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I need deck out tactics! (pretend like I said fiends waldo!)
Having aquired a second needle worm recently, I've been wondering who here has any good tactics for a deck out deck. I know it has to be more than 45 cards, for fear of decking ones self out, but exactly what can we assume should be in most deck out decks?
Needle worms
morphing jar
morphing jar #2's
card destruction
Magician's of faith
Books of moon
We also need ways to deal with that pesky envoy untill its banning. Bacon Letuce Soldier basicly makes flip effect monsters useless, so he has to be off the field as soon as possable. Sence Board lock is also another way of dealing an opponent his deck to the grave, we can also safely assume that the following options are necisary.
Sinsiter Serpent
a few metamorphisis
scapegoats
Fusiler the Dual Mode Beast
These cards will assure that the board remains locked in your favor. With the scape goats and sinister providing you with TER food, you're assured to get the board locked down nice and tight. not much will get ter out of the way monster wise. Then again, there is also Fusiler, which will give us Last Warrior from another Planet. Not many people seem to notice that if the opponent has nothing to deal with him monster wise when he's out, they have no monster options afterwords to get rid of him after that. And of course, being a stall deck:
Level Limits Area-B
Gravity Binds
Messangers of Peace
Walls of Revealing Light
We also need ways to deal with that pesky envoy untill its banning. Bacon Letuce Soldier basicly makes flip effect monsters useless, so he has to be off the field as soon as possable. Sence Board lock is also another way of dealing an opponent his deck to the grave, we can also safely assume that the following options are necisary.
Sinsiter Serpent
a few metamorphisis
scapegoats
Fusiler the Dual Mode Beast
thats interesting. I never thought of those as being particularly useful in deckout.
Obviously there is the unaquirable Reversed Worlds that would cause instant deckout, but lets stick to what is available.
Hiro's Shadow Scout is one you didnt mention that can be very helpful to the deck out cause.
Needle Worms, MJ really help (unfortunately, Ive never owned one)
Cyber is a card that combos great in deckout, plus gives you lots of options for playing. dont fear giving opponent's a hand, because your goal will be to attack the deck numerously in one turn.
MJ2-is kind of an oddball. It can work, it can hurt. Definitely worth experimenting with.
spells & traps:
I liked Dragged Down to Grave, but found that it got squeezed out of my deck for other options
Card D- well, that should be obvious
Book of Moon & Book of Taiyou: use these to help flip Needle Worm several times in a row. Nothing is more devastating.
Desert sunlight: dont overlook this card. I was so impressed by this. You fear BLS, Nobleman of Crossout, Mystic/Sasuke effects? Get your flip effect. If you set a flip monster with DS already set, you dont have to wait to activate that needle Worm.
these are some of the most commonly found in the average deckout. There are variations that use cards like Soul Absorbing bone Tower, Magical Thorns, etc.
I suggest you contact MrSinister for Deck out advice. Ive saved things from him, Ovados, prodigy, Rev, and others. Here's a sample of what they wrote, Though you can probably still find the thread in the search engine
Quote : Originally Posted by MrSinister
Cards I suggest for Deck Depletion
Needle Worm
Morphing Jar
Cyber Jar
Hiro's Shadow Scout
Morphing Jar #2 (risky)
Tsukuyumi
Card Destruction
Grave Keepers Servants
Scape Goats (with GKS)
Book of Moon
Book of Taiyou
Shallow Grave
Acid Trap Hole
Desert Sunlight
I don't suggest fissure, smashing ground, Hammer Shot, or other monster removal cards as that is not your goal. I don't suggest Giant Truandes, Mystical Space Typhoon, Heavy Storm, Dust Tornado, Remove Trap, and other spell removal cards as that is not your goal. Absent these I don't suggest attacking as your weak monsters (Don Zaloog, Bistro Butcher, Samuri #3, Vampire Lord) won't survive. Additionally, attacking will almost ALWAYS reduce your opponents life points before they deck out -- which is not your goal.
Focus on depleting their deck. Use cards which make them draw or discard directly from their deck. You want them to have a really big hand when you play card destruction.
