She drug me down to 500 Life Points. Probably would of won if she didn't keep using Speed World 2's Draw Effect. And this was with barely getting any Fortune Ladies and get swamped through a gambit of traps.
Like I said previously, you should have more negation and protection in your deck-- you spent all of your resources before to get out a larger monster, but you had little protection concerning them in the long run, if someone else gets out something bigger. You should learn to try to hold back on it until you know that you'll be able to keep them out-- it is why monsters such as that are usually a late-game material. Especially Blaze Fenix, whose effect gets stronger with a larger field.
You should also try to refocus your deck. Do you wish to take advantage of the raw power of your monsters, or do you want to focus on the burn aspects? You should consider trying to focus on the latter before the former, and put your larger monsters into the backseat about it-- while they are impressive, you could do best dealing the most damage through things such as Speed World 2's effect, and Speed Spells. Depending on how many monsters to Speed Spells you have, you may need to try to adjust the ratio so it's more even.
How many cards do you have in your deck, for the record? Not counting Extra Deck cards.
As suggestions for spells and traps in the area of burn focus, in terms of Riding Duels, I'd say Acceleration Zone would be useful for getting more Speed Counters for effects. Magical Cylinder for protection and burn. Speed Edge for when you have used Acceleration Zone, or even Speed Booster. Curse of Fate, while limited, would be useful with your larger monsters if they can stay out, especially since with their effects, they can not attack that turn. Silent Burn can combo nicely with it if you can get a larger field out of monsters. Sonic Buster, Speed Force for protection against spells and traps, Speed Storm might be something to consider, though it has a cost to it's repeated use, The End of Storm, at least in one copy... You were right at least for decking Tyrant Force, however.
This, however, is just me looking at the available Speed Spells and related cards to that, that I would suggest. There are a number of burn cards and protection cards even outside of that, that you might be open to consider. I state them as suggestions, and not as absolution of what should be in your deck, since we must consider availability of those cards as well, and your ability to get new ones.
Well, there's only so much I can do with that space. I insist on running the Reactors and Blaze Fenix.
I'm ultimately interested in burn with an aggressive side element. And there's also only so many Speed Spells I can run at once as well. I'm running 24 monsters to 11 Spells.
I suppose I can remove Gap Storm for Speed Storm. Silent Burn isn't quite there as I partially want to be attacking. And most of my big monsters are dedicated to burning.
40 Cards in my Main Deck plus the Speed World 2 Program.
Traps are 2 Dimensional Prison, 1 Call of the Haunted, 1 Bottomless Trap Hole, 1 Mirror Force, and 1 Fake Explosion.
Magic Cylinde oculd word, but Speed Edge only works if Full Throttle isn't banned. Or Acceleration Zone but I don't like taking damage.
You need to even that out. I suggest lowering the number of monsters to 21-22, in order to have room for a couple more Speed Spells, or even traps. Your deck can afford to go up to 41-42 cards itself, not counting Speed World 2, of course.
Sometimes, not attacking is a useful strategy, which is why I suggest Silent Burn in that case. If you feel a card like Mirror Force is set, would you rather try to attack, or would you rather try to burn and get damage done, regardless, along with the effects that would happen from many of your monsters?
... Alright, I think I realize the main issue in this deck.
The machines far outweigh the pyro-types. We need to figure out a way in which to balance the two-- or else, much of the time, you will be drawing the machines instead of anything else. This is a difficult deck-type to build, so it's no wonder there would be issues concerning it.
... Also, I would suggest ignoring Krebons. While it is a useful tuner, it can serve as a risk to you. Rely on it too much, and you end up in a dangerous spot. It is also neither a pyro-type or a machine-type, and I would suggest mainly keeping to those.
Royal Firestorm Guards come to mind first. Volcanic Rocket, maybe. They could stay mainly for their ATK power. Volcanic Counter also comes to mind, due to their effect. Volcanic Slicer can stay, definitely. Solar Flare Dragon. Laval Magma Artillery. Fox Fire, maybe? While it won't work with Hammerer, it counts still for Blaze Fenix and Ignition Beast.
Royal Firestorm Guards is only justifable if we have enough Pyro-Types. Would you suggest removing Cyber Dragon and Krebons? Volcanic Counter could work, butt...
Volcanic Slicer I want to keep. Hammerer can go. Volcanic Shell could be of use, and I can easily pay for new ones.
I would say to keep Cyber Dragon, but to set it to 1 instead. Krebons is unnecessary, so yes, drop that. Slicer and Shell are good.
Magna Drago? That is most likely the best when it comes to non-specific FIRE tuners. You could consider Nitro Tuner, though, since they are a Machine as well. The only Pyro-type Tuners in that level area are Laval Forest Sprite and Neo Flamvell Origin, and they both work best when they are in their own respective archetypes.
... Oh, my mistake, I miscounted. You can keep it.
... Though, on the other hand, I actually suggest you remove it regardless, and add either Flamvell Uruquizas, Lavalval Dragon, or Laval the Greater to your Extra Deck. There are chances that you can do a level 6 Synchro Summon, given Neoflamvell Origin's presence.
Hm... I think the deck could work then, it just needs to be tested a few times to refine technique, probably on table dueling instead of riding duels immediately. We can keep track of the Speed World 2 count and effects ourselves.
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Jouyoku, Ai.
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I must ask how she did, in the duel with you.
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... I'll concede, what Deck advice can you offer?
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You should also try to refocus your deck. Do you wish to take advantage of the raw power of your monsters, or do you want to focus on the burn aspects? You should consider trying to focus on the latter before the former, and put your larger monsters into the backseat about it-- while they are impressive, you could do best dealing the most damage through things such as Speed World 2's effect, and Speed Spells. Depending on how many monsters to Speed Spells you have, you may need to try to adjust the ratio so it's more even.
