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Power Player
meh to beckoning. it's not bad but i'd rather run avarice which, iirc, i already do. both cards let me recycle powerful cards but avarice is a gamebreaking topdeck that's live very fast in this deck (since, although you obviously wouldn't want to, you could recycle normal monsters to reach 5 if you had to) where as beckoning is a horrific topdeck, and you burn hand advantage really fast in this deck to make the big plays so the likelihood of getting a big recycle off beckoning is slim compared to avarice.
@bluestar: your approval of my build means a lot to me =P econs strike me as the best way to get around the troublesome raiohs and roaches. econ a geb to steal the offending monster, pull a seal from the deck and tribute the seal to ss another from hand (preferably nephthys since you can use nepthys to kill roach, and if you tribute another holy mark it'll be a +0. if you're dealing with raioh, you can ss an alexandrite instead and exceed off with the raioh to infuriate your opponent). there's also honest, ofc.
 Originally Posted by Char956
there aren't that many ways to play correctly. There really aren't.
 Originally Posted by masterwoo0
Don't hate the deck. Hate the fact that you can't play well against it.
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Top-decker
 Originally Posted by Dudewitbow
Share the Pain isnt a quick play card. it cant easily be actively used to break combos, for instance if your going against inzecters, when your opponent activates dragonflys equip effect, tribute a heiroglyph to take control of dragonfly so that your opponent will not get dragonflys special summon effect, ending the combo. as for rabbit, your opponent will summon rabbit and then summon 2 Sabersaurus' you then take one, so your opponent cannot overlay them, and they eventually will kill themselves due to the effect of rabbit. Against wind ups, when your opponent tries to make a rat play or any play, steal one of the xyz material monsters and end their play. even tour guide plays can temporarily be stopped when taking the other lv 3 monster. Econ also doubles as a card to safely get geb plays off. all Share the Pain does is destroy only on your turn and is susceptible to laggia's negation(because you didn't stop its summon). econ is a card that also can be used alone to stop attacks, wheras Share the Pain requires a monster as a tribute, making it a possible bad topdeck.
I know, im testinng but i STILL found Share the Pain to be a lot more useful.
 Originally Posted by bluestar899
I wanted another Normal Summonable Hieroglyph Monster
Isis is great for that, and it has synergy with the rest of the deck.
Tummy:
I agree on Beckoning Light, wasn't as useful as i though.
Last edited by 2pado; 02-22-2012 at 08:43 PM.
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Power Player
I'll rephrase that. Another Normal Summonable monster with some kind of body. 1000 doesn't really cut it for me unless I'm going for a combo play with other guys in the hand. Kinda hoping the TCG gives us a 1900 4* guy that can be special summoned by tributing a Hieroglyph when we get this set (they're going to give us SOMETHING after all).
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Power Player
finally got a chance to play this deck, vs a friend's local-level Instant Fusion karakuris (we're not talking at all meta here). i was proxying with a deck of playing cards as i always do when dueling friends irl, if you're curious =P played four duels just to get a feel of it, no siding (otherwise i would have made a mess of g2/3 with my raiohs and maxx c), and here's what i felt afterwards:
1) reflection clogs. i am not at all surprised by this since i'm already running 3. part of the problem is that it's only a +0 when tributing one of the hieroglyph effect monsters, since that will pull a normal monster. but then tributing away the normal monster for a reflection is a -1. no matter how you slice it, using two reflections with only one monster will be a -1 at best. i suspect that part of it was bad luck (i drew into double reflection once without getting a single summonable monster. when i did get a summonable monster, i set both reflections and they were both immediately forced out by Heavy Storm and Dark Hole >_>) so i'm gonna continue to play them at 3 and see what happens.
2) running four normals introduced me to more clogging than i was expecting and i found myself suffering from a lack of plays here and there. again perhaps it's bad luck. i'm going to cut the warnings and divine dragon apocralyphs to run triple coth instead. hopefully it will alleviate that problem. may also contemplate bringing back the second isis or introducing a third tefnut.
3) gorz and trag still kick @ss in this deck. seriously the level manipulation effect of trag is just unbelievable when this deck has so many high level exceed plays at its disposal. you can't make atem with trag, BUT you can make photon streak so it's not dead as a six star. meanwhile gorz is gorz.... not much else to say. the backrow is very short because of the way i made the build so gorz remains live almost constantly. perhaps running triple coth will change that but i rather doubt it.
4) redmd at 3 > redmd at 2. running redmd at 2 does not reduce its playability with atem but really hurts its usefulness in the deck overall, since you can drop redmd on your normal summoned monster if geb is too small to run something over and then start developing a bigger field. not running the third redmd reduces the chances of drawing it and getting these midgame non-explosive plays out of it. also all the best atem combos come as a result of having an atem pull redmd, while you have another redmd in your hand. so while this "can" clog, i will be keeping it at 3 for sure.
 Originally Posted by Char956
there aren't that many ways to play correctly. There really aren't.
 Originally Posted by masterwoo0
Don't hate the deck. Hate the fact that you can't play well against it.
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Top-decker
 Originally Posted by tummychow
1) reflection clogs. i am not at all surprised by this since i'm already running 3.
I agree, i already cut it out to 2, it becomes one of the most god awful death draws sometimes (worst than vanillas, even). At 2 works so much better, since it's only good when you have the upper hand.
2) running four normals introduced me to more clogging than i was expecting
I must note that the DN has something wrong with the way it shuffles, i found myself drawing from two to FOUR normal monsters in my fisrt hand.
While that might happen irl, it doesn't happend in such consistent basis, it just doesnt.
3) gorz and trag still kick @ss in this deck. seriously the level manipulation effect of trag is just unbelievable when this deck has so many high level exceed plays at its disposal.
