![]() ![]() Which although seemingly minor, is actually a huge disadvantage. However, extra Alices are always nice despite this cards flaws. It opens up a lot more combo plays and loops if you don't have certain cards available to you. Like Hungry Pierrot, it'll force guards so your opponent won't be able to guard against more important creatures. Pale Moon - SwapI believe the best Grade 3's for this kind of build are Nightmare Doll, Alice and Darkness Magician, Robert. ![]() Though Soul Charging, we can toolbox the Soul to continue to attack and call out monsters to abuse their effects. With the ideal set-up, 6 damage in one turn is child-play in this kind of build. ![]() ![]() Primarily you'd want to stack up some damage every now and then if a attack would lead you to using up too many resources to defend against. This is good for your final push where a counter blast is necessary for a additional attack.Ī combo with this is to loop a certain Grade 1 in this deck and Nightmare Doll, Alice which I'll explain later for attacks that reach up to 16k power and you can do a additional one for each successful attack for each counter blast you activate. The main concerns about this is that for any tool-boxing to go on you must have a successful attack so try to dwindle down their defenses as effectively as you can before you go for the final push. There's several things you need to rely on. Damage to counter-blast, a set-up Soul and mostly a successful attack. The first and second are definitely easy to accomplish. Outside of swapping/looping monsters your deck should be filled with things that can Soul Charge, someway or another. ![]()
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