
HorusFireDragon
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Everything posted by HorusFireDragon
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Read the one post above yours..the very last post on pg. 76 of this topic....--;
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[QUOTE=Lady Katana][color=darkblue]I am by no means an expert, but I would think that you should focus your deck more on Dragon-type cards since you have Paladin of White Dragon in your deck. Truth be told, your deck's everywhere in terms of Type and Attributes. Plus, you have a Gradius' Option in your deck, which if memory serves, depends upon a Gradius that is on your side of the field to detemine it's Attack/Defense points, which I didn't see among your list of many. That being said, you may also want to trim it down, because that looks like a lot of cards for one not to have an apparent set theme. And if you wanted to use this deck for tournament play, Monster Reborn is limited to one. ^^; Anyways, here's a deck I've been working with for a while that I think needs a bit more help. [u]Lv. 6 & Higher[/u] Dark Magician Chaos Sorcerer Swordstalker [u]Effect Monsters[/u] Armed Ninja Crimson Ninja White Magician Pikeru Old Vindictive Magician Pixie Knight x2 Dark Scorpion- Chick the Yellow Marauding Captian Lady Ninja Yae Hayabusa Knight Dream Clown Mysterious Guard Frontier Wiseman Arcane Archer of the Forest (possible remove) Cliff the Trap Remover Gravekeeper's Guard Dark Scorpion- Maenae the Thorn x2 Blindly Loyal Goblin Witch of the Black Forest Getsu Fuhma Prickle Fairy (possible remove) Dark Scorpion- Gorg the Strong x2 Invitation to a Dark Sleep (possible remove) [u]Normal Monsters[/u] Warrior Dai Grepher Rogue Doll [u]Spell Cards[/u] Fissure Black Pendant Secret Pass to the Treasures Banner of Courage (possible remove) The Warrior Returning Alive Graceful Charity Poison of the Old Man x2 The A. Forces Mystical Space Typhoon Shooting Star Bow- Ceal Tremendous Fire Sogen x2 Fuhma Shuriken Monster Reborn [u]Trap Cards[/u] Trap Hole Enchanted Javelin x2 Waboku x2 Magic Jammer Robbin' Goblin Hidden Book of Spell Horn of Heaven Needle Wall Jar of Greed Sakuretsu Armor [u]Cards that will be added[/u] Don Zaloog A Gathering of Dark Scorpions Dark Scorpion Combination Any help anyone can give would be greatly appreciated. ^^[/color][/QUOTE] oO;; 1. Get a Theme 2. Give this deck the card form of liposuction....slim it to 40... 3. Get a Theme XD....that's about all the help I can give for now. I can't decide which cards to shove in if I don't know what your strategy or theme is..
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Post-ban meta, spell negation outside of Horus becomes obselete. Removal is better than negation because without Imperial Decree, cards that just negate one single card are really a waste of space unless you're playing hand control and want some Magic Drains...removal>negation. And I have plenty of removal..
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[QUOTE=DeathBug][color=indigo][size=1][font=comic sans ms]I'll disagree with Solo and say that Amplifier shouldn't be played at all, by anyone. An equip ard that can only work with one monster, and that monster's restricted? And it makes that monster even more vulnerable to destruction. No, thanks. Anyway, I'd remove the A-Team for another Promanince Dragon; A Team is too situational. You're wasting your summon fort he turn to get a weakling monster, and your opponent can simply opt to not activate his trap (or activate two traps) to get rid of it. (A Team does get props, however, for being the first Spell Speed 3 monster.) You have a lot of tech in the deck, but that's a matter of persoinal prference.[/color][/size][/font][/QUOTE] A Team is not too situational. If the opponent chooses not to activate his trap, he'll get bumrushed by either a 2000+ trample rusher called Gaia Soul, a 2000-2500 atk rusher in Efreet, or something like Prominence Dragon...Oo;; The point is to clear the way for my rushers through removal/m/t negation-removal.
