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 Rockz sept 2012

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infernal_archmage

infernal_archmage


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Rockz sept 2012 Empty
PostSubject: Rockz sept 2012   Rockz sept 2012 EmptySun Sep 30, 2012 2:38 am

I really want to test out these rocks since they have a lot of potential and have been given a boost since REDU got out. So here I present my build and version of Rock Stun Drain. Please do comment coz Im not yet quite satisfied with this build. Shocked

Spoiler:

Monsters:
KKM Guardian x3
KKM Sandman x3
KKM Wall x3
Block Golem x3
Legendary Jujitsu Master x2
Gaia Plate x1
Fossil Dyna Pachycephalo x2
Neo Spacian Grand Mole

Spells
BoM
Dark Hole
PoD x2
MST x1
Night Beam
Monster Reborn
Smashing Ground

Traps
BTH x2
D.Prison x2
S. Warning x2
S. Judgment
CED x2
Mirror Force x2
T.T x2

Side
SIM x3
Soul Taker x2
Karma Cut x2
Chain Disappearance x2
Skill drain x3
Swift Scarecrow
Gozen Match x2


The dilemma right now with this deck is that so far the old school build has been performing much better and more competitively. In the other build I run 3 TKRs & 2 DCKs over block golem and juju, and gorz over gaia plate.


Last edited by infernal_archmage on Wed Oct 24, 2012 8:01 pm; edited 2 times in total
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gutsberserk
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptySun Sep 30, 2012 11:17 pm

-3 Barbaros
-2 Catapult Zone
-1 Night Beam
-1 Magic Drain
-1 Huge Revolution
-1 Skill Drain
-1 Torrential

+3 Call of the Haunted
+2 Mirror Force
+2 Fossil Dyna
+2 Dark Bribe/Starlight Road
+1 Block Golem

Barbaros+Skill Drain seems cool,but you won't get it off consistently enough. He isn't worth it imo and there are better monsters you can play.

Catapult Zone just seems to be unneeded.

Replace Magic Drain and Huge Revolution with double Dark Bribe/Starlight Road.
Dark Bribe is more versatile and less situational, Starlight Road just sits there like a -1 , but when you get it off it can win you the game.

Double Mirror Force and double Dyna is just a meta call against Wind-Ups and Geargia.

Would definitely play 3 Block Golems,they are essential. Also, Call of the Haunted is nuts in this.

tl;dr

try out the changes and see how it works.







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infernal_archmage

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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyMon Oct 01, 2012 12:40 am

Thanks much! Actually the 1st build I ran with these guys was with COTH since it abuses my block golem xDD I just kinda wanted the skill drain engine for uber lockdown-ness and all but considering I have KKM Guardian I guess it does seem a bit unnecessary. I haven't got pachy since it costs around $20 (converted price) in our country. X_X that is another reason why I went with the barbaros engine. Since I dont have pachy now what can you recommend as a sub for it?

Oh and btw, I like the huge revolution is over better than starlight road coz for 1 - its a counter trap and it banishes the card. 2 - I can use it against scrap dragon since the condition is when 2 or more "cards on the field" and not on your side of the field only. Very Happy


Last edited by infernal_archmage on Mon Oct 01, 2012 12:48 am; edited 1 time in total
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gutsberserk
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyMon Oct 01, 2012 12:46 am

hmmm there isn't really a sub for Pachy, but you could try 2 Card Trooper to set up your grave. also probably Maxx C+Veiler to stop those crazy special summons.
(if you only play Maxx C they are going to push through and kill you anyways, even if you draw a bunch of cards.)
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infernal_archmage

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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyMon Oct 01, 2012 12:51 am

probably maxx C over veiler bc of block golem? xP I'm just gonna test out more to see which one works.
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gutsberserk
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyMon Oct 01, 2012 1:28 am

I know that Revolution is less situational but it won't win you the game unlike Road.

And actually, when I think about, Road is less situational in this because Block Golem puts 2 monsters on the field. so I would test Road before Bribe.

Good Luck with the testing.
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infernal_archmage

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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyMon Oct 01, 2012 1:43 am

Haha i know, i just don't want a stardust in my grave since it spoils golem xD
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gutsberserk
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyMon Oct 01, 2012 4:03 am

oh shit,didn't see that. lol I'd test Dark Bribe then.
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infernal_archmage

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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyFri Oct 19, 2012 3:36 am

BUMPDATE! Edited this deck, this is the build which has worked thus far. I'm still working on my side deck, please help me with it too if you will. Added 1 smashing ground which may seem random but so far it has been better than running 2 for me.
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gutsberserk
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyFri Oct 19, 2012 9:39 am

Looks much better now. Try running 2 Card Troopers over the Jijutsu Masters and see how it goes.

also try out -1 MST -1 Beam , + 2 Forbidden Lance. They protect your monster and let them attack over stuff instead off just hitting random cards in the backrow.

- 1 Smashing, +1 Soul Taker. Taker works against Shining and Pulsar.

I'd really like to see 3 CoTH in here, because they have so much sinergy with the deck.Get your guys back for another negate, get get Golem back and continue spamming, works great with Card Trooper ,etc.

As for the side deck: I don't really know the OCG meta , just tell me which decks are popular and I'll help you with the side deck.

