Defensive Stall

EmeraldFan

CoG iTrader
Here is my Defensive deck. I would appreciate some constructive criticism.

Monsters(17):
LV 5 and up:
Gogiga Gagagigo
Total Defense Shogun

LV 4 and under:
Batteryman D X2
Battle Footballer
Electric Lizard
Giant Solder of Stone
Inpachi
Man-Eater Bug
Marshmallon
Morphing Jar #2
Newdoria
Night Assailant
Penguin Soldier
Sand Moth
Spirit Reaper
The Unhappy Maiden

Spells(10):
Final Countdown X3
Graceful Charity
Gravekeeper's Servant
Level Limit-Area B
Marshmallon Glasses
Misfortune
Pot of Greed
Shield and Sword
Swords of Revealing Light
The Dark Door

Traps(15):
Curse of Darkness
Destruction Punch
Enchanted Javelin
Gift of the Mystical Elf
Gravity Bind
Legacy of Yata-Garasu
Michizure
Negate Attack
Ordeal of a Traveler
Shadow Spell
Spell Vanishing
Summon Limit
Threatening Roar
Waboku X2

Deck: 42
 
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  • First, you need to find a way to actually -win- a duel. Defending for a long time isn't going to win... It will just slow your defeat. It seems the best thing in this deck to meet that goal is Final Countdown. We want 3X of those, then. A good card to use with this win method is Pyro Clock of Destiny.
  • Drop the Woodborg Inpachi and the Labyrinth Wall. They are simply not worth sacrificing a monster for, especially if those two are your only Tribute monsters - people will catch on fast.
  • Some Monsters you may want to take out are: Castle of Dark Illusions, D.D. Trainer, Mystical Elf, Oppressed People, Soul Tiger, Spirit of the Harp, The Forgiving Maiden, and Venom Cobra. The reasoning for this is that alot of their stats are not optimized. Venom Cobra is 300/2000 4 Stars, whereas Giant Soldier of Stone is 1300/2000 3 Stars. Obviously, the Stone guy is better since he has better stats and is lower level, so he can bypass Gravity Bind and Level Limit-B. Some other monsters you may want to consider are Stone Statue of the Aztecs, Gear Golem the Moving Fortress, and Destiny Hero - Defender. The Stone Statue reflects double damage if a monster attacks it while it's defending. Gear Golem is 800/2200 4 Stars that can attack directly and Defender is 100/2700 meatshield. You may want to add multiple copies of each.
  • I am pretty certain that Newdoria is prefered over Yomi Ship.
  • Remove D.D. Borderline, De-Spell, and Earthquake. They're terrible. If you want sometime like D.D. Borderline, try Messenger of Peace, Level Limit - Area B, The Dark Door or Vengeful Bog Spirit. They're much better.
  • If you want something like De-Spell, you definitely want Mystical Space Typhoon or Dust Tornado.
  • Windstorm of Etaqua or Zero Gravity beat Earthquake any day.
  • Horn of Light beats Impenetrable Fortress, but that's not saying that either is good.
  • Shrink is preferred over The Reliable Guardian and Castle Walls.
  • Chorus of Sanctuary beats Yellow Luster Shield.
  • Remember that consistency is better than adding random cards with high DEF into a deck. Try removing alot of the random cards you don't really need and lowering your card count to maybe 42 or so.
  • You also need Lightning Vortex, Heavy Storm, Monster Reborn...
I can't guarantee your deck will work even if you fix it though. Stalling never works anymore (Well, it never worked in the first place, honestly). If you want a defensive deck, you should maybe try a Deck-Destruction or a Burn deck.
And look at this if you want to keep using Final Countdown...
http://www.cogonline.net/forums//threads/46822
 