How many cards do you have in your deck, for the record? Not counting Extra Deck cards.
As suggestions for spells and traps in the area of burn focus, in terms of Riding Duels, I'd say Acceleration Zone would be useful for getting more Speed Counters for effects. Magical Cylinder for protection and burn. Speed Edge for when you have used Acceleration Zone, or even Speed Booster. Curse of Fate, while limited, would be useful with your larger monsters if they can stay out, especially since with their effects, they can not attack that turn. Silent Burn can combo nicely with it if you can get a larger field out of monsters. Sonic Buster, Speed Force for protection against spells and traps, Speed Storm might be something to consider, though it has a cost to it's repeated use, The End of Storm, at least in one copy... You were right at least for decking Tyrant Force, however.
This, however, is just me looking at the available Speed Spells and related cards to that, that I would suggest. There are a number of burn cards and protection cards even outside of that, that you might be open to consider. I state them as suggestions, and not as absolution of what should be in your deck, since we must consider availability of those cards as well, and your ability to get new ones.
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I'm ultimately interested in burn with an aggressive side element. And there's also only so many Speed Spells I can run at once as well. I'm running 24 monsters to 11 Spells.
I suppose I can remove Gap Storm for Speed Storm. Silent Burn isn't quite there as I partially want to be attacking. And most of my big monsters are dedicated to burning.
40 Cards in my Main Deck plus the Speed World 2 Program.
Traps are 2 Dimensional Prison, 1 Call of the Haunted, 1 Bottomless Trap Hole, 1 Mirror Force, and 1 Fake Explosion.
Magic Cylinde oculd word, but Speed Edge only works if Full Throttle isn't banned. Or Acceleration Zone but I don't like taking damage.
I can provide my entire list if need be.
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Sometimes, not attacking is a useful strategy, which is why I suggest Silent Burn in that case. If you feel a card like Mirror Force is set, would you rather try to attack, or would you rather try to burn and get damage done, regardless, along with the effects that would happen from many of your monsters?
An entire list would help, yes.
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3 Volcanic Rocket
3 Volcanic Slicer
1 Volcanic Hammerer
3 Black Salvo
3 Cyber Dragon
2 Spell Reactor RE
2 Summon Reactor SK
2 Trap Reactor Y FI
2 Krebons
2 Blast Sphere
1 Flying Fortress SKY FIRE
3 Speed Spell - Speed Fusion
2 Speed Spell - Instant Fusion
1 Speed Spell - Tyrant Force
1 Speed Spell - Gap Storm
2 Speed Spell - Angel Baton
1 Speed Spell - Speed Force
2 Dimensional Prison
1 Call of the Haunted
1 Mirror Force
1 Bottomless Trap Hole
1 Fake Explosion
2 Vermillion Sparrow
2 Cyber Saurus
2 Ignition Beast Volcannon
2 Blaze Fenix, the Burning Bombardment Bird
2 Laval Stannon
1 Dark Flattop
1 Karakuri Shogun mdl 00 Burei
1 Crimson Mefist
1 Dark Strike Fighter
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The machines far outweigh the pyro-types. We need to figure out a way in which to balance the two-- or else, much of the time, you will be drawing the machines instead of anything else. This is a difficult deck-type to build, so it's no wonder there would be issues concerning it.
... Also, I would suggest ignoring Krebons. While it is a useful tuner, it can serve as a risk to you. Rely on it too much, and you end up in a dangerous spot. It is also neither a pyro-type or a machine-type, and I would suggest mainly keeping to those.
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If you can suggest better Pyro Types, I'm listening. And the use of Instant Fusion is to counteract that bit with the Pyro Deficiency.
And take your time.
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Volcanic Slicer I want to keep. Hammerer can go. Volcanic Shell could be of use, and I can easily pay for new ones.
Can you recommend a good Fire Level 2 Tuner?
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Magna Drago? That is most likely the best when it comes to non-specific FIRE tuners. You could consider Nitro Tuner, though, since they are a Machine as well. The only Pyro-type Tuners in that level area are Laval Forest Sprite and Neo Flamvell Origin, and they both work best when they are in their own respective archetypes.
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3 Volcanic Slicer
3 Volcanic Shell
3 Black Salvo
1 Cyber Dragon
2 Spell Reactor RE
2 Summon Reactor SK
2 Trap Reactor Y FI
1 Nitro Synchron
1 Neo Flamvell Origin
2 Blast Sphere
1 Flying Fortress SKY FIRE
3 Speed Spell - Speed Fusion
2 Speed Spell - Instant Fusion
1 Speed Spell - Tyrant Force
1 Speed Spell - Curse of Fate
2 Speed Spell - Angel Baton
1 Speed Spell - Speed Force
2 Dimensional Prison
1 Call of the Haunted
1 Mirror Force
1 Bottomless Trap Hole
1 Fake Explosion
1 Magic Cylinder
1 Ceasefire?
2 Vermillion Sparrow
2 Cyber Saurus
2 Ignition Beast Volcannon
2 Blaze Fenix, the Burning Bombardment Bird
2 Laval Stannon
1 Dark Flattop
1 Karakuri Shogun mdl 00 Burei
1 Crimson Mefist
1 Dark Strike Fighter
1 Nitro Warrior
How's that look?
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... Though, on the other hand, I actually suggest you remove it regardless, and add either Flamvell Uruquizas, Lavalval Dragon, or Laval the Greater to your Extra Deck. There are chances that you can do a level 6 Synchro Summon, given Neoflamvell Origin's presence.
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