Welcome Guest [Log In] [Register]


Welcome to Twilight Gaming. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. We'd love to have you become a part of our growing community, there are many opportunities for advancements and this is just a great place to get away and make new friends!


We hope to see you join, invite your friends as well!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Rogue Squadron: Flint and Steel
Topic Started: Jan 7 2010, 01:03 AM (68 Views)
Dr.Card
Member Avatar




Hello, everybody, and welcome to another installment of Rogue Squadron. Sorry it’s a bit late, but I’ve only today recovered from the college application process. Today I’m building a deck based on a combo that apparently has been common knowledge for a while, but that I only learned of when TheWhiteRose wrote about it on these forums. If somehow you’re more out of the loop than I am, the combo consists of two copies of Flint Lock, one Flint, and Morale Boost. The two copies of Flint Lock pass the Flint back and forth between each other for as many times as you want. Every time Flint switches, Morale Boost activates, giving you 1000 Life Points. As long as you have time and patience to continue the maneuver, your Life Points are for all practical purposes limitless. This alone allows for deckout, as most Top Tier decks have no way to deplete infinite Life Points before the deck runs out. Or, if you are not the patient type, Fire Princess turns the combo into an OTK. So, let’s proceed with the build.

Title: Flint and Steel
Author: Dr.Card (Original Combo introduced to me by TheWhiteRose)
Total Cards: 40

Monsters: 18
3x Flint Lock
3x Jade Knight
3x Shining Angel
3x Honest
2x Magical Merchant
3x Fire Princess
1x Sangan

Spells: 18
3x Flint
3x Hidden Armory
2x Fairy of the Spring
2x Gold Sarcophagus
1x Magical Blast
3x Upstart Goblin
3x Hand Destruction
1x Card Destruction

Traps: 4
2x Jar of Greed
2x Legacy of Yata-Garasu

Ok, so the idea of this deck is to get out the combo as soon as possible. Jade Knight and Shining Angel can either one net you Flint Lock, and Honest can protect it and any of your other Light monsters. Sangan will give you easy access to Flint Lock or Fire Princess. Hidden Armory will search out Flint, Fairy of the Spring will get Flint back if you lose it, and Magical Merchant will help in getting Flint, the ever elusive Morale Boost, or any of the other Spells and Traps in the deck. Gold Sarcophagus should be used to get Morale Boost, since it is the only reliable way to do so. Most of the rest of the deck is for deck thinning to get to Morale Boost and your Combo pieces faster. Once you’ve done the combo, you’ll either have won through Fire Princess’ effect, or you plan to win by deck out. If this second is the case, make sure you have 6 cards in your hand in addition to Magical Blast. In the end phase you’ll discard Magical Blast, and then you can use its effect to add it to your hand instead of drawing. It’s a flimsy plan at best, but I couldn’t think of anything different. My advice is go for the OTK, as making the deck large enough to be bigger than the opponent’s even after all of your drawing would have removed the advantage the draw cards gave you in the first place.

My closing thoughts are that this combo has infinite potential. It just needs a bit more regularity. A card that can search out Continuous Spell cards easily would be ideal, and perhaps a Level 4 Light Machine monster with Fire Princess’ effect. Until then, try something new. You never know what’ll be the next big thing.

P.S. The new video series is slightly delayed. It will premiere next week, and feature coverage of SJC LA.

Bonus Useless Fact: I made a short animated film based on Prokofiev’s Peter and the Wolf as part of my application to art school. If you’re interested in seeing it, add me on Facebook. I’m Taylor Scroggins, with a Profile picture of Absol from Pokemon. Just include your Username, so I know who you are.
Posted Image
Offline Profile Quote Post Goto Top
 
Dan
Member Avatar


So, your traps are simply filler? or an attempt at speeding up the deck?
-Dan
Having a problem that's site related? Want to duel via AIM? Contact me @....
AIM - anakin2872
email - anakin2872@gmail.com
(I'm a simple person, same 5 year old screen name all around....except youtube, somebody took it...)

Yu-Gi-Oh! Decks:
Cyber Junk, Elemental Heroes
Card of the Day Writer, occasionally.
Offline Profile Quote Post Goto Top
 
Dan
Member Avatar


P.S., nope, no absol avy for anyone named Taylor Scroggins
-Dan
Having a problem that's site related? Want to duel via AIM? Contact me @....
AIM - anakin2872
email - anakin2872@gmail.com
(I'm a simple person, same 5 year old screen name all around....except youtube, somebody took it...)

Yu-Gi-Oh! Decks:
Cyber Junk, Elemental Heroes
Card of the Day Writer, occasionally.
Offline Profile Quote Post Goto Top
 
Dr.Card
Member Avatar


anakin2872
Jan 7 2010, 01:38 AM
P.S., nope, no absol avy for anyone named Taylor Scroggins
-Dan
Oh, goodness, I seem to have disabled Search... Try again, I should be there now.

And, yeah, the Traps are for speeding up. COuldn't think of anything better to do the job. Thought about Reckless Greed, but I'm unsure on my feelings about it right now.
Edited by Dr.Card, Jan 7 2010, 02:38 AM.
Posted Image
Offline Profile Quote Post Goto Top
 
Dr.Card
Member Avatar


BTW, it was pointed out to me that in my exhaustion, I forgot to put 3 copies of Morale Boost into the deck. I have also realized that Final Countdown makes for a much more reliable win condition than Fire princess, OR Deckout. So, yeah. Take that into account.
Posted Image
Offline Profile Quote Post Goto Top
 
Zero.
Member Avatar
Guren.

I would strongly advise against using Fire Princess, as it makes the deck a five card combo, and needs 3 of the five to be Monsters on the field. Certainly clashes with Hidden Armory if nothing else. Countdown/Magical Blast are definitely your best options. The Magical Blast plan certainly isn't flimsy, the only two cards it can fall prey to would be Crow and Reaper, but the reason I chose Magical Blast as an option over Outstanding Dog Marron is because Blast prevents you from drawing in general and Dog would just keep you from decking out, by the time they get Reaper or Crow, you'll almost certainly have skipped enough draw phases to win. Final Countdown though you might like more considering Solemn's at 1. Regardless though, most opponents scoop right away when you get to infinity life.

You have one huge problem though with the deck. Bottomless Trap Hole/Torrential Tribute/Anything like that to more than one Flint Lock, and you lose. You have no method of recursion, without recursion or a reliable way of summoning them other than the typical way it's also really hard to get out 2 Flint Lock.

A fun though completely unnecessary card to use with the Flint combo is Wall of Revealing Light. I once paid 3,000,000 for it, just to play around with my opponent.

Can't say I'm too thrilled with the list though. It's an annoying deck to build though, I completely understand, but I don't understand why you're running Honest, and Magical Merchant can easily kill you in this deck by milling 2 FL. Naturally there's Morale Boost but you caught that, 2 Fairy of the Spring, 3 Hidden Armory, and 3 Flint though is wholly unnecessary, get the Fairies out, and I'm sure there are better draw engines than the Traps.
Posted Image
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Yu-Gi-Oh! Articles! · Next Topic »
Add Reply

Aquös by tiptopolive of the ZB Theme Zone