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 Plasma-Valley Turbo

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Dreadnought
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PostSubject: Plasma-Valley Turbo   Sat May 07, 2011 7:46 pm

Here's the list of cards:

Monsters (21):

-Cyber Valley x2
-Chaos Sorcerer x1
-D.D Crow x1
-Psychic Commander x2
-Plaguespreader x1
-Cyber Dragon x1
-Treeborn Frog x1
-Marshmallon x1
-Dandylion x1
-Effect Veiler x2
-DaD x1
-Stratos x1
-D-Hero Plasma x1
-Legendary Jujitsu master x2
-Dark Grepher x1
-Malicious x2

Spells (12):

-Allure of Darkness x1
-Destiny Draw x1
-Pot of Duality x2
-Monster Reborn x1
-Emergency Teleport x1
-Foolish Burial x1
-Mystical Space Typhoon x2
-RotA x1
-Scapegoat x1
-One for One x1

Traps (7):

-Return from the different dimension x1
-Mirror Force x1
-Call of the Haunted x1
-Bottomless trap hole x2
-Torrential Tribute x1
-Solemn Judgement/Warning (can't decide) x1


Side Deck (15):

-System Down x2
-Mind Control x1
-Effect Veiler x1
-Snipe Hunter x1 (for clearing the field and disposing of dead draws)
-D.D. Crow x2
-Prohibition x2
-Lava Golem x2
-Trade-In x1
-Burial from a different dimension x1
-Book of Moon x1


Extra Deck (15):

Synchros
are mainly splashable ones such as Stardust, however I do have Naturia
Beast and Barkion in it. I also have Chimeratech Fortress x1 in case I
end up playing against machines.


EDITED:
Quite a few changes here and there.
Deck:
-Krebons x1
-LaDD x1
-Dark Grepher x1
-D-Hero Dasher x1
+D.D. Crow x1
+Effect Veiler x2
+Chaos Sorcerer x1

Side Deck:
-Grinder Golem x2
-Trade-In x1
-D.D. Crow x1
+2 Prohibition
+2 Firbidden Lance


Now, Im just gonna tell you the main strategy: Use Valley for draw power in conjunction with either Tokens or other monsters (most preferably Special Summoned Malicious, Plaguespreader or Frog). Get as many monsters removed and then use return from the different dimension to summon removed from play monsters. I'm using Judgment instead of Warning just because of that, however, I might add a Dark Bribe or Seven Tools in. In addition to the strategy written above, I use Plasma to eliminate monster effects. This usually helps a lot against Gadgets or Gladiators. So post your comments here as I still need improvements.




Last edited by Dreadnought on Tue May 10, 2011 8:59 pm; edited 1 time in total
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Dreadnought
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PostSubject: Re: Plasma-Valley Turbo   Mon May 09, 2011 8:09 pm

Come on people, I really need help with this.


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redblazer_7
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PostSubject: Re: Plasma-Valley Turbo   Tue May 10, 2011 12:37 am

id help ya bud, but id need to know how you use the cards, like how your favorite way to syncro is, stuff like that, maybe thats other peoples problem too


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Hallowe
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PostSubject: Re: Plasma-Valley Turbo   Tue May 10, 2011 7:06 am

what is the point of this deck we need aditional info
we have a deck list with no other information.. I dont see
the setups or anything like that like why the 1 dasher
and why the 1 LADD you need to add more info before
others can help and critque the deck


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Snakedoc(Lord)
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PostSubject: Re: Plasma-Valley Turbo   Tue May 10, 2011 1:49 pm

to me the entire deck is messed up
i would remove probably the half of ur cards




















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Norton-Security
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PostSubject: Re: Plasma-Valley Turbo   Tue May 10, 2011 8:12 pm

here is my suggestion, go net decking tier 1 Very Happy


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Dreadnought
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PostSubject: Re: Plasma-Valley Turbo   Tue May 10, 2011 9:00 pm

Ok then, I have edited the post and waiting for your comments


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Hallowe
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PostSubject: Re: Plasma-Valley Turbo   Wed May 11, 2011 6:40 am

In my overall opinion you should rethink your deck theme
And your choices for cards the odd mixature of cards throws
me off completely


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Dreadnought
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PostSubject: Re: Plasma-Valley Turbo   Wed May 11, 2011 8:04 am

Thanks for commenting but what mixture of cards? And why would I want to rethink the theme if it works to its fullest with this one? Guess I should really consider pointing out to you an obvious step by step strategy until you understand why the deck works and why those particular cards are used in it. So I want someone to tell me why you don't like that particular card and why I should replace it. If so, tell me what with.


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