Union Pink
Monsters (23):
- Featherizer
x2 - Blazewing Butterfly
- Gemini Soldier
-Tuned Magician
- Woodland Archer
- Future Samurai
- Field-Commander Rahz
- Gemini Summoner
- Gemini Scorpion
x3 - Evocator Chevalier
- Phoenix Gearfried
- Gorz The Emissary Of Darkness
- Vorse Raider
x3 - Dark Valkyria
- Witch Of The Black Rose
- D.D. Warrior Lady
- Ancient Gear Knight
- Knight Of The Red Lotus
Spell Cards (19):
- Future Fusion
- Magical Citadel Of Endymion
- Ekibyo Drakmord
- Supervise
- Release Restraint Wave
- Big Bang Shot
- Divine Sword - Phoenix Blade
- Horn Of The Unicorn
- Mage Power
- Silent Doom
- Swing Of Memories
- Burden Of The Mighty
- Heavy Storm
- Swords Of Revealing Light
- Brain Control
- Hidden Armory
- Herculean Power
-Creature Swap
- Double Summon
Trap Cards (7):
- Return From The Different Dimension
x2 - Justi-Break
- Magic Cylinder
- Dark Bribe
- Birthright
- Gemini Booster
Extra Deck (7):
- Power Tool Dragon
- Tempst Magician
- Black Brutdrago
- Brionac, Dragon Of The Ice Barrier
x3 - Superalloy Beast Raptinus
Side Deck (15)
-Ojama Trio
- De-Fusion
- Backup Soldier
- Magical Reflect Slime
- Freed The Matchless General
- D.D. Warrior
- Divine Wrath
- Marauding Captain
- Sakuretsu Armor
- Final Attack Orders
- Compulsory Evacuation Device
- Fissure
- Double Snare
- Exiled Force
- Reinforcement Of The Army
I have these cards left over and want to know if i should include them in my deck or not:
- Gemini Spark
- Kunai With Chain
- Super Double Summon
- Gemini Trap Hole
- Symbols Of Duty
- Unleash Your Power
- Mystical Space Typhoon
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Help?
This is the deck i want to take to tournaments.
Is it good enough?
I want to be in it to win it.
I think my gemini monsters can do it.
My main techniques involve:
- Dark Valkyria, Magical Citadel Of Endymion and Tempest Magician
- Evocator Chevalier and the equip cards (Mainly Horn Of The Unicorn)
- Fusion summoning
- Field destruction and domination
*whistles* Quite a mess, this deck is. Alright, let's get cracking!
Focusing on monsters first, here's what I suggest you take out:
-Woodland Archer - It seems useful, but you need to have 2 Gemini monsters in the graveyard to use. Not only that, it's a one-of that tends to take up space.
-Future Samurai - I... never liked this Gemini at all. That being said, you NEVER want to remove cards in your graveyard from play, so this isn't a good card to run.
-Field-Commander Rahz - I never much liked this card either, because it forces your draw to be slowed if not stopped completely.
-Gemini Summoner - There is a much older card that was released a really really long time ago that's already worlds better than this.
-Gemini Scorpion - It's not a real Gemini and its normal summoning already eats up the normal summon you would typically use to re-summon a Gemini.
-Evocator Chevalier x3 - I absolutely do not recommend going with this route, merely because it causes the spell cards required for the deck to run to drastically increase way above the norm, as you can see.
-Gorz the Emissary of Darkness - Great card, but I would recommend it as a sideboard card in case you find your field being completely empty often.
-Vorse Raider - A normal monster with 1900 ATK. Great for a Normal Monster deck, not so great in Gemini. So much out there that's just plain better for Gemini.
-Witch of the Black Rose - This card is super-risky and could cause the unintentional milling of very necessary spell/traps.
-Ancient Gear Knight - I like this card as a Gemini, but the fact of the matter is that there are better Gemini out there.
-D.D. Warrior Lady - It doesn't fit in with Gemini whatsoever. Good card, but it doesn't fit.
So that's 13 monsters taken out. Your ratio slightly thrown out of whack (I prefer a ratio of 20 monsters / 10 Spells / 10 Traps for a standard deck, myself), We'll replace these 13 monsters with 10 to balance it out some and, looking at what you've got already, here's what I suggest you add:
2x Featherizer - This will cause you to send important monsters to the graveyard to revive with Blazewing later. When you use this card, try to make sure you get rid of Phoenix Gearfried to the graveyard with its effect.
1x Blazewing Butterfly - The absolute best Gemini support in the entire game, without a doubt! Always always always run 3 of this!
2x Gemini Soldier - Some people disagree, but I think Gemini Soldier is a very useful card. Basically, you attack it into things and, in taking some battle damage, you grab a Gemini from the deck. I'd personally use this to grab Dark Valkyria or, if you have a Phoenix Gearfried in the graveyard, a Blazewing Butterfly instead.
2x Tuned Magician - This is the only tuner in the deck. If you plan on actually using synchros, be absolutely sure to run 3 of this.
2x Phoenix Gearfried - Fantastic card. Virtually limitless revival and the fact that it says "Send 1 Equip Card" to activate it's second effect, as opposed to Evocator Chevalier's "Send 1 Equip Spell Card". This is a useful distinction as it means one can send traps treated as equip cards to the grave for its ability.
