Wednesday, 6 July 2011

Uria, Lord of Searing Pwnage

It's been a while since my last post, so apologies to my 1 follower. The reason for this is that I've been trying to get my agent build right. Until then, I'll treat you to the deck I've been testing on D-Net lately. Those who diligently follow YCS coverage may remember a similar deck by Dan Quach. In fact, my deck is based a lot on Quach's original build: if it ain't broke why fix it, right?

So here it is:



2 Uria Lord of Searing Flames
1 Morphing Jar
3 Battle Fader
3 Lava Golem

3 Magic Planter
2 Mystical Space Typhoon
1 Dark Hole

3 Imperial Custom
3 Safe Zone
2 Scrubbed Raid
1 Gravity Bind
3 Fiendish Chain
3 Nightmare Wheel
1 Zoma the Spirit
3 Metal Reflect Slime
1 Fake Trap
1 Solemn Judgment
3 Dark Bribe
1 Torrential Tribute

The point of the deck is to stall and control your opponent until you draw into one of your win conditions:

  1. A Massive Uria
  2. A Lava Golem that can't touch you
  3. Your opponent decking out (this one's unreliable)
Lava Golem's really good right now... and I mean REALLY good. It provides an out to so many common plays.
Samurai deck's herp-derped into shi en and grandmaster? BOOM! Lava Golem.
Plant deck's swarmed the field with tytannial and some fluff tokens? BOOM! Lava Golem.
Scrap deck's made their big tengu-scrap dragon combo? BOOM! Lava Golem.

Safe Zone is a new addition to the deck. With such a low monster count, you're opponent is capable of making a lot of direct attacks. Safe Zone locks down your opponent's attacks in this case.

This deck has a lot of intricate plays, that are more easily worked out when you try it yourself.
Generally it's testing quite well, but it's really inefficient. That's it from me, over and out guys

No comments:

Post a Comment