If you want to deck them on the first turn you will need a pretty fast deck. If you want to stall don't run GKS. If you want to remove cards from the game use Soul Release/Fiber or Soul Absorption/Banisher.
I would avoid situaitonal cards: MoF, Soul Reversal, Spear Creatin, Night assaliant.
I would focus on playing Cyber Jar as early as possible. Flipping it, playing it again that turn, flipping it. Playing it again that turn. Flipping it. And then play card destruction.
You can search for Cyber Jar via Mystic Tomato. A set Book of Moon will get things going. You can gamble to find cards via Reload. You can keep a larger hand if you play Mirage of Nightmare (you'll have to use Emergency Provisions to remove it.)
You will probably find that the deck does great if you have a big hand (thanks to Mirage, Cyber, Morphing Jar) and does horrible when you are top decking.
You will need to use Acid Trap Holes and Desert Sunlight to safe guard your flip effect monsters from NoC, Exiled Force, MeB, BLS, and other such monster removal cards.
If you are interested in seeing the rest of my file, PM me, agent-. I dont normally give this stuff out, but I can make exceptions ;)
Hello and greetings... you need deck-out strategies? I've got a few beauties! #1: Giant Trunade and Card Destruction.
Why does this look so lame, but work so well?? Well, because people don't have a clue as to just how devastating Giant Trunade is. It clears the S/T board, and you get to re-set all your Spells & Traps! So, your opponent is sitting there with a fat hand now, so make him pay for it by making him pitch the cards and draw more! Why is this a good thing? Well, just because the cards are in his hand doesn't mean your objective is any less fufilled! If he had 8 cards in hand, well, that's an extra 8 cards off his deck you just forced him to draw! 8 cards drawn, 8 cards off his deck!
I'm not saying that it's as effective as Needle Worm and Morphing Jar, but it's still good! #2: Distrubance Strategy + Null and Void.
Two evil, evil, EVIL traps that combo so well together that it makes me shudder just to think about it!! Why? Well, Distrubance Strategy is like Card Destruction, but it shuffles the cards back into the deck and then they draw that amount instead of making them pitch the cards and then draw the same amount.
Why is this good?
Becuase it activates Null and Void, making your opponent discard every card he just drew from Distrubance Strategy, leaving him with no hand.
No Hand = No Options.
#3: Gravekeeper's Servant & Spear Cretin.
This is another nasty little oldschool combo. Not much to explain here. Just sit back and watch the frustration on your opponent's face mount as he can't attack you, and if he ever does, his deck gets ground down even quicker. Spear Cretin is just waiting to be abused in this kind of situation.
#4: Tsukuyomi and Needle Worm / Morphing Jar.
Tsukuyomi: the power behind so many flip monsters! This little beauty allows you to re-set flip monsters by turning them back face down, so with Needle Worm, you can get 10 cards in one shot, same with Morphing Jar!
So, with these strategies in hand, I would have to say that you will start tearing down your opponent's decks in no time!!
If you want, you could leave a fix/rate on my deck. It's in the link.
Sorry there Nightreaver, but Null and Void CANNOT be chained to Disturbance Strategy. It can ONLY be chained to an effect that ONLY draws.
However, you bring up a REALLY good card.
Attack with Sasuke Samurai #3 and activate Null and void to send them straight to the graveyard.
I suggest you run my favorite deck out combo.
2 Cursed Seal of the Forbidden Spell
2 Soul Release
2 Fiend Comedian
1 Fiber Jar
While the duel is going on, Soul Release your opponent’s monsters and mass monster removal cards, ie Torrential Tribute and cards that can destroy your face-down monsters, ie Crossout. And don’t forget their S/T removals like Heavy Storm, MST, and Dust Tornadoes.
Then as late as possible in the game, Set your Fiber Jar and Fiend Comedians.
When Fiber Jar is attacked or flip summoned, activate Fiend Comedian (hopefully 2) and call it. If you call it wrong, you’re OK because Fiber Jar is about to undo the damage. But if you call it right, your opponent will lose half of their deck to the removed from play pile and will be facing a Deck Out deck with a smaller than average deck, which is just suicide.
