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Deck "Surge of Sorge"

Deck "Surge of Sorge"
Format: OCG - 48 Cards
created by nerafim Premium Member LV25 activity icon envelope icon
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Bout time for me to jump on the meta and "latest strats" bandwagon for Japan I suppose. I must admit I really love the "fancy strat" this time around. The Sorge decktype totally feels like my old P3 but with grappling/battle grip abilities involved which is even better and a dream come true for me, as if most stuff I enjoy in DM came together. Even better is the randomly strange win condition combo that just ignores a fawkload of opposing stuff.

Time to appropriate it for myself and have some fun, maybe see in what way I can improve it, but admittedly the deck is already pretty well made.

Personally I believe that Sinwind and Lovely Heart are just the techs and engine this decktype needs for perfection, but for now until I figure out the flow they are just 1x techs.

The biggest issue for the deck seems to be defense which made people even try running Light, but this is exactly what Sinwind fixes in a way that is beyond beauty, there's literally too much synergy in it to explain it all at once, and perhaps this deck is also the best use that Sinwind can ever have.

But just the instant activation of his effect is more than enough to keep yourself defended with shields for a few turns in a row, gets you more out of Cyber N and Triggers, but best of all is that you can activate it off your own creatures.

Meanwhile Lovely handles those kind of strategies that can overwhelm you in the battle department easily, as well as recycle your own creatures.

TWEAK EDIT I: Defense is truly the biggest issue of this deck, but bad draws and fatties clumping early is just as worse. Such a luck deck. For now took out Apache Lizard and 1 Surfer, added in Spiral Gate, extra Red Green, and my favorite counter-attack Spell ever: Fists of Forver! Took out Mobius and Quatro Fang in HZ cause they are a bit gimmicky and decided to complete Vainglory cause it gives me a second great win condition, and get the Sumo for that much too important power that this deck sorely lacks from what I noticed so far.

-Nera

 
Card list Group cards by  
Section: Main Deck (21 cards)
2 x Aqua Surfer Aqua Surfer (P-Y9)
  • Collector Number: P23-Y9
  • Rarity: Promotional
  • Type: Creature
  • Race: Liquid People
  • Power: 2000
  • Mana Number: 1
  • Cost: 6
  • Civilization: Water
  • Artist: Yoshio Sugiura
Card text:

Shieldtrigger.jpg Shield trigger (When this spell is put into your hand from your shield zone, you may cast it for no cost.)

*  When you put this creature into the battle zone, you may choose a creature in the battle zone and return it to its owner's hand.

"Wave goodbye!"

2 x Bolbalzak Ex Bolbalzak Ex (DMX-04)
  • Collector Number: S5
  • Rarity: Super Rare
  • Type: Creature
  • Race: Armored Dragon/Earth Dragon/Hunter
  • Power: 6000
  • Cost: 7
  • Civilization: Fire/Nature
  • Artist: Sansyu
Card text:

*  (This creature is put into your mana zone tapped.)

*  When you put this creature into the battle zone, untap all cards in your mana zone.

*  Speed attacker (This creature doesn't have summoning sickness.)

*  Double breaker (This creature breaks 2 shields.)

4 x Codename Sorge Codename Sorge (DMR-03)
  • Collector Number: S5
  • Rarity: Super Rare
  • Type: Creature
  • Race: Unknown
  • Power: 8000
  • Cost: 8
  • Civilization: Water/Fire/Nature
  • Artist: Filip Burburan
Card text:

*  (This creature is put into your mana zone tapped.)

*  When you put this creature or another creature into the battle zone, you may choose another creature in the battle zone. If you do, those two creatures battle.

*  Double breaker (This creature breaks 2 shields.)

3 x Cyber N World Cyber N World (DMR-01)
  • Collector Number: S3
  • Rarity: Super Rare
  • Type: Creature
  • Race: Cyber Command
  • Power: 6000
  • Mana Number: 1
  • Cost: 6
  • Civilization: Water
  • Artist: Koji Nishino
Card text:

*  When you put this creature into the battle zone, each player shuffles their hand and graveyard into their deck and shuffles it. Then each player draws 5 cards.

*  Double breaker (This creature breaks 2 shields.)

4 x Jasmine, Mist Faerie (Mode Change) Jasmine, Mist Faerie (Mode Change) (DMR-01)
  • Collector Number: 109m
  • Rarity: Common
  • Type: Creature
  • Race: Snow Faerie
  • Power: 1000
  • Mana Number: 1
  • Cost: 2
  • Civilization: Nature
  • Artist: Tanru
Card text:

*  When you put this creature into your battle zone, you may destroy this creature. If you do, put the top card of your deck into the mana zone.

