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deck concept: koa'ki fist

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deck concept: koa'ki fist Empty deck concept: koa'ki fist

Post by Ash Tue Jan 01, 2013 9:34 pm

3x km crusader
3x km urnight
3x ff bear
3x ff gorilla
1x ff dragon
2x tgu

3x tenki
2x tensu
2x iron core
2x lance
2x mst
2x duality
1x storm
1x hole
1x reborn

3x tensen
1x tenken
2x horn
2x warning
1x judgment

2x tiger king
1x diawolf
1x gagaga cowboy
1x abyss dweller
1x blackship
1x utopia
1x papilloperative
1x roach
1x maestroke
1x shock ruler
1x temtempo
1x leviathan
1x zenmaines
1x invoker

fire fists reveal for km
2 km = tiger king = +'s and he can tutor out more km's from deck which can net extra +'s off of urnight

untested.


Last edited by Ash on Thu Jan 17, 2013 10:41 am; edited 1 time in total
Ash
Ash

Posts : 1484
Join date : 2010-12-10
Age : 30
Location : Hull, England

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Post by EMSOUP Tue Jan 01, 2013 9:42 pm

first of all, you need another target for TGU if you decide to run it.
second, TGU doesn't work that well in fire fist, since it did not bring much to the deck. better use extra dragons or snake. You can also add more horns, so monkey and bear run over more monsters.
third, maybe add starlight road or The huge revolution is over in either main or side. I think that's it for now.
EMSOUP
EMSOUP

Posts : 1028
Join date : 2012-08-31
Age : 37
Location : Bandung, Indonesia

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Post by Ash Tue Jan 01, 2013 9:50 pm

tgu doesn't need another target, a lone sangan grabs tgu which grabs the other. only if i open tgu + sangan/ tgu do any of them go to waste, which doesn't matter since it's a pure advantage deck

tgu -> invoker -> urnight -> ss crusader -> tiger king. also, tgu is still a reliable one-card out to a bunch of cards - leviathan answers megaloabyss, temtempo breaks up zenmaines/shock master, zenmaines is zenmaines and invoker sets up urnight rushes.

personally i don't like slr/thrio with an average trap size, since it normally baits heavy.

i would like more horns though, don't know where i'd fit extra dragons.
Ash
Ash

Posts : 1484
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Post by EMSOUP Tue Jan 01, 2013 10:50 pm

hmm, i see.
this deck doesn't really need that many monsters, since they have 3 searchable ROTA. S/T lineup is solid, you should test the monster line-up though. beside the TGU business, i think everything else looks solid, but that's why you should test it first. wanna see how good TGU is in this deck.
EMSOUP
EMSOUP

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Post by Ash Sat Jan 05, 2013 7:46 am

deck is ridic

only resolved tgu once (only actually seen it once), but the invoker it netted me set me up for the entire duel. constant urnight plays just applied too much pressure via tiger king/diawolf/shock master
Ash
Ash

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Post by Ash Thu Jan 17, 2013 10:40 am

best play

holding tour guide, core, tenki/tensu

1 guide->invoker +0
2 detach ss urnight (+1) -> reveal core ss crusader (+1)->tiger (-1) search tenki/tensu (the one you don't have) (+1)
3 play tenki search urnight (+1) play tensu summon urnight ss crusader (+1) rank 4/king(-1) and search whatever the hell you want (+1) because you have like 6400 on the board at a +4 or w/e
Ash
Ash

Posts : 1484
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Post by Ash Tue Jan 29, 2013 7:59 am

have:

3x urnight
3x crusader
2x gorilla
2x dragon
2x tgu

3x tenki
3x tensu
2x core
1x lance
3x mst
2x duality
1x storm
1x reborn
1x hole

3x tensen
3x tenken
3x horn
2x warning
1x judgment

1x cowboy
1/2x dweller
1/2x papi
1/2x shockmaster
1/2x maestroke
2x utopia
1x roach
2x leviathan
1x temtempo
1x zenmaines

ordered - should be here by next local:
2x bear (possibly 3 if fortunate)
2x tiger king

with this in mind, how should i approach the deck to use for locals?
Ash
Ash

Posts : 1484
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Post by Ash Tue Jan 29, 2013 12:55 pm

thus far, including what will definitely arrive in time:

3 urnight
3 crusader
2 rai-oh
2 bear
2 gorilla
2 dragon

3 tenki
2 mst
2 tensu
2 duality
2 core
1 lance
1 storm
1 reborn
1 hole

3 tensen
2 horn
2 warning
1 bth
1 judgment
1 mirror force
1 tenken

2 tiger king
1 utopia
1 shock master
1 cowboy
1 papi
1 pearl
1 maestroke
1 abyss dweller
1 albverdich
+ whatever i can borrow from bro, e.g. maestroke, papi stuff
Ash
Ash

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