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  • First, you need to find a way to actually -win- a duel. Defending for a long time isn't going to win... It will just slow your defeat. It seems the best thing in this deck to meet that goal is Final Countdown. We want 3X of those, then. A good card to use with this win method is Pyro Clock of Destiny.
  • Drop the Woodborg Inpachi and the Labyrinth Wall. They are simply not worth sacrificing a monster for, especially if those two are your only Tribute monsters - people will catch on fast.
  • Some Monsters you may want to take out are: Castle of Dark Illusions, D.D. Trainer, Mystical Elf, Oppressed People, Soul Tiger, Spirit of the Harp, The Forgiving Maiden, and Venom Cobra. The reasoning for this is that alot of their stats are not optimized. Venom Cobra is 300/2000 4 Stars, whereas Giant Soldier of Stone is 1300/2000 3 Stars. Obviously, the Stone guy is better since he has better stats and is lower level, so he can bypass Gravity Bind and Level Limit-B. Some other monsters you may want to consider are Stone Statue of the Aztecs, Gear Golem the Moving Fortress, and Destiny Hero - Defender. The Stone Statue reflects double damage if a monster attacks it while it's defending. Gear Golem is 800/2200 4 Stars that can attack directly and Defender is 100/2700 meatshield. You may want to add multiple copies of each.
  • I am pretty certain that Newdoria is prefered over Yomi Ship.
  • Remove D.D. Borderline, De-Spell, and Earthquake. They're terrible. If you want sometime like D.D. Borderline, try Messenger of Peace, Level Limit - Area B, The Dark Door or Vengeful Bog Spirit. They're much better.
  • If you want something like De-Spell, you definitely want Mystical Space Typhoon or Dust Tornado.
  • Windstorm of Etaqua or Zero Gravity beat Earthquake any day.
  • Horn of Light beats Impenetrable Fortress, but that's not saying that either is good.
  • Shrink is preferred over The Reliable Guardian and Castle Walls.
  • Chorus of Sanctuary beats Yellow Luster Shield.
  • Remember that consistency is better than adding random cards with high DEF into a deck. Try removing alot of the random cards you don't really need and lowering your card count to maybe 42 or so.
  • You also need Lightning Vortex, Heavy Storm, Monster Reborn...
I can't guarantee your deck will work even if you fix it though. Stalling never works anymore (Well, it never worked in the first place, honestly). If you want a defensive deck, you should maybe try a Deck-Destruction or a Burn deck.
And look at this if you want to keep using Final Countdown...
http://www.cogonline.net/forums//threads/46822
Well, thank you, Anything. I have put this deck on a couple sites and all anyone wants to say is trash all the cards or they give their own preference like having all flip effect monsters. I will definitely look out for some of those cards and make this deck perfect. Thanks again.
PS: I must ask though, what is with the advice to put in 3 Final Countdowns?
 
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As it stands now, your deck only has one real way to defeat your opponent - and that's Final Countdown. You have 1 copy of that in a 48 card deck with no card cycle or deck-thinning, so it becomes hard to draw it. Then, even after you've drawn it, you need to wait 20 more turns.

It's best to put 3X of them and have maybe a less-than-40-card deck with tons of stalls. This is possible through the use of Toon Table of Contents, Jar of Greed, Legacy of Yata-Garasu, Thunder Dragon, Upstart Goblin, and Gather Your Mind, etc. All of which are seen as deck thinning cards as they replace themselves with a copy of another card and don't really add to or remove from your current card count, but can take up a slot in your deck if you don't feel like adding more cards in.

The major problem with stalling decks is facing off against a fast-paced deck, like a beatdown, mass-special summon, or even Lightsworn cards. You will also need to develop significant counters to other stall decks, like burn, control, and deckout.


Last night, I didn't finish reading your trap cards because it was 4:01 and I had slept 3 hours the night before :p
  • Draining Shield over Enchanted Javelin.
  • Consider Nightmare Wheel over Shadow Spell.
  • House of Adhesive Tape is a very weak card and it will usually only work on Zombies or stuff with 0 DEF, like Cloudians.
  • I'm generally confused about the other stuff.
  • You could also try a lockdown with Aqua Spirit. It's a very cool card, but it would require you to base your deck off of WATER types.
 
As it stands now, your deck only has one real way to defeat your opponent - and that's Final Countdown. You have 1 copy of that in a 48 card deck with no card cycle or deck-thinning, so it becomes hard to draw it. Then, even after you've drawn it, you need to wait 20 more turns.

It's best to put 3X of them and have maybe a less-than-40-card deck with tons of stalls. This is possible through the use of Toon Table of Contents, Jar of Greed, Legacy of Yata-Garasu, Thunder Dragon, Upstart Goblin, and Gather Your Mind, etc. All of which are seen as deck thinning cards as they replace themselves with a copy of another card and don't really add to or remove from your current card count, but can take up a slot in your deck if you don't feel like adding more cards in.

