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Posted: Thu Nov 18, 2010 12:51 pm
Cold Wave.
Not being able to use spell and traps for a turn seemed so harsh. When GladBeasts hit, though, it turned nearly staple, especially in this meta
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Posted: Thu Nov 18, 2010 1:00 pm
Aka_Saiyaku Cold Wave. Not being able to use spell and traps for a turn seemed so harsh. When GladBeasts hit, though, it turned nearly staple, especially in this meta frog monarchs can abuse this too, treeborn in grave, special it, same standby use enemy controller to steal a monster and resummon treeborn during the standby phase, and then finally play cold wave during your main phase 1. how abuseive is that?
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Posted: Thu Nov 18, 2010 2:02 pm
Magical Merchant -I've seen this card run beautifully in many decks. Milling your monster cards can be terrific, especially with cards like Dandylion, Quillbolt Hedgehog, Level Eater, etc. Judgment of Anubis -While it's requirements are strict, it can be amazing in a backrow heavy field. A local player at my card shop had a deck where he'd have wave-motion cannon, skill drain, and royal oppression out at the same time. I'd heavy storm - or MST/Dust Tornado these days - and Judgment of Anubis would screw it up for me, big time! Seven Tools of the Bandit -While throwing away 1,000 Life Points doesn't seem that big of a deal compared to cards like Solemn Judgment it only hits trap cards, 1/3 of the whole spectrum. And nowadays I've been seeing a less trap cards being run compared to spell cards. Giant Trunade -Not that new to the meta scene, if you can remember back when this card hit the limited/semi-limited lists. Bait Doll -I think I've heard mention of this card in the guild before, and YES I totally agree. Jetroid -While it seems like a good idea, there are really only a limited number of traps one could use, and it could be taken out by effect before it would have the chance to use its effect. Road Warrior -I just see this card as too slow, but to each their own. Cold Wave -This card has been in the meta for a long time. I posted this thread to talk about cards that could potentially hit the meta. Please try again.
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Posted: Thu Nov 18, 2010 2:11 pm
Road Warrior is slow yes. but he is amazing none the less, especially coupled with goyo guardian or drill warrior.
use goyo steal a monster, then use road main phase 2 to get valley and draw 2 cards off an opponants monster.
use drill to spam dandy tokens and use road to get valley to draw 2 off them.
it can only be used 3 times at most, and after that he's really just a 3000 beater, but he speeds up my deck alot and thins it out nicely.
favorite combo: Ditch dandy to for quickdraw. summon tunningware. synchro with tuningware and 1 token for road. draw one off tuning ware. special valley with road's effect and draw 2 off the last token with valley's effect. i just went plus 1 and thinned my deck by 4 cards. it's a great first turn move.
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Posted: Thu Nov 18, 2010 2:21 pm
also, while we're on the topic of meta worthy decks. Gravekeeper's is very important to mention. Necrovalley screws alot decks over, and since it gives gravekeeper's a boost, it makes all the more deadly. not to mention with both spy and recruiter, the deck has been obscenely fast in test play, with popping power to boot due to descendant. Who here even looked at gravekeeper's before Absolute Powerforce?
Not to mention it took only 3 support cards to bring Gravekeeper's from not even looked at to tier 2. With recruiter I'm expecting to see it at tier 1 level play for some builds.
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Posted: Thu Nov 18, 2010 2:42 pm
axean Who here even looked at gravekeeper's before Absolute Powerforce? *Raises hand* And on the topic of Road Warrior; I keep forgetting about Quickdraw
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