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For your earlier post I would recommend you keep spear dragon over airnight, the increasing amount of high attack monsters in decks make airnight not that affective. Personally I would use a spear dragon instead, I find it more benificial.
As for traps consider the following:
Fairy Box
(combined with solmen wishes, is devestating and with final attack orders even more lethal)
Wall of Revealing Light
(will help stop your opponent's attacks while you find Uria)
Final Attack Orders
(will allow your high attack monsters to do max. damage)
Solmen Wishes
(will increase your life points from the cost of the above traps)
Also consider adding a Fake Trap or Majic Jammer to keep you M/T on the field longer.
All of these cards work very well together and with Uria. If you want them to work even better add 2 Cats of Ill Omen (it allows you to put a trap card on the top of your deck when flip summoned I believe)
I really don't know what you should take out.
Maybe
1 spirit reaper (2 is ebought)
1 Riryoku (benifit more from other traps)
1 Gravity Bind
I'm not sure at all sorry. I will let you decide, but if you really want me to make your decisions or suggestions PM me. I will try and see what you should take out and I will give you a site that lists all continous traps and such. Hope this helps.
Ok. Houston we have update. The deck finally got an update. I played it earlier today and it did ok. I was doing bad at first because he kept on using Guardian Sphinx. But in the end i won. The cards that helped me the most were Robin goblin and airnight parshath. This deck is turning around and heading toward the good direction. Are the changes that i made, good changes?
Magician of faith will not do good in this deck because i have such few spells. I will probably end up having her in hand and no spells in my grave. It makes this card pointless.
Here is Uria deck 2.0 Not 1.0 but 2.0
I want this deck to be powerful even when uria is not out. This deck is not at its full potencial yet but, it will be soon. Any rate/fix done to mine and i will help with yours. Well enough dilly dallying, here is the deck:
Cards: 42
Monster: 20
Uria, lord of searing flames
Uria, lord of searing flames
Chainsaw insect x3
Sagan
Spirit reaper x3
Mask of darkness
Dark ruler ha des Gaia soul the combustible collective
Night assailant Tsukuyomi
Airnight Parshath
Mystic tomato x2
Berserk gorilla Swarm of scarabs
Breaker the magical warrior
Gravity bind x2
Magical cylinder
Ordeal of a traveler x2
Call of the haunted
Needle wall x2 Torrential tribute
Ceasefire
Ulitimate offerings
Mask of restrict
Curse of darkness Robin' goblin x2
Side deck:15 (DUH)
I need to fix it.
Changes are underlined.
If you help my deck, then I'll help your deck. Sounds good? Then start postin' and ratin'! :laugh:
Wow your deck is starting to get really strong. If you want try :
-spirit reaper (2 is still plenty)
or
-Airknight (tribute for a 1900 atk with a good affect isn't that good wont last you a lot)
or
both
+Try adding a Different Dimension Capsule to get your Uria out quicker. I tried it and there isn't a big chance of your opponent destroying your card in 2 turns. Try it first if it doesn't work well then dont add it.
+ If you don't want to add or you do want to add D.D. Capsule then (also) add Spear Dragon because it can cause damage to your opponents monster in def position, which does a lot of damge with robbin goblin.
-Take out one Robbin' Goblin (cool that you listnend to my idea) because if you have 2 at the same time it won't help that much.
+ Try adding a Robbin Zombie (same effect, but destroys top card in opponents deck)
If the robbin goblin/robbin zombie idea doesn't work well then by all means don't do it. Well good luck!
-1 Magical Hats
-1 Magic Cylinder
-1 Skull Lair
+3 Pole Position
If you sacrifice a Pole Position while your opponent has the strongest face-up Monster, PP resolves immediately and destroys the Monster before Uria hits the field.
-3 Chainsaw Insect
+2 Magician of Faith
+1 Dekoichi the Battlechanted Locomotive
This way, the monsters can combo more with the Pole Position strategy and you can be in control of the game.
-1 Magical Mallet
-1 Riryoku
+1 Confiscation
+1 Smashing Ground
Smashing Ground is your standard form of removal and Confiscation will help get rid of threats that will destroy Uria.
-1 Spirit Barrier
-2 Ordeal of a Traveler
-2 Curse of Darkness
+1 Mask of Restrict
+1 Premature Burial
+1 Cursed Seal of the Forbidden Spell
+1 Treeborn Frog
+1 Pot of Avarice
Maybe this'll help. Love Uria, BTW. Favorite of the 3.
These fixes were pretty good. I'd also recommend a Mirror Wall and Spell Canceller. Mirror Wall halves all the attackers attacks.. it's great defense works awesome with canceller. and it also works as removal... Further you can either not pay for it and destroy it if you choose.
Magician of faith means reuseable draw cards and s/t removal.. along with a reuseable smashing / fissure.
OK, this is a completely different take: I think the main continuous traps are going to be Gravity Bind, Nightmare Wheel, Spirit Barrier, Royal Command, Embodiment of Apophis, and Elemental Absorber, using Fake Trap as well, shooting more for a control/stall/burn.
Cards: 44
Monster: 17
Uria, lord of searing flames
Uria, lord of searing flames
Sagan
Spirit reaper x3
Mystic Tomato x2
Swarm of Locusts
Swarm of Scarabs
Des Lacooda x2
Stealth Bird x2
DD Warrior Lady
Big/Mid Shield Guardna x2
Spells: 9
Wave Motion Cannon x2
Reinforcement of the Army
Offerings to the Doomed
Nobleman of Crossout x2
Graceful charity
Scapegoat
MST
Traps: 18
Solemn Judgement x2
Embodiment of Apophis x2
Call of the Haunted
Ceasefire
Gravity bind x2
Spirit Barrier x3
Nightmare Wheel x2
Elemental Absorber
Royal Command x2
Fake Trap x2
This is also a bit thick at 44, would have to try it out and see what the cuts are. Wave Motion Cannon is a necessity, but, not a real good fit with the otherwise huge number of traps in the lineup. Deck needs something to draw out removal early, plus back up plan like Waboku or Threatening Roar.
??
Don't take this as a rip on your deck, but, consider how to tweak your trap lineup to get a tighter/more utility structure.
For example, I think the idea or dropping all FLIP effect monsters for self flippers that are not FLIP effects, then running a pair of NOC and Royal Command, makes sense. Although you lose a card like Mask of Darkness, you get great mileage out of your self flippers once you establish your backfield. With so many cards to set, you could also consider Morphing Jar as an exception, though it could be a dead draw.
Maybe add some Cats or Ill Omen they can help with getting your traps that you need also add in some judgements. I would also think about a Nightmare Wheels.
Amit- I had two cats of ill omen in my deck and that did not help me because i had alot of traps already so i did not need to use it. What ended up happening was that i had a bunch of weak monsters in my hand and no powerful ones. I cut down on the weak and boosted up on the powerful. Nightmare wheel is a good card but i don't have one yet.
sparkywowo- Your idea sounds good. It shouldn't be too hard to find Royal Command. I know two friends that have one each.
Thanks to all of you. You have all been a big help.
I would say drop the ceased fire and add in an ordeal of the traveler. Take out the emergency provisions because it kind of defeats the purpose of keeping traps on the field. If the point of the deck is to get out uria then add in a card destruction to get the traps in the graveyard to power uria up. Add in a few robbin' zombies and youll be set. Can you review my deck. Its in the sig. Thanks in advance
I would take out all monsters except for Uria and have the only spell cards be 3 magical mallet and 3 Reasoning. As for traps, I'd put 3 of every continuous trap that I could get my hands on. That's just me, since I like decks that discard like crazy to lower the boom with one card.