The major problem with stalling decks is facing off against a fast-paced deck, like a beatdown, mass-special summon, or even Lightsworn cards. You will also need to develop significant counters to other stall decks, like burn, control, and deckout.


Last night, I didn't finish reading your trap cards because it was 4:01 and I had slept 3 hours the night before :p
  • Draining Shield over Enchanted Javelin.
  • Consider Nightmare Wheel over Shadow Spell.
  • House of Adhesive Tape is a very weak card and it will usually only work on Zombies or stuff with 0 DEF, like Cloudians.
  • I'm generally confused about the other stuff.
  • You could also try a lockdown with Aqua Spirit. It's a very cool card, but it would require you to base your deck off of WATER types.
Good thoughts! Here are my comments:

  • Have 3 Final Countdowns works with finding it, however after you use one, then you have an excess of Spells.
  • The same goes for things like Toon Table of Contents and Gather Your Mind. Once the last card is used, you're stuck with a useless card.
  • About Beatdowns: Most have high attacks, low defences, like Giant orc and Goblin Attack Force, which explains the House of Adhesive Tape.
  • About Mass-Summoning: A little card called Summon Limit would stop that up.
  • Like you said, I actually have to last for 20 turns so thinning my deck out really does not sound helpful to that cause.
Other than that, I think your tips help. Thank you.
 
Good thoughts! Here are my comments:

  • Have 3 Final Countdowns works with finding it, however after you use one, then you have an excess of Spells.
  • The same goes for things like Toon Table of Contents and Gather Your Mind. Once the last card is used, you're stuck with a useless card.
  • About Beatdowns: Most have high attacks, low defences, like Giant orc and Goblin Attack Force, which explains the House of Adhesive Tape.
  • About Mass-Summoning: A little card called Summon Limit would stop that up.
  • Like you said, I actually have to last for 20 turns so thinning my deck out really does not sound helpful to that cause.
Other than that, I think your tips help. Thank you.

You can expend those cards on discarding costs. Toon Table of Contents is actually one of the better deck-thinning cards, as once you get one, you can throw them all out in the same turn. The general idea is to use 3X Table of Contents and 1 toon card, like Toon Cannon Soldier (for the 500 damage burn) or Toon World (for Spell Card-heavy decks).

The concept is to lower your total card count so you have more chances of drawing a card you really need. 1/48 is not very good odds. 1/40 is better, but still not good. For a deck based on a single card, you want to maximize your chances of getting that card. 3/40 is better than 1/40. If you can lower the 40, by any means, do it - as long as it doesn't cause you to sacrifice some of your key cards.

Second, I meant beatdown as in 1900 ATK cards, which generally have 1300-1500 DEF. Your high-defense monsters can block them out, but once they gain that sweet, sweet 200 ATK, it's a full sweep... Then they go for you.

Summon Limit is a weak card, heh. I play with an EARTH deck, sometimes (I'm working on "Assault and Battery II," my Batteryman deck now :)). Two times a turn is plenty of time for me to get a Drillroid and a Gigantes out on the field, break through some of your defenses and then sacrifice my monsters for a Dark Dust Spirit next turn for a full sweep and special summon a The Rock Spirit. A casualty of 3900 life points!

Third, thinning your deck is the key to obtain the one card you need. You actually only need to survive for 10 of your own turns, and 10 of your opponent's. As long as you have 10 cards in your deck, you're fine.
 
You can expend those cards on discarding costs. Toon Table of Contents is actually one of the better deck-thinning cards, as once you get one, you can throw them all out in the same turn. The general idea is to use 3X Table of Contents and 1 toon card, like Toon Cannon Soldier (for the 500 damage burn) or Toon World (for Spell Card-heavy decks).

The concept is to lower your total card count so you have more chances of drawing a card you really need. 1/48 is not very good odds. 1/40 is better, but still not good. For a deck based on a single card, you want to maximize your chances of getting that card. 3/40 is better than 1/40. If you can lower the 40, by any means, do it - as long as it doesn't cause you to sacrifice some of your key cards.

Second, I meant beatdown as in 1900 ATK cards, which generally have 1300-1500 DEF. Your high-defense monsters can block them out, but once they gain that sweet, sweet 200 ATK, it's a full sweep... Then they go for you.

