Can you monster reborn faultroll
Similar to Darksoul, it searches out combo pieces and allows you to maintain field presence. XX-Saber Faultroll Faultroll was the first monster I contemplated dropping down below the maximum allowed 3 copies. I envisioned many a duel where I would be looking at a Faultroll and no way to piece together a field of multiple X-Sabers and consequently lose.
Whilst this is a legitimate concern, I found through testing that rearranging the deck towards eliminating this problem was far more beneficial than simply removing a copy of Faultroll. Instead, the changes I will implement later will seek to give this list additional avenues to take in attempting to make a play with Faultroll. In order to test this, I played a copy of Upstart Goblin in lieu of the third copy and tallied up every time I would rather have Faultroll or another card.
In testing, the numbers came out at in favour of Faultroll. I am fine with these numbers. XX-Saber Fulhelmknight This card is amazing. It provides some much needed stall and is one of the better tuners for the deck. Whilst it is not always possible to resolve this effect, the fact that Fulhelknight is a 3 star tuner with two very useful effects leads me to keep him maxed.
However, unlike the above X-Saber monsters, 3 was just far too cloggy and becomes unnecessary. Run 2 copies. Tragoedia This is one of my favourite cards this format and I struggled endlessly to find room for 2 copies. This left me trying to find the space as Tragoedia allows you to control the tempo of the game by either blocking with a wall or swinging with a mallet.
As much as it pains me, Tragoedia must go. Run 0 copies. In theory, what with it being a 3 star tuner that can also rip a card from the opponents had, it is really good. However, in practice it was redundant most of the time. Opening an Airbellum as opposed to a Fulhelmknight or Pashuul puts you behind as it does nothing to stand alone on turn 1. Gorz the Emissary of Darkness Similar to Tragoedia, Gorz needs to receive the "doesn't fit with the combo" treatment.
There were too many times I would have half a combo and a Gorz in hand and wish I could trade it in for almost any other X-Saber card.
This was compounded by the fact that the deck runs a lot of traps and quite often will sit on a Naturia Beast with protection. Unfortunately, I just found that Gorz added nothing to the strategy of the deck and therefore served neither to maintain the decks overall power or increase it.
Obviously, Gorz is an amazing recovery play but I found I was wanting cards to advance my board position or maintain it rather than let half filled combos get run over and go to waste in order to get my board into a position whereby Gorz is viable. As an interesting side note, the very fact that you don't play Gorz means that your opponent will obviously not see it in your graveyard at any point in the duel and you can quite easily bluff it against certain opponents and in certain positions.
Forbidden Lance I really like this card. However, I do not feel that it is the best option for this deck; especially at the exclusion of Mystical Space Typhoon. The ability to chain to Abyss-Sphere alongside clearing mass removal like Torrential Tribute and unblockable traps like Solemn Warning just make Forbidden Lance a less than stellar main deck inclusion. This card is incredibly versatile. As a quick aside, I will simply list a few of the scenarios that came up in playing this card.
Fulhelmknight beating over a Thunder King. Pushing a Faultroll through Effect Veiler. These are just a few of the scenarios that I found myself in and my love of Enemy Controller has not lessened through testing with this deck in a new format to the old Plants.
I tested Creature Swap in place of this and it was simply outclassed by the versatility of Controller. Scapegoat This card is another that I have an appreciation for thanks to formats of old. However, I found that it simply did not do enough for me. We already have numerous monsters, spells and also traps that require other card s to be useful and so I had to draw the line somewhere. Whilst I fully acknolwedge the strengths of Scapegoat, we do not always have easy recursion of tuners like Plants did.
It was simply an unecessary addition for me and the gimmicky play of making a Naturia monster off tokens just wasn't useful enough. Unlike a card like Darksoul, synchoing with Scapegoat does not generate or return any actual card advantage. Might be good as a one-of. Nothing more. Axel provides the Archetype with what I guess is supposed to be draw power, but if you're playing X-Sabers correctly at all, you'll be doing everything you can to prevent your Sabers from getting destroyed.
Drawing cards is nice, but this isn't the way you want to go about it. Took us long enough to get a decent low-level searcher with no strings attached. Ragigura is very much worth playing to search your combo pieces for the price of a single Normal Summon.
It's a good card, what else is there to say. Palomuro is a good Level 1 Tuner that helps get out Nat. Beast with Boggart Knight and other Synchros of varying Levels, plus it's self-resurrection effect is ok. Now we move onto Airbellum, a card once maliciously abused by Synchro Cat. Airbellum on its own is basically an upgraded Uruz, save for its effect being bogged down by the attack having to be direct. Other than that, it's a good Level 3 Tuner that has a nice hand control effect.
