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Posted: Mon Oct 11, 2010 7:25 pm
monsters 21 3 King of the Skull Servants 3 Skull Servants 3 Lady in Wight 3 Wightmare 2 Zombie Master 2 Magical Merchant 1 Pyramid Turtle 1 Goblin Zombie 1 Mezuki 1 Sangan 1 Plaguespreader Zombie
Magic:16 3 Book of Moon 2 Enemy Controller 3 Book of Life 2 Mystical Space Typhoon 1 Allure of Darkness 1 Burial from a Different Dimension 1 One for One 1 Monster Reborn 1 Dark Hole 1 Giant Trunade
Traps: 3 Royal Decree x 3
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Posted: Tue Oct 12, 2010 8:15 am
The lack of Ryko, Lightsworn Hunter and One for One is disturbing.
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Jazzy Synchron Vice Captain
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Posted: Tue Oct 12, 2010 9:42 am
Jazzy Synchron The lack of Ryko, Lightsworn Hunter and One for One is disturbing. Magical Merchant does the job better than ryko and gives me a free draw. As for one for one, I'll prolly take out 1 Econ for One for One
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Posted: Tue Oct 12, 2010 1:17 pm
I have trouble seeing how the logic is behind Magical Merchant is superior to Ryko, Lightsworn Hunter. While you are guaranteeing yourself to send only Monsters to the Graveyard and a Spell or Trap to hand, the variances of it all can be great to small, while Ryko, Lightsworn Hunter remains consistent, and formulates the same advantage Magical Merchant does through its destruction ability. Also, the inclusion opens up new deck options with Charge of the Light Brigade, which forms a faster and more efficient start of the game than Magical Merchant.
Now, I can see this debacle of Ryko, Lightsworn Hunter vs Magical Merchant lead to "I don't want to mill away Spells or Traps I want". Any game takes risks, and you should be willing to give way and play around what you lose for the deck's one win condition.
Or hey, you could do both like the deck played at this past YCS. However, don't simply reject Ryko, which is clearly an excellent choice card for the deck, because you're a bit scared of milling a few Spells or Traps.
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Jazzy Synchron Vice Captain
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Posted: Tue Oct 12, 2010 2:07 pm
Running Trap Stun along with Royal Decree seems redundant. Dropping the Stuns will free up space for One for One and another card. Burial from the Different Dimension, perhaps?
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Posted: Tue Oct 12, 2010 2:30 pm
Jazzy Synchron I have trouble seeing how the logic is behind Magical Merchant is superior to Ryko, Lightsworn Hunter. While you are guaranteeing yourself to send only Monsters to the Graveyard and a Spell or Trap to hand, the variances of it all can be great to small, while Ryko, Lightsworn Hunter remains consistent, and formulates the same advantage Magical Merchant does through its destruction ability. Also, the inclusion opens up new deck options with Charge of the Light Brigade, which forms a faster and more efficient start of the game than Magical Merchant. Now, I can see this debacle of Ryko, Lightsworn Hunter vs Magical Merchant lead to "I don't want to mill away Spells or Traps I want". Any game takes risks, and you should be willing to give way and play around what you lose for the deck's one win condition. Or hey, you could do both like the deck played at this past YCS. However, don't simply reject Ryko, which is clearly an excellent choice card for the deck, because you're a bit scared of milling a few Spells or Traps. Because at the last YCS they had Wightmare? In anycase running the Ryko Engine not only disrupts my flow by milling essential cards to keep field control or manipulation I need, it takes up the space I use for searchers. [-Zera-] Running Trap Stun along with Royal Decree seems redundant. Dropping the Stuns will free up space for One for One and another card. Burial from the Different Dimension, perhaps? Agreed. Changes made
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Posted: Tue Oct 12, 2010 4:13 pm
For the record, I completely agree with Jazzy Sieg that Ryko is better the Magical Merchant, having tinkered with both in my Fabled deck not too long ago. Merchant has consistency issues (either it mills a decent amount or not enough) and is a poor opening play in comparison (actually, setting Ryko tends to be the better play irregardless of the turn). Ryko's milling consistency and it's ability to work as "spot removal" far outweigh any advantage Merchant tends to give.
