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 Trading Card Game Tips from fans

 

August 2007

An old duelist returning to the game! Burn control deck- animebuu

Hey everyone, this is a post about the troubles of returning to the game after not playing for almost a year. I stopped playing after lots of issues that came up in my life that i had to take care of, anyways i wanna start playing again and in fact my best friend is thinking bout playing again, only problem is that after not playing for such a long time, my deck is definately not updated lol =*( i would like it if some of you guys could message me with some tips and/or ideas to update it and make it competetive in this day and age =O, lol and plz dont send messages making fun of me or my deck lol, it worked just fine for me back in the day and took alot of effort and time to put together. Anyways, Here is my deck and strategy behind it ^_^

Strategy: control burn

Monsters: 18
Solar Flare Dragon x3
Lava Golemn x2
charcoal impachi x1
Spirit of Flame x1
Ultimate Baseball Kid x2
UFO Turtle x3
Thestalos the Firestorm Monarch x1
Sangan x1
Morphing Jar #2 x2
Breaker the Magical Warrior x1
Magician of Faith x1

Magic: 12
Reload x1
Nightmare's Steelcage x1
Brain control x1
Heavy Storm x1
Premature Burial x1
Monster Reincarnation x1
Swords of Revealing Light x1
Level Limit- Area B x1
Scapegoat x2
Fissure x1
Mystical Space Typhoon x1

Traps: 10
Gravity Bind x1
Raigeki Break x1
call of the haunted x1
ceasefire x1
Waboku x1
Magic Jammer x1
Magic Drain x1
compulsory Evacuation Device x1
Graverobber x1
Pheonix Wing Wind Blast x1

Strategy:
Basically the main strategy is to get out at least 2 Solar flare dragons out as fast as possible creating a burn lock, followed by summoning Lava golemn to add to the direct damage and control of my opponent, I have several cards designed for protecting my field while limiting what my opponent can do in order to help insure pulling off getting my solar flare dragons out and keeping them protected as well as to keep my opponent from attacking me with the lava golemns, The 2 ultimate baseball kids are in there for added support once i already have the solar flare dragons on the field with the lock, though also have functionality in that in combination with a few other cards in my deck can be a good backup strategy and solid reinforcement for my main strategy, the 2 morphing jar #2 's are in there to help with situations in which i need to change up the field and help get my better cards out, the spirit of the flame is in there to add a quick access to a little brute strength if needed. Breaker the magical warrior is in there to add a bit of brute force as well as magic/trap control depending on the situation. Magician of Faith is in as a way to recycle magic cards when needed. The magic and traps are pretty self explanatory, i have some magic/trap mitigation, some monster revival/ reuse, some cards that are just plain usefull in almost any situation, and a lot of protection to help ensure getting out my strategy while keepin my life points and monsters safe, many will probably question the placement of the trap graverobber in my deck, i dont often use this card, however i do like it despite many peoples opinion of its usefullness, yes it does carry a hefty cost of 2000 lifepoints, however the ability to take and use one of your opponents magic cards in my oppinion is well worth it, that and with the less viewed option of just removing a magic card from your opponents graveyard for a turn without any cost at all, which against many modern decks i have seen to be proven a usefull asset, anyways thats my deck and general strategy,

anyone with tips and/or ideas to help this old player update his deck please email me at
alexshcool@yahoo.com or message me on yahoo as alexbshcool and aim as animebuu

anyways thanks for reading ^^


 

 

 

 

 


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