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Chaos

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+3
Purple Ninja
Marshmallon
Ishizai Izayoi
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    Psycho Magnet

    Ishizai Izayoi
    Ishizai Izayoi
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    Post  Ishizai Izayoi Sat May 15, 2010 6:29 am

    Infernity Beetle x3
    Infernity Mirage x3
    Infernity Necromancer x3
    Infernity Archfiend x3
    Infernity Avenger x1
    Infernity Destroyer x1
    Dark Grepher x1
    Plaguespreader Zombie x1
    16

    infernity Launcher x3
    Pot of Avarice x1
    Zero-Max x2
    Allure of Darkness x1
    Heavy Storm x1
    Brain Control x1
    Giant Trunade x1
    One for One x1
    11

    infernity force x3
    Raigeki Break x3
    Divine Wrath x2
    Phantom Hand x2
    Call of the Haunted x1
    infernity inferno x1
    Mirror Force x1
    Solemn Judgment x1
    Torrential Tribute x1
    15

    Mist Wurm x3
    infernity doom dragon x3
    Black Rose Dragon x1
    + 8 other synchros


    Last edited by Ishizai Izayoi on Thu Jun 03, 2010 7:37 am; edited 2 times in total
    Marshmallon
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    Post  Marshmallon Sat May 15, 2010 10:14 am

    Needs a couple of Full Salvo.
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    Post  Ishizai Izayoi Sat May 15, 2010 10:49 am

    everything else in this deck > Full Salvo. Maybe if Phantom Hand didn't exist yeah but i'd rather remove my hand from play for a turn and thus still have options next turn than lose my entire hand.
    Marshmallon
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    Post  Marshmallon Sat May 15, 2010 10:56 am

    well ditching your whole hand dumps Infenities in your grave where you can mass special summon them. And dealing damage is a nice side effect.
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    Post  Purple Ninja Sat May 15, 2010 11:22 am

    are you planning on using the OTK that infernities do? cos i have heard that running more than 14 monsters can cause massive hand clogs
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    Post  axel-g Sat May 15, 2010 11:59 am

    no foolish burial??

    what about one for one??
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    Post  Ishizai Izayoi Sat May 15, 2010 12:19 pm

    @Marshmallon: retaining possibilities for the next turn is better than burning imo. there really is nothing i'd lose for full salvo

    @Purple Ninja: i dunno what i was aiming for really i just made a list and then Cata pointed out some changes to make it closer to an OTK build and i'm just taking it from there.

    @axel: i didn't think about it but still not sure it's 100% needed. One for One i may consider. not sure what i'd lost for it though
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    Post  Marshmallon Sat May 15, 2010 12:33 pm

    Retaining possibilities, possibly keeping a full hand in a deck that needs you to have no hand, you mean?
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    Post  Ishizai Izayoi Sat May 15, 2010 1:09 pm

    do you now what phantom hand does? =/
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    Post  Cata Sat May 15, 2010 1:18 pm

    @ Marshmallon: There's having no cards in hand, and there's just being retarded. Look at the high amount of S/T in there - odds on she can set anything in her hand that she wants, meaning she has options next turn. There's also things like Phantom Hand, and Raigeki Break, that lower her hand size whilst either having other uses (Raigeki Break) or gives your hands back (Phantom Hand). Full Salvo is just utterly crap, it kills your chances in the duel unless you have the OTK then, and even then you have every chance of running into Gorz/Trag/Crow/Crevice/Battle Fader and getting utterly raped next turn, without the hand to back it up
    zubby
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    Post  zubby Sun May 16, 2010 1:36 am

    Deck Needs Dark Grepher, drop 1 Avenger, you only ever need 1.
    Mirage is only ever needed at 2.
    Gaurdian can be dropped all together.
    Add in some Grephers and Armegeddon Knights.
    Loving Zero Max + Doomsday Dragon xD
    Phantom Hand is just bad, as your other traps help keep feild control, this just gets rid of your hand for a turn, and should be taken out for some Book of Moons, or Brain Control =D
    Not sure if you are heading in the OTK route, but this would prob help xD
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    Post  Purple Ninja Sun May 16, 2010 5:37 am

    you deffinantly need to main

    Giant Trunade
    Brain Control
    Mystical Space Typhoon

    and other good staple spells, they will be so useful being one shots and the fact that you can set anything that you don't want to use just makes it awesome, TBH despite the amount of cards that Infernitys don't use, you really need a whole lot less of a trap line up, 3 Rageki Break is unessecery and although it gets rid of one card in your hand as well as taking out a card on the field, Brain control means you can syncro for something huge or take something huge that is threatening your line up

    basic advice, take out traps, put in spells, maybe cut monster line up by one or two
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    Post  Ishizai Izayoi Sun May 16, 2010 5:57 am

    @zubby: can you not see the reasoning we gave for why Phantom Hand is good in here? I may consider Armageddon Knight and Dark Grepher after i test this out as i'm not entirely sure about them. Avenger is staying at 2 and Mirage at 3 for now anyway as i'm considering One for One and i feel i'd need them at those numbers to make much use of it.

    @PN: actually according to Cata 3 Raigeki Break is vital, hence why they were added in the first place. Also i like the traps as they are since they kinda help me control the field a bit. Also according to Cata lots of traps = good in these decks. I have considered Brain Control i just couldn't find room for it...i may drop the two guardian for Brain Control and either Giant Trunade or One for One though
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    Post  Purple Ninja Sun May 16, 2010 6:50 am

    Fair enough Cata is probably more well read on these things than i am, but i have seen a lot of you-tube players in america running a large number of spells

    Giant Trunande and Brain control idea is a good one though
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    Post  Ishizai Izayoi Sun May 16, 2010 8:27 am

    defo taking the guardians out, i've decided. putting in brain control and trunade for now but will also test one for one to see which works better.
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    Post  Ishizai Izayoi Thu Jun 03, 2010 7:38 am

    sorry about the double post folks but after proxyin up the deck and various tests I've edited the deck somewhat and want to get thoughts on the changes
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    Post  AozuAkazu Thu Jun 03, 2010 2:24 pm

    You could lose the Destroyer for another Grepher if you have it and perhaps find some room for two more copies of Infernity Inferno?
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    Post  Ishizai Izayoi Thu Jun 03, 2010 3:39 pm

    i'm liking the single destroyer in here atm. easy to get out. Only have the 1 Grepher atm and I've had to take it from my Pheonix deck. testing it with 1 atm, though if i can get my hands on one i may test it with 2. Inferno is the same for me. i wasn't sure on it. had it at 3 originally, showed Cata and he told me to put it down for 1. Also space issues says i'd rather not have it higher. Infact it and Solemn were on my list for things i could lose if i needed room for other things or just wanted to cut it down to 40.

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