![]() It offers some extra bodies and may help get a bricky Zombie in the GY. This is why you could also consider running Anima in conjunction, who banishes itself from the GY to target a banished Vendread and Special Summon it (Core). Core is the nicest because it has an effect in GY, banish a Zombie to Special Summon itself, banished when it leaves the field. Charge, for the cost of dumping 1 Zombie from hand or field, will summon any Vendread from Deck. ![]() Vendread Charge, Vendread Core, and Vendread Anima: This shit was GOATED back in Summon Sorceress era, still has some utility if you're going for an aggressive combo-heavy variant. Synchro Summon Shiranui Shogunsaga (you can realistically replace this with any lv 8 synchro if you feel that there's a better one to run, but I always put Shogunsaga in my ED, no matter what), banish Samuraisaga with Shogunsaga effect, boom, 5500 Solitaire's eff triggers when banished to summon Spectralsword back. Banish Spectralsword and Solitaire to summon Shiranui Samuraisaga. Do you have both Solitaire and Spectralsword in GY? Now you're gonna have a fucking 5500 beater. Shiranui Spectralsword: Dump in in the GY early in the game, your opponent forgets about it. Those are some tips/techs I can give to you, hope it helps in some way.I don't give a fuck what Zombie variant you end up running, but let me hit you with some spicy tech choices because this deck is my fucking soul: ![]() Drop it for a Monster Reborn or 1 Mothman :D Terraforming in late game? Not that good. Zombie World + Terraforming first hand? Not that good. I find myself more times with Terraforming dead in my hand than it being useful so I dropped it. Even with only 3 ZW + 2 Banshee, the deck can search for ZW very easily. I'll even play a third Banshee instead of it. I would not recommend side decking them for game 2-3 because everyone hates Zombie World and the majority of people play Twin Twister / backrow removal in the side deck, so in game 2 and 3 the lock will not be as effective as in game one when your opponent does not know what deck are you playing.įinally, I also would not play Terraforming. But the lock also makes Super Poly + Dangers useless for you, so you REALLY have to know when to use the lock. Game 1 if you go for Zombie World + Rivalry and your opponent does not have a way to get rid of it after summoning a monster, it is pretty much game after that. Rivalry of the Warlords is a risky option if the deck play Dangers and I'm still debating if I should main deck them or not. He is a rank 4 with 3 effects that help the deck a lot (discard/extend plays, go for game and revive a Monster) He is also another reason why I play at least one Mothman. I also play Mothman because I play Number 60: Dugares. Mothman helps the decks to discard even when it is discarded (I know it also helps the opponent, that's why I only trying 1-2 max) and Bigfoot is just a 3K beatstick that can also get rid of a problematic monster. I'll say that from this I'll probably keep 1/2 Mothman and Bigfoot. The same than you + 2 Mothman, 1 Bigfoot and 1 Thunderbird. I'm testing a little more of Dangers than in the deck. I'm currently playing only 2 Solitaire for this reasons. I know that Solitaire is pretty much 3 more Uni-Zombie in the deck, but I never want to the more than one in my starting hand and even when I get one, I'll try not to use it because it tribute for cost, and if he gets ashed is pretty much game lost if you don't have extenders which even with Dangers, Zombies are not that good in that matter. I'm having a problem thinking if a should use this in the main deck, side deck, or not use it at all. MCII discards (helps the deck, activate Dangers, and can make use of Uni-Zombie after getting Ash/Negated) And Dark Law pretty much wrecks some decks, but he is also not to difficult to kill. With the Dangers, this deck increase a lot the numbers of dark monsters, and Mask Change II came to my mind for Dark Law. Also the mill effect of Bloom helps sometimes and give One for One another reason to be in the deck. I've been trying for some duels Glow-Up Bloom with Naturia Beast, and thanks to the Dangers and the 2/2 ratios of Gozuki and Mezuki it comes up a few times and I have to say that Zombie World + Balerdroch + Naturia Beast is a little nasty. I'll write some techs and ideas and if you can help me with any suggestions I'll would appreciate it too :D Hi fellow Zombie Player! I'm also currently building a Zombie Danger! Deck but I'm still working on the ratios, so I think we can help each other.
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