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Solidus: What is your theme? Your deck seems a bit random. If its light, I suggest you dump every attempt at playing a ritual monster. The reason is ritual monsters SEVERLY deplete your hand count over the course of the duel. That can be suicide versus any deck with hand control or a good rush. Top decking(where your hand is at 0 and you rely on the draw as your only option) is what you want your opponent to get to before you, and running a ritual monster won't do that. TotalImmortal: Drop your deck count to 40 instead of 45. Simple matter of ratios, drawing the card you need at a 1/40 probability, is better than 1/45. You want equal to MORE magic cards than monsters. You can only normal summon one monster per turn, every monster in your hand past the second is dead weight which could be used for staples or support m/t. Drop your monster count to 15-17. God cards are not legal for play PERIOD. You have way too many tribute monsters anyway. I don't see how you'd ever get them out. Cyber is your only option, but you'll need something else. Your deck is too random you need to get a theme and focus your deck around it. ----------------------------- Now that I've done my part, anyone care to r/f mine for ONCE. It may be an OCG deck but I've provided all the needed translations.
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Fire Aggro's Next Evolution "Anger of the Inferno" v4.4 Monsters(17) 01. Fire Emperor - Testaros (e. Translation Below) 02. Android Psycho Shocker (e. Jinzo) 03. Mage Knight Breaker (e. Magic Warrior Breaker) 04. Explosive Flame Union Body - Gaia Soul (e. Translation Below) 05. Explosive Flame Union Body - Gaia Soul (e. Translation Below) 06. Explosive Flame Union Body - Gaia Soul (e. Translation Below) 07. Spirit of Fire - Efreet (e. Spirit of Flames) 08. Trap Treating Group - A Team (e. Translation Below) 09. Crater Diver (e. The Thing In The Crater) 10. Prominence Dragon (e. Solar Flare Dragon) 11. Prominence Dragon (e. Solar Flare Dragon) 12. Black Forest Witch (e. Witch of the Black Forest) 13. Critter (e. Sangan) 14. Dimensional Warrior Girl (e. D.D. Warrior Lady) 15. Dimensional Warrior Girl (e. D.D. Warrior Lady) 16. Exclusivity Virus (e. Tribe Infecting Virus) 17. Initiate Troops (e. Exiled Force) Magic(17) 18. Jar of Greed (e. Pot of Greed) 19. Angel's Almsgiving (e. Graceful Charity) 20. Mirage of Nightmare (e. Mirage of Nightmare) 21. Raise Dead (e. Monster Reborn) 22. Early Burial (e. Premature Burial) 23. Tempest (e. Heavy Storm) 24. Cyclone (e. Mystical Space Typhoon) 25. Cyclone (e. Mystical Space Typhoon) 26. Cyclone (e. Mystical Space Typhoon) 27. Theft (e. Snatch Steal) 28. Enemy Controller (e. Enemy Controller) 29. Burning Blood (e. Molten Destruction) 30. Burning Blood (e. Molten Destruction) 31. Power of Teamwork (e. United We Stand) 32. Black Hole (e. Dark Hole) 33. Emissary of Obliteration (e. Nobleman of Crossout) 34. Scapegoat (e. Scapegoat) Trap(6) 35. Holy Barrier - Mirror Force (e. Mirror Force) 36. Magical Cylinder (e. Magical Cylinder) 37. Apostles of Harmony (e. Waboku) 38. Line of Soul (e. Translation Below) 39. Destruction Ring (e. Ring of Destruction) 40. Cry of the Living Dead (e. Call of the Haunted) Fusion(18) 01. Crimson Sunbird (e. Translation Below) 02. Crimson Sunbird (e. Translation Below) 03. Crimson Sunbird (e. Translation Below) 04. Dragon Warrior (e. Ryu Senshi) 05. Dragon Warrior (e. Ryu Senshi) 06. Dragon