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 Turbo Diesel Simorgh

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The_Dutch_Prince
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The_Dutch_Prince


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PostSubject: Turbo Diesel Simorgh   Turbo Diesel Simorgh EmptyThu May 27, 2010 6:27 am

Turbo Diesel Simorgh

Before I start with the actual Article I want to say that this deck idea has been made by Kiryu111 I only has the privilege to use it since he gave it to me and tweak it to my own preferences.

This deck is all about speed as the name of the deck may give away. Once the speed starts there is almost no stopping it and over the testing period it has been proven even faster than the average Twilight builds in KCVDS.

Why is it important that this deck should be as fast as Twilight decks; it’s quite simple as a matter of fact due to the fact it has become a general knowing that the decks that are the fastest win the most games unless you run into a counter deck of course. But that’s not all it is good for, since with the speed we have we generate a lot of advantages meaning; grave filled up and ready to go, hand advantage and field advantage ones you have Simorgh on the field. Because of that speed your opponent hasn’t got cards like Smashing ground, Brain control, Mind Control, Fissure, Lightning Vortex etc. therefore we can safely assume that we outrun most of the decks we face in general speaking of course.

How is it possible to have that much speed in a deck that has been proven in the history of KCVDS to be quit slow on its feet. Well we use 5 Draw Engines side by side to give us what we need to pull everything off faster than any other normal deck.

What Draw engine do we have in here, I will start with:
 The Destiny Hero Engine
 Allure of Darkness
 Trade-in
 Upstart Goblins
 Reckless Greed

Why have we chosen to have the above stated draw engine is as followed: the D hero engine also provides us with plenty of darks in the grave along with a wind attribute for Dark Simorgh. Which wind you might say “ Elemental Hero Stratos “ is the wind that will hit the grave ( in most cases ) for Dark Simorgh to arrive.

Allures: are considered a staple in a deck that runs more than 8 Darks ( even if you use less darks it can work well ).

Trade-in :is mostly for D Hero Plasma, since we run him cause he is a target for all our draw engine plus I will give further explanations why we have him in here later on. But also for Guardian Eatos.

Guardian Eatos, yes that’s what I said. Why we have him in here is as followed:

Turbo Diesel Simorgh 400pxguardianeatossovre

If you have no monsters in your Graveyard, you can Special Summon this card from your hand. You can send 1 Equip Spell Card equipped to this card to the Graveyard to select and remove from play up to 3 monsters in your opponent's Graveyard. This card gains 500 ATK for each monster removed by this effect, until the End Phase.

We only focus on her first effect, since we have draw power like no other it is very likely you have only spells in your graveyard while you have her in your hand. Also the fact that we have 3 copies of her in the deck so the chances of getting her out in the first 6 cards ( opening hand is very likely as well ) To provide you with some numbers here they are:

We have 40 cards in the deck to make sure we have the highest possible rate of getting it in our opening hand.

nCr(copies of card, # in starting hand) x nCr((cards in deck - copies of card), (cards being drawn - # in starting hand))

nCr(3,1) x nCr(40-3,6-1) + nCr(3,2) x nCr(40-3,6-2) + nCr(3,3) x nCr(40-3,6-3) = 1,513,596

That determines the possibility of drawing one, two, or three copies of the card in your starting hand. So, we just take that and divide by the total number of hands to get:
1,513,596 / 3,383,380 = 0.447 or 44.7%

Why is Eatos so good to have in your opening hand; Eatos will be special summoned cause you don’t have monsters in the grave meaning; you have a 2500 beat stick out on your first turn without doing any effort for it other than drawing it. It is also a wind attribute monster so it will help out even more after it dies and goes to the graveyard.