As for the Ryko Engine, Ryko is for the most part a stand alone card. Simply having 3 Ryko and maybe a Charge of the Light Brigade is sufficient 90% of the time.
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Posted: Tue Oct 12, 2010 7:42 pm
Fresh Porn Because at the last YCS they had Wightmare? You mean the one in Philadelphia this past weekend? From October 8th to October 10th? Yeah, we had Wightmare. Fresh Porn In anycase running the Ryko Engine not only disrupts my flow by milling essential cards to keep field control or manipulation I need... I've already addressed this. Jazzy Synchron I have trouble seeing how the logic is behind Magical MerchantNow, I can see this debacle of Ryko, Lightsworn Hunter vs Magical Merchant lead to "I don't want to mill away Spells or Traps I want". Any game takes risks, and you should be willing to give way and play around what you lose for the deck's one win condition. Or hey, you could do both like the deck played at this past YCS. However, don't simply reject Ryko, which is clearly an excellent choice card for the deck, because you're a bit scared of milling a few Spells or Traps. If you lose something, oh well. Play around it. The advantage Ryko gives this deck is undeniable, proven by dozens of decks such as this for success.
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Jazzy Synchron Vice Captain
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Posted: Tue Oct 12, 2010 9:04 pm
Jazzy Synchron Fresh Porn Because at the last YCS they had Wightmare? You mean the one in Philadelphia this past weekend? From October 8th to October 10th? Yeah, we had Wightmare. Fresh Porn In anycase running the Ryko Engine not only disrupts my flow by milling essential cards to keep field control or manipulation I need... I've already addressed this. Jazzy Synchron I have trouble seeing how the logic is behind Magical MerchantNow, I can see this debacle of Ryko, Lightsworn Hunter vs Magical Merchant lead to "I don't want to mill away Spells or Traps I want". Any game takes risks, and you should be willing to give way and play around what you lose for the deck's one win condition. Or hey, you could do both like the deck played at this past YCS. However, don't simply reject Ryko, which is clearly an excellent choice card for the deck, because you're a bit scared of milling a few Spells or Traps. If you lose something, oh well. Play around it. The advantage Ryko gives this deck is undeniable, proven by dozens of decks such as this for success. because of the sneak peak i'm assuming since the packs don't come out till the 16th. and I thought sneak peak cards can't be used in legitimate tournaments until the set is officially released, or did they mod that rule. and if they changed that rule. From what I read the person running the deck didn't use wightmare. but the deck list hasn't been leaked yet from what I can see
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Posted: Tue Oct 12, 2010 9:08 pm
Hahaha, I should really know which set we get Wightmare before I go on. Mah bad.
Still, play Ryko.
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Jazzy Synchron Vice Captain
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Posted: Tue Oct 12, 2010 9:23 pm
Jazzy Synchron Hahaha, I should really know which set we get Wightmare before I go on. Mah bad. Still, play Ryko. Starstrike Blast Still, I'd have to nix searchers to put in Ryko
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Posted: Tue Oct 12, 2010 10:05 pm
3 Ryko, Lightsworn Hunter 3 King of the Skull Servants 3 The Lady in Wight 3 Wightmare 2 Shutendoji 2 Pyramid Turtle 2 Magical Merchant 1 Plaguespreader Zombie 1 Zombie Master 1 Mezuki 1 Card Trooper 1 Glow-Up Bulb
2 Book of Moon 2 Book of Life 1 One for One 1 Monster Reborn 1 Charge of the Light Brigade 1 Burial from a Different Dimension 1 Allure of Darkness 1 Giant Trunade 1 Cold Wave 1 Dark Hole 1 Foolish Burial
3 Royal Decree 1 Raigeki Break
Done.
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Jazzy Synchron Vice Captain
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Posted: Wed Oct 13, 2010 2:33 pm
I know nothing about "serious" Skull Servant decks but I have to ask the question: is Card Trooper, triple Ryko, AND double Merchant really necessary?
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Posted: Wed Oct 13, 2010 3:04 pm
Rough draft #1 of the deck. With all that works in the Graveyard though, I'd say yes.
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