Which deck has exodia in it




















This deck is easy to combine with the "Appropriate" "Exodia" deck, since Neo-Spacian Glow Moss ' effect is excellent for stalling and with " Appropriate " out drawing cards. Also known in some circles as "Hope for Exodia". This deck relies on boosting your opponent's life points in order to draw massive amounts of cards with " Hope for Escape ". Use standard searcher cards such as " Emissary of the Afterlife ", or " Deep Diver " to get "Exodia" pieces quickly, and include a lot of single draw cards like " Upstart Goblin ", " Legacy of Yata-Garasu ", or " Jar of Greed " to thin out the deck.

Stall cards are not technically essential, but " Swift Scarecrow " is a useful card that will allow you to either stall for another turn, essentially allowing you to draw 1 card, or let your opponent deal just enough damage to you so you can use Hope For Escape to draw a large amount of cards.

You should also devote some of the deck to life-point gain cards to boost "Hope for Escape". Using even one " Gift Card " essentially lets you draw 2 cards if you chain it to "Hope for Escape" though be sure to get the order right.

If you chain Hope for Escape to Gift Card you will not gain the extra draw. A somewhat effective stall for this deck is " Kuribon " and " Ultimate Offering. Your opponent will gain massive life points, and it's nearly impossible to get to you. Another benefit to using this deck is that taking a hit for a turn or two is not a problem, and will actually increase your draw power. If you have set multiple copies of "Hope for Escape" and your life points are greater than per copy, you can chain all 3 for the maximum possible draw.

Keep in mind that the total cost in life points would be paid before any effects are resolved. This means the life point deficit and therefore draw count would be the same for each copy as opposed to activating them in mutually exclusive chains. With three copies in the chain and the bare minimum difference before link 1, you'd definitely draw at least 6 cards.

However that's really low-balling it. Cards like " Rain of Mercy " would make it easier to ensure that you can pay the cost without running the risk of putting your life points above your opponent's. If all else fails, " Self-Destruct Button " is an easy out. If this deck is using mostly traps, you can turn it into a "Chain Draw" variety with " Accumulated Fortune ", " Waboku ", and others. The main goal of Appropriate "Exodia" is to have "Appropriate" and have it active on the field.

There is little to no defensive capability, as the deck focuses mainly on getting and fueling Appropriate's life on the field. This deck is a hybrid of Dragons and "Appropriate". With the slew of draw cards now available, and " One Day of Peace " to force the opponent to draw, "Appropriate" can OTK, even if just 1 is active.

With "Appropriate", "Cup of Ace" essentially becomes a "Pot of Greed" for both players; however, your opponent should have no chance to use their cards. Note: All decks in this section contain some cards that are only allowed in the Traditional Format. This version of is probably the most basic way of constructing an "Exodia" Deck. On the first turn, you use " Foolish Burial " to get " Sangan ". Using " Infinite Cards " helps here.

Plus, cards like " Dekoichi the Battlechanted Locomotive " ' Witch of the Black Forest "and " Emissary of the Afterlife " can help you draw or search for the "Exodia" pieces. You could also use " Deep Diver " to move an "Exodia" card to the top of your Deck. You can also use " Hand Destruction " to discard 2 "Exodia" Normal Monsters to search for more parts. Then, once you've done this, use " Dark Factory of Mass Production " to return the 2 discarded pieces.

What you got to do is to try to get " Future Fusion " in your hand as soon as possible. If you draw it first turn, use it to send every "Worm" monster, except 1 - 2 "Worm Linx" to the Graveyard.

Regardless of whether or not you manage to summon "Worm Zero", what you will be drawing will either be the "Exodia" pieces or stall cards. Set "Worm Linx" on your side of the field, then either Flip Summon it or have your opponent attack it with " Waboku " activated and combine it with stall cards for great drawing power. This deck focuses heavily on just 1 card, "Future Fusion", and cards such as " Mystical Space Typhoon " or any spell negation cards will severely hinder the Deck's capability to thin out and draw.

