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TF: What would a TF2 Deck be like realistically? (Complete Deck)


Major's Shadow

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Update: I finally got the images up! Took a bit, but the entire deck has been updated as of 4/9/2014! Hopefully you'll find the synergy of this deck appealing, and all concerns will be waved. So far I've fought these decks with fairly equal win/loss ratio:
*Lightswarms

*Sylvians
*Gravekeepers
 
Ok so I understand that this is specifically for realistic and balanced cards, and based on the qualifications I feel this deck meets those requirements. I've done countless hours of testing, polishing, rewording, and effect chains to see how it flows together as a deck. I am very proud of this creation, so what are the key points of this deck?
*Field control, this deck is designed to take control of the monster zone and pressure your opponent with powerful, fast summoning monsters
*High Attack, Low Defense, the idea of this deck is to constantly put pressure on your opponent, unlike madolches or Dragons, this deck is specifically revolved around attacking and putting damage towards campy players
*Activation from deck, a good deal of this deck is searching, and many spells can activate in correspondance to other spells as added benefits. For example, the field spell can be activated from the deck if you control a certain number of monsters
*Special Summoning, yes, this is a special summoning deck, but it's not incredibly fast. It's more building recourses to combat against your opponent and destroy with raw power rather than card effects.
 
Negatives of this deck:
*Destroying by card effect, this deck does not have a lot to work with against that format of play, especially since only a few cards can destroy from card effect. Most card effect destruction is chained from trap negation or effect negation, but not specifically just to destroy cards on the field.
*It's a slow deck, slow but powerful was what I was thinking of, building a team of mercinaries to take down the enemy with full force, rather than otking 1st turn (although it could be possible).
*Almost all effects have to work together, most of these effects are not singular to themselves, it's more based on specific actions to negate from your opponent, and protecting your field. The cards often don't work well together, but have a splendid meta when your forces are built up.
*Spell/Trap popping, yes this is shameful, but most of the effects for the spells or traps are designed to protect the monsters, not themselves. MST is a pain for this deck, especially since a good chunk of these cards stay on the field for a decent amount of time.
 
 

 
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Not too bad actually. Many of the effects are pretty creative, and adds a new spin on Yu-Gi-Oh cards in general. I think I like Target Dummy the most as it uses the Spell/Trap zone like Crystal Beasts.

 

That being said, your OCG needs some work, a notable example being Quickfix (since card effects are not activated in the Deck). Also, there doesn't seem to be a main theme or synergy between your cards, which is debatably the hardest part to do in Yu-Gi-Oh archtype making besides balancing. All of the effects seem random, and share no common effect theme that allows them to work together.

 

An example would be a monster that spawns a token, and another monster that can destroy a face-up token you have to Special Summon itself to the field.

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This is the realistic cards section and your cards should be posted under the pop culture section.

 

 

Also, you posted this in the "single" cards section. Be sure to post it in the Pop culture section, as previously stated. 

 

 

Not too bad actually. Many of the effects are pretty creative, and adds a new spin on Yu-Gi-Oh cards in general. I think I like Target Dummy the most as it uses the Spell/Trap zone like Crystal Beasts.

 

That being said, your OCG needs some work, a notable example being Quickfix (since card effects are not activated in the Deck). Also, there doesn't seem to be a main theme or synergy between your cards, which is debatably the hardest part to do in Yu-Gi-Oh archtype making besides balancing. All of the effects seem random, and share no common effect theme that allows them to work together.

 

An example would be a monster that spawns a token, and another monster that can destroy a face-up token you have to Special Summon itself to the field.

Ok Just noticed that it was already moved to pop culture, so nevermind about that. I did however add the rest of the cards to the post finally, so hopefully I'll still get some good feedback. I was hoping to keep it in realistic just to have some conversations about balance, reccomendations, pros/cons of the deck, and see if it functions well against real decks (which so far, it's been ok). Thanks for the help though guys, hope to see you soon!

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