not posting on twitter so other worlds competitors don't know where to find my list when i pair them
but uhh 58 of these cards will be in my list in japan. came 2nd (2-0-1) at the challenge i played at today with this so seems alright
pulled this out of the 11 PAL packs and 2 prize packs (+a stack of other misc playables) i got for 2nd
14 notes
·
View notes
ALL THESE CARDS LOOK THE SAME SEND HELP
(plus nidhoggmon :] because some cards dont specify color)
I'm unsure which Amphimon to focus on :thinking emoji:
// Digimon Deck List
3 Thetismon BT10-023
4 Jellymon BT13-023
3 TeslaJellymon BT13-026
1 Thetismon BT13-028
3 Nidhoggmon BT7-077
3 Jellymon BT9-021
3 TeslaJellymon BT9-025
3 Kiyoshiro Higashimitarai BT9-086
2 Startling Thunder BT9-096
1 Ice Wall! EX1-068
2 Sourai EX3-067
2 Jellymon P-061
2 Kiyoshiro Higashimitarai P-064
3 Amphimon P-089
4 Puyoyomon RB1-002
4 Jellymon RB1-011
4 TeslaJellymon RB1-013
4 Thetismon RB1-014
3 Amphimon RB1-016
6 notes
·
View notes
Want to make a bancholeomon deck - thoughts?
8 notes
·
View notes
FUTURE SHOT - DECK LIST ☾⋆。𖦹 °✩ ( ꩜ ᯅ ꩜;)
BASIC POKEMON:
Mew x 1
Lunatone x 3
Hatenna x 3
Miltank x 2
Driftloon x 3
Indeedee V x 1
Ditto PRISM STAR x 1
Rayquaza x 1
STAGE 1 POKEMON:
Hatterm x 2
Driftblim x 2
STAGE 2 POKEMON: Hatterene x 2
TRAINER CARDS: (ITEM)
Nest ball x 4
Spell Tag x 2
Professor's Letter x 3
Energy Retrieval x 2
TRAINER CARDS: (SUPPORTER)
Skyla x 3
Lady x 3
Acerola x 1
Cynthia x 2
Lillie x 2
Steven x 1
TRAINER CARDS: (STADIUM) Dimension Valley x 2
ENERGY CARDS:
BASIC PSYCHIC X 11
HORROR ENERGY X 4
SLEEVES
4 notes
·
View notes
I was looking though my cards to find a good commander, then I made... This...
As a Timmy with some minor combo knowledge from my 4 ish years playing the game, I wanted to get into blue. What I was not expecting was to be making a mono blue commander. Maybe some green? Black would have been neat, but nope, I'm here making 3.41x10^19 tentacles during your turn, and heaven forbid you want to get rid of those, I'll have your whole board stunned if you so much as look at me wrong.
But yeah, I ain't made of money, so the Proxy list is Thassa's Oracle, Sakashima of a Thousand Faces, Spark Double, Consecrated Sphinx, Rhystic Study, and Dark Depths. Probably throw them on here because some people appreciated the last proxies I made.
But in either case, who says you need money to make a good commander deck? Just so long as you don't go overboard with proxies (10% works good in my opinion), who's really gonna blame you for not wanting to spend $100 on 4 pieces of cardboard.
3 notes
·
View notes
Hey all!
It's been a hot minute, but here's how I'm playing Gusto in 2023!
Presenting Assault Gusto with a splash of Miko
(I'm just gonna shameless copy paste my write-up from the Gusto discord)
This is very similar to my last build - we're focused on the Sphreez OTK, aiming to go second and disable/break the opponent's board before swinging into their high attack monsters.
However the twist with this variation is a small Mikanko package consisting of 3 water arabesque, 2 Hu-li, and a Mikanko rivalry for Hu-li to search.
Continuing to run the assault engine not only provides easy access to Tailwind off of an e-tele/141, but can also give you Mikanko Water Arabesque depending on the current boardstate and your hand.
Water Arabesque is an insane removal tool that skirts around monster effect negation (though it can still get ash'd watch out) while also helping the gusto gameplan. Since Hu-Li with an equip is basically a 0-attack sphreez on her own, she helps push for damage; also she can be surprisingly sticky being unable to be destroyed by battle or card effects while equipped with arabesque.
Mikanko Rivalry can fetch Double-Edged Sword from deck, but also Axe of Fools to act like imperm in a pinch.
Running more Mikanko cards will just make the deck a much worse Mikanko deck, so this small engine fits in nicely, provides removal and actively contributes to the Gusto win con.