Summon Limit is a weak card, heh. I play with an EARTH deck, sometimes (I'm working on "Assault and Battery II," my Batteryman deck now :)). Two times a turn is plenty of time for me to get a Drillroid and a Gigantes out on the field, break through some of your defenses and then sacrifice my monsters for a Dark Dust Spirit next turn for a full sweep and special summon a The Rock Spirit. A casualty of 3900 life points!

Third, thinning your deck is the key to obtain the one card you need. You actually only need to survive for 10 of your own turns, and 10 of your opponent's. As long as you have 10 cards in your deck, you're fine.
I just have to ask, why are you pushing so hard for the Deck-Thinning cards? Having three copies of one card is enough to be able to find it pretty quickly. And last I checked, 10 of my opponent's turns and 10 of my turns equals out to 20 turns. Besides, I need more than 10 cards, quite clearly, for those random days when my opponent uses some cards like, say Morphing Jar, Cyber Jar, Card Destruction, or Needle Worm. Adding Level Limit-Area B or Gravity Bind will certainly keep me from losing it all for 20 turns. Thank you for all your help.
 
I just have to ask, why are you pushing so hard for the Deck-Thinning cards? Having three copies of one card is enough to be able to find it pretty quickly.

I don't know how your deck runs so far. If you play it and are able to draw Final Countdown in the first 5 turns consistently, then great. You have a 6.25% chance of drawing it on single draws with 3 in a 48-card deck.

And last I checked, 10 of my opponent's turns and 10 of my turns equals out to 20 turns. Besides, I need more than 10 cards, quite clearly, for those random days when my opponent uses some cards like, say Morphing Jar, Cyber Jar, Card Destruction, or Needle Worm. Adding Level Limit-Area B or Gravity Bind will certainly keep me from losing it all for 20 turns. Thank you for all your help

Of course, but you only need to draw 10 cards during your Draw Phases, provided your opponent doesn't force you to draw more or discard. If you can get Countdown out sooner, then you have less to worry about. Granted, playing Final Countdown when you have 10 cards in your deck is not a good idea... But why didn't you play it sooner? Because you didn't have it.
 
Of course, but you only need to draw 10 cards during your Draw Phases, provided your opponent doesn't force you to draw more or discard. If you can get Countdown out sooner, then you have less to worry about. Granted, playing Final Countdown when you have 10 cards in your deck is not a good idea... But why didn't you play it sooner? Because you didn't have it.
Alright, I'll give you a good example and not dispute you for once. Luster Dragon. Just stay with me for a second. In my Dragon deck(which is now in the Traditional Format deck check), I have 2 Luster Dragons and I pretty much draw at least one every time I draw my first hand. That at least help you?
 
Alright, I'll give you a good example and not dispute you for once. Luster Dragon. Just stay with me for a second. In my Dragon deck(which is now in the Traditional Format deck check), I have 2 Luster Dragons and I pretty much draw at least one every time I draw my first hand. That at least help you?

Ofc, it's your deck, so whatever floats your boat :)
 
You can only have 1X Level Limit - Area B and 1X Gravity Bind.

Remove Legacy of Yata-Garasu. Its effect is not needed in your deck (you will end up replacing it with another card, but since it's a trap, you need to wait 1 turn before activating it, so it will slow you down rather than help).

Forced Ceasefire is not optimal in your deck, since it contains more Traps than Spell and will more likely hurt you rather than your foe.

Cursed Seal of the Forbidden spell is better used in Spell-heavy decks, since it requires you to specifically discard a Spell Card for activation. Try replacing it with Dark Bribe or Magic Jammer.

Replace Enchanted Javelin with Draining Shield. It is a much better card since it negates the attack and gives you life points, whereas the Javelin will only give you the points.

Erm. Hyozanryu gives me chills. I pulled it in my first booster pack ever. Anyways, Gogiga Gagagigo provides more ATK for the same amount of tributes - the only thing is that it has more stars and is a different Attr. / Type altogether.

Again, I'd prefer Newdoria over Yomi Ship. It allows you to target a monster, rather than destroy just the one that attacked. It can stop your opponent's plans to attack you with his other monster, etc. The loss of DEF isn't a big deal as 1300 isn't stopping anything. The ATK boost can be an extra few points to push your foe off the limits if your foe is left at a bad spot for a couple turns.

Have you tested it out yet?

