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created by
jayceraynav
Instead of going the regular colours of Red/Blue for shadowman, I thought I would go about using Greens draw ability. I did not have much available for set 2, since I could not get it here, and still looking into ordering off ebay. The main purpose is to set up into a turn where you can force your opponent to lose energy during their turn, and then hit with Your Apologies, as many as you can, and then hit with more energy loss through shadow boss and/or damage through tornado. A few draw cards in there to help, as well as some small defense cards to provide early defense through set up. Haven't had a real chance to try it, but through mock tests, works well. Thinking of this set up with other Navis who use red. |
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mailman1
LV14 Member since
May 24, 2009 |
Subject: Red/Green ShadowMan Deck Posted: February 9, 2011 07:23 am
Good concept - keep the opponent drawing cards to increase their hand size which causes them to loose energy while at the same time adding power to your NetNavi's blast. I would remove the "Clear Victory" card and add one more "Upload" card myself. Your "Lifeaura" card probably is your game ender, since it requires you burn 5 energy - which can be hard to keep up that high if your opponent also uses a burn energy tactic. If you do use it early in play, it can be recovered from your discard pile with the Gender Difference cards. The destiny average is fair because there are quite a few low destiny cards, but it should play pretty well. I would put a second copy of "Upload" into the deck, since it gives you a 50% or better chance of drawing an extra card whenever it is on deck. At present your chances to draw a card you only have one copy of is 1:60 and a second card improves the possibility you can use that good card.
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jayceraynav |
Subject: Posted: February 10, 2011 10:10 am
Thank you for the comment. Even after all the years, I still love this game most besides yu yu hakusho. I think the clear victory is vital to maintain the life loss, opponent draw focus that the deck is meant to do. I only have the one clear victory, if I had more I would take out the firm barriers instead for them. The Kid grave in this deck usually ends up being a dead draw. Been thinking of removing him to start for another upload, since upload is good to recover a lost card from damage or to repeat the life loss. Tornado is a vital chip after the massive draw. The other ones have their moments at most, but usually will end up in the alternative life loss through deletion inevitable. Recovery 10 is a nice way to mess up your opponent also to give them the two cards for damage from tornado. Life Aura i have been thinking about removing for more focus on the life loss aspect, but deciding where to go with that. Don't have grand prix cards so I can't even look at those options. My first step for this deck though will be with Kid Grave and Life Aura, to add more speed to the deck. Overall, this is how the numbers work from life loss. Clear Victory for 4, draw 8 for apologies, draw another 8 for apologies, then minimum 14 from shadow boss =34 in one turn. No Power required. Cutting edge with no hand for 5, draw 10 from apologies, draw another 10 from apologies, then shadow boss for 18, and tornado for +20 atk. looking at 42 life loss and another potential 17 from damage. Those are good situations for this deck. Thinking another cutting edge too actually for decks that burn through hand cards quickly. Final thought, this deck rarely blasts. Only as its finisher should it ever blast. Only deck I would have some worries about is a yellow destroying resources, but enough low cost ones in the deck that it should get around it. |
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