Coming home to the earth is my happiness. I hope something great will come out -Jasmine, Mist Faerie

1 x Lovely Heart (Mode Change) Lovely Heart (Mode Change) (DMR-01)
  • Collector Number: 20m
  • Rarity: Rare
  • Type: Creature
  • Race: Cyber Virus/Hunter
  • Power: 4000+
  • Mana Number: 1
  • Cost: 5
  • Civilization: Water
Card text:

*  When this creature battles, you may return the opponent's battling creature to its owner's hand.

*  When you have 2 or fewer shields, this creature gets +2000 power and gains "blocker".

The cutest creatures are suprisingly the most jealous, just look away for a second and she'll punish you for it, it's just like Murian says. -Qurian

2 x Mystery Hippo Mystery Hippo (DM-39)
  • Collector Number: 34
  • Rarity: Uncommon
  • Type: Creature
  • Race: Beast Folk
  • Power: 3000
  • Mana Number: 1
  • Cost: 5
  • Civilization: Nature
  • Artist: hippo
Card text:

*  Mana Reburst 0 (You may summon this creature from your mana zone for no cost.)

*  When you put this creature into the battle zone, if you summoned it from your mana zone, put a Nature card from your mana zone into your graveyard. If you cannot, this creature is destroyed.


Wildsoul.gif Wild Soul

2 x Ochappi, Pure Hearted Faerie Ochappi, Pure Hearted Faerie (OT)
  • Collector Number: 35
  • Rarity: Uncommon
  • Type: Creature
  • Race: Snow Faerie
  • Power: 1000
  • Cost: 3
  • Civilization: Nature
Card text:

[Strike Back] Strike Back-Nature (When a Nature card is put into your hand from your Shield Zone, you can discard that card. If so, you may play this card without paying the cost.)
When this creature is put into the Battle Zone, put a card from your Graveyard into your Mana Zone.

1 x Sinwind, Viral Fuuma Sinwind, Viral Fuuma (DM-35)
  • Collector Number: 9
  • Rarity: Rare
  • Type: Creature
  • Race: Cyber Virus/Grand Devil/Origin
  • Power: 5000
  • Cost: 6
  • Civilization: Water
  • Artist: Yuri Shinjuro
Card text:

[Blocker] Blocker
When this creature battles, you may put the top 2 cards of your deck into your shields face down. If you do, shuffle all of your other cards in your shield zone (except for fortresses) and put them on the bottom of your deck. (You may not look at the shuffled shield cards.)

 
Section: Side Deck (19 cards)
3 x Faerie Life Faerie Life (SWotSR)
  • Collector Number: 83
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 2
  • Civilization: Nature
  • Artist: Tomofumi Ogasawara
Card text:

Shield Trigger Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
Put the top card of your deck into your mana zone.

1 x Fists of Forever Fists of Forever (FBoIR)
  • Collector Number: 38
  • Rarity: Uncommon
  • Type: Spell
  • Mana Number: 1
  • Cost: 1
  • Civilization: Fire
  • Artist: Taro Yamazaki
Card text:

Choose one of your creatures in the battle zone. Whenever that creature wins a battle this turn, untap it.

"The forces of Darkness conquered the Fiona Woods but never tamed it. Its twisted horrors of nature cost Ballom his life. Let me convince some friends to do a little gardening." -Chaotic Skyterror

4 x Hyperspatial Faerie Hole Hyperspatial Faerie Hole (DMX-08)
  • Collector Number: 35
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 5
  • Civilization: Nature
  • Artist: MATSUMOTO EITO
Card text:

*  Put the top card of your deck into your mana zone.

*  Choose and activate one of the following effects.


*º Choose creatures from your hyperspatial zone with a total cost of 5 or less and put them into the battle zone.

*º Choose 1 Nature creature with a cost of 7 or less from your hyperspatial zone and put it into the battle zone.

(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

3 x Hyperspatial Red Green Hole Hyperspatial Red Green Hole (DMR-02)
  • Collector Number: 34
  • Rarity: Uncommon
  • Type: Spell
  • Cost: 4
  • Civilization: Fire/Nature
  • Artist: MATSUMOTO EITO
Card text:

*  (This spell is put into your mana zone tapped.)

*  Put a psychic creature with cost 5 or less into the battle zone from your hyperspatial zone.

*  If you put a fire psychic creature into the battle zone in this way, this turn, one of your creatures can attack untapped creatures.

*  If you put a nature psychic creature into the battle zone in this way, you may return a card from your mana zone to your hand.