But still why all this trouble for just a monster that only has 2700 attack power points you might ask is as followed:

Dark Simorgh:

Turbo Diesel Simorgh Darksimorghsovrenscr1e

While this card is face-up on the field its Attribute is also treated as WIND. You can remove from play 1 DARK monster and 1 WIND monster from your Graveyard to Special Summon this card from your hand. You can remove from play 1 DARK monster and 1 WIND monster from your hand to Special Summon this card from your Graveyard. Your opponent cannot Set any cards on the field.
Some rulings about Dark Simorgh so that we all know how he works:

 Dark Simorgh" is a Normal Summon Monster.
 Removing from play a DARK and a WIND monster is a cost to activate the effects which Special Summon "Dark Simorgh".
 The effect of "Dark Simorgh" prevents the opponent from both Setting cards from his hand and Setting cards by a card effect.[2]
 If "Dark Simorgh" is on the field when your opponent Summons "Tsukuyomi", then its effect activates but resolves without effect. If "Dark Simorgh" is on the field when you Summon "Tsukuyomi", then its effect activates and is applied.[3]
 Both players may activate "Major Riot" while "Dark Simorgh" is on the field. However, when resolving the effect, the opponent may not Set monsters. You may still Set monsters, as normal.[4]
 If the effect of "Cyber Jar" activates while "Dark Simorgh" is on the field, then the effect of "Dark Simorgh" which prevents Setting is no longer applied as soon as "Dark Simorgh" is destroyed. Thus, players may use the effect of "Cyber Jar" to Set monsters. For "Morphing Jar #2", the effect of "Dark Simorgh" is no longer applied as soon as "Dark Simorgh" is returned to the Deck, so the opponent may Set monsters in face-down Defense Position.[5]
 While "Dark Simorgh" is on the field, the opponent may not Normal Summon a monster from his hand in face-down Defense Position. He may only Normal Summon a monster in face-up Attack Position. He may not Normal Summon a monster in face-up Defense Position.[6]
 While the effect of "Dark Simorgh" is active, your opponent cannot activate the effect of a card like "Guardian Sphinx" or "Stealth Bird" which switches the monster to face-down Defense Position. Also, if the effect of "Guardian Sphinx" is activated and an effect like "Call of the Haunted" is chained so that "Dark Simorgh" is Special Summoned from the Graveyard, then your opponent can no longer Set, so the effect of "Guardian Sphinx" is not applied and the monster is not switched to Defense Position.[7]
 While "Dark Simorgh" is on the field, the opponent cannot Set cards on the field, so he cannot activate the effect of "Book of Moon", and neither player may activate "The Shallow Grave".[8]
 "Red-Eyes Darkness Metal Dragon" and "Dark Simorgh" are Normal Summon Monsters, so they can be Tribute Summoned from the hand. They may also be Special Summoned from the Graveyard with another card effect, even if the monster is sent directly to the Graveyard from the hand or Deck.[9]
 If you cannot Set because of "Dark Simorgh" or "Searchlightman", then you can still activate "Scrapiron Scarecrow", as long as it was Set beforehand. When resolving the effect, the attack will be negated, but "Scrap-Iron Scarecrow" will be sent to the Graveyard since it cannot be Set.[10]
 "Ally of Justice Catastor"'s effect will activate when it battles a monster with multiple Attributes, such as "Dark Simorgh" or "Light and Darkness Dragon" (assuming that "Light and Darkness Dragon" doesn't negate the effect).[11]
 "Dark Simorgh" will always be sent to the Graveyard by "Gozen Match". However, since it only has one Attribute while in the hand/Graveyard or while face-down on the field, it can be still be Normal/Special/Flip Summoned (however, it will be immediately be sent to the Graveyard).[12]
 The effects of "Thunder King Rai-Oh", "Black Horn of Heaven", "Solemn Judgment", and similar cards cannot negate a Special Summon which occurs during the resolution of an effect which activates.[13]


It’s all about his effect that doesn’t let your opponent play traps and monsters facedown nor flip our monsters facedown or his/her own. Alongside with this beautiful effect Simorgh has an attack power of 2700 which is considered a good amount for a beat stick when the actual battle is there since it can take out; Brionac, Gaia, Dark End Dragon, Stardust Dragon, Iron Chain Dragon, all Monarchs etc.

But yes you are correct it is still not strong enough on its own to take cards like Dark Armed Dragon, Red Dragon Archfiend, Judgment Dragon etc. out therefore we have added a couple of powerful beat sticks in the deck with effect that can co-exist with Simorgh such as: Dark lord Zerato, Dark Armed Dragon, Gorz the Emissary of Darkness and Tragoedia. I will start by explaining the above mentioned cards except for Tragoedia since he will have a special place all by himself.

