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Hieratic Hanzo

 

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Posted on Tue Oct 21, 2014 10:54 am

http:/ /i.imgur.com/9Uzz0tR.png

This was created for intended use in the TCG October 1st format. Do note that the deck is more Aggro-Control, if you will.

Card List:

Monsters [20]
1 Galaxy Serpent
1 Labradorite Dragon
1 Wattaildragon
1 Black Luster Soldier - Envoy of the Beginning
1 White Dragon Ninja
3 Ninja Grandmaster Hanzo
1 Red-eyes Darkness Metal Dragon
1 Koa'ki Meiru Drago
1 Light Pulsar Dragon
3 Hieratic Dragon of Su
3 Hieratic Dragon of Tefnuit
1 Hieratic Dragon of Nebthet
2 Hieratic dragon of Eset

Spells [13]
3 Reinforcement of the Army
2 Hieratic Seal of Convocation
1 Book of Moon
3 Mystical Space Typhoon
2 Forbidden Lance
1 Raigeki
1 Soul Charge

Traps [7]
3 Ninjitsu Art of Super-Transformation
1 Compulsory Evacuation Device
2 Vanity's Emptiness
1 Safe Zone

Extra [15]
1 Ancient Sacred Wyvern
1 Black Rose Dragon
1 Crimson Blader
1 Hot Red Dragon Archfiend
1 Scrap Dragon
1 Star Eater
1 Stardust Spark Dragon
1 Constellar Ptolemy M7
1 Gaia Dragon, The Thunder Charger
1 Gauntlet Launcher
2 Hieratic Dragon King of Atum
1 Inzektor Exa-Beetle
1 Photon Strike Bounzer
1 Number 72: Shogi Rook

Side [15]
2 Nobleman of Crossout
2 De-Fusion
2 Royal Decree
2 Flying "C"
2 Effect Veiler
2 Ghostrick Jackfrost
1 Koa'ki Meiru Drago
2 Chain Disappearance


Hieratics have some inherent flaws, like for example their inability to do much if the opponent hasn't played anything. As such, the deck would typically play going second, so if anything the rule change about starting with 5 cards has helped the deck be able to compete as a deck that thrives off of the opponents field.

However, choosing to go second can be a dangerous feat for a deck that has to minus first before it can create advantage. The negation of summons in a deck that requires so many combo pieces can be devastating especially with the semi limit of their search card and the inability to fill the deck with enough useful Hieratics.

This is where Hanzo steps in. Hanzo himself "creates" more Hieratics for the deck, at the cost of the opponent's monsters. Rather than using the only Hieratics in your hand for a combo, simply summon Hanzo along with some traps and then make a Hieratic using Hanzo (typically Su) and an opposing monster. In the end, you've rid of an opponents card as well as created one whole new piece to the Hieratic combo, allowing for bigger plays. In terms of making Su with Hanzo, you've created a way to get rid of backrow.

Hanzo also gives the deck the ability to choose the first turn. A summonable monster that should create advantage, and if the play is stopped, then so be it, the deck doesn't run any less of the regular hieratics, so the chances of having plays are relatively the same, and the opponent just wasted resources getting rid of the Hanzo.

Speaking of the opponent working around Hanzo, there are a select few things that one can do in terms of countering the opponents attempts at stumping the play.

If the opponent activates Lance on their monster or somehow removes it before Super Transformation resolves, Hanzo will still be sent. The cost was already met and only 4 stars were sent. Super-Transformation can still summon Koa'Ki Meiru Drago or anything with less than 4 stars. Koa'ki Meiru Drago can certainly muddle up any sort of plays that the meta tries to make. Even IF both monsters were sent while playing Burning Abyss, Shaddoll's, or Satellars, it's often still the best idea to go into Koa'ki Meiru Drago. The card just stops so much of what they do.

Another trick is if the opponent tries to blind MST the super transformation or they just try to wipe the whole backrow. Chaining Super-Transformation and taking a monster to go into White Dragon Ninja can halt any of that as the chain will resolve backwards and the Ninja will be summoned before the destruction resolves. With White Dragon Ninja on the field, 2 trap cards in the deck become MUCH more potent. Safe Zone and Vanity's Emptiness. White Dragon Ninja keeps anyone from killing them and keep Vanity's from killing itself if anything else is removed.  Since White Dragon Ninja IS a Ninja as well, you can use a second Super-Transformation on him as well.

I've been asked plenty, why 3 Reinforcement of the army with only 3 Hanzo? That's because, the more Hanzo, the more potent. Like I said, the deck would be far more destructive if the deck could put in more Hieratics. Hanzo stands as sort of a "psuedo" Hieratic. There are a few more reasons that make running 3 important.
Firstly, going first in this deck, you ALWAYS want to see Hanzo. Getting a leg up in advantage and starting off with another Hieratic is always a good thing.
Secondly, Hieratic plays can be made without even ever normal summoning a card. Following up a solid hieratic play with a Hanzo can make for some devastating effects.
Lastly, very often will the opponent get rid of Hanzo without ever attempting to touch the face down Transformation, leaving you with a "dead" card on the field. However, that face-down transformation can turn a Hanzo into a Hieratic the same turn you summon it, all the while giving you a free transformation.

Image: http:/ /img2.wikia.nocookie.net/__cb20120316083138/yugiohenespanol/es/images/f/f0/Foto_granmaestro_ninja_hanzo.jpg

Ninja's have more than a few tricks, but one of them really stands out of the crowd, Ninjitsu Art of Super-Transformation. Use Hanzo and his grand Jutsu to turn himself and others around him into powerful dragons that will lay waste to anything in their path.



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Posted on Fri Oct 31, 2014 3:09 am

Good deck bro.Did you win a game with it?



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Posted on Sat Nov 01, 2014 2:48 pm

Deck has met criteria specified.

Deck has been brought in for testing.

Please note that this process may take a while, as the team is rather busy. We appreciate your patience during this time.



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Posted on Sun Nov 02, 2014 12:44 pm

@Elio54321 wrote:Good deck bro.Did you win a game with it?

Haha of course. If the deck lost all the time, I wouldn't have even thought of posting it.



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Posted on Mon Nov 03, 2014 1:49 am

Even though I understand your reasoning for playing 3RotA I still suggest playing 2 cause...you know...after you've used your all Hanzos the other RotA(s) are gonna be useless...
(Of course I haven't played the deck yet so I might be wrong on that...)



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