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| Rogue Squadron: A Tale of Two Cities | |
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| Topic Started: Jan 18 2010, 10:22 AM (60 Views) | |
| Dr.Card | Jan 18 2010, 10:22 AM Post #1 |
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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 | Jan 19 2010, 09:05 PM Post #2 |
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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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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. | |
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| shindavid07 | Jan 20 2010, 02:07 PM Post #3 |
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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... |
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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. PKMN: Tyrannitar, Garnevoir, Gyrados | |
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| :bhurl: | Jan 20 2010, 03:32 PM Post #4 |
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GIVE ME POSITIVE REP
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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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