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Trio & Quartet / Re: Nhan1st Trio Killer
« on: November 03, 2010, 09:44:42 pm »
Hmm... Sorry about my outburst. I was just high yesterday because I actually made a working deck. Now with ego aside, your 6 Chaos Powers, 10 Wind Pillars, 6 Wings, 6 Wyrms, and 2 EEs. Deck is not a bad idea.
Regarding to the TU bug, I've tested this out in the trainer so I'm not sure if it will work in the actual game play. I will check this in the actual game to confirm if it's true or not.
This is how it should work.
Play wyrm. 5/3
Chaos power 7/4
/end turn (7 damage)
Dive wyrm 14/4
TU
Now you have a wyrm using the dive skill at 14/4 and a non-dived wyrm at 14/4 (28 damage)
/end turn
Dive both wyrm to make 14/4 for first wyrm and 28/4 for second wyrm (42 damage)
77 damage in total. Unless you TU again which makes it 14/4 28/4 28/4 --> 105 Damage in total.
I'm planning to replace improved fog and wings with 2 more air tower. it seems my air quanta is a bit too tight.
Edit: KK, I've found the problem.
This 2x damage due to dive does work. But it last one turn.
This is what happened to me.
Wyrm
/end turn
dive + PU = 3/3 and 6/3
/end turn
dive 3/3 into 6/3 and dive 6/3 to 12/3
/end turn
the PU wyrm reverts to its original attack.
So, technically, you can have one turn with your ubered wyrm before it reverts back to normal.
Another way of playing this deck is to TU other creatures, then buff them w/ chaos power and then TU it again. That's how I won some of my games without wyrms.
It was like the opponent had a 7/2 phase reluse. I had 2 TU and 2-3 Chaos
I Pu the reluse so now i have 7/2.
Then i chaos it twice to get like 12/6
then I pu it again to get a total of 24 damage.
Then stronger the opponent monster, then better for me.
Regarding to the TU bug, I've tested this out in the trainer so I'm not sure if it will work in the actual game play. I will check this in the actual game to confirm if it's true or not.
This is how it should work.
Play wyrm. 5/3
Chaos power 7/4
/end turn (7 damage)
Dive wyrm 14/4
TU
Now you have a wyrm using the dive skill at 14/4 and a non-dived wyrm at 14/4 (28 damage)
/end turn
Dive both wyrm to make 14/4 for first wyrm and 28/4 for second wyrm (42 damage)
77 damage in total. Unless you TU again which makes it 14/4 28/4 28/4 --> 105 Damage in total.
I'm planning to replace improved fog and wings with 2 more air tower. it seems my air quanta is a bit too tight.
Edit: KK, I've found the problem.
This 2x damage due to dive does work. But it last one turn.
This is what happened to me.
Wyrm
/end turn
dive + PU = 3/3 and 6/3
/end turn
dive 3/3 into 6/3 and dive 6/3 to 12/3
/end turn
the PU wyrm reverts to its original attack.
So, technically, you can have one turn with your ubered wyrm before it reverts back to normal.
Another way of playing this deck is to TU other creatures, then buff them w/ chaos power and then TU it again. That's how I won some of my games without wyrms.
It was like the opponent had a 7/2 phase reluse. I had 2 TU and 2-3 Chaos
I Pu the reluse so now i have 7/2.
Then i chaos it twice to get like 12/6
then I pu it again to get a total of 24 damage.
Then stronger the opponent monster, then better for me.