Syousuke
.
- 451
- Posts
- 20
- Years
- Age 39
- Seen Apr 10, 2008
I have no experience in building proper decks, so please go easy if it seems like I've missed probably the most important thing in making a good BEWD deck or something. Honestly, I apologize if this thread is totally filled with n00bage, because it probably is. Anyway, here's what I have in mind:
Monsters (x18)
Blue Eyes White Dragon x3 - Whole point of this deck
Luster Dragon x3 - 1900 beatstick I can just throw out
Kaiser Sea Horse x3 - Easier to get out BEWD.
Masked Dragon x3 - Quick search for Luster/Decoy/Seahorse.
Decoy Dragon x2 - Revive fallen BEWD
Kaibaman x2 - Easier to get out BEWD.
Morphing Jar - In case I want another hand.
Magician of Faith - Not sure why it's here.
Spell (x13)
Lightning Vortex x3 - For monster threats.
Axe of Despair x2 - Extra damage/monsters are too weak for whatever reason.
Future Fusion - Don't know if I should keep this.
Polymerization - Occasional BEUD fun.
Swords of Revealing Light - My 'guys-who-help-get-out-BEWD' are safer when I use this.
Brain Control - A more versatile Soul Exchange, once again for BEWD.
Mystical Space Typhoon - S/T kill.
Heavy Storm - S/T Kill.
Fissure - Keeping my BEWD safe from other monster threats.
Premature Burial - Revive fallen.
Trap (x9)
Dust Tornado x2 - S/T Kill.
Call of the Haunted - Revive fallen.
Torrential Tribute - In case things start to look very bad.
Royal Decree - Guys-who-get-out-BEWD/BEWD are safer.
Skill Drain - BEWD are safer.
Cursed Seal of Forbidden Spell - Spell counter.
Threatening Roar - For monster threats.
Mirror Force - For major monster threats.
Fusion Monsters (x1)
Blue Eyes Ultimate Dragon
Basically I want to play safe until the BEWD come out. Then I protect them and let them do their 3000ATK job. Please give criticism/suggestions because I know this deck is very very far from completion.
Monsters (x18)
Blue Eyes White Dragon x3 - Whole point of this deck
Luster Dragon x3 - 1900 beatstick I can just throw out
Kaiser Sea Horse x3 - Easier to get out BEWD.
Masked Dragon x3 - Quick search for Luster/Decoy/Seahorse.
Decoy Dragon x2 - Revive fallen BEWD
Kaibaman x2 - Easier to get out BEWD.
Morphing Jar - In case I want another hand.
Magician of Faith - Not sure why it's here.
Spell (x13)
Lightning Vortex x3 - For monster threats.
Axe of Despair x2 - Extra damage/monsters are too weak for whatever reason.
Future Fusion - Don't know if I should keep this.
Polymerization - Occasional BEUD fun.
Swords of Revealing Light - My 'guys-who-help-get-out-BEWD' are safer when I use this.
Brain Control - A more versatile Soul Exchange, once again for BEWD.
Mystical Space Typhoon - S/T kill.
Heavy Storm - S/T Kill.
Fissure - Keeping my BEWD safe from other monster threats.
Premature Burial - Revive fallen.
Trap (x9)
Dust Tornado x2 - S/T Kill.
Call of the Haunted - Revive fallen.
Torrential Tribute - In case things start to look very bad.
Royal Decree - Guys-who-get-out-BEWD/BEWD are safer.
Skill Drain - BEWD are safer.
Cursed Seal of Forbidden Spell - Spell counter.
Threatening Roar - For monster threats.
Mirror Force - For major monster threats.
Fusion Monsters (x1)
Blue Eyes Ultimate Dragon
Basically I want to play safe until the BEWD come out. Then I protect them and let them do their 3000ATK job. Please give criticism/suggestions because I know this deck is very very far from completion.