Posted Thu Jun 05, 2014 10:36 am
So I've decided to do a sort of Beginners Guide for certain decks to allow beginning duelists to know how to play a deck they see as interesting or competitive.
I have decided to do the following decks for this deck guide:
Blackwings:
Bujins:
Madolche:
Mecha Phantom Beasts:
So that includes this brief explanation into how certain decks function and some of the draw backs those decks have. If you liked this then please give me some feedback, if you would like to see a deck explained then please comment below and maybe it'll be in another installment.
Thank you Guest for reading this. I hope you enjoyed!
~Woob@t
I have decided to do the following decks for this deck guide:
- Blackwings
- Bujins
- Madolche
- Mecha Phantom Beasts
Blackwings:
- Spoiler:
- Blackwings are a relatively easy deck to grasp and use. They do have drawbacks however. Blackwings shine when it comes to swarming the field, with many different monsters that cause monsters to gain and lose attack a full field of Blackwings is a very dangerous thing for your opponent. However a draw back to this is you can easily run out of resources and be left to top deck, the best way to avoid this to make sure you plan plays out and don't overextend unless you are pushing for game. So after making the best optional play remember you can always fall back to one of the 3 Blackwing synchros that are capable of surviving many different tpyes of battle.
Bujins:
- Spoiler:
- Bujins are a deck based around having Beast-Warriors on the field, and the other Bujintei monsters in their designated area, whether grave or hand. A simple grave yard of 3 Bujintei monsters can be used to keep your cards on the field and getting rid of troublesome cards on your opponents. Holding a hand and grave advantage is almost as important as holding a field advantage when using Bujins so remember to keep track of whats in the grave and in hand and think out how you can keep yourself supplied in the long run.
Madolche:
- Spoiler:
- Madolche are a deck based around keeping your sweet monsters out of the graveyard and gaining effects from it. With the current build of Madolches it is very easy to create a field that is almost impossible to get around. However these plays are still thought required and most plays can take 2-3 turns to set up so allow yourself the time required to do it and don't over extend, set up defense encase plan A fails and give yourself some time to set up for more plays.
Mecha Phantom Beasts:
- Spoiler:
- Mecha Phantom Beasts are a deck based around tokens. Summoning tokens, surviving through tokens, gaining levels from tokens, and using effects by tokens. So naturally you're going to want to make sure that token mosnters stay on your side of the field. Not having tokens can cause for some weak monsters being beaten down. However once you get fully established and know you have an answer for any possible play, the true hunt to kill aspect of this deck is revealed and allows you to bring out monstrous XYZs that simply can't be stopped.
So that includes this brief explanation into how certain decks function and some of the draw backs those decks have. If you liked this then please give me some feedback, if you would like to see a deck explained then please comment below and maybe it'll be in another installment.
Thank you Guest for reading this. I hope you enjoyed!
~Woob@t