P.S. The one thing which really annoys me is how you use single copies of each card.. But that's just me being picky. If it works, it works.
 
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You can only have 1X Level Limit - Area B and 1X Gravity Bind.

Remove Legacy of Yata-Garasu. Its effect is not needed in your deck (you will end up replacing it with another card, but since it's a trap, you need to wait 1 turn before activating it, so it will slow you down rather than help).

Forced Ceasefire is not optimal in your deck, since it contains more Traps than Spell and will more likely hurt you rather than your foe.

Cursed Seal of the Forbidden spell is better used in Spell-heavy decks, since it requires you to specifically discard a Spell Card for activation. Try replacing it with Dark Bribe or Magic Jammer.

Replace Enchanted Javelin with Draining Shield. It is a much better card since it negates the attack and gives you life points, whereas the Javelin will only give you the points.

Erm. Hyozanryu gives me chills. I pulled it in my first booster pack ever. Anyways, Gogiga Gagagigo provides more ATK for the same amount of tributes - the only thing is that it has more stars and is a different Attr. / Type altogether.

Again, I'd prefer Newdoria over Yomi Ship. It allows you to target a monster, rather than destroy just the one that attacked. It can stop your opponent's plans to attack you with his other monster, etc. The loss of DEF isn't a big deal as 1300 isn't stopping anything. The ATK boost can be an extra few points to push your foe off the limits if your foe is left at a bad spot for a couple turns.

Have you tested it out yet?

P.S. The one thing which really annoys me is how you use single copies of each card.. But that's just me being picky. If it works, it works.
I had no idea about the limitation. I really should look at the list more often.

I didn't even see the problem with Fc and CSFS, so they will most likely be replaced. Legacy and Yomi ship are good cards so they will stay. Newdoria, I might put in. Draining shield is a good idea.

No, I haven't tested it yet. However, there is an advanced format tournament tomorrow so I'll be testing it there.
Oh, and about the copies: I try not to weigh down my deck with copies I don't need. If I put in more copies of cards, it makes it more likely that I won't draw the cards I need(Final Countdown for example).
 
Why Yata-Garasu should be removed:
All it does it replace itself with another card. Example:

Your hand:
Left Leg of the Forbidden One
Left Arm of the Forbidden One
Right Arm of the Forbidden One
Exodia the Forbidden One
Legacy of Yata-Garasu

Your deck (top 3):
Dark Factory of Mass Production
Backup Soldier
Right Leg of the Forbidden One

For your turn, you draw Dark Factory of Mass Production, then you set Legacy of Yata-Garasu. You cannot activate it this turn because it is a trap. During your End Phase, your opponent uses Dust Tornado on Legacy of Yata-Garasu.

If you had activated it, you would have:
Left Leg of the Forbidden One
Left Arm of the Forbidden One
Right Arm of the Forbidden One
Exodia the Forbidden One
Dark Factory of Mass Production
Backup Soldier

And you would have drawn (on the next turn):
Right Leg of the Forbidden One (and won)

However, you didn't because your opponent destroyed it:
Left Leg of the Forbidden One
Left Arm of the Forbidden One
Right Arm of the Forbidden One
Exodia the Forbidden One
Dark Factory of Mass Production

And you draw:
Backup Soldier

Now backtrack. Go back to the first turn and take out Legacy of Yata-Garasu

Your hand:
Left Leg of the Forbidden One
Left Arm of the Forbidden One
Right Arm of the Forbidden One
Exodia the Forbidden One
Legacy of Yata-Garasu
Dark Factory of Mass Production

Your deck (top 3):
Backup Soldier
Right Leg of the Forbidden One

For the first turn, you would have Dark Factory of Mass Production in your hand instead because it was the next card. For the same turn, you draw Backup Soldier - and this ends up happening:

Your hand:
Left Leg of the Forbidden One
Left Arm of the Forbidden One
Right Arm of the Forbidden One
Exodia the Forbidden One
Dark Factory of Mass Production
Backup Soldier

And you draw:
Right Leg of the Forbidden One (and won)

The same outcome as if you had activated Legacy of Yata-Garasu, except you didn't use it at all.

Of course you would still win because Exodia is on top of your deck, but that isn't the point.

