Tuesday, December 6, 2011

Inzectors

Since I'm getting loads of cash from my birthday last Sunday and my friends bought me something I was thinking of buying. I felt like cracking a box of ORCS next Thursday (right after my finals).

I'm looking forward to Inzectors as seeing how easily the deck generates pluses, and mostly cause you would most probably get enough cards to build the deck with 1 box, and maybe a few singles (which is most probably Hornet).

True, the deck can be easily sided against. But I like the concept of the deck, while I don't like the art.

I'm still not sure what am I going to do with Inzectors, since I already have my official deck, I'm just planning to play around with techs and such.

Can't get my brain to think with this much partially stable systems and compensator designs in my head.

Late yesterday night, I re-build my Fusion HERO (note, I have a couple of HERO decks with me all the time), after I took apart Rainbow Neos (I didn't touch the deck for months). The deck is surprisingly very very good. While being a fun deck it has hard times pulling copies of dead cards, but the deck almost certainly kills when you have Polymerization. I'm not joking.

The big question now would be the extra deck cause I still have not decide which HEROs to have. But 2 Zeros, 2 Shinings, a Tornado, an Escuridao and a Gaia is most certain. Thats 8 slots left.

I basically made this deck after playing with Nick's Dark Paladin deck (which he claims to be his official tourney deck), which surprisingly is very consistent. Well, the deck was filled with tutors, so, it would be pretty embarrassing if it wasn't at least that good.

My Fusion HERO decklist is currently something like this :

monster (15):

2 E HERO Prisma
2 E HERO Sparkman
2 E HERO Bladeedge
1 E HERO Wild Heart
1 E HERO Airman
1 E HERO Necroshade
1 E HERO Bubbleman
3 King of the Swamps
1 Morphing Jar
1 Sangan

spell (23):

3 Polymerization
3 Fusion Sage
3 Fusion Recovery
3 Miracle Fusion
1 Super Polymerization
3 E Emergency Call
1 Reinforcements of the Army
1 The Warrior Returning Alive
1 Heavy Storm
3 Mystic Space Typhoon
1 Monster Reborn

trap (2):

1 Solemn Judgment
1 Trap Dustshoot

My extra deck would most probably be :

2 E HERO Absolute ZERO
2 E HERO The Shining
1 E HERO The GREAT Tornado
1 E HERO Gaia
1 E HERO Escuridao
1 E HERO Shining Flarewingman
1 E HERO Plasma Vice
1 E HERO Wild Edge
1 E HERO Wild Wingman
1 E HERO Necroid Shaman
1 E HERO Dark Bright
1 E HERO Sailorman (I've still not played this yet, but who knows, since I have 1 extra slot left)
1 V HERO Trinity

Back to Inzectors, and I still fail to see why Gilamantis is necessary. I know its a beatstick but I don't see how it serve the deck aside from that.

Fill me in on this please.

I'll most probably be playing a build that runs 3 of Hornet, Damsel and Centipede with no other Inzectors (until someone can explain to me how Gilamantis works). I'm thinking of playing a syncro exceed build since Inzectors are the easiest set of cards to make Rank 3 (in the OCG) and generate pluses from it.

Will see how it turns out, since I'm still busy with final exams, I have not tried anything out yet. Will get to it in 2 weeks.

2 comments:

Anonymous said...

Equip gigamantis to damsel. Damsel eff equip hornet to itself. Hornet destroy gigamantis. Damsel search 2 inzectors from deck, gigamantis ss 1 from grave. Gigamantis fuels the otk.

LGQ said...

I see, thanks for the tip, nvr knew hornet could destroy one of your cards.