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BLS
Airknight Parsath
(2) DD. Warrior Lady
(2) Makyura
(2) Blade Knight
Magical Scientist
Breaker
Tribe
Sinister Serpent
Chick the Yellow
Cyber Jar
Morphing Jar
Exiled Force
16
Premature Burial
Heavy Storm
MST
Snatch Steal
Change of Heart
Pot of Greed
(3) Scapegoat
(2) Reinforcements of the Army
The Warrior Returning Alive
Mirage of Nightmare
Emergencey Provisions
Painful Choice
Card Destruction
(2) Giant Trunade
18
Call of the Haunted
Torrential Tribute
Ring of Destruction
(2) Rageiki Break
Dust Tornado
6
40
a friend of mine quit YuGiOh but still keeps up with the new cards, he insists Makiyura is THE most broken thing, so i let em build the deck, it was brutal, whether it saw the combo or not it had enuff to fall back on to still win. i don't remember it exactly, but it was very close to this.
i haven't seen a single Makiyura deck that tries for the Chick OTK on any of the UDE forums, so i figured i'd post this one. what do y'all think???
Remind me again of the OTK combo. I know it involves Makyura, Chick the Yellow, and CAll of the Haunted, and that you have to have an open attack with Chick to get it's effect. Doesn't activating CotH break the battle phase?
Coth only stops the attack, causing a replay, if you or your opponent activate it in the other players battle phase so it really depends on whose turn it is.
Makyura (you keep spelling the name wrong... XD) is awesome indeed. I ran two in my "reborn" overkill hand/field control decks and loaded up on traps...it was so tasty. As for the deck...maybe take out either Cyber Jar or Morhping Jar for a third DD Warrior Lass. Also consider using A Cat of Ill Omen to help you get to traps you need faster. 8.4/10.
Coth only breaks the battlephase if you or your opponent activate it in the other players battle phase so it really depends on whose turn it is
incorrect, and seeing as how you are a level 1 judge I wonder how you passed the test. Call does not "break the battlephase" no matter who's turn it is. Often times if the defender uses Call, after the replay occurs, the turn player will not WANT to attack the larger monster. But it remains the Battle Phase until the turn player ends it.
skochtape-yeah thats the combo but as everyone said it doesn't break the battlephase. the combo goes off alot but it also gets screwed alot. really its just a solid deck on its own that leads up to an OTK finish, and always with the chance of getting it early.
twelfth-sorry i didn't feel like getting the card out and looking at it, i'll edit to fix that. cat is way too slow, morphing and cyber are just there too speed things up and help set off makyura. with the rageiki breaks 2 DD works fine anyway. thanks for your r/f
Can you walk me through the combo. I see the 3 cards, but I don't get any combo out of it.
send makyura and chick the yellow to the graveyard with call of the haunted in your hand.
makyura's effect now lets you use call from your hand so you clear your opponents field via torrential heavy storm etc., call of the haunted chick the yellow attack, now chick's effect kicks in and you return call of the haunted to your hand, chick the yellow is sent back to the gy, you activate call again to take chick the yellow attack and return call to your hand and chick to gy.
you keep attacking with chick using call over and over.
Ok, got it. So Chick could just be in the graveyard and Mak has to go that turn. Heavy Storm isn't necessary, but for the sure thing it is. Or Giant Trunade. So criticals are to get COTH in hand and Makyura sent to graveyard that turn. Interesting. You couldn't build a secure one just for this very easily, but as a byproduct it would be nice.