Rand Beginner
Posts : 236
| Subject: Sorcerer's Agent Sun May 13, 2012 9:46 am | |
| just the rough start of this deck but its been running phenomenally well. the way Cards from the Sky, Pot of Duality, and Card Car D work together is just crazy and Sorcerer and Hyperion just feel like a match made in heaven. I'm not compleatly sold on if i need BLS or not but hes just to good not to try to run and with Tour guide being in there almost solely to enable BLS i might even be able to run agents with a decent back row lineup. |
|
Koolkid Article Team
Posts : 623
| Subject: Re: Sorcerer's Agent Sun May 13, 2012 11:28 am | |
| Hey dude, long time no see anyway, ur deck looks awesome with that lightray sorcerer..an interesting idea, since agents banish a lot of lights however, u might think of removin dat duality since u special summon alot with this deck, instead u might think of addin creature swap, since u have several weak monsters, i know how it feels to have those light balls in hand rather than deck, so swap might remove dos problems to a certain extent second, is cards from the sky really useful,i mean u already have enough draw power, tour thins deck, card car d, those valleys,also u might replace reaper with trag, since u dnt play defenseive traps, and trag can be used witout wastin any of ur summons finally, i was just wondering why are u playin those card troopers? and dnt frgt to add mind control, u definetly need it in this deck ur deck looks soo interstin, might try mine wit those sorcerers |
|
Rand Beginner
Posts : 236
| Subject: Re: Sorcerer's Agent Sun May 13, 2012 5:59 pm | |
| duality is there because i already kind of need cards from the sky to set up sorcerer plays and also cards from the sky helps greatly with the shineball in hand problem |
|
Sponsored content
| Subject: Re: Sorcerer's Agent | |
| |
|