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Harper7000
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyFri Oct 19, 2012 6:13 pm

Lances have worked great for me, they're almost staples in this deck to me, but i disagree with cutting s/t destruction for them. I run 1 Heavy and 3 MST in my build. cut your mirror forces or something instead. And yeah, like he said at least 2 Call is stapleish here. Just try it and you'll understand.
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infernal_archmage

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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyFri Oct 19, 2012 11:52 pm

I tried running the 2 COTH for some time, doesn't seem to fit in that much. Will try the lances though. OCG gameplay is really about drawing a card that you can immediately use and I really don't feel it with the double COTH. Neutral

@guts: OCG meta is spread out so far, you can see a bit of everything. Junk doppel has come back, six samurai, prophecy, agents and variants of agents, chaos dragons and ninja dragons and of course a bit of wind-up. I'll try the card trooper but monster count really seems low for it to be run imo but yeah ill give it a try anyway.
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptySun Oct 21, 2012 1:04 am

You can see a bit of everything here too, but what are the most relevant decks?

Seems like Gozen Match kills like at least 1/3 of your meta lol
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infernal_archmage

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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptySun Oct 21, 2012 12:48 pm

haha lolz, gozen match doesn't stun as much as it does. Tried and tested.

Most relevant would be agents and dragons. Because these two are the cheapest you'll find around and are most flexible, DW has almost been wiped out of the map and heroes are quite expensive here in the Phils. The Shining alone costs about $20 if you convert the currency to dollar.
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Harper7000
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptySun Oct 21, 2012 2:59 pm

I'd do something like:

3 Gozen Match
2-3 Skill Drain
2 Cyber Dragon
1-2 Soul Taker
1-3 typhoon (depends how many you end up maining).
2 Cyber Dragon
0-2 Leeching The Light
2 Jujitsu Master (if you don't main them)

Something to that effect
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gutsberserk
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptySun Oct 21, 2012 7:45 pm

yeah, siding 4 Cyber Dragons is the way to go. Razz


2 Macro Cosmos
2 Cyber Dragon
2 Thunder King Rai-Oh
2 Gozen Match
2 Soul Taker
2 Skill Drain
3 MST (I would honestly main them or not play them at all to free 3 side deck spots)

also thought about siding Maxx "C"s and Veilers but idk.
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infernal_archmage

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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptySun Oct 21, 2012 10:27 pm

haha 4 Cydras FTW! xDD

Thanks for the help guys really. ^_^ Btw, topped locals last saturday using this build I've been fooling around with. I call it Rock Stun v2.0, I ran 3 TKRs and 2 Doomcalibers in place of the jujus and the block golems and it kinda was undefeated even in the championship I went 2-0 all the way lolz. Shocked Still thinking about adding the Seal of Orichalcos, do u think its a good idea to put it here? xP
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Harper7000
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyMon Oct 22, 2012 6:50 am

Quadrupal Cydra is the **** dawg, ya'll don't even know xD

I've used a version like that before Block Golem came out and it was good....block golem is just better. Orichalcos is a decent tech if you have the room
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyMon Oct 22, 2012 7:47 am

Yeah Rock Stun was played that way before Golem came out.

He probably runs into consistency issues because he draws too many Golems/CoTHs early on. Well that's why I recommonded Card Trooper for this deck. Even if you mill a bunch of spells/traps it doesn't matter, because that tells you that one of your next cards will probably be a monster, which will help you to make Golem live. Most of your important cards should be run at 3 , so it doesn't matter if you mill one of them. Trooper by himself thins the deck by 4 cards.
CoTH should hardly be dead in this. All you need is one of the Koakis and it's live.

Also cut the Gaia Plate,he conflicts too much with this strategy.
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infernal_archmage

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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyMon Oct 22, 2012 1:26 pm

Ok yeah, ill try running without the gaia plate, i only placed him in bcoz of the popularity of BLS and Gorz which pretty much kills my deck, and when gaia takes 'em out i have him destroyed by next turn. xD

Definitely gonna try running trooper. I've been thinking though, will Barrier Statue of Drought be good here? I mean, I can play block golem with no problem while its on the field compared to running pachy.
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyMon Oct 22, 2012 11:03 pm

Those cards can be problematic for about any deck, but you have Guardian to negate effects.

Also, if you're scared of Gorz you can just summon Block Golem ,Xyz two guys into Fairy King Albverdich, attack directly , let them drop Gorz and then you just detach and shrink both Gorz and the token.

Pachy is better than the statue because he can actually kill stuff and doesn't suck if you draw him too late. Just play smart.
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infernal_archmage

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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyTue Oct 23, 2012 12:39 pm

i know Gorz can be killed by guardian, it's BLS that's giving me problems most of the time especially when I can't draw any destruction cards. @_@

advice??
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Princess Hyakka
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyTue Oct 23, 2012 4:54 pm

Intersting deck XD
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Harper7000
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyWed Oct 24, 2012 3:54 am

He's BLS, he's broke as hell and should be rebanned. Just pray you happen to have removal spells/traps or Fossil Dyna
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Rockz sept 2012 Empty
PostSubject: Re: Rockz sept 2012   Rockz sept 2012 EmptyWed Oct 24, 2012 8:34 am

Basically what I was saying. Also, if you're really that afraid of big monsters move the Soul Takers from the side to the main deck. They take care of that one big scary monster.
Might be a good call actually,because Agents were prevalent at the last YCS. Knocks out Hyperions and stuff.

I think you run enough outs to BLS though. Just test the Takers and see how it goes.
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