Once per turn, during the End Phase, if both players control the same number of monsters: Destroy this card. You can send this card with 2 or more Greed Counters to the Graveyard; draw 2 cards. You can only activate 1 Trap for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.

After this card is destroyed, draw 1 card. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card. You can only activate 1 "Ledger of Legerdemain" per turn.

Thankfully, most decks only have so many ways to destroy Mystic Mine. Meanwhile all your combined copies of Metaverse , Demise of the Land , Terraforming , and Mystic Mine give you the right math to see it early on, though it's not an automatic victory. Thankfully, Solemn Judgment and Dark Bribe will take care of up to six threats your opponent might throw at you.

There are plenty of spells and traps that can take Mystic Mine out, but your opponent won't have plenty of those options. They'll have very few of those cards to rely on. Go and pick literally any top deck and see if they have more than six easy outs. Chances are, you'll be good as long as you can draw the cards. Okay, so the worst part about playing Mystic Mine is waiting around to draw Exodia. It could take literally over 30 turns, so I had to throw in some ways to speed the deck along.

The pairing of Hope for Escape and Vortex Trooper comes out of left field. You need far fewer Life Points than your opponent to play Hope for Escape for maximum value, and Vortex Trooper seems to conflict with Mystic Mine, right?

How are you going to achieve that? The trick is to use Vortex Trooper and just run it into whatever monster your opponent plays. I'm not kidding; it'll shuffle your hand on summon and further dip into your deck post mortem. I was so tired of waiting around for things to happen; go out and do something!

At the same time, the waiting around is more worthwhile with Ledger of Legerdemain and Shard of Greed. And yes, if you were wondering, at one point I was about to add Card Trader for even more speed. That tells you just how desperate I was to turbo charge this thing. Math isn't the most interesting thing to think about all the time - take it from me, I spent my time in both my undergrad and at graduate school studying mathematics - but math's a reality when you're dealing with any card game.

Ratios, stats, and probability drive consistency. It's not an exaggeration to say that the shift in July of from a starting hand of 6 cards going first, to a starting hand of 5 cards, really decimated the old-school draw-heavy Exodia strategy. The problem with the classic Exodia decks doesn't come down to consistency in your draw cards, but the fact that as you're drawing, you have effectively five dead cards in your deck, all of which are bricks weighing you down.

With multiple Upstart Goblin and One Day of Peace , winning the dice roll meant you should win the duel. Those spells can be replaced, but having another opportunity to draw a card that isn't a piece of Exodia can't.

Actually, Swift Scarecrow would be a better idea over Battle Fader, since it does the same thing without being banished, therefore, if the opponent cannot remove it, you are left with a decent wall if swapped to defense mode. Party Games. Drinking Games. Lawn Games. Creative Writing. Card Games. Magic: The Gathering. Comic Books. Harry Potter. Board Games. Performing Arts. Musical Theater. Circus Arts. Tabletop Gaming. Metal Detecting. Outdoor Hobbies. Model Trains. Welcome to HobbyLark!

Exodia the Forbidden One. Related Articles. By Jeremy Gill. See More. Shard of Greed is actually pretty similar to Royal Magical Library, allowing you to build up counters and draw cards because of it. Sadly, you actually have to destroy Shard of Greed to activate it. But given that it lets you draw for 2 cards, this adds some great value in any Exodia deck.

You get more and more value with each copy of Shard of Greed you have active. The only disadvantage is that this will take up 3 out of your 5 spell and trap card zones. So make sure you pull this strategy off before you set any trap cards. You can use Hand Destruction in a passive way to cycle through your own cards, or in an aggressive way to force your opponent to change up their hand.

If you know your opponent has a hand full of great cards, this forces them to sacrifice some of them. This is technically more of a deck in its own right, but Heart of the Underdog is powerful when your deck is designed with this in mind. This is a high-risk high-reward strategy.



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