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TempoNoc's test results

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TempoNoc's test results Empty TempoNoc's test results

Post by Fluff Fluff Sat Oct 25, 2014 12:48 am

Match Results
(Fluff Fluff) vs (TempoNoc)
(Machina Gadget) vs. (Karakuri)
Result of the Duel: Testee lost: 0-2 (0/10)

Deck Rating Total: 17/45

Main Deck Structure: 6/15 - It has a few things about it that are slowing the deck down. From my past experience of using Karakuri, you're better off running pure Karakuri than adding in Solar Wind Jammer + Cyber Dragon. With those two, you'll brick pretty hard more often. I'd be running 2-3 Haipa and 2 Nanashick. They make the deck flow a lot better. This way, you just need to focus on Ninishi turn 1 and another level 4 Karakuri. If you toss in Machine Dup on top of that, you're gold. Urgent Tuning is far from needed. Karakuri is a spam deck so if you're gonna go hard you're gonna do it on your turn. Using Urgent Tuning is wasted space. The Karakuri themed traps are also slow for this deck. Being its a speed deck (or at least a swarm deck) you're gonna want things that can speed up your plays. This meaning that Cash Cache should be at 3, and I'd strongly take advantage of Karakuri Anatomy + Upstart Goblin. Only running 1 MST isn't good. You should be maining 2-3 and siding a 3rd if not maining 3. It's a great card to have for backrow that threatens your plays. Double Summon is also not needed since you have Ninishi. If you're gonna run Dark Hole, either run Raigeki in place of it or run both. For your deck, I'd consider both. If you REALLY want to get huge plays off, I'd run De-Synchro. Lets you resummon your Shoguns for an extra summon and potentially another draw from Bureido. Also, I'd run Redox. Works with Burei in case you run out of synchros. For a last suggestion, I'd run more good staple cards such as Solemn Warning and Soul Charge.

Main Deck Synergy: 5/10 - The deck can start out strong, but doesn't have much to back it up. You have what it takes for initial setup but past that the deck dies really fast.

Side Deck: 0/10 - There's no real side deck cards in here. They're all cards you look like you considered tossing in main deck, but aside from that they're just floaters. Good side deck cards in general are cards that hinder your opponents plays. A good start would be cards such as Light/Shadow-Imprisoning Mirror, D.D. Crow, and Debunk.

Extra Deck: 6/10 - You're missing A LOT you could be doing in here. Considering all of your monsters are earth, Naturia Beast/Barkion should be utilized heavily. T.G. Hyper Librarian you have in the form of Bureido if you use it right. Going off of that, you don't need 3 Bureido or 3 Burei. 2 of each works fine and saves you space. In place of Red Dragon Archfiend, you should really run Hot-Red Dragon Archfiend. Nukes fields better than BRD. Magical Android isn't the best card ever and Catastor doesn't help you much here. If you're looking for a REALLY good extra deck monster you can make, I'd run Leo, The Keeper of the Sacred Tree. It can create a powerful wall against a lot of decks and proves trouble to get over. If you're gonna run Redox, I'd also splash in a Big Eye and/or Dracossack.

Notes on Deck: ^^^^

Match Performance Total: 14/35

Use of Cards: 5/10 - You did what you could but if you had more cards I suggested you could have done better by a lot. Your BIGGEST problem in the way you duel is that on turn 1 of the duel you spam as hard as you can. Why yes this can create problems for your opponent to get over, most people can knock them down. It makes it extremely easy to counter you and gain advantage quickly. Notice how in our duel you summoned all of those monsters but after that it was very easy for me to seize control. If you're going to spam with Karakuri, wait until AFTER your opponent tries to setup a play. This way YOU can be the one knocking it down. Game 1 you summoned Nisamu when you had Burei and Bureido on the field. You could've summoned Nishipachi and gotten a draw off from Bureido's effect thanks to Nishipachi's effect to change position. Even so, you could've just used Burei's effect and it was a free draw. Your play style could use a lot of work, but in time I think you'll do really good if you take some of the advice in this post.

Concentration: 8/10 - Even caught the mistake I tried to pull with Ragna. I was impressed with that, but you missed something. Game 2 you summoned Ninishi after you summoned Bureido, and you continued to use its effect even though you had already that turn. Ninishi only gets its effect once per turn, regardless of how many you summon.

Control of the Duel: 1/10 - You had control for the first turn of each duel when you summoned all of your monsters.. but that was it. After you went on a spam spree I fought back hard and gained advantage really quick over you. For a deck that's supposed to massively spam the opponent and run them over, this deck didn't do that.

Siding Skills: 0/5 - You didn't side anything, and honestly I don't think it mattered anyway. Nothing in your side deck could have helped you.

Ruling Test Score: ?/10 - Didn't finish, doesn't matter.

Notes on Performance: ^^^^^

Final Score: 31/100 w/o ruling test score.
0-50 places you in Sphere Blue
51-85 places you in Prism Green
86-100 places you in Disigma Red.

Welcome to Sphere Blue!
Fluff Fluff
Fluff Fluff

Posts : 3535
DA Record : 0-0-0
SA Record : 1-0-0
Reputation : 48
Age : 30
Location : Mist Valley

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