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 An overview of all decks considered tier 1 Before 2012

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PostSubject: An overview of all decks considered tier 1 Before 2012   Mon Oct 22, 2012 1:26 pm

An overview of all decks considered tier 1 Before 2012

These devilish little creature have, since they came out, been among the best of decks in terms of spamming large amounts of high attack synchro monsters. Infernities have strong effects and work out of the grave spectacularly, however, they can only use their effects when there are no cards in the hand. This is both a curse and a blessing. In cases against decks such as X-sabers and wind-ups which force one to lose the hand, Infernities do very well, however if a monster is returned to the hand by say Compulsory Evacuation device, the deck loses momentum and immediately shuts down.

good cards to run in infernities:
main deck:

Infernity Archfiend
Infernity Necromancer
Infernity Mirage
Infernity Avenger
Infernity Barrier
Dark Grepher

extra deck:
Ally of Justice Catastor
Hundred Eyes Dragon
Leviair the Sea Dragon
Lavalval Chain

What to side against it:
Dimensional Fissure: kills the deck
Compulsory Evacuation Device: slows down the deck
Prohibition: call Infernity Avenger and they lose their main tuner
Chain Disappearance: to many low attack monster not to

Once renowned as the fastest of synchro decks, Blackwings literally had to have all of their best cards limited in order to simply be stifled to tier 2. Blackwings abused cards such as Blackwing-Gale the whirlwind, Blackwing- Shura the Flame, Blackwing- Bora the Spear, and Blackwing-Kalut the Moon Shadow in order to quickly get out their main synchro and best card: Blackwing Armor Master. They also used Black Whirlwind in order to search out the monsters that they needed as synchro material. However, unlike many decks, Blackwings did not die as soon as they were hit by the ban list. Instead, they coped with the hit and instead of being centered around simply swarming the field immediately and synchro summoning with Gale, they became a more Grave Oriented deck: Vayu Turbo. Vayu turbo is centered upon getting Blackwing-Vayu the Emblem of Honor to the grave with some level 5 or higher blackwing monster and then synchro summoning a beat stick Blackwing synchro.

good cards to run:

Blackwing-Gale the Whirlwind
Blackwing-Shura the Flame
Blackwing-Bora the Spear
Blackwing-Vayu the Emblem of Honor
Black Whirlwind
Icarus Attack

Extra deck:
Blackwing armor master
Blackwing Armed Wing
Blackwing-Silverwind the acsendant
Generic synchros

What to side against it:
Shadow-Imprisoning Mirror
Dimensional Fissure

Gladiator Beast
This deck is focused on a group of monsters with the effect that if they attack, at the end of the battle phase they can be sent to the deck to summon another one. Furthermore, they get even more effects if they are special summoned by the effect of a Gladiator Beast monster. This deck centers upon summoning Gladiator Beast Gyzarus by Contact Fusing Gladiator Beast Bestiari which allows them to destroy 2 cards that the opponent controls. Good tactics this deck uses are using Gladiator Beast Equeste’s effect to get more glads onto the field as contact fusion material. Another strong Gladiator Beast monster is Heracules which can be summoned by contact fusing Laquaria and 2 other Gladiator Beasts. It can negate any amount of spell cards and is a 3000 attack beatstick. The basic essence of Gladiator Beasts is controling the field and getting the two fusions.

Good Cards to run:

main deck:
Gladiator Beast Bestari
Gladiator Beast Murmillo
Gladiator Beast Laquaria
Gladiator Beast Equeste
Gladiator Beast Darius
Gladiator’s Proving Grounds
Test Tiger

extra deck:
Gladiator Beast Gyzarus
Gladiator Beast Heracules
Generic XYZ monsters(leviair is very helpful if bestari is removed from play)

What to side against it:
Mirror of Oaths
anything to remove Bestari from play when it is summoned
Rivalry of the Warlords

This deck is focused upon synchro summoning and using the effect of cards such as XX-saber Darksoul and XX-saber Emersblade to create a good search engine and then abuse cards such as XX-saber Faultroll and XX-saber Boggart knight to swarm the field and synchro summon XX-saber Gottoms. This can also be followed by what is called the Faultroll loop which requires 1 Faultroll in hand, 1 XX-Saber Ragigura on field, 1 Faultroll in grave, and one Gottoms on field. The loop will allow you to discard infinitely from the opponents hand and hence can utterly destroy the opponent. Another helpful card in X-sabers is Gottoms Emergency Call.

