Ghost Slime.

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Ghost Slime.

Post  Holofoil on 2012-02-01, 06:19



x1 Gorz the Emissary of Darkness
x3 Fusilier Dragon, the Dual-Mode Beast
x3 Cyber Dinosaur
x2 Medium of the Ice Barrier
x2 Chaos Hunter
x2 Fog King
x3 D.D. Sprite
x3 Effect Veiler
x1 Sinister Sprocket



x3 Ectoplasmer
x2 Pot of Duality
x1 Monster Reborn



x2 Call of the Haunted
x2 Threatening Roar
x2 Dark Bribe
x2 Ojama Trio
x2 Magic Cylinder
x1 Solemn Judgement
x2 Solemn Warning
x1 Mirror Force



x3 Number 11: Big Eye
x2 Number 7: Lucky Stripe
x2 Stardust Dragon
x3 Black-Winged Dragon
x2 Crimson Blader
x3 Blood Mefist



Quickly Special Summon monsters on to the field, get Blood Mefist/Big Eye, summon something else (or use Big Eye's effect), Ectoplasmer.

D.D. Sprite is good for Fusilier, since I can summon him, Special Summon D.D. Sprite, banish him, then have him set out on my next turn with 2800 ATK.

I could use some help in making it better. Some search cards could be helpful.

...and is there a Continuous Spell/Trap card that increases my Life Points every time my opponent inflicts effect damage to me? That would be incredibly helpful.

Original Deck viewable below.

Spoiler:


x3 Beast King Barbados
x3 Fusilier Dragon, the Dual-Mode Beast
x3 Majestic Mech - Ohka
x3 Mist Archfiend
x3 Cyber Dragon
x3 B.E.S. Big Core MK-2
x3 Dododo Warrior



x3 Ectoplasmer
x3 Pot of Duality
x3 Dark Room of Nightmare
x1 Monster Reborn



x2 Call of the Haunted
x3 Forced Back
x3 Dark Bribe
x1 Mirror Force



Last edited by Holofoil on 2012-02-03, 04:03; edited 2 times in total
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Re: Ghost Slime.

Post  Eji1700 on 2012-02-01, 07:03

Damage translation maybe? Kinda gimmicky and hardly continuous but it does help block a little.

Although honestly i'm not sure this is the way to go about it. You might want easy to recur creatures instead of easy to summon big ones. The simple to recur ones tend to let you bust out stronger toys to kill at the end of the turn anyways.

At the very least with you giving your opponent some burn options too I really would suggest cutting mist archfiend. And 300 extra points per turn is probably not enough to justify 3 rooms of nightmare. Especially since you don't have any other card effects to trigger it besides ecto.\

So then stuff that should probably just go-
2-3 room of nightmare(depending on what you do. If you add more creatures who deal effect damage on summon or reoccurance then you might keep it.)
2-3 forced back. There's just better stuff you can do with the space.
1-2 bribe. It's not bad, but it's kinda overkill.
3 archfiend(unless you add some tuners so you can get his butt off the field before he hurts you)

So then stuff you might want to consider-
Gorz/tragodeia. Both have/can have high attack and some extra effects wouldn't hurt.
Maybe some staples(veiler, dark hole, solems, etc)
Tuners. There might be some interesting combo's there if you can get them out, not sure. Really though having no extra deck is likely going to hurt you.

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Re: Ghost Slime.

Post  Holofoil on 2012-02-01, 07:35

Black-Winged Dragon seems to negate any damage I'd take from Ectoplasmer, as well as inflicting more damage to my opponent.

I added some more level 7 monsters that could be special summoned with effects (Gorz was one of them) and Effect Veiler. I'm looking for more level 1 tuners.
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Re: Ghost Slime.

Post  Ultimate lol on 2012-02-01, 07:41

I made this deck concept once. But you missed to obvious opportunity here, Malefics.
Special summons than can get major damage out with ectoplasm and atk.
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Re: Ghost Slime.

Post  Holofoil on 2012-02-03, 04:01

Heavy Deck editing. New version is now viewable, and it's much more playable.

I could still use some help. Graveyard Special Summoning cards help.
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Re: Ghost Slime.

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