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Village Lock 2.0
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11-15-2008, 02:56 AM
(This post was last modified: 11-16-2008 04:52 PM by shadow37ninja.)
Post: #1
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Village Lock 2.0
I think everyone kows what this deck is supposed to do by now...
Monsters(17): 2 Magical Marionette 1 Breaker, The Magical Warrior 3 Magical Exemplar 3 Kycoo The Ghost Destroyer 2 Skilled Dark Magician 2 Mythical Beast Cerberus 1 Blast Magician 3 Night's End Sorcerer Spells(18): 1 Monster Reborn 1 Card Destruction 3 Secret Village of The Spellcasters 1 Smashing Ground 1 Giant Trunade 1 Heavy Storm 1 Instant Fusion 2 Foolish Burial 3 Magical Dimension 1 Mystical Space Typhoon 1 Terraforming 2 Book of Moon Traps(5): 2 Magician's Circle 2 Royal Decree 1 Torrential Tribute Extra Deck(15): 2 Stardust Dragon 1 Thought Ruler Archfiend 2 Red Dragon Archfiend 1 Black Rose Dragon 3 Tempest Magician 2 Goyo Guardian 1 Junk Warrior 1 Musician King 2 Karbanola Warrior Did I win the prize? |
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11-15-2008, 03:14 AM
Post: #2
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RE: Village Lock 2.0
Ive found through facing Cheese Pirate that a) Marrionette is epic in here, and should probably be run over Enchanter, specially since its easier to get and b) Dimension is one of the most annoying cards in here, max it.
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11-15-2008, 03:26 AM
Post: #3
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RE: Village Lock 2.0
Okay...
I did this: -1 upstart, +1 magical dimension. anything else? |
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11-15-2008, 11:49 AM
(This post was last modified: 11-15-2008 11:52 AM by werewolfjedi.)
Post: #4
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RE: Village Lock 2.0
madien might be needed to be changed out mattering on the duel's avg. ATK, so pack a skilled DM in the side deck.
I think you should change out an upstart for a pot of avarice, since you are locking down their spells and traps. you will likely be having your monsters getting destroyed in battle left and right if they run even decent beatdown monsters since you have nothing over 1800 no trib, and marionette kills more by effect, not ATK. the DaD decks can still get strong monsters on the field even without spells and traps, and they are being run a lot right now. same thing with the slightly less used lightsworn. great deck though, it will work almost every time. |
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11-15-2008, 12:11 PM
Post: #5
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RE: Village Lock 2.0
Skilled Dark Magician>Maiden of the Macabre
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11-15-2008, 03:05 PM
Post: #6
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RE: Village Lock 2.0
New monster line-up.
Should I take out the Upstart Goblins for 2 Instant Ramen? |
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11-15-2008, 03:42 PM
Post: #7
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RE: Village Lock 2.0
-2 Frequency Magician
Seriously? You already have Night's. USE NIGHT'S. -1 Skilled Dark Ok, it's not good enough to warrant 3, it's just a beatstick. +1 Blast Magician Epic tech, with all the counters and spells flying around, run at least 1 to take advantage of the spells. Well keep it at 1 because SDD exists. +2 Mythical Beast Cerberus Amazing, it's attack can climb really high in a matter of turns and Tempest feeds it magical super steroid enhanced food that Barry Bonds can only dream of. -2 Vortex It's bad, you aren't going to want to toss a card in Caster-Lock as the only prime discard is Night's, and they have Foolish to support them. And you'll be tossing cards for Tempest anyway. +1 Smashing Ground 1 for 1 removal is the way to go, it chugs out counters and requires no hand dedication at all. +1 Card Destruction I love this card, especially in Caster-Lock. Resetting your hand and being a Spell? Yes please! It adds counters and resets your hand, letting you drop targets for Exemplar whilst refilling your hand with Spells. It also disrupts your opponent. -2 Upstart Bad draw card is bad +1 Trunade You need at least one way to clear the backrow. +1 Heavy Heeey... A second way to clear the backrow! -3 Royal Decree Slow, subject to destruction, and it shuts down your Circles. TO THE SIDE IT SHALL GO! +3 Solemn Negation>Trap Shutdown in Caster-Lock. |
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11-15-2008, 03:45 PM
Post: #8
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RE: Village Lock 2.0
change out freq for apprentice again, you have night's end, witch works better in all but one situation, and there they are still equal.
i can't change anything else and make it better without breaking the strategy in place. |
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11-15-2008, 03:48 PM
Post: #9
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RE: Village Lock 2.0
Tomato>Apprentice when Apprentice's only target is Night's. Tomato sets off Night's whilst Apprentice doesn't.
