Something silly this way comes

deepdark

New Member
Just a little something that popped into my head today, I am going to build it tonight and see if it works. Shout it out loud for the world to hear if you have an opinion or idea, thanks.

Monsters 14
5 Pieces of Exodia
3 DH Malicious
3 DH Diamond Dude
1 EH Stratos
1 Sangan
1 Toon Cannon Soldier

Spells 22
3 Toon Table of Contents
3 Destiny Draw
1 Magical Stone Excavation
3 Upstart Goblin
2 Spell Reproduction
1 Premature Burial
1 PoA
2 RoTA
1 LVortex
2 TWRA
2 Messenger of Peace
1 LLAB

Traps 4
3 Threatning Roar
1 Gravity Bind

officially trying to get into the main deck
Chaos Greed(I think this could help, too situational?)

Side Deck Choice#1(DD Turbo)This side works great
3 DH Dasher
2 Cyber Dragon
1 DMoC
1 Jinzo
1 EHero Wildheart
1 Heavy Storm
1 Dimension Fusion
1 Lightning Vortex
2 Divine Sword - Phoenix Blade
1 Ring
1 Call
Side Deck Choice#2(Dogma Burn)Haven't tried this one yet
3x DH Dogma
2x Cyber Dragon
2x Soul Exchange
2x Wave Motion Cannon
3x My Body as a Shield
3x Solemn Judgement
 
Looks interesting so far. If you have MSN messenger and YVD - look for me and we can playtest it too.

- My bad on the deck count, I edited this post as a corrction.
 
I've been playing it for a couple of hours now and I haven't lost a 1st game yet. I am in need of a side deck though. I am thinking my only choice is to go from turbo exodia to dhero turbo. A side deck is in the works.
 
I added my side deck options. This deck so far is not only amazing but it is so much fun to play. I played this against many deck types last night and it didn't matter if I started with the exodia or turbo as the main deck and then switched to the other for the second game it won pretty easily and I think it is going to prove to be a difficult match up in the second game. I think it may be a bigger surprise going to exodia in the second game but the Rebel in me wants to main either the exodia or burn for regionals. Any opinions on the side would be appreciated.
 
I like the Side Deck #1. It seems like a much easier and fluid transition. Also, try fitting in some Dust Tornado into that side.
 
I appreciate seeing good exodia decks out there. I guess this would be one of them. If I HAVE the funds to buy those hard to get cards, I'll possibly be running this deck. If it's good on my side, I'll let you know.
 
From your initial build, I notice that you only have Pot of Avarice as your sole way to retrieve the pieces from your GY. Or are you trying to use the RFP / Swarm method to win?

And Card of Sanctity is a risky card to use (even if Diamond Dude nails it) since the only way you'll be drawing 2 cards off of it is if you have NOTHING in hand. (Remember the text says "Draw UNTIL you have 2 cards in hand" which really nerfs it).
 
Easy enough, I will replace it with Chaos Greed. To be honest I never noticed that while I was playing. Oooops, gone, replaced. PoA seems to work pretty good, I can get it off multiple times if I need it with Spell Reproduction and the Magical Stone. The main goal is just to get a couple of DDudes on the field and rip through my deck. It's not much of a prob to draw 5 or more cards most turns with 2 Dudes up. A buddy of mine modified it to use the Fear Monger and Disc Guy draw engine and says it is even faster than this one. I will be giving that a shot as well.
 
Yeah. Chaos Greed is VERY situational. I wouldn't recommend decking it. If you really need to draw, anything that would not benefit your opponent like discard cards such as Card Destruction or Dark Dealings would be Good Goblin Housekeeping. Even though you put a card back to your deck, you draw a card and the second time you pull off GGH you get to draw 2 cards instead of 1. A tad safer than Card Of Sanctitiy and less situational than Chaos Greed.
 
The only thing is that the speed in this deck is manufactured by having multiple ddudes on the field. By running more normal spells and less traps I am able to punch through the deck much faster. With 2 dudes on the field not only do I thin the deck by 2 cards but I get their effect next turn. I find that drawing a chaos greed doesn't hurt very much at all since I need discards for magical stone and spell reproduction if I happen to draw them. If there is another normal spell that allows me to draw or thin my deck every time it is played I will gladly replace chaos greed, but as far as replacing it with another trap, well there is nothing more annoying than having a couple of diamond dudes on the field and drawing two traps or monsters. Thanks for the input everybody.
 
