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Post by Takuto Starwind on Nov 23, 2009 3:58:14 GMT -5
Here's my attempt of a ritual deck... when it runs well it does really great and allows me to summon two at once but more often than not it doesn't and it leaves me stuck with unwanted Rituals/ritual monsters any advice? Monsters: (20) Sangan (1) Dark Grepher (1) Senju of the Thousand Hands (2) Manju of the Ten Thousand Hands (2) Djinn Presider of Rituals (3) Djinn Releaser of Rituals (3) Chaos Sorcerer (2) Relinquished (3) Divine Grace- Northwemko (3) Spells: (14) Ritual of Grace (2) Black Illusion Ritual (3) Allure of Darkness (2) Mystical Space Typhoon (1) Brain Control (1) Heavy Storm (1) Preparation of Rites (2) Swords of the Revealing Lights (1) Fulfillment of the Contract (1) Traps: (6) Ritual Buster (2) Mirror Force (1) Call of the Haunted (1) Bottomless Trap Hole (2)
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Post by Masami Maeda on Nov 23, 2009 4:12:31 GMT -5
Your main problem is that you simply have too many ritual monsters and cards. You're bound to run into dead cards when most of your cards are situational one-ofs. A good ritual deck focuses on 1 or 2 given rituals and then is able to support them when they take the field. Your deck lacks anything cohesive, lacks acceleration, and has no reliable way to play out of clumpy hands. The ritual mechanic is a -1 at best, and ritual monsters are a virtual -1 in terms of hand advantage while they are in the hand. In order to offset this, you must focus on playability rather than explosiveness.
Trim down your ritual list to a smaller number of ritual monsters you want to summon, and then we can revisit the list.
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Post by Takuto Starwind on Nov 23, 2009 9:27:20 GMT -5
XD thanks, I was thinking of dropping one ritual monster set but wasn't sure... anyways
(-3) Shinato (+2) chaos sorcerer (+1) Dark Grepher (-2) Shinato's Ark (+2) Allure of Darkness
How does it look so far? I also thought about removing ritual buster but I'm not sure what to use in its place...
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