Conclusion: You shouldn't use it if your deck count is 40 cards or above because 1) it decreases the chance you draw another card by increasing the total card count, 2) it has no effect whatsoever, except replacing itself, 3) it has the risk of getting destroyed, meaning you lose the draw you would have gotten.

The only reason why you should ever use Jar of Greed or Legacy of Yata-Garasu is if you have a deck with less than 40 cards and you need to fill it up so it is legal.
 
The only reason why you should ever use Jar of Greed or Legacy of Yata-Garasu is if you have a deck with less than 40 cards and you need to fill it up so it is legal.
Oh really? Say my opponent attacks me with Yata Garasu, and I can't draw my next turn. Activate Legacy or Jar and I have my draw back. It also works with Offerings to the Doomed, Drop Off, ect.
 
But you would have drawn that card already if Legacy of Yata-Garasu was not in your deck.

Please review these situations. You'll see that it makes no difference.

SITUATION # 1 -----


Your Hand:
Offerings to the Doomed
Swarm of Locusts
Legacy of Yata-Garasu
Top of Deck (random cards on my desk):
Swarm of Scarabs
Soul Tiger
Sage of Silence

You activate Offerings to the Doomed and set Legacy of Yata-Garasu.

Your Hand:
Swarm of Locusts
Top of Deck (random cards on my desk):
Swarm of Scarabs
Soul Tiger
Sage of Silence

Next turn, you skip your Draw Phase, but you activate Legacy to draw 1 card.

END RESULT

Your Hand:
Swarm of Locusts
Swarm of Scarabs
Top of Deck (random cards on my desk):
Soul Tiger
Sage of Silence

SITUATION # 2 -----

Your Hand if Legacy of Yata-Garasu was not there:
Offerings to the Doomed
Swarm of Locusts
Swarm of Scarabs
Top of Deck:
Soul Tiger
Sage of Silence

You activate Offerings to the Doomed. You skip your next Draw Phase, so your hand does not change.

END RESULT

Your Hand if Legacy of Yata-Garasu was not there:
Swarm of Locusts
Swarm of Scarabs
Top of Deck:
Soul Tiger
Sage of Silence

Now, please compare these two situations' end results. The difference is that for the second situation you receive a Swarm of Scarabs on the first turn, rather than the second - this could be crucial if Swarm of Scarabs was a winning card.

Now review this:
You activate Offerings to the Doomed and set Legacy of Yata-Garasu.

Your Hand:
Swarm of Locusts
Top of Deck (random cards on my desk):
Swarm of Scarabs
Soul Tiger
Sage of Silence

Next turn, you skip your Draw Phase and you activate Legacy of Yata-Garasu in exchange. Your opponent activates Seven Tools of the Bandit.

END RESULT

Your Hand:
Swarm of Locusts
Top of Deck (random cards on my desk):
Swarm of Scarabs
Soul Tiger
Sage of Silence

Now you see that setting Legacy was not a good idea because now you've lost a Draw Phase and a draw from the card effect.
 
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But you would have drawn that card already if Legacy of Yata-Garasu was not in your deck.

On a side note, Yata-Garasu is banned, so you will never get the draw 2 cards effect. In Advanced Format, it's exactly like Jar of Greed.

Please review these situations. You'll see that it makes no difference.

SITUATION # 1 -----


Your Hand:
Offerings to the Doomed
Swarm of Locusts
Legacy of Yata-Garasu
Top of Deck (random cards on my desk):
Swarm of Scarabs
Soul Tiger
Sage of Silence

You activate Offerings to the Doomed and set Legacy of Yata-Garasu.

Your Hand:
Swarm of Locusts
Top of Deck (random cards on my desk):
Swarm of Scarabs
Soul Tiger
Sage of Silence

Next turn, you skip your Draw Phase, but you activate Legacy to draw 1 card.

END RESULT

Your Hand:
Swarm of Locusts
Swarm of Scarabs
Top of Deck (random cards on my desk):
Soul Tiger
Sage of Silence

SITUATION # 2 -----

Your Hand if Legacy of Yata-Garasu was not there:
Offerings to the Doomed
Swarm of Locusts
Swarm of Scarabs
Top of Deck:
Soul Tiger
Sage of Silence

You activate Offerings to the Doomed. You skip your next Draw Phase, so your hand does not change.