--
Now that the Monsters section is effectively ironed out, let's press onward to Spells, and what a doozy this seems to be. I'd take out:
-Magical Citadel of Endymion - It's the best card you could possibly have in a Spellcaster deck, but seeing as we're not playing Spellcasters, I wouldn't use this card at all, even if it is to replenish Valkyria's spell counters.
-Ekibyo Drakmord - Hillarious card to use on an opponent, but I'm opposed to running it in most situations, personally.
-Release Restraint Wave - I want to try to get rid of all of the equip spells in this deck because they eat up space and typically tend to be quite unnecessary and vulnerable.
-Big Bang Shot - Great for an equip spell, but still an equip spell. Also, it gives the equipped monster an additional weakness of being removed from play upon either card's destruction. Not cool at all.
-Divine Sword - Phoenix Blade - An equip card that should be taken out.
-Horn of the Unicorn - Great Equip, but we're trying to weed out the equips.
-Mage Power - One of the absolute best equip spells in the game, but still an equip spell. I suggest you take it out with all of the rest, but if you really want it in the deck, I suppose it'd be fine.
-Silent Doom - There is a trap card that has a significantly better effect, trust me.
-Swing of Memories - I'm the kind of guy who hates "destroy it at the end of the turn" effects, so I don't like this card. However, if you wanna run it, it's decent for what it is.
-Hidden Armory - It mills and searches for the equip spells we're taking out. I wouldn't recommend it.
-Creature Swap - This is a card that you really gotta know what you're doing before you activate it. That being said, I wouldn't recommend using it.
-Double Summon - Trust me. If this deck runs smooth enough, you won't need cards like this.
There, that's 12 Spells taken out and, as you had 19 to begin with, the additions will add up to around... 3 to round it off to an even 10.
-Mystical Space Typhoon - This card is a staple card, one of the most used staple cards in the entire game. Not telling you to be conformist, but its effect and the fact that it's a quick-play spell speaks for itself.
-2x Supervise - Despite being an equip spell, it's the best possible spell card a Gemini deck can have. Also, if it gets destroyed, it has an awesome secondary ability, so that's all covered.
--
Finally, traps. Let's get to work!
-Return From the Different Dimension - I would only run this if your deck's primary focus was based around removing cards from the game. As it is, I'd keep this card out.
-2x Justi-Break - Absolutely the right idea and amazing in a Normal Monster deck, but seeing as you're going to have the Gemini gain their effects most of the time, I'm gonna say that this card just won't work.
-1 Dark Bribe - Gemini have their own methods of negation, so I'd say no to this card only because of that. Otherwise, I'd have you run 3.
-1 Magic Cylinder - Great card, but the deck needs room for cards that are, in fact, even greater.
That time, we only had to remove 5. As your Traps are already below the standard ratio, we're gonna go ahead and add 8 Traps to your list:
-2x Gemini Counter - Best card for getting rid of Spells.
-2x Trap Stun - A clever means of getting rid of Traps and making sure no additional Traps can be activated that turn.
-1x Birthright - Great card for Normal Monsters and Gemini alike. Definitely run 2 or more of these.
-1x Mirror Force - This card is superior to Justi-Break when it comes to Gemini.
-2x Gemini Booster - Didn't really know what it did at first, then I read it and you should kinda be running 3 copies of this in the deck.
--
Extra Deck is kind of tricky, but I'll give you a basic direction on where to take this:
-Power Tool Dragon - This card is best run in a Morphtronic deck merely due to compatibility with that decktype. Outside of that, this card isn't worth running unless you don't have any other synchros of that level.
Only one card to take out this time, but here are some other Synchros you should look into getting:
-Mist Wurm - A Level 9 Synchro that requires at least 2 non-tuners and returns 3 cards to the owner's hands. Not too shabby.
-Ally of Justice Field Marshall - This card was recently released in Hidden Arsenal 2, so it shouldn't be hard to get your hands on if you haven't already. It's Level 9, requires 2 or more non-tuners, and allows you to draw every time it destroys a defender. I might need one myself, actually.
-Stardust Dragon - Arguably the greatest synchro monster out there right now. Easy to get out, easy to use the effect, and it prevents destruction effects left and right. Definitely a key synchro for you.
-Black Brutdrago - You already have one in the deck, which is nice. However, I'd run at least 2 for a good Gemini deck.
-Red Dragon Archfiend - This card can get rid of defenders like Marshmallon, Spirit Reaper, Arcana Force 0 - The Fool, and even sweep a field of defenders. Absolutely a good card to run at least 1 of.
-Thought Ruler Archfiend - A Psychic Monster, sure, but its effect allows for very decent life gain.
-Black Rose Dragon - Despite being geared more towards the Plant Archetype, Black Rose Dragon's first effect of completely wiping out the field is typically enough to throw the tide of a game back into your favor, depending on the situation.
-Goyo Guardian - A fantastic card that takes control of monsters that it destroys. Ideal for taking the opponent's useful monsters or for grabbing a monster to synchro with.
-Ally of Justice Catastor - Not everyone runs a DARK Attribute deck. This card is for the decks that don't run DARK monsters as it can usually wipe out any other monster... except for DARK.
-Magical Android - Need some more life gain? Magical Android will give you 600 per turn per Psychic in play, including herself. Definitely a good idea.