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Title: A Deack With No Pathway
Description: i'm really bad at this :]


Zargata - October 16, 2005 03:40 AM (GMT)
(I'm new here so Hi and all the jazz)

I...need help. My Deck doesn't really have a pathway, its really a bunch of cards. Tell me what way I should go, I like Dark, Dragons, and Warriors.
I have been playing the game over a year now, but I have never battle anyone out side of my group of friends.

Things in my deck...woot
>:(
1 Battle Ox (1700/1000) Dark
2 La jinn the mystical genie of the lamp (1800/1000) dark
3 Brain Jacker (200/900) dark, flip and take control of a monster on opponents side of field. Pay 500 life points each turn you have it.
4 Hysteric Fairy (18/.5) Light, lame effect that I will never use
5 Spirit of the harp (.8/20) light
6 Curse od Dragon (20/15) dark
7Blue eyes wight dragon (30/25) light
8 Red eyes black dragon (24/20) dark
9 Skull Lair (trap) remove X number of cards from play (that are in graveyard) and destroy 1 face up monster with x amount of stars.
10 Trap Hole X3 (trap) you should all know this one.
11 Kycoo the ghost destoyer (18/.7) dark, when inflicts battle damage rome 2 cards from play in the opponents graveyard
12 Ground Collapse (Magic) removes 2 monster spaces on opponents side
13 Spell Absorption (magic) gain 500 life points for every magic card played
14 Humanoid Slime (.8/20) Water
15 Island Turtle (11/20) water
16 Amphibian Beast (24/20) water *good thing about it, it has 6 stars*
17 Monster Reborn (magic) duh
18 Skull Dice (trap) lower all opponents atk and def by what ever you roll on dice
19 7 color fish (18/.8) water
20 Penguin Soldier (.75/.5) water, put two monsters on opponents side back to their hand
21 Magic Drain (trap) Kills a magic card if the opponent can not remove a magic card form hand to graveyard
22 Sword of dark destruction (magic) ups dark atk by 400, -200 def
23 Lighting Blade (magic) ups warriors by800 and -500 to all water
24 Sword Hunter (24.5/17) each monster killed is equiped to sword hunter and he gets 200 atk and they are not removed from field till this card dies.
25 Graceful Dice (magic) Like skull dice but ups your monsters atk and def
26 Sogen (magic) ups all warriors and Beast warriors by 200
27 Michizure (trap) if monster on your side is sent for field to graveyard you can destory one of the opponents monsters
28 Just desserts (trap) 500 damage for each one of the opponents monsters on field
29 Deal of Phantom (trap) +100 atk for every monster card in graveyard
30 Tornado Bird (11/10) wind removes 2 magic/trap cards form opponents field to opponents hand.
31 Darkfire Soldier #2 (17/11) Fire
32 Excange (magic) Trade one card each, at choice
33 Harpies Brother (18/.6) wind
34 dancing Fairy (17/10) every turn face up in def gain 1000 life points
35 Princess of Tsurugi (.9/.7) wind, flip, deal 500 damage for each magic/trap on opponents field
36 4 starred ladybug of doom (.8/12) wind, all 4 star monsters on opponents side are destroyed
37 The Bistro Butcher (18/10) dark, when inflicts damage opponent must draw 2 cards
38 soul exchange (magic) uses an opponents monster as tribute, skip battle phase that turn
39 Gearfried the iron knight (18/16) earth, all equip cards equipped to this are destroyed
40 Swarm of Scarabs (.5/10) dark, same as man eater bug
41 Scapegoat (magic) makes 4 sheep tokens!
42 Ekibyo Drakmord (magic) monster equipped with this cannot attack and is destroyed at end of opponents 2nd turn. this card is return to hand
43 Fissure (magic) destroyes face up monster with lowest attack
44 Change of heart (magic) you know...
45 Dark hole (magic) you know...
46 Malevolent Nuzzler (magic) monster gains 700 atk. Pay 500 life points to bring it back after being destroyed
47 Ryu-Kishin Powered (16/12) Dark, my all time fav card.
48 Embodiment of Apophis (trap) only activate during main phase, and special sommon a 16/18 earth monster.

man thats alot of typing. so I would like to keep it around 50 (like right now)
Thanks!

Flaming_dragon_8468 - October 17, 2005 01:09 AM (GMT)
Well first, 1700 isnt that much of an impressing attack anymore. I know you say you would like to keep it around 50 but, seriously... 40 flows much nicer... Also they are all singles... thats not good... try running doubles of cards... especially if youre going with a sort of beat-down dark deck. You really dont HAVE to have a "pathway" with your deck to make it work. As long as everything goes well together and youre able to win, youre fine.

As far as taking things out and adding things, ill leave that up to you but here are some tips for you:

Try to go with as few cards as possible (40). You'll be able to draw your really good cards much quicker.

Try running doubles of cards. The more you have of a card, the better your odds are of drawing it. Wouldnt it be nice to have 3 La Jinns in your deck?

Try to keep your deck at a 50/50 ratio between your spell/trap cards and monsters... for a 40 card deck, run 20 monsters, and 20 spell and traps (combined). As far as the ratio between spells and traps go, it doesnt matter. I usually run around 7-9 traps and the rest spells, but thats just me. Try not to throw in too many tribute monsters. ESPECIALLY high tribute monsters like Red Eyes Black Dragon and Blue Eyes.

Well thats all i really know to tell you about that. Next time you post a deck, you dont have to post the attack/defense and effects of the cards. Most people know them ether by heart (like me) or will look it up on the internet if they dont.

Zargata - October 17, 2005 04:30 AM (GMT)
Thanks for your help ^_^




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