Good cards to run:
XX-saber Emersblade
XX-saber Faultroll
XX-saber Boggart knight
XX-saber Darksoul
XX-saber Pashul
X-saber Airbellum
Gottoms’ Emergency call

extra deck:
XX-saber Gottoms
XX-saber Hyunlei
Generic Synchros

what to side against it:
Rivalry of the warlords
Gottoms’ Emergency Call

Machina Gadget
This deck centers around the two Machine-type archetypes, Machinas and Gadgets(big shock there right). Basically, the gadgets generate advantage and when use in conjunction with Solidarity, can become 2000-2200 attack beat sticks. Machina Gearframe can search Machina Fortress which can be easily summoned from the hand and if fortress is in the grave, it can search Machina Force which is like a monster reborn for Machina Fortress. These monsters, however, do not carry this entire deck alone. The most effective Machina Gadget deck, is a control oriented one which uses spells and traps such as Fissure, Smashing Ground, Bottomless Trap Hole, and Solemn Warning to make one for one trades and hence deplete the opponent of resources while keeping a chain of gadgets going so as to not run out of resources yourself.

Good Cards to Run:

Machina Gearframe
Machina Fortress
Machina Force
Red Gadget
Yellow Gadget
Green Gadget
generic S/T cards
Solidarity(if all machines)
Genex Ally BirdMan

extra deck:
Gear Gigant X
generic rank 4 XYZ monsters
generic lv 7 synchro monsters

What to side against it:
Cyber Dragon(deadly with Chimeratech Fortress Dragon)
Chimeratech Fortress Dragon
System Down (kills the deck)

Quickdraw Dandywarrior/Junk Doppel
a deck based upon using the effect of Dandylion and Doppel Warrior to get tokens. Quickdraw can be used to discard Dandylion and bam there is an easy level 6/7. After that, an easy Debris Dragon could get back the Dandy lion and sync for say Ancient Fairy Dragon which means another summon like so if you have a tuner, there are 2/3 tokens to sync with. Adding to that, if you have Dandylion in grave, Debris in hand, and doppel in hand, you could get an easy level 9 synchro (back then Trishula was yet to be banned) and a wall of 4 tokens to protect from the scary opponent... it is like Trish + scape goat... beautiful. Junk Doppel works on much the same grounds except because Debris Dragon and Dandylion were limited it substitutes in Junk Synchron and Level Eater.

good cards to run:
Debris Dragon
Quickdraw Synchron
Junk Synchron
Doppel Warrior
Level Eater
Unknown Synchron
Quillbolt Hedgehog

extra deck:
things summonable by Quickdraw synchron
Road Warrior
Shooting Quasar Dragon
T.G. Hyper Librarian
Formula Synchron
generic synchros

What to side against it:
Dimensional Fissure
Macro Cosmos
Fossil Dyna Pachycephalo

Plant variants

Plant variants are decks focused upon synchro summoning using the three cards Spore, Dandylion, and Glow-up Bulb as their main engine. These decks dominated simply because they could easily get out Shooting Quasar Dragon or other Synchros by working out of the grave. Other cards which were very big in this kind of deck were Trishula, Dragon of the Ice Barrier, Tengu Reborn, and Plague Spreader Zombie. Another big deck was KMP or Karakuri Machina Plant which focused on using a conjunction of Plants and Karakuri to synchro summon a lot of high attack monsters. The machina part was there because it could get out level 8 syncros when used with plant and also to dump Karakuri monsters into the grave.

good cards to run:
Glow-Up Bulb
plague spreader zombie

Tengu plants only:
Tengu reborn

KMP only:
Karakuri engine(explained later)
Machina Fortress
Machina Gearframe

what to side against it:
anything the Removes from play

The karakuri deck hinges on it’s 2 synchros: Karakuri Steel Shogun mdl 00X "Bureido" and Karakuri Shogun mdl 00 "Burei”. These two synchros are great simply because when they are summoned, they allow you to special summon another Karakuri monster from your deck to your field. This can continue the cain of Karakuri synchros by providing or materials and hence creating more advantage. Karakuri Komachi mdl 224 “Ninishi” is another vital card in this deck because when it is on the field, you can normal summon one extra time. Other useful cards are Karakuri Anatomy which provides a draw engine, Karakuri Strategist mdl 248 “Nishipachi” which changes the position of one monster on the field. Overall, the karakuri strategy is just to swarm with synchros and then rush through the opponents wall of defense in order to win the game.

Good cards to run:
Karakuri Komachi mdl 224 “Ninishi”
Karakuri Strategist mdl 248 “Nishipachi”
Karakuri Anatomy
Limiter Removal
Genex Nuetron

Extra Deck:

Karakuri Steel Shogun mdl 00X "Bureido"
Karakuri Shogun mdl 00 "Burei”
Generic Synchros

what to side against it:
Cyber Dragon
Chimeratech Fortress Dragon
System Down

Decks i plan on Adding:

Grave keepers
Hero Beat
Six Sams
Cat synchro
Dark world
Chaos Dragons
Dino Rabbit

tell me if I missed anything

Last edited by Kairi on Sun Apr 28, 2013 6:35 pm; edited 2 times in total
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PostSubject: Re: An overview of all decks considered tier 1 Before 2012   Mon Oct 22, 2012 1:29 pm

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