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Saturday, March 6, 2010

Deck Contruction: Burning Skulls

I recently obtained playsets of the three burning skull monsters; Burning Skull Head, Skull Flame, and Supersonic Skull Flame, and I've been thinking so hard about how to build a deck around them. That's where this post comes in. Instead of explaining a deck I already built, I'm going to go through the process of building a deck from scratch.

First, let's look at the cards which the deck will be based around.

Burning Skull Head
FIRE/Zombie/Effect
3/1000/800 
When this card is Special Summoned from your hand, inflict 1000 damage to your opponent. You can remove from play this face-up card you control to return 1 removed from play "Skull Flame" to its owner's Graveyard.

Skull Flame
FIRE/Zombie/Effect
8/2600/2000
Once per turn, you can Special Summon 1 "Burning Skull Head" from your hand. You cannot conduct your Battle Phase the turn you activate this effect. You can add 1 "Burning Skull Head" from your Graveyard to your hand instead of conducting your normal draw during your Draw Phase.

Supersonic Skull Flame
WIND/Zombie/Effect
10/2600/2000
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 "Skull Flame" in your Graveyard from play. Once per turn, you can inflict 400 damage to your opponent for each "Burning Skull Head" in your Graveyard. When this card is sent from the field to the Graveyard, you can Special Summon 1 "Skull Flame" from the Graveyard.

So, what do these guys do? Let's start with Skull Flame. He can special summon Burning Skull Head from your hand, dealing 1000 damage by Burning Skull Head's effect. You can also add 1 Burning Skull Head to your hand from your graveyard instead of drawing a card in your draw phase. While Skull Flame is in the graveyard, you can remove it from play to special summon Supersonic Skull Flame. Supersonic Skull Flame can deal up to 1200 damage per turn, depending on how many Burning Skull Head are in your graveyard. When it's destroyed, you can special summon 1 Skull Flame from your graveyard, which starts the cycle over again. Then, by removing from play a Burning Skull Head from your side of the field. you can place the Skull Flame you removed to special summon Supersonic Skull Flame back in the graveyard.

So basically, you should constantly have a 2600 attack monster on the field while being able to get some burn damage in as well. The great thing about these monsters is that they're Zombies, which have a huge amount of support. All three monsters can be special summoned from the graveyard, though you'd have to special summon Supersonic Skull Flame properly first.

On to the deck! First, the monsters

  • 3x Burning Skull Head
  • 3x Skull Flame
  • 2x Supersonic Skull Flame
Since Supersonic Skull Flame cannot be easily summoned at first, we'll only use 2. I've left out Skull Conductor because there are other ways of using Burning Skull Head's effect, and without 2 Burning Skull Head in your hand, he's a pretty useless monster.
  • 3x Pyramid Turtle
  • 2x Il Blud
  • 1x Zombie Master
  • 1x Mezuki
  • 2x Goblin Zombie
  • 1x Plaguespreader Zombie
These are the Zombie support monsters. Pyramid Turtle can special summon any of these monsters from the deck, except Supersonic Skull Flame. Il Blud can special summon any of these monsters from your graveyard or hand, which means 1000 damage if you choose Burning Skull Head. Zombie Master can discard a high level Zombie monster for revival, and can special summon any level 4 or lower Zombie, which means reusing your Turtles. Mezuki revives Zombies, Goblin Zombie can add Burning Skull Head to your hand, as well as Zombie Master, Il Blud, Mezuki, and Plaguespreader. Now for the non Zombie-monsters.
  • 1x Sangan
  • 1x Blackwing - Gale the Whirlwind
  • 1x Dark Armed Dragon
  • 1x Gorz, Emissary of Darkness
Sangan can grab Pyramid Turtle and Goblin Zombie from the deck, Gale can help take down your opponent's big monsters and synchro into Ancient Fairy Dragon, which is another way to get Burning Skull Head's burn effect. Dark Armed Dragon is here because we have plenty of dark monsters, and Gorz is a great backup defense. That makes 22 monsters. Let's look at the spell cards.

