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Post by fuse26 on Dec 14, 2005 18:57:08 GMT
Any help and improvements on my deck would be appriciated.
I have-
1 mechanical hound 1 blue eyes 1 marie the fallen one 1 the end of anubis 1 invader of darkness
1 DD warrior lady 1 amazoness warrior woman 1 cybernetic cyclopian 1 stealth bird 1 giant orc 1 crimson ninja 1 time wizard 1 gearfried the iron knight 1 gagagigo 1 shadowslayer 1 dark catapulter 1 mechanicalchaser 1 gale lizard 1 dd trainer 1 mad dog of darkness 1 cannon soldier 1 hysteric fairy 1 hiro's shadow scout 1 doitsu 1 soitsu
1 horn of the unicorn 1 ekibyo drakmord 1 change of heart 1 pot of greed 1 heavy storm 1 dian keto 1 meteor of destruction 1 mystical space typhoon 1 monster reborn 1 book of moon 1 dragged down into the grave
1 waboku 1 trap hole 1 curse of aging 1 shadow spell 1 spell shield type 8 1 seven tools of the bandit 1 magical hats 1 call of the haunted 1 adhesion traphole 1 bottomless trap hole 1 enchanted javelin 1 skull lair 1 magic jammer 1 solemn wishes
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Post by KOCW on Dec 14, 2005 19:33:59 GMT
the deck appears to be very all over the place in terms of cards.
one key thing i notice is the use of monster reborn. is this deck for advanced or traditional format?
If advance then here we go
Tru a random deck has got some chance but it lacks the "helping hand" effect a deck around a theme would have.
Looking at things im guessing that you have gone for strong offensive monsters which is a good idea , however some cards don't need to be in there such as shadowslayer , dark catapulter and dd trainer for example. these monsters may appear to have gd effects which they do but only in there own style of deck.
you seem to have very few spells to support your monsters plus 3 are banned under advanced (pot,change and monster reborn) so they will come out. try something like axe of despair or united we stand if you want to give monsters stronger attacks.
you also have way to many traps. traps are the slowest cards to use since they require a turn to pass before being used. i recoomend lowing the number of traps to about 6. i recommend leaviing botoomless trap hole and call of the haunted in there as they are gd. however most of the rest can go. maybe keep waboku
Is that any help?
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Post by fuse26 on Dec 14, 2005 20:11:12 GMT
thanks, do you think that i should base the deck on a certain type of monster or attribute?
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Post by Thunder_Struck on Dec 14, 2005 23:15:57 GMT
basically there are 2 standard rules for deck building (in most cases):
1. try to balance the number of monsters to the total of your spell and trap cards (normally a few more m/t than monsters) this is to ensure the best you possibly can to draw a balanced opening hand of m/t and monsters, rather than all monsters or all m/t.
2. The closer you are to the minimum deck size (40 cards) the better, this is again to try to ensure that you draw the cards you need when you need them, try to go to max of 42 cards in ur deck, this is enuff before pushing to much in your deck.
now if you wish to follow KOCW's advice, rather than asking what type of monster or attribute to use, we recomend trying to think of your favourite monster, see what type or attribute it is, and then try to centralise your deck around the use of those types of cards. post up your answer on here and we'll help you out with a deck around that answer.
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Post by KOCW on Dec 15, 2005 0:06:17 GMT
this is true what thunder_struck said they are the very basics
They tend to work too mean anyone who knows me my deck always has got a dark magician in it as its my favourite card so find your favourite card(s) and build away and see what you come up with and get back to us
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