Dark Lord Zerato:

Turbo Diesel Simorgh Darklordzeratoptdnenscr

If there are 4 or more DARK monsters with different names in your Graveyard, you can Tribute Summon this monster by Tributing 1 DARK monster. You can send 1 DARK monster from your hand to the Graveyard to destroy all monsters your opponent controls. If you activate this effect, destroy this card during the End Phase of this turn.
This effect is extremely helpful to get rid of all threats on the field plus dealing 2800 of damage. The only downside is that he gets destroyed by its own in the end phase but the rest of his effect makes up for that.

Dark Armed Dragon:

Turbo Diesel Simorgh Darkarmeddragongld2engu

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having exactly 3 DARK monsters in your Graveyard. You can remove from play 1 DARK monster from your Graveyard to destroy 1 card on the field.

As you may see this card is important in this deck due to the following facts:

 Clears field of monsters and or Spells/traps
 Clears grave for Eatos in some cases
 Beat stick when effect is fully used of 2800 attack power
 Dark attribute for Allure if grave is too full of Darks


Gorz the Emissary of Darkness:

Turbo Diesel Simorgh Gorztheemissaryofdarkne

When you take damage from a card your opponent controls while you control no cards, you can Special Summon this card from your hand. Then activate the appropriate effect, based on the type of damage:
● Battle Damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of battle damage you took.
● Effect Damage: Inflict damage to your opponent equal to the damage you took.

This is considered a staple in every deck ( with a few exceptions ) due to the fact it will become an instant beat stick that provides you with a Token with the attack power equal to the damage you took from an attack. The Token can also be used as a beat stick or it will serve as a fodder for a tribute or for certain spell cards which will follow later. It’s also a dark therefore a target for DAD, Simorgh, Allure and The Dark Creator which will be explained next:

The Dark Creator:

Turbo Diesel Simorgh Thedarkcreatorrgbtensrl

This card cannot be Normal Summoned or Set. This card can only be Special Summoned, by having 5 or more DARK monsters in your Graveyard while you control no monsters. Once per turn, you can remove from play 1 DARK monster in your Graveyard to Special Summon 1 DARK monster from your Graveyard.

The Dark Creator is perfect in late game if the deck has some problems with the opponents his/her deck. His effect can bring back the following beat sticks with their effects; Dark Simorgh, Dark Lord Zerato, Gorz ( if needed ) and all D hero’s apart from D hero Plasma and Tragoedia. If you find him sitting in your hand in the beginning he is still a target for Trade-In and Allure of Darkness which means he can’t be a dead card in your hand if you play it wisely.

I promised you all that I would explain why Tragoedia is such a beast in this deck so here goes:

Tragoedia:

Turbo Diesel Simorgh Tragoediajumpenurle

You can Special Summon this card from your hand when you take Battle Damage . This card gains 600 ATK and DEF for each card in your hand. Once per turn, you can send 1 monster from your hand to the Graveyard to take control of 1 face-up monster your opponent controls with the same Level as the sent monster. Once per turn, you can select 1 monster in your Graveyard; this card's Level becomes the same as that monster's, until the End Phase.

This Card is allot like Gorz hitting the field after you take battle damage. However, This card doesn't have a set attack, and that's his biggest problem. You can't be sure whether this card is going to hit the field with 2400 or 1200 or even 600,making it just another card that your opponent for the
opponent to run over. So this card only works in decks that are able to maintain large hands or got a very quick draw engine. Read the last line again and think back to the 5 draw engines we have in this deck. Meaning while we don’t make big plays we have at least 5 cards in our hand meaning Tragoedia has an attack of 3000 and is therefore treated as our most powerful monster in my opinion. He also has a very interesting effect: ‘’Once per turn, you can send 1 monster from your hand to the Graveyard to take control of 1 face-up monster your opponent controls with the same Level as the sent monster’’. Because we run a lot of level 8 monsters and some level 6 monsters we have an interesting option to take over most used Syncho monsters of the game for example: Stardust Dragon, Red dragon Archfiend, Thought Ruler, Dark End Dragon, Colossal Fighter, Brionac and Goyo Guardian. The best part is that the effect is continues unlike Brain control since Brain control wears off in the End of the turn you activated it

This all added together makes Tragoedia the perfect monster to serve as some protection for OTK’s and major offensive plays.


