Two days left before YCS Atlanta … and I’m two cards short!
I’m sure I’m not the only one who has agonized over the last
few slots in their deck. I suspect two
cards may not make as much difference as we think. Let’s face it; there are a lot of top decks
with some questionable card choices. Nevertheless,
our anxiety about a big tournament probably gets focused on these final
decisions.
So here is my deck … thus far:
The Geargia Core: Armor (3), Accelerator (3), Arsenal (3),
MKII (3), Geargiano (1), Saizan (2), Strategist (1), Birdman (1).
Mo Monsters: Gearframe (1), Fortress (1), Thunder King (1),
Redox (1)
Spells: MST (2), Iron
Call (1), Lance (2)
Traps: CED (1), Bottomless (1), Torrential (1), Divine Wrath
(2), Trap Stun (2), Geargiagear (3), COTH (2)
EXTRA: Burei (2), Bureido (1), Colossal (1), Scrap (1),
Stardust (1), Crimson Blader (1), Ancient Fairy (1), Gear Gigant (2), Silent
Honor Ark (1), Emeral (1), Abyss Dweller (1), Dracossack (1), Big Eye (1)
SIDE DECK: Goldfish* (1), Scarecrow (1), Core Destroyer (1),
Maxx C (2), Mind Control (1), Creature Swap (2), MST (1), Overworked (3),
Debunk (3)
For those of you who want a visual, here's the same deck
What I like
·
Mini
Machinas: Fortress has a way of
getting players out of trouble. Crash
into a 2500 ATK monster and destroy a second one for free. It gets over Skill Drain and Kaiser Coliseum. As a
level 7, it sets you up for Dracossack and Big Eye plays. Finally, it slides by Deck Devi.
·
Thunder
King: Sure, it conflicts with many
of the Geargia plays but it is also a Black Horn on legs. Mirror matches are always a bit degenerate …
I say let it be degenerate in my favor.
·
Lance: Lance was not a good choice in the era of
battle traps, but these are less common.
Given the number of 1 for 1 traps in this game, Lance seems like a
reasonable card. Besides, it works in the damage step and causes problems for
Fire Fists.
·
Fewer
Traps: One of the problems I have with a lot of Geargia builds is the high
trap number. 12 is still a big number,
but one that offers a bit more balance.
Draw
Engine: Upstarts are common to Geargia decks. I personally don’t care for handing your
opponent 1,000 points. Besides, it’s a 1
for 1 that doesn’t add a great deal to the consistency of the deck. I was using Card Car Ds because their earthy
machines. Still, I wonder if they are
needed at all.
·
Monster
Effect Hate: Divine Wrath works because pitching to the grave is not a
problem. Iron Call, COTH, Redox, MKII,
and Geargiano all bring cards back. I’m
not running Fiendish Chain or Effect Veiler – it may cost me.
·
MST: There
has always been a love-hate relationship with this card. It’s dead on many occasions.
·
What I thought about
Mo Monsters: Effect Veilers, another Fortress
Mo Spells: Dark Hole, Creature Swap, BOM, Shards
Mo Traps: another COTH, Fiendish Chains
* Credit for the idea of siding 1 Tin Goldfish goes to Iron Core - I thought this was a great way to boost Abyss Dweller. Check out their channel.
If it were me I would either do double fiendish or a book of moon with something else (maybe another fortress). I love the idea of a mini machina engine, especially since you run 2 rank 7s.
ReplyDeleteThanks - I did use the two fiendish chains -
ReplyDelete