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Rogue Squadron: A Tale of Two Cities
Topic Started: Jan 18 2010, 10:22 AM (60 Views)
Dr.Card
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Hello, everyone, and welcome to another Rogue Squadron! Before I get to the article, an announcement: Expect Episode 1 of my Video series imminently! Now that that’s out of the way, I have a very interesting deck in line for this article. It’s one of those few Rogue Squadron decks that I’ll actually build in real life. Don’t get me wrong, I’d run every deck I feature here if I could, but most of them just aren’t worth the money they would cost me. This, however, is super cheap, AND utilizes my new favorite card, Elemental Hero Absolute Zero! Now, the deck is a little weird. It’s an experiment that I’m trying. It’ll be tested and improved over time, and I’ll probably give occasional status updates in my future articles and videos. The thing that makes it so experimental is the Spell lineup: The deck I’m featuring today has a whopping EIGHT Field Spells in it. While dueling with a prototype of this deck, I realized that I was playing conservatively with my field spells, not putting them onto the field until I knew I would use them. It then occurred to me that what I was doing was playing Field Spells like Normal Spells. If they stayed on the field for a while, I could get multiple uses out of them. If not, no big loss. And so, since I’m nowhere near affording Destiny Hero Malicious or Destiny Draw, I decided to build an Elemental Hero deck with 8 Fields in it. Since I’ll be running both Skyscraper and Hero City, this deck can’t really be considered Little City OR Big City, but uses some strategies from both. Thus, it’s titled A Tale of Two Cities.

Title: A Tale of Two Cities
Author: Dr.Card
Total Cards: 42 (15)

Monsters: 16
2x Elemental Hero Captain Gold
2x Elemental Hero Neos Alius
2x Elemental Hero Sparkman
2x Elemental Hero Wildheart
2x Elemental Hero Ocean
1x Elemental Hero Stratos
2x Deep Sea Diva
3x King of the Swamp

Spells: 23
3x Skyscraper
2x Skyscraper 2 – Hero City
3x Fusion Gate
3x Terraforming
3x Miracle Fusion
2x Dimension Explosion
1x Reinforcement of the Army
2x E-Emergency Call
2x Lightwave Tuning
1x Heavy Storm
1x Brain Control

Traps: 3
1x Solemn Judgment
2x Bottomless Trap Hole

Extra: 15
2x Elemental Hero Absolute Zero
1x Elemental Hero Shining Flare Wingman
1x Elemental Hero Plasma Vice
1x Elemental Hero Thunder Giant
1x Elemental Hero Wild Wingman
1x Elemental Hero Wildedge
2x Stardust Dragon
1x Colossal Fighter
1x Thought Ruler Archfiend
1x Black Rose Dragon
1x Goyo Guardian
1x Brionac, Dragon of the Ice Barrier
1x Ally of Justice Catastor

The key to playing this deck is really to make yourself forget everything you taught yourself about how Field Spells should be used. Since they are the most important part of the deck, I’m going to give a quick lesson on how to use them in the crazy world that I live in where it’s ok to run 8 Field spells.

- Skyscraper: Some E-Hero decks can afford to slap this down as soon as battles are possible, so that as many of their E-Heroes can use it as possible. DON’T USE IT THAT WAY IN THIS DECK. You’ll wind up committed to it, and try to keep it on the field. In this deck, you should save Skyscraper until you need to use it to take out a stronger monster. Just pretend that it’s a normal spell card that gives one of your E-Heroes a one-time 1000 ATK boost. If you use it more than once, good for you. If not, you got what you aimed for.

- Skyscraper 2 – Hero City: As with Skyscraper, Hero City should be saved until use. Keep it in your hand until you have a destroyed-by-battle E-Hero in your graveyard. Since it activates in your Main Phase, there’s no point to having the card during your Standby Phase. So, pretend it’s a situational Monster Reborn. And if you can use it to bring back an E-Hero, then destroy your own Hero City to play Skyscraper and give your new monster a boost, feel free. I also endorse using two copies of Hero City in 1 turn if that’ll help you. Experiment.

- Fusion Gate: This card fulfills so many roles in this deck. The first is being a replacement for Polymerization. Play this card whenever you’d play Poly. It’s unlikely your opponent will make use of it, since the only Fusions you’re likely to encounter are Heroes, Glads (who contact fuse, so Gate is useless to them), Chimeratech Fortress Dragon (uncommon, and also has no need for Gate), and the occasional Absolute Zero Deck (in which case, they’d probably prefer to Synchro Summon and then use Miracle Fusion, so Gate won’t help them much). Also, if it lasts more than one Fusion Summon, then it’s as if it is multiple Polymerizations. Its RFG side effect is not a huge problem. Sure, unlike with Poly, you can’t do a Fusion Gate/ Miracle Fusion play. But, Fusion Gate DOES make Dimension Explosion more reliable, so that’s a plus.

So there you have it. Treat your Field Spells like Normal Spells, and you’ll find that being able to search out a Situational Monster Reborn, a one-turn Axe of Despair, or a Polymerization all with one card (Terraforming) is pretty fun. The rest of the deck is fairly straightforward. Search for E-Heroes, Fuse and/or attack, lather, rinse, repeat. Deep Sea Diva is a great Tuner, as well as Absolute Zero material. Lightwave Tuning can turn Captain Gold, Neos Alius, or Sparkman into a Level 4 Tuner, giving you great Tuning potential. Also, while I endorse the playing tips featured above, if after playing this deck a while you start to recognize situations where using a Field Spell the usual way is best, do it.

The only thing I wish I could change about the deck is find a way to fit in Thunder King Rai-Oh and Honest. More Lightwave Tuning Targets and (in my opinion) the best LIGHT support ever would make this deck even more fun, but would also make it WAY too chunky. I will probably prune out a few cards during testing, but this is the base model. If anyone decides to do their own take on the deck, send me the decklist so I can check it out. I think a huge Field count could work, and I’m excited to see what others do with it. Until next time, try something new. You never know what’ll be the next big thing.

Bonus Useless Fact: I saw the movie HELP!, starring The Beatles last night. Man alive, that movie is weird.
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Dan
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This is some odd deck. I like it, never really thought to use field spells that way other than slapping down a second hero city after the first for two monsters.
-Dan
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shindavid07
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it could be called...."Little Big Heroes"....

anyways nice deck you have there... i was thinking since that you are removing cards from play...how about only one voltic in the deck...that will make swarm a lot better....just an opinion that i have...
ShinDavid's Stats:

BB: Tager, Ragna
SFIV: Ken, Ryu, Zangief
TvC: Ryu & Alex, Yattaman & Morrigan
3S: Ken, Alex, Ryu
GGAC: Sol-Badguy, Potemkin
KOFXII: Terry, Iori, and Benimaru
YGO: Neo City, Blackwings, Gadgets, Volcanic, Demise, etc.
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:bhurl:
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GIVE ME POSITIVE REP

JD, Celestia, Honest, Icarus, Kalut, Oppression, and most of the meta game will smash this.

The reason why Abso can be good is if you have it out with a stardust, and have field advantage.

The DARK lineup makes DivaDadZero good. In a deck where you
rely on your abso as your main beatstick, every deck can spend 1-2 cards getting rid of each abso, then continue with the gameplan.

Basically, you need another more effective engine in this deck.
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