Nox Lucis
Member Title : Member Posts : 21 Join date : 2013-04-18 Age : 32
| Subject: Level 3 Mayhem Deck Fri May 03, 2013 11:24 pm | |
| Name of Deck: Level 3 MayhemCreators: Nox Lucis and Carpe_DiemNotes: Mostly Generic Level 3 monsters (only one monster is not level 3) without any overuse of a specific archetype. Goal Of Deck: To use monster effects effeciently and then use the monster themselves to bring out stronger monsters. Deck Build: - Click Here:
Full Explanation Of Each Card: - Click Here:
MONSTERS (21)
Blackwing- Gale the Whirlwind (1) - Level 3: This card is not only a tuner, but it’s effect is amazing when it comes to facing monsters who are really strong. As you will see most of the monsters in this deck, thus when I cant for some reason bring out my stronger extra deck monsters, Gale’s effect allows me to continue to match up with naturally stronger monsters my opponent may have.
Crane Crane (2)- Level 3: Essentially this monster works as a monster reborn given that most of my monsters are all level 3, all but one.
Dandylion (1)- Level 3: This card is amazing given the fact that in the beginning of the duel it allows me to slow my opponent down while I set up some of my combos. It is also effective during late game, for it provides some defense with the two tokens, allowing me to draw more cards and set up stronger combos.
Dark Armed Dragon (1)- Level 7: The only non level 3 card in the deck and with good reason. Given that majority of the monsters are Dark types, DaD fits perfectly in the deck. It also allows for more control over my opponent with its effect, and I dont need much set up to summon it. It has awesome attack power thus allowing me to stand up to stronger monsters easily even if I cant get access to my extra deck anytime during the duel.
Des Koala (1)- Level 3: The weakness of my deck is the heavy reliance on my extra deck as well as the overall low attack of my monsters. Thus I thought it would be in my best interest to devise strategies that would allow me to continue inflicting damage on my opponent without the use of extra deck nor high attack monsters. Des Koala’s effect was one of the few burn effects I added to my deck to solve my issue. The fact that it is dark and level 3 were added bonuses and made it a perfect fit for my deck.
Genex Ally Birdman (2)- Level 3: This card is an essential piece to the deck. Not only is it easily special summoned, but it is also a tuner, allowing me to summon strong synchro monsters. Given its special effect I can also use it to recycle my flip effect monsters such as Des Koala and Night Assailant, as well as Marshmallon. I can also use Birdman to exceed summon if I wish to have him in my grave after I special summon him.
Marshmallon (2)- Level 3: Like Des Koala the burn effect here is used to make up for the deck’s main weakness. Also Marshmallon’s secondary effect allows me to stall a bit, while I draw a tuner or something that would allow me to exceed summon, and given that marshmallon is already on the field, I can use it as a material if I need to.
Necro Gardna (1)- Level 3: This card is simply for defense. I can easily use it as a synchro fodder or an xyz material, and it will accomplish my goal of having him in the graveyard. It is in the graveyard where this card is most useful to me, given that its ability allows me to stop an attack from my opponent. This also relieves some of the stress my deck has from the previously mentioned main weakness.
Neo Spacian Grand Mole (1)- Level 3: This card is another solution I came up with to help rid my deck of its weakness, since its effect allows me to rid the field of strong monsters for at least a turn.
Night Assailant (1)- Level 3: Another solution for strong monsters I could possibly face. I am also able to recycle this effect with Birdman, and also this card is a possible target for Tour Guide.
Snowman Eater (2)- Level 3: Essentially this card is used the same way as Night Assailant, other than the fact its not dark and cant be summoned by TGU. However this card has a good Defense, which allows me to stall a bit so I can set up better plays. This card can also be recycled by Birdman.
Spell Striker (2)- Level 3- This card can easily be summoned especially late game, and can be used for easy synchro fodder as well as an xyz material. It also allows me to attack my opponent directly, allowing me to surpass the main deck weakness, as well as having the effect that I receive no damage if it is destroyed by a monster in battle.
Spirit Reaper (1)- Level 3: This card is essentially a dark version of marshmallon, without the burn effect, and it is essentially used for the same purposes.
T.G. Warwolf (1)- Level 3: This card due to the fact that it easie be special summoned, is used mainly as a synchro fodder or a xyz material.
Tour Guide from the Underworld (2)- Level 3: This card allows me to set up my field the fastest for it is easily used as an xyz material, and combined Birdman, I can use the first TGU to bring out the Second one, and then recycle the second with birdman, so that the next turn I can use it to summon Night Assailant. This leaves me with the option of either synchroing for a level six monster with both the first TGU and Birdman, or exceed summoning a rank 3 monster. SPELLS (11)
Book of Moon (1)- This spell is an essential card in this deck. Not only does it allow me to survive attacks from high attack monster, or survive effects of other monsters, I can easily use this card to recycle the effects of my flip effect monsters. Everything depends on the situation I am faced with, but essentially this card allows me many options.
Dark Hole (1)- A staple in any deck, which allows me to clear the field of any monsters which I dont have the resources to face at the moment.
Forbidden Lance (2)- An essential quick-play spell which not only allows me to face high atk monsters easily in battle but also allows me to keep my own monsters incase my opponent decides to use spells and traps to destroy them. Since my deck does not have many protective units against spell and traps, this card plays an important role with the latter effect.
Heavy Storm (1)- As mentioned earlier, my deck does not have many protective units against my opponent’s back row, thus this card is an essential piece to help me rid my opponent of spells and traps.
Level Limit- Area B (2)- The main defensive spell card of the deck. From experience I find that I am more prone to exceed summoning with this deck than synchro summoning, thus this card allows me to exceed summon easily without the worry of higher level monsters destroying my material monsters in battle before I can use them to their full potential.
