World Beyblade Organization by Fighting Spirits Inc.

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Why would you need Decisive Armor besides it being a beatstick?
is it a good idea to have more monsters than spells and traps or is it just me
Depends. TGs are monster-heavy (Methinks. If I'm wrong, correct me please.), along with Meklords, but a lot of meta decks aren't. Most decks I run have somewhere between 17-19 Spells/Traps.
the decks i make use around 20 monsters and around 10 spells and 10 traps
I have decicive armor for three reasons, it is a powerhouse, it gives my flamvell magician a boost and for its affect.
(Aug. 19, 2011  8:44 PM)Caststarman Wrote: [ -> ]Look at this deck and try upgrading it.

Extra deck...
Turbo warrior
xsaber urbellum
Collosal Fighter
Ally of justice desicive armor
Ancient flamvell deity

Monsters/ Flamvell
fiendx2
firedog
grunika
guard
poun
dragnov
archer
magician
baby
Monsters/Other...
Laval Magma Cannoneerx2
Master of the flaming dragon swordsx2
Damage eater
Achacha archer
turbo synchron
18 monsters...
Spells...
Poison of the old man
Rush recklessly
Bait doll
Fighting spirit
Banner of courage
Malvolent nuzzler
mystical space typhoon
Thunder short
Axe of despair
Blustering Winds
Soul exchange
11 spells...
Traps...
Negate attack
Full salvo
zing zehn hu
majic cylinder
call of the haunted
attention
fire darts
ordeal of a travler
pulling the rug
zero force
just desserts
11traps...

Does anyone have any changes for me????
In most decks it's best to be monster heavy, Blackwings are very consistent with 20-23 monsters actually, I rarely get an all S/T hand. Also , PM me and I'll sort it.
(Aug. 19, 2011  10:49 PM)IHateNoobs Wrote: [ -> ]In most decks it's best to be monster heavy, Blackwings are very consistent with 20-23 monsters actually, I rarely get an all S/T hand. Also , PM me and I'll sort it.

i cant, i can only send u emails, Sry to be off topic, just need help lol
u edited ur settings so that no1 can send u pms
(Aug. 19, 2011  10:06 PM)Caststarman Wrote: [ -> ]I have decicive armor for three reasons, it is a powerhouse, it gives my flamvell magician a boost and for its affect.

Locomotion R-Genex. I win. Take it out, unless you plan on siding it for specific games. But SIDE IT. Plus, beatsticks are terrible in the format of today. One, what if I don't run light monsters and have Dimensional Prison? You just wasted three monsters.
(Aug. 19, 2011  11:08 PM)TylerPT Wrote: [ -> ]
(Aug. 19, 2011  10:49 PM)IHateNoobs Wrote: [ -> ]In most decks it's best to be monster heavy, Blackwings are very consistent with 20-23 monsters actually, I rarely get an all S/T hand. Also , PM me and I'll sort it.

i cant, i can only send u emails, Sry to be off topic, just need help lol
u edited ur settings so that no1 can send u pms

I did? I'll sort it again sorry for off topicness.
EDIT: Done.
Here's my Angel build I'll be running at the start of the format:

Monsters: (20)
Magic: (12)
Traps: (8)
Extra Deck: (15)
If you're wondering about my extra deck choices:

Urbellum is there because I make 7's more than anything else and with the fear of Heavy Storm, people are going to be holding more cards in hand, which makes its effect amazing. Wyvern is there for a similar reason, it's great in this deck. I'm playing Chimeratech because I expect to see a lot of people trying out machines at first due to the unlimiting of Overload Fusion.
roan arent magic card called spells or did u do that to remeber the good ole days
Current Disaster Dragon build which I shall test this afternoon at one of my locals:

Monsters - 21 (Click to View)

Spells - 9 (Click to View)

Traps - 10 (Click to View)

Extra Deck starting from Next Week (Click to View)
I got my deck build for september, im gonna start playing gladz, but dun worry, i play six sams still, UNTIL september lol.
I need suggestions, so feel free to suggest Tongue_out NOTE: THIS IS SEPTEMBER BAN LIST

Monsters : 21
spells 10
traps 13
Drop Secutor, Samnite, Morphing Jar, Trap Stun (not going to be good next format), Waboku, probably Hopolomus too.

You are now at 38 cards.

Stuff you should be running but aren't: A Hero Lives, 3rd Chariot, 2 Equeste, Forbidden Lance (over Shrink).
(Aug. 21, 2011  1:57 AM)Daegor42 Wrote: [ -> ]Drop Secutor, Samnite, Morphing Jar, Trap Stun (not going to be good next format), Waboku, probably Hopolomus too.

You are now at 38 cards.

Stuff you should be running but aren't: A Hero Lives, 3rd Chariot, 2 Equeste, Forbidden Lance (over Shrink).

ye, i knew about samnite, but its the only glad i had, lol (untill i buy gladiator assault tomorrow) so i added it lol..
Secutor works REALLY WELL for me, so ill keep that lol. I will probably drop morhphing jar and trap stun. I will add the cards u told me (except a 2nd equeste)

EDIT : a hero lvies, doesn't work out for me, since i only have 2 e heroes
Secutor is a card you never, ever want to draw. No matter how "good" it can possibly be, if it is always a dead draw, it shouldn't be in the deck.

That's why plants stopped running Tytannial.
My twilight decklist from March 2011, I want some help/opinions on changing some things for the new banlist.