I used to run gorz and trag, but dropped gorz to include Call Of The Haunted, and dropped trag for more hiero monsters to boost consistence, but i largely agree on the Tragoedia part.
4) redmd at 3 > redmd at 2. running redmd at 2 does not reduce its playability with atem but really hurts its usefulness in the deck overall, since you can drop redmd on your normal summoned monster if geb is too small to run something over and then start developing a bigger field. not running the third redmd reduces the chances of drawing it and getting these midgame non-explosive plays out of it. also all the best atem combos come as a result of having an atem pull redmd, while you have another redmd in your hand. so while this "can" clog, i will be keeping it at 3 for sure.
Agree.
I might add that i started running Divine dragon apo and im very satisfied with the results so far.
Last edited by 2pado; 02-24-2012 at 10:25 PM.
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Power Player
I might add that i started running Divine dragon apo and im very satisfied with the results so far.
agree that apocralyph is a very powerful monster. i did want to keep it in the deck because of that, but i couldn't find the room. i hope that coth will play a similar role since both of them let me go into REDMDs out of the grave, but it should ultimately be more flexible because i can also revive my other hieroglyphs - of course this comes at the cost of being vulnerable to mst. perhaps if i do cut the reflection seals to 2, i will be able to open up room for cards like apocralyph again.
 Originally Posted by Char956
there aren't that many ways to play correctly. There really aren't.
 Originally Posted by masterwoo0
Don't hate the deck. Hate the fact that you can't play well against it.
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Power Player
I definitely agree that Reflection Seal at 3 is too much. I'll be dropping one and trying out the CotH route while also giving Burst Breath a go. Clears fields and pulls out a vanilla so I can't complain much about it.
EDIT: It's that time again! OCG Decklists gogogo;
Player: Ani@Seikoku 「兄@聖刻」
Deck: Hieroglyph 「聖刻」
23 Monster
2x Eleciter Dragon 「エレキテルドラゴン」
3x Hieroglyphic Seal of the Divine Dragon 「神龍の聖刻印」
3x Hieroglyph Dragon - Dragon-Geiv 「聖刻龍-ドラゴンゲイヴ」
2x Hieroglyph Dragon - Aset-Dragon 「聖刻龍-アセトドラゴン」
3x Hieroglyph Dragon - Nephthe-Dragon 「聖刻龍-ネフテドラゴン」
3x Hieroglyph Dragon - Shiyu-Dragon 「聖刻龍-シユウドラゴン」
2x Hieroglyph Dragon - Tfeni-Dragon 「聖刻龍-トフェニドラゴン」
2x Galaxy-Eyes Photon Dragon 「銀河眼の光子竜」
3x Red-Eyes Darkness Metal Dragon 「レッドアイズ・ダークネスメタルドラゴン」
8 Magic
1x Heavy Storm 「大嵐」
1x Monster Reborn 「死者蘇生」
3x Hieroglyphic Seal of Gathering 「召集の聖刻印」
2x Trade In 「トレード・イン」
1x Dark Hole 「ブラック・ホール」
7 Trap
2x Trap Stun 「トラップ・スタン」
2x Hieroglyphic Seal of Erasure 「抹殺の聖刻印」
1x Solemn Judgment 「神の宣告」
2x Hieroglyphic Seal of Reflection 「反射の聖刻印」
Extra
1x Chimeratech Fortress Dragon 「キメラテック・フォートレス・ドラゴン」
1x No. 39, Aspiring King Hope 「No.39 希望皇ホープ」
1x No. 50, The Black Corn 「No.50 ブラック・コーン号」
1x Lavalval Chain 「ラヴァルバル・チェイン」
1x Sacred Pleiades 「セイクリッド・プレアデス」
1x Sacred Ptolemys M7 「セイクリッド・トレミスM7」
2x Hieroglyph Dragon King - Atums 「聖刻龍王-アトゥムス」
2x Gaia Dragoon, the Swift Thunder Knight 「迅雷の騎士ガイアドラグーン」
1x Thunder-End Dragon 「サンダーエンド・ドラゴン」
2x Hieroglyph God Dragon - Ennead 「聖刻神龍-エネアード」
1x Neo Galaxy-Eyes Photon Dragon 「超銀河眼の光子龍」
1x Superdreadnought Gun Turret Train Gustav Max 「超弩級砲塔列車グスタフ・マックス」
Hmm, Neo Galaxy-Eyes based build while also attempting "Atum Turbo." 2 Galaxy-Eyes and 3 Seals does make Trade-In plausible...but I don't think it's enough.
Last edited by bluestar899; 02-25-2012 at 02:30 PM.
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Power Player
http://shriek.twoday.net/stories/64983980/
i have no idea how many people were in this tournament so take it with a grain of salt... but this deck must have been pretty damn consistent, since it ran THIRTY EIGHT CARDS 8D
 Originally Posted by Char956
there aren't that many ways to play correctly. There really aren't.
 Originally Posted by masterwoo0
Don't hate the deck. Hate the fact that you can't play well against it.
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Top-decker
I am thinking on maining the third tefnut, that card opens so much plays and an initial summon is what u need for the otk, u warning my tefnut? I go for another.
I myself think that 2 redms +2 coth (probably 3 when new list applies) is more than enough, I find that I only need 1 wattdragon, keep recycling it, and alexandrite is a 50-50 card for me, in my testing it helps as turn one normal summon, but I rarely go into a rank 4 xyz, only when geb attacks go off, I normallly use alexandrite for removal fodder for an in-hand redmd
not liking galaxy eyes on the build, 2 hieroglyph balls + 2 isis are enough.
i love to go into tefnut + isis into a rank 8 or 6, if i had nephthys or shu in hand the combo could go into the double atum-gaian gustaph play
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