Cranky Peasants

bjswp56

R. I. P. Chris Benoit
I've never tried to make a deck like this before so I could use all the help I can get. It's based off of the "Huge Revolution" strategy. Again, any and all help is appreciated.

Monsters (Level 5 and Higher):
Guardian Sphinx x2

Monsters (Level 4 and lower):
Oppressed People x3
People Running About x3
United Resistance x3
Emissary of the Afterlife x2
Spirit Caller x2
Emissary of the Oasis x2
Sangan x1

Spells:
Enchanting Fitting Room x3
Dark Factory of Mass Production x2
Pot of Greed x1
Graceful Charity x1
Creature Swap x2
Non-Spellcasting Area x1
Heart of the Underdog x1
United We Stand x1
Lightning Vortex x1
Swords of Revealing Light x1

Traps:
Huge Revolution x3
Ultimate Offering x2
Gravity Bind x2
Mirror Force x1
Seven Tools of the Bandit x2

The deck is obviously made for after April 1st. So, whadaya think?
 
ok, after much thought and analysis... I have come to this conclusion....
Your deck seems to have great flow and swarmability... HOWEVER, you also seem succeptible to the following problems..... Jinzo, Royal Decree & Wave Motion Cannon... SO, this is my suggestion.... maybe throw in a double snare or two.... i think you can beat the Wave motion Cannon to the punch... but those will get rid of Jinzo and Royal Decree.... ALSO...... hmmm... ok... put ONE in... and one Seven Tools... that will stop that pesky Decree or Ring or anything else that will blow your guys up... ... .. oh wait.. you have 2 creature swaps.... hmmm that makes me have to think more.. thanks alot...

You can obviously stop Jinzo with Creature swap, but it will still hurt you from activating traps.... Have you thought about maybe running Guardian Sphynx as a tribute?? It will flip and get rid of the monsters... then you just have to add 2 seven tools of the bandit.... hmm.. ya.. that is my final answer...

-1 Monster of your choice..
- 1 Emissary of the Afterlife
+2 Guardian Sphynx..

+2 Seven Tools

I think that Guardian Sphynx mixed with Gravity bind and the level 3 monsters works great.. . youget rid of their monster field for an open attack... No more Jinzo worries...then you have an opening for Huge revolution, or when they activate mirror force or ring or something..you have your seven tools to keep the field clear for the attack......NO TRAPS to hurt you... it will bring you to 42 cards, but you have the speed to deal with it... hope it helps...
 
went on a hunt through my cards... here are a few cards for you to look at.. maybe they will help , maybe not


Triangle Power..: (least likely to help) *Spell
Increase the original ATK and DEF of all face-up Level 1 Normal Monsters (except Tokens) on your side of the field by 2000 points. Destroy all Level 1 Normal Monsters on your side of the field during the End Phase.


Non Spellcasting Area *Spell
All face-up Monster Cards on the field, except for Effect Monsters, are unaffected by any Spell Card (excluding this card).

Order To Smash *Trap
Select 1 face-up Level 2 or lower Normal Monster (except a Token) on your side of the field when you activate this card. When this card resolves, you can offer the selected Normal Monster as a Tribute and destroy 1 or 2 Spell or Trap Cards on your opponent's side of the field.

Labyrinth of Nighmare (most likely to help)*Trap
During the End Phase of each turn, change the Battle Positions of all face-up monsters on the turn player's side of the field.
 
Human-Wave Tactics can help get both oppressed people and people running about out all you need to do is work on united resistance
 
This looks like a very interesting deck :D Anyway one thought is, Cyber Jar may hurt you more here perhaps.. could help teh opponent swarm instead..

Also, you might consider adding in level limits too, since most of your monsters are <4, more stall is good:)
 
*Update*

I decided to update this deck for the current ban list as a possible anti-Dark World...something.

Monsters (Level 5 and Higher):
Guardian Sphinx x2

Monsters (Level 4 and lower):
Oppressed People x3
People Running About x3
United Resistance x3
Emissary of the Afterlife x2
Spirit Caller x2
Sangan x1
Cyber Jar x1
Magician of Faith x1

Spells:
Enchanting Fitting Room x3
Dark Factory of Mass Production x2
Creature Swap x2
Non-Spellcasting Area x2
Dark Hole x1
Lightning Vortex x1
Swords of Revealing Light x1

Traps:
Huge Revolution x3
Ultimate Offering x2
Bottomless Trap Hole x2
Sakuretsu Armor x2
Solemn Judgment x2
 
I don't really know how to include Last Wills unless I were to just add them. That'd make 43 total. Not bad, but I always prefer 40. Any suggestions?
 
I dont know how well the deck can finish off the opponent after a Huge Revolution. If you go slow, and they luck topdeck you could still take beating. Another thing, how do your hand size/field control compare to the opponent's leading up to the Huge Revolution?
 
Judicator said:
I dont know how well the deck can finish off the opponent after a Huge Revolution. If you go slow, and they luck topdeck you could still take beating. Another thing, how do your hand size/field control compare to the opponent's leading up to the Huge Revolution?

My hand managment with the deck is pretty good. Following Huge Revolution, I usually get Guardian Sphinx out because I'll have used Enchanting Fitting Room to get the normies out. Once the Sphinx is out, and the opponent is topdecking, I pretty much have it clinched.
 
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