So, I assume the custom structure decks are fine, right?
Nah, just haven't gotten around to think about them. Still need to balance cards, after all.
So, I assume the custom structure decks are fine, right?
Does anyone have any tips for Burning Abyss combos or just in general? I've been testing them out with fair success though I have been misplaying sometimes when I shouldn't. I'd say I've won about four to five matches and lost about two or three. Winning by sheer chance of barely knowing how to the play the deck.
I don't usually play meta hell my performapal deck has slyhand sorcerer and elephanthammer in it. I just like trying new decks out. Dank Magicians have been doing a whole lot of work for me I just want tips on how to play burning abyss better.
Monsters: 15
Arcanite Magician/Assault Mode x 1
Arcane Master x 2
Arcane Apprentice x 2
The Tricky x 1
Defender, the Magical Knight x 1
Breaker, the Magical Warrior x 1
Dark Red Enchanter x 1
Crusader of Endymion x 1
Skilled Dark Magician x 1
Magical Exemplar x 1
Frequency Magician x 1
Apprentice Magician x 2
Spells: 9
Magical Citadel of Endymion x 2
Assault Teleport x 1
Reading Up x 1
Spell Power Grasp x 2
Spell Charger x 1
Magical Blast x 1
Mystical Space Typhoon x 1
Traps: 6
Assault Counter x 1
Assault Mode Activate x 2
Magician's Circle x 1
Pitch-Black Power Stone x 1
Tower of Babel x 1
Extra:
Arcanite Apprentice x 1
Arcanite Witch x 1
Arcanite Magician x 1
@Ammokkx I kinda have to question the choice of SoDM there, considering how NIGH IMPOSSIBLE it is to summon with the cards available.
<Snipped quote by Scarifar>
/shrug
I always put in ONE nearly unusable card in everything. Justification for this is that you can summon it using your synchros and 1-2 maindeck monsters excluding the assault mode if I recall correctly. If you use one of them for the assault mode, you can use the other two for SoDM.
<Snipped quote by 1Charak2>
Okay. Let ME try. Because this is a butchery.
Name: Dynamic Duo's Double Entry!
Type: Counter
Effect: Activate only when a face-up level 4 or lower monster you control is destroyed by an opponent's card effect and sent to the graveyard. Special Summon 2 level 3 or lower Monsters from your hand to your side of the field. Monsters special summoned by this effect have their effects negated and cannot be destroyed by battle or card effect until the end of the turn.
<Snipped quote by Ammokkx>
Wouldn't this work better as a Normal Trap card?
<Snipped quote by Ammokkx>
Wouldn't this work better as a Normal Trap card?
@Ammokkx
Speaking of adding things to custom card lists, I think you forgot to add Swift Striking Princess and Performapal Ring Master.