Chainfire Event (FlipFlipish->Skill Drain)

draconicape

New Member
This list is the direct result of combining a alpha run pure Skill Drain with the experience of two friends who play at Regionals all the time.

The general idea is to have a deck with two main states: initial, and then in a later round the weaker stuff goes out and the rest of a pure Skill Drain goes in, giving me a surprise factor advantage and allowing Skill Drain to pull a match win.

Note that some of my choices are influenced by factors such as available $$$ and cards I actually own now. I also just came back from a 4 month vacation, so my deckbuilding skills are a little off. Or should I switch back to the alpha run version (still have the list to test) and somehow improve it?

Any assistance would be more than welcome.

The List: Version = 0.5 ||| Cards: 40 Main, 15 Side Deck
2 Chaos Sorcerer
1 Cyber Dragon
1 Sillva, Warlord of Dark World
1 Thestalos the Firestorm Monarch
1 Dekoichi the Battlechanted Locomotive
1 D.D. Survivor
1 D.D. Warrior Lady
1 Exiled Force
2 Goblin Attack Force
2 Magician of Faith
2 Newdoria
1 Sangan
2 Ninja Grandmaster Sasuke (for the effect and the Attack)
------------
1 Heavy Storm
1 Graceful Charity
1 Mystical Space Typhoon
1 Premature Burial
2 Reinforcement of the Army
2 Smashing Ground
1 Snatch Steal
1 The Warrior Returning Alive
2 Wave-Motion Cannon
------------
3 Bottomless Trap Hole ( for now being replaced with Trap Hole )
1 Call of the Haunted
1 Magic Cylinder (because of monetary cost and the fact that it deals damage)
2 Solemn Judgment
2 Spell Shield Type-8
1 Torrential Tribute (comes out under Skill Drain mode)


Side Deck
2 Deck Devastation Virus
3 Fusilier Dragon, the Dual-Mode Beast
2 Mystic Tomato
1 Return from the Different Dimension
3 Skill Drain
2 Zombyra the Dark
2 Dust Tornado (especially open to spell suggestions here)
 
Please split up the S/T cards into Spells and Traps, to make it more viewable. Other then that, it seems pretty decent.
 
Jake said:
Please split up the S/T cards into Spells and Traps, to make it more viewable. Other then that, it seems pretty decent.

Thanks alot for your responce. Now I'm going to go test it for a bit more before I give up on it.

-->Just wondering, by "pretty decent" do you mean competative?
-->Can my Main Deck spells carry me in competative play, seeing as my side deck is 7 monsters/8 traps? I never have been able to start playing in OP, and I want to start when the opportunity presents itself.
-->An idea just came to me when double checking NGS's rulings base, welcoming comments on (this or anything else for that matter): adding in Ceasefire to the Main Deck, since the opposing monster has to be face up before the Battle Step to qualify for the effect. Actually, I think I'll try that...

-1 Bottomless Trap Hole/Trap Hole
+1 Ceasefire
 
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