Warrior (e. Ryu Senshi) 07. Dark Demon - Baltar (e. Dark Balter the Terrible) 08. Dark Demon - Baltar (e. Dark Balter the Terrible) 09. Dark Demon - Baltar (e. Dark Balter the Terrible) 10. Dragon Knight of Dark Realm - Dark Sword (e. Translation Below) 11. Dragon Knight of Dark Realm - Dark Sword (e. Translation Below) 12. Dragon Knight of Dark Realm - Dark Sword (e. Translation Below) 13. Thousand Eyes Sacrifice (e. Thousand Eyes Restrict) 14. Thousand Eyes Sacrifice (e. Thousand Eyes Restrict) 15. Thousand Eyes Sacriifce (e. Thousand Eyes Restrict) 16. Death Demon Dragon (e. Fiend Skull Dragon) 17. Death Demon Dragon (e. Fiend Skull Dragon) 18. Death Demon Dragon (e. Fiend Skull Dragon) Sideboard(15) 01. Spirit of Fire - Efreet (e. Spirit of Flames) 02. Flaming Tree-Man 18 (e. Blazing Inpachi) 03. Horus Black Flame Dragon Lv. 8 (e. Translation Below) 04. Horus Black Flame Dragon Lv. 6 (e. Translation Below) 05. Horus Black Flame Dragon Lv. 6 (e. Translation Below) 06. Horus Black Flame Dragon Lv. 4 (e. Translation Below) 07. Trap Treating Group - A Team (e. Translation Below) 08. Magical Scientist (e. Magical Scientist) 09. UFO Turtle (e. UFO Turtle) 10. Will (e. Last Will) 11. Crater Diver (e. The Thing In The Crater) 12. Flaming Hot-Blooded Ball Player (e. Translation Below) 13. Calling Reinforcements (e. Reinforcements of the Army) 14. Forced Ejection Machine (e. Compulsory Evacuation Device) 15. Forced Ejection Machine (e. Compulsory Evacuation Device) ------------------------------------- Translations for OCG Cards: MAINDECK 01. Fire Emperor - Testaros Fire/Pyro/6/2400/1000 When this card is successfully sacrifice summon, randomly discard one card from opponent's hand. If that card is a monster card, do damages to your opponent equal to the Level of that monster x100. MAINDECK 04, 05, 06. Explosive Flame Union Body - Gaia Soul Fire/Pyro/4/2000/0 You may sacrifice up to two Pyro sub-type monster on your field, when this effect is use, increase the attack strength of this card by the number of monster you sacrifice by the effect *1000. When this card attack a monster in defense mode, if the attack strength of this card exceed the defense strength of that card, do damages to your opponent equal to the difference. This card is destroy at the end of battle phase if the sacrifice effect is used. MAINDECK 08. Trap Treating Group - A Team Fire/Machine/3/300/400 This effect can be activate during your opponent turn. When your opponent activate a Trap card, you may sacrifice this card when face-up to negate the activation of that card and destroy it. MAINDECK 38. Line of Soul Normal Trap When one of your monsters on the field is destroyed or sent to the graveyard, you may activate this card. Pay 1000 LP and special summon a level 4 monster from your deck. FUSION-DECK 01, 02, 03. Crimson Sunbird Fire/Bird/6/2300/1800 - Fusion [Saint Bird] + [Sly Hunter] FUSION-DECK 10, 11, 12. Dragon Knight of Dark Realm - Dark Sword Dark/Warrior/6/2200/1500 - Fusion [Warior of Dark Realm - Dark Sword] + [Black Dragon] When this card does battle damages to opponent, you may choose up to 3 cards from his/her Graveyard and remove them from the game. SIDEBOARD 03. Horus Black Flame Dragon Lv. 8 Fire/Dragon/8/3000/1800 This card can't be Normal Summoned. This card can only be Special Summoned by the effect of a [Horus Black Flame Dragon Lv. 6]. While this card is face-up on your Field, you can negate and destroy the activation and effect of Magic. SIDEBOARD 