So we are now done with the Monsters so here is the monster lineup for the deck:

Total monsters: 19

1x E-Hero Stratos
2x D-hero Diamond Dude
2x D-Hero Dasher
2x D-hero Plasma
3x Guardian Eatos
3x Dark Simorgh
2x Tragoedia
1X Dark Lord Zerato
1x Gorz the Emissary of Darkness
1x Dark Armed Dragon
1x The Dark Creator



Now that we have been clear about the monster lineup for the deck we can move on to the spells we have the deck. The draw engine where as followed ( also the ratio )

2x Allure of Darkness
3x Destiny Draw
3x Trade-In
3x Upstart Goblin
1x Reinforcement of the Army

Why Reinforcement of the army is in the deck quite obvious; it brings out E-hero Stratos ( which is a plus one in all cases ) and thereby you get a D-hero off your licking to your hand. So it speeds things up in this deck even more. Furthermore if E-hero Stratos has been used we still have 2 targets left D-hero Diamond Dude.


Now for harder choice in among our spell cards:

 We have mained Giant Trunade over the usual Mystical Space Typhoon mainly because Giant Trunade does all the spells and traps so that Simorgh can take over. Giant trunade also has some downsides of course for instance you return cards to the opponents hand meaning he/she has a full hand again thereby you take the risk of him/her having a Tragoedia and we basically made him stronger by returning the spells and traps but still we wager the upside of it higher than its downside.
 Brain Control, Scapegoat or Fires of Doomsday. These cards basically have all downsides and upsides for this deck that’s why it comes down to preference. I personally prefer Scapegoat. Kiryu111 for example prefers Brain Control. Both contribute allot to a possible OTK move and both can be used as a game changer to set things up by tributing the gained monster(s) for something you need to change things around. But and this is my reason to run Scapegoat over Brain Control in here is that it is also used for defensive purposes if needed. If provides you with fodders for Plasma if needed, fodders for Monster Gate ( will be explained later ) but it also hurt you cause you can’t fully swarm the field cause of the remaining tokens.

So the spells in the deck for now are as followed:

2x Allure of Darkness
3x Destiny Draw
3x Trade-In
3x Upstart Goblin
1x Reinforcement of the Army
1x Giant Trunade
1x Heavy Storm ( Staple in every deck )
1x Scapegoat ( could also be Brain control or Fires of Doomsday as explained above )

But still there are 2 more spell cards I would like to explain to you, since the use of those cards is or can be of great importance in some cases but overall they are great to use in here as well so no reason to leave them out basically.

The first one of the above mentioned cards is:

Monster Gate:

Turbo Diesel Simorgh Monstergatedr2encue

Tribute 1 monster on your side of the field. Pick up cards from your Deck until you pick up a monster that can be Normal Summoned, and Special Summon it. Send any other cards picked up to the Graveyard.

Some rulings around this card due to the fact it causes for misunderstandings sometimes:

 If you pick up a Spirit Monster, you cannot Special Summon it and it is sent to the Graveyard.[1]
 If you pick up a Guardian and don't have the corresponding Equip Spell Card on the field, you cannot Special Summon the Guardian and it is sent to the Graveyard. If you have the corresponding Equip Spell Card, the Guardian is Special Summoned.[1]
 If you go through your whole Deck without finding a card to pick up, "Monster Gate's" effect is negated and the cards you picked up are shuffled back into the Deck.[1]
 Your opponent can chain "Royal Oppression's" effect to negate "Monster Gate's" effect.[1]
 Cards picked up that cannot be Normal Summoned are considered "sent to the Graveyard", not "discarded".[1]
 If you Special Summon "Dark Magician of Chaos" with "Monster Gate", the effect of "Dark Magician of Chaos" activates, but it activates after "Monster Gate" has fully resolved and sent other picked up cards to the Graveyard, so you can use "Dark Magician of Chaos'" effect to retrieve a Spell Card that was picked up and sent to the Graveyard by "Monster Gate" in the process of searching for the "Dark Magician of Chaos".[

This card is effect to get monsters like Dark Lord Zerato, Guardian Eatos, Gorz, Tragoedia, Dark Simorgh and every D-hero apart from D-hero Plasma. This creates even more speed in summoning your monsters. Also if you use it on E-Hero Stratos ( which is likely to do since you have great speed you will have both on field and or in hand ) meaning you have a Wind Attribute in the Graveyard for Simorgh and get a new monster on the field. Even if it is a disappointing D-hero Diamond Dude you use Diamonds effect to get a normal spell to grave ( most likely due to the fact you have 15 normal spell cards in the grave of which 11 lets you draw cards ).