3 x Hyperspatial Samurai Hole Hyperspatial Samurai Hole (DMC-65)
  • Collector Number: 5
  • Rarity: Super Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 5
  • Civilization: Fire
  • Artist: hippo
Card text:

* Destroy 1 of your opponent's creatures with a cost of 4 or less.

* Put 1 fire psychic creature with a cost of 7 or less into the battle zone from your hyperspatial zone.

(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

4 x Intense Vacuuming Twist (Mode Change) Intense Vacuuming Twist (Mode Change) (DMR-03)
  • Collector Number: 9m
  • Rarity: Rare
  • Type: Spell
  • Cost: 4
  • Civilization: Water
  • Artist: Nottsuo
Card text:

Shieldtrigger.jpg Shield trigger (When this spell is put into your hand from your shield zone, you may cast it for no cost.)

*  Look at the top 5 cards of your deck. Reveal one of them and put it into your hand, then put the rest at the bottom of your deck in any order. If a fire or nature card was revealed in this way, choose a creature in the battle zone, and you may return that creature to its owner's hand.

1 x Spiral Gate Spiral Gate (SWotSR)
  • Collector Number: 40
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 2
  • Civilization: Water
  • Artist: Tomofumi Ogasawara
Card text:

Shield Trigger Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
Choose 1 creature in the battle zone and return it to its owner's hand.

 
Section: Hyperspatial Zone (8 cards)
1 x Game On! Kirifuda Family! / Katsuta Kirifuda, Curry Bread Master Game On! Kirifuda Family! / Katsuta Kirifuda, Curry Bread Master (P-Y10)
  • Collector Number: P36-Y10
  • Rarity: Promotional
  • Type: Psychic Creature
  • Race: Curry Bread/Hunter//Curry Bread/Red Command Dragon/Hunter
  • Power: 4000+/7000
  • Cost: 5/10
  • Civilization: Fire
  • Artist: Shigenobu Matsumoto
Card text:

*  When this creature battles, you may say "Now show me the curry bread!" If you do, this turn, this creature gets +2000 power.

*  Awaken - When this creature wins a battle, flip it.


* Creatures with cost 6 or less gain the Curry Bread race.

* This creature gets +1000 power for each other Curry Bread creature in he battle zone.

* At the start of your turn, you may say "Curry bread, chow time!" If you do, this turn, this creature can attack untapped Curry Bread creatures.

* Double breaker (This creature breaks 2 shields.)

1 x Geo the Man, Earth Titan/Tearing Packunga, the Greedy Geo the Man, Earth Titan/Tearing Packunga, the Greedy (DMR-01)
  • Collector Number: 65
  • Rarity: Uncommon
  • Type: Psychic Creature/Psychic Super Creature
  • Race: Gaia Command/Alien//Berserker/Gaia Command/Alien
  • Power: 5000/105
  • Cost: 6/15
  • Civilization: Nature//Light/Nature
  • Artist: Eel
Card text:

* At the end of your turn, you may return a card from your mana zone to your hand.
(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  When one of your opponent's creatures attacks, untap this creature.

*  When one of your opponent's creatures attacks, this creature gains "Blocker".

*  Double breaker (This creature breaks 2 shields.)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other card instead.)

1 x Intense Sumo! Thrust Wrestler/Gallows Extreme Dragon, Brink of Despair Intense Sumo! Thrust Wrestler/Gallows Extreme Dragon, Brink of Despair (DMR-04)
  • Collector Number: 55
  • Rarity: Common
  • Type: Psychic Super Creature
  • Race: Flame Command/Alien//Rainbow Command Dragon/Alien
  • Power: 5000/17000
  • Cost: 5/30
  • Civilization: Light/Water/Darkness/Fire/Nature
Card text:

*  Each of your other creatures gets +1000 power for each civilization it has.

*  Psychic Link - At the start of your turn, if you have Intense World! Shachihoko Kaiser and Intense Boiling! Hot Spring Gallows in the battle zone, link this creature and those creatures and flip them.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  When this creature attacks, your opponent puts all but the bottom two cards of his deck into the graveyard.

*  Triple breaker (This creature breaks 3 shields)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other cards instead.)

1 x Jin, the Ogre Blade ~Crimson Rage~/Chopping Ruzou, Rude Mincing Gang Leader Jin, the Ogre Blade ~Crimson Rage~/Chopping Ruzou, Rude Mincing Gang Leader (DMX-06)
  • Collector Number: V1
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Beast Command/Hunter
  • Power: 7000/17000
  • Cost: 7/24
  • Civilization: Fire/Nature
  • Artist: Daisuke Izuka
Card text:

*  When one of your fire or nature Hunters win a battle, you may put a Hunter into the battle zone that costs less than that Hunter into the battle zone from your mana zone or hyperspatial zone.