04, 05. Horus Black Flame Dragon Lv. 6 Fire/Dragon/6/2300/1600 While this card is face-up on the Field, it can't be affected by Magic effects. During the End Phase of a turn in which this card destroyed a Monster as a result of Battle, you can put this card into the Cemetery to Special Summon 1 [Horus Black Flame Dragon Lv. 8] from your hand or deck. SIDEBOARD 06. Horus Black Flame Dragon Lv. 4 Fire/Dragon/4/1600/1000 While this card is face-up on your Field, control of it can't change. During the End Phase of a turn in which this card destroyed a Monster as a result of Battle, you can put this card into the Cemetery to Special Summon 1 [Horus Black Flame Dragon Lv. 6] from your hand or deck. SIDEBOARD 07. Trap Treating Group - A Team(SEE MAINDECK 08. ABOVE) SIDEBOARD 12. Flaming Hot-Blooded Ball Player Fire/Warrior/3/500/1800 If there are Fire Main-Type Monsters on the Field other than this one, increase this card's attack strength by 1000 for each one. Put 1 Fire Main-Type Monster other than this card into the Cemetery to do 500 points of damage to your opponent. ------------------------------ There. After all that, even you TCG players have all the resources and more than you need to r/f this deck. This is a tournament-caliber deck, and has fared well versus all competitive metagame archtypes through testing. It is solid in all deck aspects from rusher core, m/t removal-negation, monster removal, and staple flow. From what I've seen, this is clearly the most technically solid and effective deck here. OBVIOUSLY this is an OCG deck that follows the ban list. Please do not suggest any of the following(or be subject to a sarcastic reply): Thunderbolt (e. Raigeki) Distressing Choice (e. Painful Choice) Injection Angel Lily (e. Injection Fairy Lily) Fiber Pod (e. Fiber Jar) Cyber Pod (e. Cyber Pod) Imperial Decree (e. Imperial Order) Yatagarasu (e. Yatagarasu) Change of Heart (e. Change of Heart) Harpy's Feather Sweep (e. Harpy's Feather Duster) Mischevious Demon Twins (e. Delinquent Duo) Please keep all issues pertaining to this deck intelligent and please back up suggestions with reasons and facts. Thank you for your time.
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Monsters(17) 01. Horus Black Flame Dragon Lv. 8(e. Look below) 02. Horus Black Flame Dragon Lv. 6(e. Look below) 03. Android Psycho Shocker(e. Jinzo) 04. Mage Knight Breaker(e. Breaker - Magic Warrior) 05. Horus Black Flame Dragon Lv. 4(e. Look below) 06. Horus Black Flame Dragon Lv. 4 07. Flaming Tree-Man 18(e. Blazing Inpachi) 08. Flaming Tree-Man 18 09. Flaming Tree-Man 18 10. Dimensional Warrior Girl(e. DDWL) 11. Mercenary Troop(e. Exiled Force) 12. Exclusivity Virus(e. Tribe Infecting Virus) 13. Black Forest Witch(e. Witch of da Black Forest) 14. Critter(e. Sangan) 15. Spirit of Fire - Efreet(e. Spirit of Flames) 16. Element Dragon(e. Look below) 17. Prominence Dragon(e. Solar Flare Dragon) Magic(17) 18. Burning Blood(e. Molten Destruction) 19. Burning Blood 20. Jar of Greed(e. Pot of Greed) 21. Angel's Almsgiving(e. Graceful Charity) 22. Raise Dead(e. Mon Reborn) 23. Early Burial(e. Premature Burial) 24. Tempest(e. Heavy Storm) 25. Cyclone(e. MST) 26. Cyclone 27. Cyclone 28. Theft(e. Snatch Steal) 29. Enemy Controller(e. Enemy Controller) 30. Scapegoat(e. Scapegoat) 31. Mirage of Nightmares(e. Mirage of Nightmare) 32. Emissary of Obliteration(e. Nobleman of Crossout) 33. Black Hole(e. Dark Hole) 34. Power of Teamwork(e. United We Stand) Trap(6) 35. Holy Barrier - Mirror Force(e. Mirror Force) 36. Magical Cylinder(e. Magical Cylinder) 37. Apostles of Harmony(e. Waboku) 38. Cry of the Living Dead(e. Call of the Haunted) 39. Destruction Ring(e. Ring of Destruction) 40. Sixth Sense(e. Look below) Sideboard(15) 01. Marshmallow(e. Look below) 02. Soul Line(e. Look below) 03. Level Up!