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The whole concept started out with an idle thought: What if I mashed Speedroids and Windwitches together (and threw in the appropriate Barrier Statue, of course)? It's evolved a bit as I've playtested it, but I'd like to see what y'all think!
Monsters (24):
3 Barrier Statue of the Stormwinds
3 Speedroid Bamboo Horse
3 Speedroid Red-Eyed Dice
3 Speedroid Taketomborg
3 Speedroid Terrortop
3 Wind Witch - Glass Bell
3 Wind Witch - Ice Bell
3 Wind Witch - Snow Bell
The usual, title-evidenced engines. I don't have to worry much about all the "for the rest of the turn" summoning restrictions they impose, for reasons you'll see later but can probably guess now...
Spells (10):
2 Instant Fusion
2 Quill Pen of Gulldos
3 Pot of Desires
1 Soul Charge
2 Rising Air Current
Quill Pen lets me recycle monsters I've already used so I can search them up again with Terrortop, Ice Bell, or Glass Bell; sometimes it does prove to be a bit of a nonbo with Soul Charge.
I wish I could run something better than Desires -- I just can't shake the feeling it limits the engines' viability, especially if I have to activate two of them in a singe duel.
Rising Air Current (yeah, I know, I know) has actually helped me close out some games -- it pumps my entire Extra Deck, and makes Glass Bell and Terrortop acceptably beefy in case I get D-Barriered.
Traps (6):
2 Quaking Mirror Force
2 Dimensional Barrier
1 Imperial Order
1 Solemn Warning
Quaking synergizes pretty well with Rising Air Current, letting me roll over the opponent's monsters once they've been face-down'ed.
Extra (15):
1 Elder Entity Norden
1 Mist Wurm
2 Crystal Wing Synchro Dragon
2 Stardust Dragon
3 Clear Wing Synchro Dragon
2 Stardust Charge Warrior
1 Hi-Speedroid Hagoita
1 Hi-Speedroid Chanbara
2 Old Entity Hastorr
Norden extends combos, sometimes disgustingly so when in tandem with Soul Charge.
Mist Wurm lets me clear out the field if I have to.
Crystal, Stardust, and Clear are all in there because they're the best WIND-attribute Synchros, and they make opponents cry. A lot.
Stardust Charge Warrior draws me a card (something the deck really does need), can clear SS'd mobs with Rising Air Current in play, and can be Synchro'd into Crystal Wing with some elbow grease.
Hagoita works as pretty good Synchro fuel, especially going into Stardust Charge Warrior.
Chanbara can push a truly disgusting amount of damage if it catches an opponent unawares.
Hastorr is basically just here as material for Crystal Wing.
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