Pashuul is a decent card, if we only ignore the "take damage" clause at the end of its effect, seeing as this thing will most often be Set face down to save your ass for a turn.
Other than that, there's nothing too special about it. It seems worth playing at maybe 1 or 2. Boggart Knight is a card that enables most of your Synchro Summons with its effect allowing you to Special Summon a Saber from the hand. Fulhelmknight enables the explosive Synchro Summons that the Archetype is known and celebrated for. With a Level 4 monster, Souza or Urbellum. With Faultroll, Gottoms for hand control.
Level 2, Nat Beast to stop your opponent from playing. Fulhelmknight is important, to sum it up. Now, Faultroll is where X-Sabers get fun. If you control 2 or more Sabers, you can Special Summon it.
With a once per turn in-Archetype Monster Reborn effect, it can provide Gottoms with more fodder for his effect as well as making Gottoms himself easier to Summon.
Instant three-of. Darksoul is the searcher of the Deck. Oppression Sabers quite like it. And since it's a counter, they don't get ignition effects. Manjoume Thunder Posted September 12, Solemn Warning. Coffee Black Posted September 12, I'd use Saber Hole if I ever make a Saber deck.
Cakey Posted September 12, You know I've never built Sabers before. Let me go experiment with them Exiro Posted September 12, Canadian's statements need improvement, but no more than your attitude.
I will point out what was wrong with this post. A Summon caused by another card's effect is never an inherent Summon. It is so because Saber Hole negates a Summon. Royal Oppression is not a counter trap yet priority cannot be declared on the Ignition Effect of a Monster whose Summon was negated by it. My mistake? For example like Dragunity Dux for level 4 power house and Dragunity Legionaire for destructive effect.
Most people say that Dragunity is like a newer version of union monster, where the non-tuners will be equip by the tuners which is the dragons symbolized that the non-tuners winged-beast is riding the tuners dragon. Dragunity relies a lot on sending it tuners to the graveyard so that the non-tuners such as Dragunity Dux and Dragunity Legionaire can bring them back to the field as equip card, as each of the Dragunity tuners have their own effect when equipped to a Dragunity monster.
Dragunity is one of the archetype that can be considered complete where it can stand on its own. Means that a pure Dragunity deck is strong enough to take on most of the high level meta deck such as Blackwing and Six Samurai. Having winged-beast type and dragon type, Dragunity receive a lot of support from cards like Icarus Attack and Burst Breath. Another is Spiritual Wind Art - Miyabi due to their attribute which is wind. Using Burst Breath is not quite effective.
This is due to the dragon type tuners have a low ATK. Unless of course if you plan to use the Dragunity synchro as the cost to activate Burst Breath. That is a downside to using Burst Breath in Dragunity deck, until the release of the new ace of Dragunity, an effect monster which is dragon type non-tuner, Dragunity Arma Leyvaten and Dragunity Arma Mystletainn.
This summoning condition for these two card is quite easy, making them a pretty good cost for the activation of Burst Breath , especially Dragunity Arma Leyvaten.
Afterwards it can be easily summon back by removing 1 monster you control equipped with a Dragunity card.
Dragunity also receive excess draw power from Cards of Consonance due to the major appearance of dragon type tuner monsters with ATK or less such as Dragunity Phalanx and Dragunity Aklys. Dragunity also receive draw power from Trade-In where you can discard Dragunity Arma Leyvaten to grave to draw 2 cards. Dragunity Arma Leyvaten effects can be activate from either hand or grave, so, sending it to grave to draw more cards has no down side at all.
Along with the release of Dragunity Arma Leyvaten , the field card of Dragunity is also released, Dragon Ravine , which gives you the ability to discard 1 card to either add 1 level 4 or lower Dragunity monster from your deck to your hand or send 1 dragon type monster from your deck to grave. Having Dragon Ravine set up on the field definitely gives you hand advantage set your graveyard with several Dragunity tuners or Dragunity Arma Leyvaten.
It's like, once per turn, you get to activate Reinforcement of the Army or Foolish Burial for Dragunity monsters. So, Including a lot of Terraforming can help you to draw Dragon Ravine to your hand and if you happen to draw all 3 Dragon Ravine before drawing all your Terraforming , it won't be a dead draw cause it can be use as a discard fodder for Dragon Ravine 's effect.
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