Extra deck is just synchro good stuff, only 100% must includes are Sphreez and Power Tool
Instant fusion is a very funny option, we can equip Arabesque to the monster and stop it from being popped during the end-phase. Not needed though you can cut if you're not feeling it
2 notes
·
View notes
Sultai Poison Spells
New list. Still a little janky but definitely more consistent and robust.
4x Whisper of the Dross
3x Thirsting Roots
3x Bring the Ending
4x Prologue to Phyresis
3x Drown in Ichor
3x Mesmerizing Dose
2x Hero’s Downfall
3x Infectious Inquiry
3x Malicious Malfunction
3x Vraska’s Fall
4x Viral Spawning
2x Vraska, Betrayal’s Sting
2x Island
3x Swamp
2x Forest
4x Dismal Backwater
2x Shipwreck Marsh
2x Deathcap Glade
2x Jungle Hollow
1x Dreamroot Cascade
3x Thornwood Falls
2x Mirrex
3 notes
·
View notes
From the Vault #5: Tymna and Anara | Life Stuff Matters
Tymna the Weaver is one of the classic "busted" partners. She's the scourge of cEDH when combined with other bonkers cards like Thrasios or Tana the Bloodsower.
But I wanted to see what happened when I tried to power her down. There are plenty of less-than-optimal pairings you can go with, but I wanted to find a synergistic buddy that really lets us lean into Tymna's natural power.
What came out was this Abzan monstrosity. So let's walk down the build process. There are a lot of cards that look odd in this deck, but there truly is a coherent log line for how this deck plays out.
First off, partnering with Anara means Tymna can always swing. Sometimes this means you get in free and draw a card, but often your 2/2 just gets blocked. But this is a great outcome because it means you also get (at least) 2 life.
That recurring life gain leads us to our second strategic path. We're leaning heavily into the maxim that life is a resource. Cards like Sylvan Library and Tivash Gloom Summoner are much less risky when you're recharging your life battery every turn. We also can ensure a ton of triggers on cards like Lathiel the Boundless Dawn and Trelasarra Moon Dancer.
Tymna isn't our only way to get these triggers though. We've got a good mix of bursty and drippy life gain cards to help keep the engine running. Suncorch Regent, Nighthawk Scavenger, and Drana's Emissary give us regular life gain and evasion to keep Tymna's cards coming. Two different Sorin planewalkers give our entire team lifelink which means our evasive creatures and Anara can also join the life-gain party.
The most important life gain card might be the old-school favorite, Loxodon Hierarch. Our good elephant buddy gives us a bursty four life, but he also serves as the linchpin to our next strategic path - wrathing the board!
You know a good way to make sure Tymna keeps hitting and drawing cards? Make sure you're the only one with creatures. This deck is chocked full of synergy breaking wraths. Since they are sorcery speed, you'll always end up keeping at least Tymna and Anara, but sometimes it's much worse/better (depending on the side of the table you're on).
Hierarch can regen your entire team. Toski Bearer of Secrets is an indestructi-squirrel. Ghost Council of Orzhova disappears during the apocalypse and comes back just in time to swing on an empty board (they also give you some life). Phyrexian Rebirth is technically symmetrical, but you'll end up with three creatures to everyone's nothing.
With all of this death and destruction, the final strategic path is to go full on Abzan resilience. We can recur our creatures like it's nobody's business, so even if you don't have extra creatures to survive the wraths, you can just get them back and retrigger their EtBs.
Priest of Fell Rites, Lurrus of the Dream Den, and Tortured Existence just get your dude's back. Storrev Devkarin Lich and Teneb the Harvester need you to attack first (which is already on theme). And Veinwitch Coven wants you to gain some life.
The rest is just the pure value, removal, and board presence that you'd expect from an Abzan deck.
This deck might look like a pile of kiddie beatdown and battlecuirser greatest hits. But really it is a well-oiled machine with a lockdown game plan.
Key Cards
Guardian Augmenter | Agent of the Shadow Thieves: Cards that affect all your commanders are super powerful in this deck. Both these cards turn your commanders into legit threats.
Blind Obedience | Thalia Heretic Cathar | Authority of the Consuls: One of the ways to make sure your little guys get through is to steal all the tempo from your opponents.
Novablast Wurm: Is super expensive, but is an end-game lock. You'll end up with three creatures that can attack and draw cards every turn. Your opponents won't want to play anything to stop you.
Valentin, Dean of the Vein: He's cheap. He's evasive. He gains life. He makes sure you have plenty of bodies to share the love. Valentine is everything you could want in a 1-mana package.
