This deck was originally theorized to make
Schwartzchild suck less. I think that Schwarzchild's effect is very
powerful and over-the-top, so I decided to make a deck around maybe
getting it off twice. That being said, I'm still fiddling around with
the ratios and looking forward to adding in newer support for Great
Nature to really get the ball going with this. Here's my current
decklist so far.
Starter - Micro Hole Dracokid
Triggers
8 critical triggers for Great Nature (Upping to 12 when we get it on Area)
8 critical triggers for Link Joker (Reducing to 4 when we get the GN support on Area)
Grade 1's
Great Nature:
4x Coiling Duckbill
4x Tic-Toc Flamingo
2x Monoculus (Still playing around with these)
1x Tank Mouse (Still playing around with these)
Link Joker:
4x Gravity Ball Dragon
2x Barrier Star-Vader, Promethium
Grade 2's
Great Nature:
4x Binoculus Tiger
4x Compass Lion
Link Joker:
4x Gravity Collapse Dragon
Grade 3's
Link Joker:
4x Schwartzchild Dragon
This deck functions in a similar fashion to Tom and Jerry, but has a
different goal of making some extremely consistent persona blasting with
Schwartzchild. This deck has the same base consistencies (ride chain
and top 5 search on ride) added in with the Great Nature's Coiling
Duckbill to cycle through cards quickly and Tic-Toc Flamingo to unflip
the damage expended on these things to get a potential second persona
blast. While the deck only has two nulls, you get a lot of
defense out of just a single persona blast, and guarding early and
wisely in this otherwise low-counterblast deck will help you secure a
larger advantage over the course of the game. When pushing for game,
you have several outs to empower any Great Nature rear guards you want
to, and with the right combinations of cards, you can net cards back or
unflip damage during the process. You also have great turn 2 defensive
options between landing the ride chain and locking a unit on the
opponent's field to having an 11k Compass Lion Vanguard. If Compass
Lion is your Vanguard, you can even go without retiring any units if you
don't have any Great Nature rear-guards out, which is a nice way to
bypass that restriction while sitting on solid defenses.
I'm still looking to future support for both clans and seeing what I can
adapt to this as I'm playtesting it. So far, if I get out any
reasonable set-up, the deck works amazingly, especially with early
Duckbills.
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