I mention 2 spell cards that need some explanation so here is the second spell card I meant:

Reasoning:

Turbo Diesel Simorgh Reasoningdr1encue

Your opponent declares a monster level. Then pick up cards from the top of your deck until a monster that can be normal summoned is picked up. If that monster is off the same level as your opponent declared, send all picked up cards to the graveyard. If not special summon the picked up monster and send the remaining cards to the graveyard.

Some rulings of this card due to the same reason as stated by Monster Gate.

 You can Special Summon a high-level monster like "Dark Magician" with "Reasoning", but not Special Summon-only monsters like "Gate Guardian", Ritual Monsters, etc.
 If you pick up a Spirit Monster, then all picked up cards are sent to the Graveyard.
 If no monster is picked up, shuffle your Deck and put it back in the Deck Zone; the effect of "Reasoning" disappears.
 You cannot activate "Reasoning" if you already activated "Scapegoat" this turn.
 If "Banisher of the Light" is Special Summoned with "Reasoning", the other cards picked up for "Reasoning" are sent to the Graveyard. The effect of "Banisher of the Light" is not applied until after "Reasoning" resolves.
 Pick up cards until you pick up a monster that can be Normal Summoned.
 [Re: Dark Magician of Chaos] When "Dark Magician of Chaos" is Special Summoned with "Reasoning", his effect activates.
 [Re: Sword of Deep-Seated] If "Sword of Deep-Seated" is sent to the Graveyard while resolving "Reasoning", its effect starts a new Chain after you finish resolving "Reasoning".

You can see that this card similar to Monster Gate only you don’t have to tribute a monster for it’s activation. Furthermore Reasoning is amazing in this deck since most people pick levels that are normally for tuners to stop Synchro’s or level 4 to stop you special or normal summon a tuner and synchro summon. Therefore we have good rates to get a high level monster out like Dark Simorgh, Dark Lord Zerato, Gorz, Dasher, Tragoedia and Guardian Eatos.

The Spells for the deck are now completed and the entire list is as followed:

Total Spell count is: 17

2x Allure of Darkness
3x Destiny Draw
3x Trade-In
3x Upstart Goblin
1x Reinforcement of the Army
1x Giant Trunade
1x Heavy Storm ( Staple in every deck )
1x Scapegoat ( could also be Brain control or Fires of Doomsday as explained above )
1x Monster Gate
1x Reasoning



Now that we have finished on the monsters and the spells of the deck it is time for the Traps in the deck. As you may have noticed there are only 4 spots left in the deck to make it a 40 cards containing deck.

We already knew 3 of the cards cause those cards are also part of the important draw power of the deck meaning:

3x Reckless Greed

The last spot in this deck is filled up with:

Return from the Different Dimension:

Turbo Diesel Simorgh Returnfromthedifferentd

Pay half your Life Points. Special Summon as many of your removed from play monsters as possible. During the End Phase, remove from play all monsters that were Special Summoned by this effect.

This card is considered one of the ace cards in the deck due to the fact you keep on removing from your graveyard with Dark Simorgh and Dark Armed Dragon. Not to mention the BTH’s flying around and the Dimensional Prisons. It contributes allot if you are planning an OTK move and brings back your monsters to the grave if you are able to tribute them for cards like Dark Lord, D-Hero Plasma, Guardian Eatos, Monster gate and might even be for Dark Simorgh.

This makes the Deck complete and looks like this:

Total Deck: 40

Total monsters: 19

1x E-Hero Stratos
2x D-hero Diamond Dude
2x D-Hero Dasher
2x D-hero Plasma
3x Guardian Eatos
3x Dark Simorgh
2x Tragoedia
1X Dark Lord Zerato
1x Gorz the Emissary of Darkness
1x Dark Armed Dragon
1x The Dark Creator


Spell count is: 17

2x Allure of Darkness
3x Destiny Draw
3x Trade-In
3x Upstart Goblin
1x Reinforcement of the Army
1x Giant Trunade
1x Heavy Storm ( Staple in every deck )
1x Scapegoat ( could also be Brain control or Fires of Doomsday as explained above )
1x Monster Gate
1x Reasoning


Trap Count is: 4

3x Reckless Greed
1x Return from the Different Dimension



The extra deck isn’t really needed since there are no tuners but just in case you might get a tuner with the effect of Tragoedia or if you mained Brain Control you can add an extra deck but like I said before it’s not really needed.