END RESULT

Your Hand if Legacy of Yata-Garasu was not there:
Swarm of Locusts
Swarm of Scarabs
Top of Deck:
Soul Tiger
Sage of Silence

Now, please compare these two situations' end results. The difference is that for the second situation you receive a Swarm of Scarabs on the first turn, rather than the second - this could be crucial if Swarm of Scarabs was a winning card.

Now review this:
You activate Offerings to the Doomed and set Legacy of Yata-Garasu.

Your Hand:
Swarm of Locusts
Top of Deck (random cards on my desk):
Swarm of Scarabs
Soul Tiger
Sage of Silence

Next turn, you skip your Draw Phase and you activate Legacy of Yata-Garasu in exchange. Your opponent activates Seven Tools of the Bandit.

END RESULT

Your Hand:
Swarm of Locusts
Top of Deck (random cards on my desk):
Swarm of Scarabs
Soul Tiger
Sage of Silence

Now you see that setting Legacy was not a good idea because now you've lost a Draw Phase and a draw from the card effect.
1. Just because a deck is put up on Advanced Format doesn't mean it won't get played with Traditional Format decks.
2. Yata-Garasu is not the only Spirit monster out there.
3. I ask again, why are you so bent on me getting rid of this card? It's a good card and it's staying in my deck. End O' Discussion.
Now, I have other improvements to make. Have a good day.
 
But you would have drawn that card already if Legacy of Yata-Garasu was not in your deck.

On a side note, Yata-Garasu is banned, so you will never get the draw 2 cards effect. In Advanced Format, it's exactly like Jar of Greed.

Please review these situations. You'll see that it makes no difference.

Ok, lets rewind this discussion and refer to cards that are actually in his deck with one minor suggestion. I say drop Elecric Lizzard and add Maharaghi.[info]LOD-EN064 Maharaghi Rock EARTH Level4 Attack1200 Defense1700 Text:This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. If this card is Normal Summoned or flipped face-up, look at 1 card on the top of your Deck during your next Draw Phase (before you draw), and return the card to the top or the bottom of your Deck.[/info]

Im going to use deck studio for the randomization of the cards(*plz note that I removed one gravity bind due to limitations. this is siting at a 42 card deck)

lets start from 1st turn, he goes first.

but we'll take a look at the first 15 cards now. they are:

DRAW :
Maharaghi
Shadow Spell
Spatial Collapse
Enchanted Javelin
Night Assailant
FIRST TURN DRAW:
castle walls
STILL IN DECK:
sand moth
Legacy of Yata-Garasu
Final Countdown
Hyozanryu
Batteryman D
Gravekeeper's Servant
Final Countdown
The Dark Door
Ordeal of a Traveler


from here I would set night assailant, set shadow spell,spatial collapse,enchanted Javelin. well just assume your oponant gets a monster out, attacks, you activate shodow spell. They set two cards your move. draw sand moth. set him and castle walls. depending on what they have there is a good chance that either A)you'll end up with both your monsters and they will have two monsters (one bound by shadow spell) or B) you'll end up with a good defender, and they will be left with the monster that is tied up. Next turn (your third, 5th total) Draw Legacy of Yata-Garasu. you can see where it goes from there....
 
1. Just because a deck is put up on Advanced Format doesn't mean it won't get played with Traditional Format decks.
2. Yata-Garasu is not the only Spirit monster out there.
3. I ask again, why are you so bent on me getting rid of this card? It's a good card and it's staying in my deck. End O' Discussion.
Now, I have other improvements to make. Have a good day.

Misunderstanding. I haven't read that card in over a year. Keep it if you like, for the most part, it won't change the flow of the duel.

Anyways, I still insist on replacing some of your cards for more effective ones.

Hyozanryu for Gogiga Gagagigo.

Possibly remove Giant Soldier of Stone and Skull Dog Marron for a few copies of Serpentine Princess (for optimal ATK) or Gravekeeper's Spy (for optimal defenses and tribute ability).

Probably use more FLIP effect monster to make use of Night Assailant (just 2 or 3).

Castle Walls for Pyramid Energy, The Reliable Guardian, or Shrink (all of which provide a better increase, Shrink is highly preferred).

Also, try Continuous Destruction Punch instead - where it may lack in the element of surprise, it succeeds in duration.

You may want to consider another copy of Michizure over Chthonian Blast - your monsters aren't exactly strong in ATK, meaning yours will most likely be destroyed over your foe's.
 
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