I ran the deck in the local tourney and went 5-1 for 2nd place. Deck has been modified as it was ran, I added the Toon stuff and it seemed to work really well. I am working on putting 2x A Feather of the Phoenix's in next, I think they will help my Diamond Dudes bunches.

By the way, I ran the DDT side and it never lost, guess I should have sided into it in the finals.
 
Excuse me, new here just wanted to see if my 2 insignificant cents could be of any use. Your deck basically runs exodia/stall engines w/D-hero, right?
Try this:
Monsters 15
5 Pieces of Exodia
3 DH Malicious
3 DH Diamond Dude
1 EH Stratos
3 Peten the Dark Clown/Thunder Dragon (I like both, but either works alone.)

Spells 17
2 Kaiser Coliseum
3 Nightmare's Steelcage
3 Toon Table of Contents
3 Destiny Draw
1 PoA
2 RoTA
2 TWRA
1 LLAB

Traps 8
3 Ojama Trio
2 Mask of Restrict
3 Cursed Seal of the Forbidden Spell (One for Heavy, Space, & a theme staple)

I mean, if you're going for originality and all why not give it a shot.
This fix is inspired by my Pop Lockin' deck:
Monz. 15
3x Solar Flare Dragon
2x Swarm of Locusts
3x Stealth Bird
2x Swarm of Scarabs
2x D-Hero - Defender
3x Raging Flame Sprite

Spellz 17
3x Chain Energy
2x Emergency Provisions
2x Ground Collapse
3x Kaiser Coloseum
1x Level Limit – Area B
2x Messenger of Peace
2x Nightmare’s Steelcage
2x Toll

Trapz 8
3x Cursed Seal of the Forbidden
2x Mask of Restrict
3x Ojama Trio

Maybe something in here can help.
The MAIN idea here is to shut down the one aspect of yugioh that EVERY duelist depends on. SUMMONING!!
What happens when you get in your opening hand:
1 Raging Flame Sprite
1 Ground Collapse
1 Kaiser Colloseum
1 Random spell Multiple
1 Cursed Seal of the Forbidden Spell &
1 Ojama Trio?
You get the GAME. The ONLY card that will let them clear the field IS H. Storm, but we're ready for it. Just stop it once and they can NEVER use it the rest of the duel. Now that you've successfully shut down their ability to summon you can relax and win game 1 with ease. The rest of the deck will follow suit and you almost NEVER have a bad opening hand.
I hope I helped some.

Return Favor in my sig plz. ONLY if you want to.
 
Thanks for your input. I'm not really trying to stall, I hope to slow my opponent down by using the roars and can hopefully get a turn or two out of LLAB or Bind, but what I am really trying to do is get a couple of dudes on the field and rip through the deck. It usually takes 6/8 turns to get Exodia in my hand if I am able to avoid monsters and traps with the dudes so I am hesitant to add anything other than normal spells. If I can pull of a couple of Roars, 1 of the stall cards, and a Vortex I can usually last long enough to grab all the pieces. I tried Peten and the Dragons and if they weren't in my opening hand they hurt me. That is why I went with TToC and TCS, even if I pull the TToC with Dudes effect it takes three more cards out of the deck. I am only running 1 Magical Stone Excavation versus the 3 I had when I proxied the deck, once I can find 2 more the deck should run even faster as 3 Stones is much better than 3 Spell Reproductions.
 
So wait, your trying to use Destiny Draw over and over again till you mill your whole deck for Exodia? (using Magical Stone and Warrior Returning Alive with it)
 
That's about it in a nutshell. I try to get two or hopefully three dudes on the field and rip through as much of the deck as I can. I mostly use the WRA to get my dudes back on the field as they don't seem to last all that long.
My general goal
40 (start)
34 (after opening hand)
26 (get dude on field 4 times, use effect 2x each)
23 (get all malicious out of deck)
19 (toon stuff out)
13 (destiny draw 3x)
10 (upstart goblin 3x)
6 (use destiny draw extra 2x through magical excavation or spell reproduction)
good game, I should have 5 pcs in my hand. Doesn't always happen but thats what I look for.
 
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