First, we'll look at all the spell cards that support the deck theme, then the staple cards and other support spells.
  • 3x Book of Life
  • 1x Foolish Burial
  • 1x Burial from the Different Dimension
I've maxed out Book of Life to fully utilize Skull Flame and Il Blud. Foolish puts monsters in the grave to be special summoned. Burial from the Different Dimension puts Burning Skull Head, Skull Flame, Mezuki, and Plaguespreader back in the graveyard.
  • 1x Heavy Storm
  • 1x Allure of Darkness
  • 1x Brain Control
  • 1x Lightning Vortex
  • 1x Card Destruction
The first 3 are basic. I'm including Vortex to clear my opponent's monsters for my Zombie swarm to attack, and with so many high level monsters, Card Destruction dumps them for revival, refreshes my hand, and can mess with my opponent's strategy. That's 10 spell cards. Now, on to the traps.
  • 1x Mirror Force
  • 1x Torrential Tribute
  • 1x Call of the Haunted
  • 1x Solemn Judgment
  • 2x Bottomless Trap Hole
  • 3x Thretening Roar
Solemn and Roar protect my field setup, as it may take a turn or two to get the deck moving. The rest are pretty standard.

And there we have it. 41 card deck that should constantly have you bringing out big monsters and burning your opponent the whole match. The deck should be 40 cards to keep it consistent, but I'll leave that decision up to you.

Burning Skulls
Monsters: 22
2x Supersonic Skull Flame
3x Skull Flame
1x Dark Armed Dragon
1x Gorz, Emissary of Darkness
3x Burning Skull Head
3x Pyramid Turtle
2x Il Blud
1x Zombie Master
1x Mezuki
2x Goblin Zombie
1x Plaguespreader Zombie 1x Sangan
1x Blackwing - Gale the Whirlwind


Spells: 10
1x Heavy Storm
1x Allure of Darkness
1x Brain Control
1x Lightning Vortex
1x Card Destruction
1x Foolish Burial
1x Burial from the Different Dimension
3x Book of Life

Traps: 9
1x Mirror Force
1x Torrential Tribute
1x Call of the Haunted
1x Solemn Judgment
2x Bottomless Trap Hole
3x Thretening Roar

Monday, March 1, 2010

Deck Profile: This well. It's filled with power. Telekinetic power.

 This is my current deck for the new format. I've only been able to test it against Six Samurai so far, but it won about every game with neither player side decking.


The point of the deck is basically the same as dark synchro, but it's based around getting Krebons in the graveyard and using Telekinetic Power Well to synchro multiple times.

Monsters: 21
3x Mystic Tomato
2x Armageddon Knight
1x Dark Grepher
1x Necro Gardna
1x Plaguespreader Zombie
2x Destiny Hero - Malicious



The Krebons are easily accessed via the monsters above. Tomato brings Krebons/Arma Knight/Necro/PSZ/Malicious to the field. Armageddon Knight dumps the Malicious/PSZ/Krebons to ready them for a synchro. Level 6 and 8 synchros are the easiest to summon this way.

3x Krebons
1x Mind Master


Krebons is the best tuner for this deck because it's very easy to get it into the graveyard, it's a dark, and it can be special summoned with Power Well and Emergency Teleport. The Mind Master can also be special summoned with those cards, and I can use his effect to send a Krebons to the graveyard and grab one from the deck if needed.


2x Cyber Dragon

This guy can turn the game around if used correctly. If I'm in a position where my opponent has monsters and I don't, I can special him, summon a Krebons, and nuke the field with Black Rose, or use Mind Master for a quick Brionac. With Power Well, I can even make a level 8 very easily if it's needed.

1x Dark Armed Dragon
1x Gorz, Emissary of Darkness

2x Caius the Shadow Monarch


1x Sangan


DAD and Gorz are obvious choices. Caius is there for power, removal, and a potential level 8 synchro. Sangan can grab 13 monsters in the deck, so that's an easy choice.



Spells: 11
1x Heavy Storm
1x Giant Trunade



1x Mystical Space Typhoon
 

Being a swarm/power deck, my opponent's backrow needs to be clear.

1x Brain Control
1x Mind Control



These let me use my opponent's monsters for synchro.

1x Allure
1x Foolish Burial
1x Emergency Teleport
3x Telekinetic Power Well







Allure is draw power, Foolish puts Krebons/PSZ/Malicious in the grave, and Teleport and Power Well special summon my tuners. Power Well can special summon any number of my tuners from the graveyard, except Plaguespreader.
 

Traps: 8
1x TT
1x Mirror Force
1x CotH

1x Solemn
2x BTH
2x Threatening Roar


The traps are basic, except for the 2 Threatening Roars. I chose to run this because it protects my field so I can make a huge play on the next turn. Most of the monsters in my deck are relatively weak until I can tune them into a big synchro. It also helps against the mass of Gladiator Beasts decks we'll probably see early in the format. 


If you have any questions, or complaints, don't hesitate to leave me a comment :)