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frantic duelists get your pen and paper ready.........
Jinzo
Barrel Dragon
Barrel Dragon
Blowback Dragon
Blowback Dragon
Cyber Dragon
Cyber Dragon
Cyber Dragon
Dekoichi the Loco
Dekoichi the Loco
Dekoichi the Loco
DD Scout Plane
DD Scout Plane
Strike Ninja
Strike Ninja
Magical Merchant
Magical Merchant
Breaker the Mage Warrior
DD Warrior Lady
Sangan
Mage of Faith
Morphing Jar
Spirit Reaper*
23
Graceful Charity
Heavy Storm
Mystic Space Typhoon
Book of Moon* Nobleman of Crossout
Scapegoat* Future Fusion
Card Destruction
Limiter Removal
Overload Fusion
Overload Fusion
Dimension Fusion
Dimension Fusion 13
Mirror Force
Torrential Tribute
Ring of Destruction
Sakeratsu Armor
Sakeratsu Armor
7
41
*Cards might not be necessary
so the decks goal is much like chaos, keep strong offensive while building up grave and rfp pile for finisher with D Fusion or Overload. Strike Ninja helps to remove things from play, including the Scouts which help with the tributes, but are also mechs so easy dumping with Future Fusion, along with the classic dark mechs.
Merchants and the Jar help keep the hand healthy while dumping darks and mechs into the gy, Overload comes in here to remove either for Chimera or Gattling. Pot of Avarice keeps which monsters go and stay in check, i wanna keep my Strike Ninjas, reuse the Mage, Breaka and such.
cards for consideration are Reinforcements of the Army, Sakeratsus, Card Destruction, Return from the DD, i'm sure more but its so early im still sleepeh and i haven't been playing lately, no where/one to play.
yep nice i see your going with the machines you might wanna fit in a cyber phoenix to help out your machines but the down side he's a fire as yu already know.you might want a better trap line up try going with......
2 RFDD
1 torrential tribute
1 ring of destruction
1 CoTH
1 mirror force
Returns prolly would be better, then i could drop the Lightening Vortex and space breaks open for some traps. i don't like Call of the Haunted in this deck tho.
i'm gonna make those changes now thnx!
drop
DD Scout Plane
DD Scout Plane
Strike Ninja
Strike Ninja
Book of Moon
Pot of Avarice
Return from the Different Dimension
Return from the Different Dimension
the fixes are cool but im not looking to focus the deck solely on Chimera, rather Chimera can be a win, Return(i originally had DFusions) can be a win, or jus the ol fashioned way of attack.
the Scouts would also help with the tributes, as im running 5 now, Canceller would make 6. Avarice could prolly go for Card D. tho.
maybe you better explain why you made those fixes?
drop
DD Scout Plane
DD Scout Plane
Strike Ninja
Strike Ninja
Book of Moon
Pot of Avarice
Return from the Different Dimension
Return from the Different Dimension
well is was just as you said, to focus more on chimera and gattlin. i understood why you had the ddsp and ninjas, but i thought i would make this more of a machine based suggestions. so that you would have more machines for chimera. and in case you use strikes ability to remove you dark machines would't be that good.
overload fusion: so that you have a thrid and a better chance to have it in hand.
card destruction: to get more machines in the grave, whether it is your tributes or low level machines.
dimension fusion: normally i would prefer rftdd over dimension fusion but the one hang up you have with rftddis that you have to wait a turn. dimension fusion you can get you out of play monsters right there, sure you opponent can get theres too. but the the machines that you have someing back you can clear the field easily.
spell canceller is there for negation. use him for the fusion of chimera along with jinzo, blowback, and barrel. then when you activate d. fusion you will have chimera (who has a lot of atk power and can attack lots of times), jinzo (who negates traps), spell canceller (who stops your opponents quick play spells like e. controller, book, and scapegoats), barrel and blow back how can clear the field.
no no i said i didn't want to focus too much on Chimera, really the deck is more a Strike Ninja with multiple ways to pull a win, the option of Chimera being one of them. eh i'm still up in the air about the Return/DFusion, im leaning towards DFusion b/c all the mechs will hit the gy again should it not be game. i have to playtest which is not easy considering there's only one in tourn in all of philly and its not even sanctioned and has no intention of trying.
as it stands i have 13 machines, plenty for a chimera, again i'm not gunning for chimera, i'm trying to have a huge dark gy for Strike to remove and a nice rfp pile to bomb with, Overload helps the rfp'ness and like a teched stein can occassionally make for easy game.
nothing wrong with your fixes at all, at the very least it'll be sided, i jus need some practice to see how this deck flows. i know bout Canceller's lockdown with chimera and such, but again i wasn't aiming to add another Chimera deck to the forum.
thanks for your suggestions i'm gonna cut Pot of Avarice for Card D. right off the bat.
i cant' see a Strike Ninja deck without at least one Reinforcement of the Army. I'm sure you know why it is good, and i think having that extra bit of reliability would be nice.
Not sure what you could drop for it, but i would try to fit it in somewhere.
As for your Dimension Fusion/Return question....
Dimension Fusion is faster, and it is the card of choice for Chimera (which you want to keep as an option). The other advantage to running it is you can then run a Decree trap line-up, to shut down the Returns and everything else other people will be running.
The only real advantage Return has over dimension fusion is the ability to be activated no matter how many LP you have left.