would be s/t removal, i have 2 fake traps maindecked. side deck im still working on of cause, but so far its got 3 solemn judgements and 2 judgement of anubis in. im probably maindecking 3 end of anubis to lock graveyards out....but thats a different story.
PostPosted: Wed May 02, 2007 2:57 pm


Dammit...I like this deck! And it's alot more affordable than your standard DDT decks. I like it! biggrin

Crazy_Fox007


IndigoFlameDragon

PostPosted: Mon Jul 16, 2007 11:36 am


Great thought but while you wait for your other half of the hand, your open to quickness... idk. I'd have to see it in action I guess.
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