Mind Control (1)- This card works great if my opponent has a level three monster on their side of the field. If they do not, it is still amazing, given that many times it clears their field or leaves their weakest monster being my only obstacle for an all out attack.
Monster Reborn (1)- A self explanatory staple for any deck which relies on its monsters.
Mystical Space Typhoon (2)- This card also helps me deal with my opponent’s back row, but it also allows me to get rid of Level Limit- Area B, incase I want to synchro summon a higher level monster on my turn.
TRAPS
Bottomless Trap Hole (1)- This card allows me to rid the field of high attack monsters easily.
Compulsory Evacuation Device (2)- Allows me to rid of the field of any monsters I dont have the resources to deal with, as well as recycle some of my own monsters.
DImensional Prison (1)- Another protective unit against monsters I dont have the resources to deal with.
Mirror Force (1)- Another protective unit against high atk and level monsters.
Solemn Judgment (1)- Protective unit against any summoning or spell/trap activation. Given its hefty cost, this card is only used as a last resort.
Solemn Warning (1)- Protective unit against any summoning. Given its hefty cost, this card is only used as a last resort.
Starlight Road (1)- Given that my combos require I have more than one monster on the field at one time, I am prone to mass destructive cards like dark hole, torrential tribute, as well as heavy storm against my own back row. This card easily rectifies any possible damage I could take from such cards, as well as allowing me to summon a high level, powerful Stardust Dragon, whose negate effect I am allowed to use as a last resort. (Last resort due to the fact I do not get Stardust back after it goes to the grave, either it be by its negate effect, or destroyed in any other way).
EXTRA DECK
SYNCHRO MONSTERS (7)
Ally of Justice Field Marshal- (Level 9)(1): The extra draw effect makes it useful and it has a high attack. (Note: It the least used card in this extra deck)
Gaia Knight Force of Earth (Level 6)(1)- A rather rudimentary synchro monster, used mainly for its high attack. (Most often synchro monster used).
Locomotion R-Genex (Level 9)(1): This card is easily summoned in this deck, plus it is essentially a Change of Heart when it is summoned.
Mist Wurm (Level 9)(2)- Another card that is easily summoned (second most often used synchro monster) in this deck, and given its effect, it plays a major defensive role in clearing the field of unwanted cards.
Beastlord Vulcan (Level 6)(1)- Effect allows me to rid a card my opponent has that is troublesome as well as recycle one of my own cards.
Stardust Dragon (Level (1)- Used with Starlight Road.
EXCEED MONSTERS (
Leviair the Sea Dragon- (Rank 3) (1): Allows me to recycle any monster I may have used with DaD or through Birdman’s own effect, as well as any opponent’s banished monsters which may prove useful.
Number 17: Leviathan Dragon- (Rank 3) (2): A high attack rank three monster used mainly to battle with higher attack monsters.
Number 30: Acid Golem of Destruction- (Rank 3) (1): A high attack rank three which is used as a last resort to battle with really attack monsters.
Number 47: Nightmare Shark- (Rank 3) (2): This card is an exceptional rank three monster given that it can use its own eff to attack an opponent directly. Thus I do not have to worry about high attack monsters since I can essentially skip over them.
Muzurhythm the String Djinn- (Rank 3) (1): This rank three monster has the ability to double its normal 1500 atk power to 3000 during battle making it very useful. The only reason I run one Acid instead of two Muzurhythm, is incase my opponent has a card that negates monster effects.
Wind-Up Zenmaines- (Rank 3) (1)- Truly a staple rank three card which not only is a good defensive tool but also a way to easily clear of the field of unwanted cards. Positives About this Deck: Majority of the Deck is self automated, as in the cards are able to function separately without relying on each other. I set it up this way so that there would be less chances of dead draws. However the cards are able to function cohesively. Some cards are able to stall while others are able to inflict damage. While these are the primary uses of these cards, the secondary uses are where they are the most cohesive. After I have used their effects, I have a plethora of level 3 monsters which I can use to synchro summon level 6 or 9 monsters, or rank three monsters, with my choice depending on the situation I am in. Combos: There are many combos, but the most common one I use is inflicting burn damage with either Marshmallon or Des Koala, and then using them as materials to summon Nightmare Shark and attacking directly for more damage. In all honesty, the combos in this deck are endless, but the main focus is using the separate effects of each card to your advantage and then using the cards themselves to summon stronger monsters. Negatives About This Deck: While this deck has a lot of combos, the minute you run out of resources the deck pretty much dies down. While there are a few cards in the deck that may give you that last draw rescue, it is rare. Thus in order to efficiently use this deck, one must use their initial hand wise and not waste a single card unnecessarily. Ending Notes: This is a fun deck, so treat it as one. It is not meant to bring you victory every duel, but if you learn to use it, like with any deck, it will bring you more victories than losses. |
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I Eat Cats
Posts : 266 Join date : 2013-03-11 Location : Illinois,USA
| Subject: Re: Level 3 Mayhem Deck Sat May 04, 2013 4:55 am | |
| Somewhat similar to the build I made thats rank 3 AND 5 spam... It's creative and original for sure though. |
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Nox Lucis
Member Title : Member Posts : 21 Join date : 2013-04-18 Age : 32
| Subject: Re: Level 3 Mayhem Deck Sat May 04, 2013 9:44 pm | |
| I am all about making unique functional decks, lol the perfect combination of FUN and COMPETITIVE! |
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I Eat Cats
Posts : 266 Join date : 2013-03-11 Location : Illinois,USA
| Subject: Re: Level 3 Mayhem Deck Sun May 05, 2013 1:47 am | |
| Non Archetypes FTW |
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| Subject: Re: Level 3 Mayhem Deck | |
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