I hope this article inspired some of you to just risk the chance by using your guts and creativity even if the deck turn out to be not as good as you would have hoped. The thing is you tried to and that is the thing that counts.

Special Thanks to Kiryu111 again for making the deck.
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IversonSt3

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PostSubject: Re: Turbo Diesel Simorgh   Turbo Diesel Simorgh EmptyThu May 27, 2010 7:00 am

Pff.. This Article soRRy but this Sucks.

It's A Net-Article you just C/P it or you are no0b...

2 TRAGO?
2 ALLURE?
3 D-DRAW?

Sorry if I hurt you. Wink
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Scorpion67
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PostSubject: Re: Turbo Diesel Simorgh   Turbo Diesel Simorgh EmptyThu May 27, 2010 7:13 am

well as you can see Iverson, this deck was made before the 1st march banlist. so the article dont suck, he is just explaining how the turbo Simorgh deck worked ( one of my favorite decks before our new format ) . pretty nice article Prince, ist just ashamed the deck get slowed down with the new format.

One thing iwant to ass tho is that I really like to run Anti Spell Fragrance in Drak Somirgh Decks. Its true tath some time it result a dead draw, but his lock down effect combine with simorgh is just nasty for the opponent. I really want to hear your oppinion about that
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The_Dutch_Prince
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PostSubject: Re: Turbo Diesel Simorgh   Turbo Diesel Simorgh EmptyThu May 27, 2010 7:24 am

Well in this perticualair deck it wasnt usable since as you can see the deck runs with the draw engines aka spell cards and it would slow it down too much if i had to set everything a turn before i want to do it.

In general i like it very much Summon Stardust with debris and w.e is available remove debris and a dark summon Dark Simorgh and play Anti-Spell. Meaning its game unless they have PSZ in grave and they have Caius or w.e but thats too situational to add counter messures for it.

So yeah in general i like that lock as well but in here it wouldnt be really effective since this deck used to kill within 4 turns.
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Scorpion67
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PostSubject: Re: Turbo Diesel Simorgh   Turbo Diesel Simorgh EmptyThu May 27, 2010 8:09 am

well we can say that anti spell was not a good choice in that time, but now that the deck got lsowed down, do u think it can be a good alternative. I really want to make a new dark simorgh deck cuz i really like lock down decks, but since konami broke the Dark engine, i dont see many options to make one new.

The only idea i had till now was the Dark Creator + D.D Scout + Bazoo and Guardian Eatos combo, but the strategy is not stable. Anti spell fit well in this strategy but with a broked engine, the simorgh deck is hopeless. But impossible is not in my vocabulary Razz so i, still trying to work on a lock down simorgh but i need some help XD
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The_Dutch_Prince
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PostSubject: Re: Turbo Diesel Simorgh   Turbo Diesel Simorgh EmptyThu May 27, 2010 9:51 am

What could be a good alternative is the Junk and Debris in space concept with Sirmorgh, Yusei Fudo Turbo with simorgh ( because Debris and QD are wind ).

You can also make a Koa'ki Meiru Simorgh deck ( only a harder version ).

Those 3 are good options to make since they are quite fast and control is already in those decks.

If you want to go straight for the lock you could do something like Turbo synchro Simorgh with eccentirc Boy and Vice Dragon/cyber dragon ( other level 5's which you can use in most cases) etc.

So there are still options left ofc but i gave up on the concept above.
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Scorpion67
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PostSubject: Re: Turbo Diesel Simorgh   Turbo Diesel Simorgh EmptyThu May 27, 2010 9:54 am

HAHA i never give up so i will try to make someting with what u gave me Cool Thx for the advice Dutch Prince, if i come up with something good i will sned you a PM about it Smile
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Tino The Sinner

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PostSubject: Re: Turbo Diesel Simorgh   Turbo Diesel Simorgh EmptyThu May 27, 2010 10:35 am

I havent seen a simorgh deck in a while, the part that i like the most is where u talked about probabilities, Im learning about probabilities right now, and also too bad simorgh is lv7 so it will get stuck in your hand sometimes
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