(e. Look below) 04. Level Up! 05. Prominence Dragon(e. Solar Flare Dragon) 06. Horus Black Flame Dragon Lv. 6(e. Look below) 07. Will(e. Last Will) 08. Flame Blood Ball Player(e. Look below) 09. Flame Blood Ball Player 10. Flame Blood Ball Player 11. Manticore of Darkness(e. Manticore of Darkness) 12. Manticore of Darkness 13. Foolish Burial(e. Look below) 14. Imperial Control(e. Royal Command) 15. Magical Scientist(e. Magical Scientist) Translations: 01. Horus Black Flame Dragon Lv. 8 Fire/Dragon/8/3000/1800 This card can't be Normal Summoned. This card can only be Special Summoned by the effect of a [Black Flare Dragon of Horus LV6]. While this card is face-up on your Field, you can negate and destroy the activation and effect of Magic. 02, SB06. Horus Black Flame Dragon Lv. 6 Fire/Dragon/6/2300/1600 While this card is face-up on the Field, it can't be affected by Magic effects. During the End Phase of a turn in which this card destroyed a Monster as a result of Battle, you can put this card into the Cemetery to Special Summon 1 [Black Flare Dragon of Horus LV8] from your hand or deck. 05. Horus Black Flame Dragon Lv. 4 Fire/Dragon/4/1600/1000 While this card is face-up on your Field, control of it can't change. During the End Phase of a turn in which this card destroyed a Monster as a result of Battle, you can put this card into the Cemetery to Special Summon 1 [Black Flare Dragon of Horus LV6] from your hand or deck. 16. Element Dragon Light/Dragon/4/1500/1200 This Monster gains the following effects if Monsters with a specific Main-Type are on the Field. - Fire Main-Type: Increase this card's attack strength by 500. - Air Main-Type: If this card destroys an opponent's Monster as a result of Battle, it can continue to attack one more time. 40. Sixth Sense Normal Trap State two numbers, from 1 to 6. Your opponent rolls one six- sided die, and if the roll is either of the stated numbers, draw that many cards. If not, put a number of cards from the top of your deck into your Cemetery equal to the die roll. SB01. Marshmallow Light/Angel/4/300/500 The controller of a Monster that attacks this card while face- down received 1000 points of damage after Damage Calculation. This card can't be destroyed as a result of Battle. (Damage is calculated normally.) SB02. Soul Line Normal Trap You can activate this card when a Monster on your Field is destroyed and goes to a Cemetery. Pay 1000 Life Points and you can Special Summon 1 Level 4 Monster from your deck. SB03, SB04. Level Up! Normal Magic Put 1 face-up Monster on the Field with [LV] into the Cemetery and activate. Special Summon the Monster written on that card from your hand or deck, irregardless of its summon requirements. SB08, SB09, SB10. Flame Blood-Ball Player Fire/Warrior/3/500/1800 If there are Fire Main-Type Monsters on the Field other than this one, increase this card's attack strength by 1000 for each one. Put 1 Fire Main-Type Monster other than this card into the Cemetery to do 500 points of damage to your opponent. SB13. Foolish Burial Normal Magic Choose 1 Monster card in your deck and put it in your Cemetery. Shuffle your deck afterward.