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F.A.D. - Formula Athelete Deck


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Forum meme -> shitty car meme, what's not to like

 

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2 Turbo Charger

3 Hang On Mach

3 Whip Crosser

3 Sonic Meister

1 WW - Snow Bell

3 Auto Navigator

 

1 One For One

2 Foolish Goods

2 Dupe

2 Iron Call

1 Terra

3 Pit Stop

2 Downforce

3 Test Run

1 Off-Road

1 Circuit

3 City

 

2 Marshalling Field

2 Powerful Rebirth

 

1 Onimaru

1 Vermillion

1 Motorhome Transport

1 AFD

1 Wonder Magician

 

2 Utopia Package

1 Bagooska

 

1 Borreload

1 Skulldeat

1 Summon Sorc

1 Needlefiber

1 Buzzwole

1 Linkuriboh

 

I'll be honest, this deck is a huge mess. Ratios are all up in the air, some of the tech choices are suspect af (and I'm the one who built this) and the wincon isn't really clear aside from making big cars. I think I need more maindeck monsters, so that I can avoid drawing too many spells.

 

BUT
 

the plays are 100% there. All of the support the deck got this set is incredible, and goes a long way toward making it playable.  Test run makes the combo potential with the field spells real, and the deck can even pop out a couple of cool Link plays every now and again.

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I'm no F.A.D. expert but I some odd choices there, like the Traps and Iron Call. IDK what you could run in their place besides meta call hand traps, though. With the different Field Spells, wouldn't Set Rotation offer any advantage over Terraforming?

Also I like the Snow Bell tech.

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I'm no F.A.D. expert but I some odd choices there, like the Traps and Iron Call. IDK what you could run in their place besides meta call hand traps, though. With the different Field Spells, wouldn't Set Rotation offer any advantage over Terraforming?

Also I like the Snow Bell tech.

Seeing as how I'm only running 1 Terra, I like that. I'll give it a shot.

Hand traps are a thing, but what the deck really needs is more starters. I might just run good generic cards like gofu to give the deck some leverage going first.

Another option could be *shudder* grinder golem, I really don't want to, but it does have a ton of utility and the deck isn't super reliant on its normal summon.

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I personally tend to run Summoner Monk, Armageddon Knight, and Destrudo, (with less numbers of Turbo Charger and Sonic Meister) but I have yet to change up my deck for the latest wave of support, so you can take that for what you will.  Even without a Destrudo engine, Summoner Monk is simply 3 additional copies of your level 4s, which should be useful for padding your monster numbers overall.

 

Power Spells (Soul Charge, Raigeki) seem like they'd be your friend, as well as backrow removal seeing as you have the potential of pushing for big plays and Whip Crosser covers for hand traps.  Darj noted the GY play cards and I'd probably recommend cutting back on it a little.  Iron Call and Powerful rebirth seem excessive when you are already running 3 Pit Stops and the Synchro as a means of recovering your cards (especially when the monster count isn't all that high to begin with and 1 of them self-revives).

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