If you want to, you can also try Emergency Provisions to heal yourself in the process.
Waldo10032 – The Fiendish Duelist
(Level 2 Judge)
(Level 1 Tournament Organizer)
(Yugiohrealms Member of the Month - June)
(Member of the Fiendish Duelists Mailing Group)
(Member of the Dark Monarchs)
New York, NY "A workaholic fiend who devotes everything to his research into the languages of Dark World. His mind has colapsed because of working too hard."
Hello and greetings... you need deck-out strategies? I've got a few beauties! #1: Giant Trunade and Card Destruction.
Why does this look so lame, but work so well?? Well, because people don't have a clue as to just how devastating Giant Trunade is. It clears the S/T board, and you get to re-set all your Spells & Traps! So, your opponent is sitting there with a fat hand now, so make him pay for it by making him pitch the cards and draw more! Why is this a good thing? Well, just because the cards are in his hand doesn't mean your objective is any less fufilled! If he had 8 cards in hand, well, that's an extra 8 cards off his deck you just forced him to draw! 8 cards drawn, 8 cards off his deck!
I'm not saying that it's as effective as Needle Worm and Morphing Jar, but it's still good! #2: Distrubance Strategy + Null and Void.
Two evil, evil, EVIL traps that combo so well together that it makes me shudder just to think about it!! Why? Well, Distrubance Strategy is like Card Destruction, but it shuffles the cards back into the deck and then they draw that amount instead of making them pitch the cards and then draw the same amount.
Why is this good?
Becuase it activates Null and Void, making your opponent discard every card he just drew from Distrubance Strategy, leaving him with no hand.
No Hand = No Options.
#3: Gravekeeper's Servant & Spear Cretin.
This is another nasty little oldschool combo. Not much to explain here. Just sit back and watch the frustration on your opponent's face mount as he can't attack you, and if he ever does, his deck gets ground down even quicker. Spear Cretin is just waiting to be abused in this kind of situation.
#4: Tsukuyomi and Needle Worm / Morphing Jar.
Tsukuyomi: the power behind so many flip monsters! This little beauty allows you to re-set flip monsters by turning them back face down, so with Needle Worm, you can get 10 cards in one shot, same with Morphing Jar!
So, with these strategies in hand, I would have to say that you will start tearing down your opponent's decks in no time!!
If you want, you could leave a fix/rate on my deck. It's in the link.
#1 is ok, but you have to be watchful if you are running any stall cards that would be interrupted due to Trunade. Its not a super problem, but many times you want to get their cards to go from deck to Grave, bypassing the hand.
#2 Null and Void works only with effects that draw, not discard and draw, not reshuffle and draw, not detroy and draw, only draw. the idea of disturbance strategy +Null and Void has been squashed for a while on the rulings.
#3 very oldschool! I like the idea, but its too slow for a serious deckout, IMO. There is too much monster removal out there for Spear Cretin to stand up long. And even if they fall for it once, they will simply wait out rather than attacking, till they have ...anything that can disrupt the combo.
#4 Im not being mean, I swear. the only real issue I see with this is that Tsuko eats up a summoning. Ive used it, and it does work, but I also know that using BoM, Book of Taiyou, Desert Sunlight, etc was faster. Only way this really works consistently, is if you can keep your Needle Worm/MJ alive from a previous turn, so that Tsukoyomi can begin a cycle.
But hey, thats what stall s/t cards are for.
Waldo:
How did I know that fiend Comedian/fiber was coming? ;)
I feared fiber when I played deck out. Thing was, my opponent would be working to reduce my LP. If I called Fiend Comedian wrong, then I was up the creek. even with a smaller deck, I would be lower in LP and hoping to god draw the right discard mechanisms to finish the job. For me, being without MJ and NW, I found that taking chances on draws was against my favor. there needed to be a real concrete system when approaching this.
The combo works great in its own deck out deck, but I would hesitate to add it in with more standard strategies of decking em.