*  Double breaker

(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  When this creature link awakens, you may put any number of Hunter creatures into the battle zone from your mana zone or hyperspatial zone.

*  Triple breaker (This creature breaks 3 shields)

1 x Victorious Gaial Kaiser/Gaial Ore Dragon, the Vainglory Victorious Gaial Kaiser/Gaial Ore Dragon, the Vainglory (DMR-04)
  • Collector Number: V3
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter
  • Power: 5000/26000
  • Cost: 7/30
  • Civilization: Light/Water/Darkness/Fire/Nature
  • Artist: Ishibashi Yosuke
Card text:

*  Speed attacker (This creature doesn't get summoning sickness.)

*  During the turn this creature was put into the battle zone, this creature can attack untapped creatures.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  Speed attacker (This creature doesn't get summoning sickness.)

*  Hunting (During battle, this creature gets +1000 power for each of your Hunter creatures in the battle zone)

*  When this creature wins a battle, untap this creature, then choose two of your opponent's shields. Add those shields to your opponent's hand.

*  World breaker (This creature breaks all of your opponent's shields.)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other cards instead.)

1 x Victorious Meteor Kaiser/Gaial Ore Dragon, the Vainglory Victorious Meteor Kaiser/Gaial Ore Dragon, the Vainglory (DMR-04)
  • Collector Number: V2
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter
  • Power: 6000/26000
  • Cost: 6/30
  • Civilization: Light/Water/Darkness/Fire/Nature
  • Artist: Ishibashi Yosuke
Card text:

*  When your opponent puts a card into his mana zone, it is put into the mana zone tapped.

*  Double breaker (This creature breaks 2 shields.)

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  Speed attacker (This creature doesn't get summoning sickness.)

*  Hunting (During battle, this creature gets +1000 power for each of your Hunter creatures in the battle zone)

*  When this creature wins a battle, untap this creature, then choose two of your opponent's shields. Add those shields to your opponent's hand.

*  World breaker (This creature breaks all of your opponent's shields.)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other cards instead.)

1 x Victorious Pudding Pudding/Gaial Ore Dragon, the Vainglory Victorious Pudding Pudding/Gaial Ore Dragon, the Vainglory (DMR-04)
  • Collector Number: 51
  • Rarity: Common
  • Type: Psychic Super Creature
  • Race: Hunter/Alien//Rainbow Command Dragon/Hunter
  • Power: 4000/26000
  • Cost: 5/30
  • Civilization: Light/Water/Darkness/Fire/Nature
  • Artist: Ishibashi Yosuke
Card text:

*  When you put this creature into the battle zone, choose one of your opponent's creatures. Until the start of your next turn, that creature can't attack or block.

*  Victory Psychic Link - If you have Victory Meteor Kaiser and Victory Gaial Kaiser in the battle zone, link this creature and those creatures and flip them.

(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  Speed attacker (This creature doesn't get summoning sickness.)

*  Hunting (During battle, this creature gets +1000 power for each of your Hunter creatures in the battle zone)

*  When this creature wins a battle, untap this creature, then choose two of your opponent's shields. Add those shields to your opponent's hand.

*  World breaker (This creature breaks all of your opponent's shields.)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other cards instead.)

1 x Volg Thunder/Volg Tiger, Thunder Beast Volg Thunder/Volg Tiger, Thunder Beast (DMR-02)
  • Collector Number: V1
  • Rarity: Victory Rare
  • Type: Psychic Creature/Psychic Super Creature
  • Race: Demon Command/Hunter
  • Power: 7000/110
  • Cost: 6/12
  • Civilization: Darkness
  • Artist: RUI MARUYAMA
Card text:

*  When you put this creature into the battle zone, choose a player. That player puts cards from the top of his deck into the graveyard until 2 creatures have been put into the graveyard in this way.

*  Double breaker (This creature breaks 2 shields.)

(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


* Whenever this creature attacks, your opponent discards a card at random from his hand. Then, choose a creature with a cost less than the discarded card in your graveyard and put it into the battle zone.

*  Double breaker (This creature breaks 2 shields.)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other card instead.)

