Zekt Gear

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Zekt Gear

Post  storyteller on 2012-02-26, 12:17

I didn't really feel like using zekts, but the idea seemed fun, so I gave it a try.



Side deck not exactly what it is meant to be.
Still in the process of trial and error.
comments and advices appreciated.
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Re: Zekt Gear

Post  Rompicoglioni on 2012-02-26, 12:22

Not a fan of Double Cyclone at all really? What's your reasoning? For 3?
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Re: Zekt Gear

Post  storyteller on 2012-02-26, 12:40

Not much reasoning for 3. But it does help when you don't have any hornets.
Equip a zekt to a zekt and destroy with cyclone.
Or destroy town with cyclone.
It works sometimes. Might consider removing them.
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Re: Zekt Gear

Post  Rompicoglioni on 2012-02-26, 12:53

Just an idea, but when I'm running Geartown, I like to run one Future Visions. You know set up a field with a boss monster or a simple presence play like Leviathoan Dragon and then play Future Visions to force your opponent to have the exact cards, just not simple stand alone plays. And you could set GT/Set FV into AGGD, and then activate FV. Simple plays for when you just need to play small ball.
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Re: Zekt Gear

Post  RareHunter on 2012-02-26, 20:37

Rompicoglioni wrote:Just an idea, but when I'm running Geartown, I like to run one Future Visions. You know set up a field with a boss monster or a simple presence play like Leviathoan Dragon and then play Future Visions to force your opponent to have the exact cards, just not simple stand alone plays. And you could set GT/Set FV into AGGD, and then activate FV. Simple plays for when you just need to play small ball.

If you do this then u don't know how Inzecter works in InzekTown (already discuss this in Inzecter Ruling)


-1 Double cyclone (too much)
+1 Terraforming
-1 Veiler
+1 Doozer (grave control and make resource for OTK)/ +1 Genex Birdman
-2 Sin CED (sorry, no Skill Drain)
+2 PoD/+1 PoD, +1 Birdman
-1 Avarice (u really need ur grave to summon DAD)
+1 Gadjiltron
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