Idea of the deck is easy synchroing while drawing
(A lot) through your deck for card advantage, which will lead to even
more Synchros.
In fact, it can work so great, that during one of my tests I OTKed in my second
turn having:
-Junk destroyer.
-Road Warrior.
-Chaos Sorcerer.
-DAD
(And that's a second Road Warrior because my opponent used Divine Wrath on the first one).
In hand: 2 Mystical Typhhons, Monster Reborn, Trunade and 1/2 more cards I don't remember.
In my deck: 7 cards left.
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With 3 Tunings, 3 Quickdraws and 3 Junk Synchros, Synchroing is easy.
Double Summon
will make you able to summon again this turn (Usually Junk Synchro or a
level 1 Machine to Duplicate), which results in more Synchros and draw
power.
Duplication Special Summons Tuningwares, Darkseas or Cyber Valleys for
Synchro, draw power, protection or Chimeratech. Filling the grave like
that works great with Choas Sorcerer, Junk Synchron and Pot of Avarice.
De-Synchro
makes you able to retrieve your Synchro materials (Usually Tuningwares
or Darkseas) to Synchro Summon again, so you can draw more cards. You
can Synchro a monster that has a 'Once per turn' or 'Upon Summoning'
effect, use it, De-Synchro and Synchro again. Tuningware is very versatile for it can be either level 1 or 2 for Synchroing.
De-Synchro can get rid of your opponents' Synchro Monsters as well...
Junk Synchron Special Summons Tuningwaves or Darkseas for easy level 4 Synchroing + drawing, or Duplication targets.
One for One is awesome here too...
Drill Warrior is great at recycling Junk Warrior, and Road Warrior can Special Summon a Tuningware/Darksea/Cyber Valley for more fun.
Junk Warrior (Draw 2-3) -> Nuke -> De-Synchro -> Synchro into Road Warrior (Draw 2-3) -> Special Summon a Tuningwave/Darksea/Cyber Valley -> Duplicae...Chances are you already have Double Summon / Junk Warrior / QD / Chaos Sorcerer in your hand...Pretty fun deck!
Testing:So far tested it only against decks that don't ruin plans so much. When
not having to face with control cards such as traps, this deck works
awesome.
If nothing is there to interrupt my summoning or effects, I tend to do awesome stuff in one turn easily.
It's not rare, and in fact quite common to see me ending the turn with Junk Warrior, a level 8 Synchro monster, 2 level 4-5 synchros and Chaos Sorcerer after drawing about half my deck, not using all my Duplications and Double Summons and clearing 2-3 with Junk Warrior, while still having about 4-5 cards in my hand.
Very very fun to play.
I remember nuking the field with Black Rose, leaving my opponent with one card in his hand and 4 in mine...
I fear this deck will do bad against anti-meta decks though...That's why I need help fixing it;
Giving up its insane Synchro Spam and Draw Power for moderate Draw Power but gain more Defense instead...
Help will be appreciated.
Monsters (20): Quote:
3x Tuningware. 3x Darksea Rescue. 3x Cyber Valley 3x Junk Synchron. . 2x Cyber Dragon 3x Quickdraw Synchron. 2x Chaos Sorcerer. 2x Level Eater. |
Spells (20): Quote:
3x Machine Duplication. 3x Double Summon. 3x De-Synchro. 2x Pot of Avarice. 1x Pot of duality. 2x Mystical Space Typhoon. 1x Dark Hole. 1x Monster Reborn. 3x Tuning. 1x One for One. |
Changes: Quote:
-2 Cyber Dragon. (Found it being a Quickdraw Synchron target almost everytime). +2 Dandy. -2 Level eaters. -1 Pot of Duality (Screwed Special Summons). -1 Double Summon. +1 Dark Armed Dragon. (At first I thought removing 3 darks will kill my combos, but hey, this card should be played when I know I'm about to win / I have no other choice anyway, and I don't necessarily have to use his effect). +1 Allure of Darkness. +1 Trunade. -1 Mystical Space Typhoon. +1 Coldwave. |
Considering: Quote:
-1 Chaos Sorcerer. +1 Mystical Space Typhoon. |