 
Deck Statistics
Distribution by Civilization
Darkness bar 2 %  
Fire bar 10 %  
Fire/Nature bar 13 %  
Light/Water/Darkness/Fire/Nature bar 8 %  
Nature bar 15  31 %  
Nature//Light/Nature bar 2 %  
Water bar 12  25 %  
Water/Fire/Nature bar 8 %  
 

Distribution by Cost
1 bar 2 %  
2 bar 17 %  
3 bar 4 %  
4 bar 15 %  
5 bar 10  21 %  
5/10 bar 2 %  
5/30 bar 4 %  
6 bar 13 %  
6/12 bar 2 %  
6/15 bar 2 %  
6/30 bar 2 %  
7 bar 4 %  
7/24 bar 2 %  
7/30 bar 2 %  
8 bar 8 %  
 

Distribution by Power
- bar 19  40 %  
1000 bar 13 %  
2000 bar 4 %  
3000 bar 4 %  
4000+ bar 2 %  
4000+/7000 bar 2 %  
4000/26000 bar 2 %  
5000 bar 2 %  
5000/105 bar 2 %  
5000/17000 bar 2 %  
5000/26000 bar 2 %  
6000 bar 10 %  
6000/26000 bar 2 %  
7000/110 bar 2 %  
7000/17000 bar 2 %  
8000 bar 8 %  
 

Distribution by Race
- bar 19  40 %  
Armored Dragon/Earth Dragon/Hunter bar 4 %  
Beast Command/Hunter bar 2 %  
Beast Folk bar 4 %  
Curry Bread/Hunter//Curry Bread/Red Command Dragon/Hunter bar 2 %  
Cyber Command bar 6 %  
Cyber Virus/Grand Devil/Origin bar 2 %  
Cyber Virus/Hunter bar 2 %  
Demon Command/Hunter bar 2 %  
Flame Command/Alien//Rainbow Command Dragon/Alien bar 2 %  
Gaia Command/Alien//Berserker/Gaia Command/Alien bar 2 %  
Hunter/Alien//Rainbow Command Dragon/Hunter bar 2 %  
Liquid People bar 4 %  
Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter bar 4 %  
Snow Faerie bar 13 %  
Unknown bar 8 %  
 

Distribution by Rarity
Common bar 14  29 %  
Promotional bar 6 %  
Rare bar 13 %  
Super Rare bar 12  25 %  
Uncommon bar 19 %  
Victory Rare bar 8 %  
 

Distribution by Type
Creature bar 21  44 %  
Psychic Creature bar 2 %  
Psychic Creature/Psychic Super Creature bar 4 %  
Psychic Super Creature bar 10 %  
Spell bar 19  40 %  
 



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Discussion about this Deck
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Author Message
asakimdowan
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Subject: found it!   Posted: May 18, 2012 12:19 pm

i found this on duelmasters wikia

http://duelmasters.wikia.com/wiki/Crimson_Sorge
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nerafim Premium Member
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January 14, 2009
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Subject:    Posted: May 27, 2012 09:59 am


quote from asakimdowan:

i found this on duelmasters wikia

http://duelmasters.wikia.com/wiki/Crimson_Sorge


Yes, it's a pretty awesome decktype to come about in Japan, but the greatest thing about it is that it so totally suits my playing style and what I have done in the game with much less sets back on KP. So it's a bit like having what I love become super popular all over Japan, which is kind of a nice feeling for me. And it's also why I feel so natural with playing and perfecting this.

Anyway, decided to comment for a bump, and ask for a bunch of votes on the deck, I want it to be DotW cause the strategy itself deserves it and I need the Premium to duel much better. <,<

But also, I must respond to the vote comments....

Yes, yes, Bolb is "awesome" and everything, because by itself it can be a double removal, and with Sorge and/or Jin out it can be even easily be a triple or quadruple removal chain, which is great against attackers and so forth, but I can't.

Even if I could find room for one more copy, I can't afford to have so many cards above 5 cost because that really makes for awful starting hands and topdecks, plus Bolb's power is at it's greatest when Sorge/Jin is already out and that's already much too late game when you are ALREADY winning. It's far more important to be stable and defended until then, so I can't mess with the already subtle balance, and if I do, I'll do it for something else.

I agree that Bolb is a must have for the decktype, but he's more important for the mana civ. balance if anything, and he's more than enough at just 2. Besides, this is why I have that 1x FoF which offers the same thing Bolb does, but much easier and far faster.


Sumo is indeed the perfect tech, cause there are too many things that can easily overpower this Sorge decktype otherwise, such as Angels, Giants, etc. but I must admit I often felt that Aqua Cascade in HZ would be really nice.


But the deck is doing amazing from what I played so far, it's certainly a perfected form so far.

Currently thinking about taking out the two Surfers for 1 more lovely Lovely Heart and the magnificent tech that is Falconer.

-Nera
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