Kairi Stardust
Posts : 13 Join date : 2012-09-30
Stats Lv: 6 Experience Bar: (25/30)
| Subject: 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
Infernity 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
Blackwings 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
X-saber 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 Prohibition 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 Dandylion Junk Synchron Doppel Warrior Level Eater Unknown Synchron Quillbolt Hedgehog Tuning
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 Spore Dandylion 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
Karakuri 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: Faries Lightsworn Grave keepers Hero Beat Six Sams Cat synchro Dark world Inzektor Wind-up Chaos Dragons Dino Rabbit Twilight 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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gghhjj19 Stardust
Posts : 17 Join date : 2012-08-31
Stats Lv: 3 Experience Bar: (1/10)
| Subject: Re: An overview of all decks considered tier 1 Before 2012 Mon Oct 22, 2012 1:29 pm | |
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