Monsters: (26)

Spells: (10)

Traps: (4)

Extra Deck: (15)

Side Deck: (15)


Some things I have to drop are: one Formula Synchron, Royal Oppression.
Some things I want to drop are: one Chaos Sorcerer, Kinetic Soldiers, Gale, Colossal Fighter
Some things I might drop are: Dandylion, Formula Synchron (both copies), Shooting Star Dragon, D.D Crow, Armory Arm.
Finally possible/needed additions are: x2 Necro Gardna, Judgment Dragon, Black Luster Soldier, Heavy Storm, Utopia, Steelswarm Roach.
(Aug. 21, 2011  2:34 AM)Daegor42 Wrote: [ -> ]Secutor is a card you never, ever want to draw. No matter how "good" it can possibly be, if it is always a dead draw, it shouldn't be in the deck.

That's why plants stopped running Tytannial.

now that u mention it, u're right, but its not exactly a dead draw... i can use it as a material for one of my fusion monsters, then i can bring him out with antoher glad's effect...
And you can tribute Dandy tokens to bring out Tytannal. Doesn't matter. It's always a card you would rather have drawn something else over.

You can run it if you want, but honestly, I find it terrible, even after the slight boost it gets from Xyz and Essedari.
K, so lately, i've been REALLY WORKING hard on my six samurai build. I got a huge tournament this saturday. (Brampton vs Mississauga)

So any1 got suggestions, I BEG U to plz suggest, lol...
(i got 47 cards...)
Monsters : 16
spells 17
traps 14
extra deck
So any1, plz hel pme get my cards to 38-41, if u get it to 41, U FRICKEN ROCK, if u get it to 38, same thing lol, cuz i might add 2-3 upstart
(Aug. 22, 2011  2:37 AM)TylerPT Wrote: [ -> ]K, so lately, i've been REALLY WORKING hard on my six samurai build. I got a huge tournament this saturday. (Brampton vs Mississauga)

So any1 got suggestions, I BEG U to plz suggest, lol...
(i got 47 cards...)
Monsters : 16
spells 17
traps 14
extra deck
So any1, plz hel pme get my cards to 38-41, if u get it to 41, U FRICKEN ROCK, if u get it to 38, same thing lol, cuz i might add 2-3 upstart

This deck is seriously a hot mess.

Fixes:

-1 Grandmaster -- You really only need one.
-1 Great Shogun Shien -- Too situational.
-1 Grand Mole -- This is a side deck card, especially in this deck; it has no synergy whatsoever with the rest of your deck and will be a complete dead draw nine times out of ten.
-1 Enishi -- It's really unnecessary and the effect isn't even that good; besides, you don't want to be removing your monsters from the GY anyway, because that turns off your Double-Edged Sword Technique plays.
-1 Shrink -- Same thing as Grand Mole, it does nothing for your deck.
-2 Divine Wrath -- Six Samurai players NEVER have any cards in hand anyway, so how consistently do you think you're going to be able to activate this?

Boom, your deck is down to 40 cards and I guarantee it will run a lot smoother and more consistently that way. If you wanted to cut it to 38 and put in the Upstart Goblins (which I highly recommend you do), then I would also drop Spirit of the Six Samurai and one of the Cunning of the Six Samurai.
(Aug. 21, 2011  1:51 AM)TylerPT Wrote: [ -> ]I got my deck build for september, im gonna start playing gladz, but dun worry, i play six sams still, UNTIL september lol.
I need suggestions, so feel free to suggest Tongue_out NOTE: THIS IS SEPTEMBER BAN LIST

Monsters : 18
spells 11
traps 11

Tinkered with, pretty solid now.

(Aug. 22, 2011  5:01 AM)Roan Wrote: [ -> ]
(Aug. 22, 2011  2:37 AM)TylerPT Wrote: [ -> ]K, so lately, i've been REALLY WORKING hard on my six samurai build. I got a huge tournament this saturday. (Brampton vs Mississauga)

So any1 got suggestions, I BEG U to plz suggest, lol...
(i got 47 cards...)
Monsters : 16
spells 17
traps 14
extra deck
So any1, plz hel pme get my cards to 38-41, if u get it to 41, U FRICKEN ROCK, if u get it to 38, same thing lol, cuz i might add 2-3 upstart

This deck is seriously a hot mess.

Fixes:

-1 Grandmaster -- You really only need one.
-1 Great Shogun Shien -- Too situational.
-1 Grand Mole -- This is a side deck card, especially in this deck; it has no synergy whatsoever with the rest of your deck and will be a complete dead draw nine times out of ten.
-1 Enishi -- It's really unnecessary and the effect isn't even that good; besides, you don't want to be removing your monsters from the GY anyway, because that turns off your Double-Edged Sword Technique plays.
-1 Shrink -- Same thing as Grand Mole, it does nothing for your deck.
-2 Divine Wrath -- Six Samurai players NEVER have any cards in hand anyway, so how consistently do you think you're going to be able to activate this?

Boom, your deck is down to 40 cards and I guarantee it will run a lot smoother and more consistently that way. If you wanted to cut it to 38 and put in the Upstart Goblins (which I highly recommend you do), then I would also drop Spirit of the Six Samurai and one of the Cunning of the Six Samurai.

thx, but i gotta keep 2 grandmasters (part of a combo)
i will remove shogun shien, enishi and grandmole.

Can u help me remove atleast 2-3 spells/traps? thx!

EDIT : i've added legendary six samurai - enishi... trust me lol
LSS - Enishi is actually a good card in that deck, I think it's underplayed.
(Aug. 22, 2011  4:37 PM)Roan Wrote: [ -> ]LSS - Enishi is actually a good card in that deck, I think it's underplayed.

ye, its un expected, and i can bounce monsters ON MY OPPONENTS TURN..

but can u help me remove spells and traps?