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11-15-2008, 03:53 PM
(This post was last modified: 11-15-2008 03:56 PM by werewolfjedi.)
Post: #10
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RE: Village Lock 2.0
(11-15-2008 03:48 PM)Cheese Pirate Wrote: Tomato>Apprentice when Apprentice's only target is Night's. Tomato sets off Night's whilst Apprentice doesn't. village deck, i was focusing on the spellcsaters. pluss, if you don't mind not getting the removal, you get a monster in def mode, which you take no damage for having gotten destroyed, instead of tomato, which summons in attack mode, where you will take damage. and exemplar can activate night easy, just play a single spell, anything will do. like follish b, i don't do it myslef, but it gets night in the grave and puts 2 on exemplar, which can then summon it and use it to snychro for tempest or more importantly, Goyo. just to say, i think it is agreed that freq should be out NOW! it just isn't good. |
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11-15-2008, 04:27 PM
Post: #11
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RE: Village Lock 2.0
(11-15-2008 03:53 PM)werewolfjedi Wrote:(11-15-2008 03:48 PM)Cheese Pirate Wrote: Tomato>Apprentice when Apprentice's only target is Night's. Tomato sets off Night's whilst Apprentice doesn't. So you're saying that dropping it on the field in DEF and not getting the effect is better than dropping it on the field in ATK and getting the effect? With 1300 ATK you're not gonna lose all your Life Points. And you get the effect. But ehh, my suggestions are in my original post. With the lack of targets, searchers are a problem in my lock, the same should be able to apply to this deck. Your suggestions leaves 2 searchers with 3 targets, and those targets already have Foolish. And yes, we all know that Exemplar loves Foolish, good job Captain Obvious. |
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11-15-2008, 05:00 PM
Post: #12
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RE: Village Lock 2.0
(11-15-2008 04:27 PM)Cheese Pirate Wrote:(11-15-2008 03:53 PM)werewolfjedi Wrote:(11-15-2008 03:48 PM)Cheese Pirate Wrote: Tomato>Apprentice when Apprentice's only target is Night's. Tomato sets off Night's whilst Apprentice doesn't. sorry, I prefer to save my life points than to have them taken away in small chunks. It's killed me in the past. besides, your argument works against you too, you don't have any more targets than I do with the plant. in the end, it comes down to removing the 2 cards or saving your life points. besides, with this deck, what is going to be in the grave other than monsters that needs to be removed most of the time? he has kycoo for the monsters. |
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11-16-2008, 04:24 PM
Post: #13
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RE: Village Lock 2.0
Tomato is still better here. I agree with Cheese
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11-16-2008, 04:51 PM
Post: #14
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RE: Village Lock 2.0
Um. Cheese, I like Your suggestions, ALOT, I just don't have Solemn and I'd have to rely on good pulls from Dark Legends to get some. I'll try using 2 Decree and and instant fusion until I can find something better. The only two things of Your suggestions I'm not sure of are:
Cerberus - relies on opponent's activation of spells, which since this is a village lock, counters wouldn't get as high as the would without village. I was considering to use Maiden of Macabre instead actual. Blast Magician - Again, relies on My opponents activation of spells. But if they work as good as You say they do, I'll try them out anyway. |
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11-17-2008, 01:46 PM
Post: #15
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RE: Village Lock 2.0
(11-16-2008 04:24 PM)BlueThunder37 Wrote: Tomato is still better here. I agree with Cheese I get it, it looks good on paper, and if i hadn't tried it myself, I would agree too, but it just doesn't work the way you expect. the removal isn't worth the damage most of the time. at least not where I played it, and that was tele-DaD city there. to which you would say that it removes the darks and stop DaD, but the damage I often take is still too high. like I said, it has killed me in the past. i would prefer to take nothing at all. plus, it summons mine in face down def mode. you can side OVM that way. |
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11-22-2008, 04:35 PM
Post: #16
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RE: Village Lock 2.0
Bump...
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11-22-2008, 05:08 PM
Post: #17
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RE: Village Lock 2.0
Both Blast Magician and Cerberus gain counters from your spells too.
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