Dauthi Jackal: Rogue deck readers know I love shadow as an ability. In here, the Jackal can always get through to trigger Tymna - but he also gives opponents bad decisions to make if they're getting sick of letting you get in with free Tymna pings. Oh, you can also recur him to keep the pain coming.
Dread | Teysa Envoy of Ghosts: Life gain gives you some cushion to swing out every turn, but folks are still going to want to clap back at you. Enter these rattlesnakes. Your enemies will probably find better ways to turn their creatures if they know they are trading damage for actual resources.
Beastmaster Ascension: When you need to end the game, just make all your dudes huge/huge. With all your resilient attackers, it isn't hard to get you Ascension online.
Check out the full deck list.
6 notes
·
View notes
Reusing and Recycling content from The Duelist issue 10, Reducing this site to a facsimile.
Defining what actually counts as a precon, and what doesn’t, can be a little tricky. I’ve previously gone a little bit into this before but it’s something which is relevant again with this particular post. Well, it is to me at least: it’s important that I keep this thing with a focus on preconstructed stuff. To keep the identity of the “Beats and Skies” intact? Maybe this isn’t really that…
View On WordPress
0 notes
think I might be a bad person, for this one...
0 notes
Pepper Nest Gym
A great baseline for all gym decks. An opponent can win with luck alone, but will struggle without a plan.
The deck likes to grab birds and throw them into discard in order to power up United Wings. Scovillain can deal heavy damage with a fire energy. Meowscarada ex is the boss and will give the opponent a hard time if not dealt with early or immediately.
The deck was built with budget in mind. You can swap a couple cards and get essentially the same thing.
1 note
·
View note
came 1st at a league cup today! went 3-0-2 in swiss and won out through top 8. thorton came up infrequently but it won me games i wouldn't've otherwise. possibly not the best list overall but i had a lot of fun with it
102 CP total now, i think
Matchups Below
Round 1: Win in Game 2 vs Charizard ex
Round 2: Win in Game 3 vs Charizard ex
Round 3: Tie in Game 2 vs Chien-Pao ex
Round 4: Win in Game 2 vs Gardevoir ex
Round 5: ID
Top 8: Win in Game 3 vs Gardevoir ex
Top 4: Win in Game 3 vs Charizard ex
Finals: Win in Game 2 vs Lost Zone Giratina
overall quite a lucky run, but hey a win's a win :P
5 notes
·
View notes
“It’s NOT Weedmon, you piece of shit stoner”
a deck requested by a friend who loves the the veggie cards.
,Its like bloomlord but better and might be tier 0, dunno why no one has talked about this yet. bandai cant know
7 notes
·
View notes
New machinedramon deck list! I still want chaosdramon X, and a playset of analogman at the least but it looks okay I think? Kind of working with what I have
2 notes
·
View notes
YuGiOh Duel Links- Destiny Heroes
Deck List and Optional Changes below
10 Consecutive Win Streak
Character:
Aster Phoenix (Destiny Effect)
Main Deck:
x1 Destiny Hero Plasma
x2 Destiny Hero Malicious
x1 Elemental Hero Liquid Soldier
x3 Destiny Hero Decider
x3 Destiny Hero Celestial
x2 Destiny Hero Drilldark
x1 Destiny Hero Dark Angel
x1 Destiny Hero Dreamer
x1 Reinforcements of the Army
x1 Miracle Fusion
x1 Mask Change
x1 Destiny Draw
x1 Fusion Recovery
x1 Crack Down
Extra Deck:
x1 Destiny Hero Dystopia
x1 Mask Hero Koga
x1 Elemental Hero Sunrise
x1 Vision Hero Adoration
x1 Vision Hero Trinity
x1 Destiny Hero Dangerous
x1 Xtra Hero Wonder Driver
Optional Changes:
-2nd Sunrise instead of Koga
-Floodgate Trap Hole or Ultimate Providence instead of Fusion Recovery
0 notes
i think i committed a war crime
so you use the melffies to gain a lot of advantage then to fusion summon with chimera fusion(sense it is a quick play) on your opponent's turn either berfomet to foolish any beast, fiend or illusion card(here are heiress to search eccentrick to pop a spell next turn. and nightmare magician to special them, or one of the illusion monsters for a negate)
or summon out chimera for interruption and draw power
mainwhile you are probably also summoning the mellfy synchro, bouncing one for even more interruption, and tagging it out for mommy
also bujin and the entities are there because....
1 note
·
View note