Monday, December 7, 2009
Is it my turn yet?
If I've not mentioned it yet, "Taunt" is an evil, evil card. But, I'm sure we can totaly break it. Today we focus on a 3+ card combo. Taunt + Prince Dimand (with power cards on him/or "free power" defence event) and Fail a test defence.
Dimand's defence, if you win makes your oppenent skip there next turn. Now, if they attack him and its your turn, you can let fly with your defence, but you'r going to have a monster in play right? So you will have to "Hidden" to get the desired effect.
This is really where Taunt comes in, if you can taunt them into attacing and win Dimand's defence event (almost a serten if you use Fail Test) then you've got them. You may freely set up everything else, balnce and work the Taunt/Defence magic again.
Its just that simple. The deck could contaion ways to snip out People and Items, Detention to lower there hand to zero. Once you've got them traped. Thats it.
Its totaly unfair. Its totaly broken. And this is not even the taunt deck thats never been beaten that I first made!
Now, you might be wondering how to win agenst this deck - Well - several possiblitys, one is that this set up takes awhile, you might actualy get a turn in, second is that you can always forgo powering up your scouts. You could, in theroy, launch a combined attack to get rid of your power. But- if you take to long, your done for.
There is a yoma that can do the defence as well - Ramwoir/Dream Dolly but its got really low HP, I'd sugest it as a possible starting monster.
The only other hope that you have vs this deck is to win JKP - now... at some point your oppenent will fail the taunt, fail defence event etc.. so there is always a chance, but if they get you once, you might as well forfit because it will be down hill. Unlike my other articals , I'd like to provide a deck list here to showcase this in all its messed-up glory. Also I'd like to sugest that this idea be henceforth baned from tourment play! (And maybe even causal play) ((although in a multi player game it might be fun to see how meny people you can make lose there turn!)
Deck:
Starting (3):
Sailor Venus lv. 1
Artimus
Ramwoir/Dream Dolly
--
People (4):
1 Chad Kumada
1 Andrew Furuhata
1 Luna
1 Princess Dimand
Items (8):
1 Negamoon Bomb
4 Lunaball
1 Lunapen
2 Darkmoon Crystal
Events (22):
4 Cram school
1 Sailor Pluto
4 Taunt
2 Found Memorys
2 Regeneration
4 Discovery!
4 Memories of the Past
1 Detention
Locations (4):
4 Crossroads Jr. High
Monster/Villans (4):
3 Frosty/Hypnotica
1 Prince Diamond
Defence Events (6):
4 Fail a test
2 Hidden
Scouts (5):
Sailor Mercury lv 1
Princess Mercury lv 2
Sailor Mercury lv 3
Princess Venus lv 2
Sailor Venus lv3
Power (8):
4 Body/Mind/Soul
4 Mind
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The deck could probley be thined a bit, but thats the basics.
Is it my turn yet? No. It never will be.
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