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Don't really know what to do, because I can't really tell what your deck is themed on. But, cut down on traps and magics. It's a 30-12 Ration of M/T's to Monsters. And even though those magic cards work for your monsters, you'll have a hard time getting those monsters in the first place.
Interesting choice going with only two Elemental Hero Ocean in a deck that needs to abuse his effect consistently. I would add a third copy of Ocean for consistency and Skyscraper abuse.
+1x Elemental Hero Ocean
Exiled Force is interesting as well, without any copies of The Warrior Return Alive to be found in your deck, he's really only a one time shot. However I can see the benefit of running him to take out face-down monsters and beatsticks. Snipe Hunter does all that and more so...
-2x Exiled Force
Mother Grizzly seems to be one of the only "original" card in your deck, too bad I'll be taking that out. With only two targets I don't imagine that it'd be too productive, especially when those targets are capable of being searched out by six other cards, not including Stratos recursion.
-1x Mother Grizzly
Good choice main decking the copy of Grand Mole, it helps control beatsticks and face-down monsters quite well.
Three copies of E-Emergency call seems a bit too much, especially with two more Rota and a stratos to fetch any hero you need. Four searching spells should do the trick.
-1x E - Emergency Call
R - Righteous Justice I simply do not like, at all. Mystical Space Typhoon just gets the job done better.
- 2x R-Righteous Justice
+1x Mystical Space Typhoon
Pot of Avarice is a poor choice for this deck, especially when you're running only twelve monster cards. Once you get the monsters out of your deck, you want them to stay out of your deck so that you can abuse Ocean and Hero Citys' effects to the max.
-1x Pot of Avarice
To help abuse the effects of Ocean and co., you should definitely add a full playset of The Warrior Returning Alive. This card is an excellent card to have in this kind of deck, bringing back Stratos Ocean Wildheart and Exiled Force if you choose to keep them main decked. I would not leave home without a playset.
+3x The Warrior Returning Alive
The effect of Skyscraper 2 - Hero City is way too good to ignore, so another copy should be added to the deck. This card really shines when you're running three The Warrior Returning Alive and three of your heroes, besides stratos. Your opponent will undoubtably want to destroy your hero city once they see how much your deck can abuse it, so three copies will help balance that out.
+1x Skyscraper 2 - Hero City
Trap Dustshoot is great in the beginning stages of a duel, but after about your opponent's 3rd turn they shouldn't be holding more than four cards in their hand anyhow, making Dustshoot a dead draw from that point on. One copy of Mind Crush would be a better choice, seeing as it can be activated at any time.
- 3x Trap Dustshoot
+1x Mind Crush
Mind Crush also combos well with confiscation, as you know.
Sakuretsu Armor is iffy, seeing as you want your heros to be destroyed in battle to bring back with your Skyscraper next turn, I would much rather run a card such as Pulling the Rug, Solemn Judgment, or Bottomless Trap Hole. Solemn Judgment is probably the best choice, seeing as it can take care of just about any threat.
- 3x Sakuretsu Armor
+3x Solemn Judgment
Because of the hefty cost for Solemn, the copy of Ring of Destruction should be dropped so that you don't commit suicide when you activate it.
-1x Ring of Destruction
In it's place I suggest that you add two copies of Pulling the Rug, if you play competitively.
+2x Pulling the Rug
Compulsory Evacuation device is the other "original" card that I spotted in the deck. I'll leave this in because I know you want to leave it be.
The final thing that I suggest it dropping the playset of Waboku. With R-Righteous Justice out of the picture, there isn't as much emphasis placed on keeping multiple monsters on the field at once. Two copies of Smashing Ground should be added to fill in for the exiled force and deal with beatsticks.
- 3x Waboku
+2x Smashing Ground
Total Fixes:
Drop: 16
-2x Exiled Force
-1x Mother Grizzly
-1x E - Emergency Call
-1x Pot of Avarice
-1x R - Righteous Justice
-1x Ring of Destruction
-3x Trap Dustshoot
-3x Sakuretsu Armor
-3x Wabaku
Add: 14
+1x Elemental Hero Ocean
+1x Skyscraper 2 - Hero City
+3x The Warrior Returning Alive
+2x Smashing Ground
+1x Mystical Space Typhoon
+1x Mind Crush
+2x Pulling the Rug
+3x Solemn Judgment
With the above fixes your deck will now be at an even 40.
If you felt that any of this was helpful, feel free to give me a reputation point.
Mind crush works better with trap dustshoot because i could run 3 instead of no dustshoots and 1 confi.
There's no need to run Trap Dustshoot when your opponent does any of the following common scenarios:
1: Performs a sangan search.
2: You use your CED to bounce a monster back to the hand.
3: The opponent plays Advanced Ritual Art - chain, calling Demise.
4: Your opponent fetching anything with manju/senju/sonic bird.
5: You can guess cards in hand like God.
It's up to you, it may be a better side deck choice. If you do decide to drop it, run another copy of either Snipe Hunter or Smashing Ground/Bottomless Trap Hole/monster destruction. You could test only one or two dustshoot with mind crush as see how it goes. If duelists in your area tend to keep large hands, then go for it.
I know a lot of decks are based on maintaining hand presence. I know snipe hunter offers huge utility. But with the Ocean and Grizzly line up why don't you try out Abyss Soldier. It has a greater guarantee than Snipe, it reloads for those dust shoots and that 300 extra attack is handy sometimes.. at least it won't get run over by hydrogeddon or banisher. I guess i think it's just something to try out. there is more that i think could be cool, but it comes down to preference. I was running 12 monsters also (I was trying out Creator, Exiled Forces and CoSR) and to tell you the truth it's too many, you could get away with more cards to support ocean staying on the field. These decks win so fast once they take control, if you're not winning in like 4 or 5 turns something is wrong.