golems.dek

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Post by Evanm7 on Sun Dec 12, 2010 4:43 pm

Monsters
x3 Defender Golem
x3 Totem Golem
x3 Golem Architect
x3 Granite Golem
x2 Desert Bandit
x3 Blind Mole
17

Spells
x3 Dark Cave
x2 Stablazation Dome
x3 Golem Rebuild
x2 Interdimensional Treaty
x1 Mind Storm
11

Traps
x3 Sand Pillar
x2 Re-Do!
x3 Suprise Vent
x3 Reqium of Parting
x3 My Shield as a Body
15

43

Rundown:

All 4 golems are run in threes, mainly because they're the engine of this deck. Both Defender and Granite have the potential to become big enough to keel everything playable right now or defend everything. Although Granite is MUCH better then Defender, because this is beatstick format.
Totem is one of the best searchers in my opinion. Once he hits the field, you can grab an EARTH to your hand. If he survives the next turn, his 3000 DEF will allow you to build up combo pieces.
Archetict is best in pairs. Dropping two is one of the best plays. Defender isn't actually a good target; Granite is better for the sheer beatstickness. If you want to go for a +3, drop three and choose Defender. Remember, you can't activate both effects.


Desert Bandit gives off easy pluses or deckthins. It can at worst be a +0. Gives needed draw power.
Blind Mole searches everything, and it can grab a Golem for beaststick.


The spells and traps are pretty generic, so I'll just go down the important ones.
Dark Cave is amazing. A self-protecting booster? In beatstick format? Please!
Dome searches Cave and protects it if you can't pitch.
Golem Rebuild is amazing. You can trade off a attack positon Totem for a Golem you need. Trade off a Granite while you have great advantage.
Treaty allows you to mantain your hand to keep Defender Golem out.

Sand Pillar defends you while you wait to build up Granite/draw combo pieces.
Everything else is generic.

Evanm7

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Post by ALiCE'S EMOTiON on Fri Dec 17, 2010 1:06 pm

I know you've Played me with it I think once and kicked my ass.

other than that there really isn't much to say I've never ran the deck but seem annoying so looks good. a quick setup with the right hand.
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Post by Evanm7 on Fri Dec 17, 2010 1:53 pm

Thanks, I think I'm gonna do a hand overview.

I will.

Standard Hands:

Good hands:

Granite, Architect, Blind Mole, Dome, Dome, Cave.

This is one of the best opening hands in this deck. The best is completely impossible but I'll list it anyway, next.
The playbook for this hand is to activate both Domes, grabbing two caves. Activate one and summon Granite, then drop Architect. Or simply set Mole and search for Totem, who searches for Defender.

Granite, Architect, Architect, Architect, Dark Cave, Golem Rebuild.

Your opponent is SCREWED. Summon Granite. Cave. Set Rebuild.

TRIPLE ARCHITECT, TROLL!

win.

Mole, things that aren't Totem golem.

Most often-played hand. Set mole. When it dies, grab Totem, who searches Mole, who searches Totem, who searches Mole, who searches Totem, who searches defender.

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Post by Seattleite on Sat Dec 18, 2010 10:18 am

Nice build. Looks like you've made golems consistent. Except, 3 Suprise vent and Requiem of Parting feels clunky, because in this CCG S/T destruction isn't needed as much as in the TCG. I think you should take out 1 surprise vent, and Naturalist will work nicely in this Wink. Try it with Granite Golem.
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Post by Evanm7 on Sat Dec 18, 2010 10:22 am

Personally, this deck needs to have cards that can help it push for game. Having two of them @6 is awesome and needed. Just like in Macro, where you run x3 Macro x3 D-Fissure.

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Post by Seattleite on Sat Dec 18, 2010 10:26 am

Fair enough. It would be good to find Some way to get Naturalist in there, even just 1 to search with Blind Mole.
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