Wado_3000

[Duel Links] KoG Snipe D-Heroes

Mar 11th, 2018
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  1. Skill: Restart
  2. Decklist:
  3.  
  4. Monsters: 20
  5. 3 Snipe Hunter
  6. 3 Celestial
  7. 2 Vyon
  8. 2 King of the Swamp
  9. 2 Malicious
  10. 2 Decider
  11. 2 Dreamer
  12. 2 Drilldark
  13. 1 Bacon Saver
  14. 1 Blade Master
  15.  
  16. Spells: 6
  17. 3 Polymerization
  18. 2 Grass Looks Greener
  19. 1 Destiny Draw
  20.  
  21. Traps: 4
  22. 2 Powerful Rebirth
  23. 2 Wall of Disruption
  24.  
  25. Total: 30
  26.  
  27. Extra: 5
  28. 2 Destiny HERO - Dangerous
  29. 2 Red-Eyes Slash Dragon
  30. 1 Vision HERO Trinity
  31.  
  32. Overview:
  33.  
  34. Took 43 wins, starting from Plat 1, never switching from D-Heroes but optimizing the deck all the way through. Probably the most fun deck I've played in Duel Links. I was an avid HERO player back in the day playing the tcg, personally I've waited for them to become viable since GX was introduced. The decision making and flexibility of the deck are amazing, feels rewarding to make the best plays. This is the kind of deck I've wanted since I started playing January 2017.
  35. This build depends on 2 cards that have a high chance of randomness, Snipe Hunter and Grass Looks Greener. If either card works poorly for you (missing multiple rolls, milling too many s/t or nothing great in the graveyard) then you could lose outright. I would say this is the sackiest way to go about the deck, can get you quick wins, huge swings out of nowhere, and can screw you over if things don't go your way. You could simply run 1 Snipe in a safer build and hope for the best, and many builds have taken out Grass Looks Greener altogether. I would've changed the ratios around if I ran into difficulty, but I got KoG with both at 3 and 2 copies respectively. Highest chance of risk, but also maximizes sack plays.
  36. The deck runs few tech cards for similar reasons; you could always throw Econs or multiple WoD's in a deck to succeed on the ladder. Personally I like that the deck runs almost purely on its own engine, more reminiscent of the tcg in a way, where the best archetypes usually have a ton of support and monsters synergize with one another.
  37. The Extra is straightforward, imo a 3rd Dangerous isn't necessary, and you never know when the 2nd Slash can put in work. Imo Slash is the best fusion vs Aliens and Fish, while Dangerous can thin and put in work vs SSA. Trinity can steal games against decks that summon multiple monsters, with hopefully no backrow, such as CA or Hazy.
  38. I only lost once at Legend, didn't face much of the meta in Aliens and Fish. At L3 won against STTG 30 card Magnets that opened 2 Grass (revealed via Storm), Balance GB, Extra Extra tilt, and 2 Balance CA. Blew out one of the CA's since they simply passed going first, and Trinity won against the second one. Snipe won against GB and Extra Extra pretty easily.
  39.  
  40. Notes:
  41.  
  42. - The skill is Restart, try to get hands with Poly or Grass as often as possible. Opening King or Vyon is great as well. Snipe, D Draw, and Powerful Rebirth are solid as well. If you open good hands consistently (maybe you Restart less than 30% of the time) Field of Warriors (w/ Storm) and Destiny Calling (w/ Cyclone) are other viable skills as well.
  43. - If you open a hand with a way to fuse, as well as Snipe, play to fuse first. Dangerous should lead to dumping Celestial from the deck, possibly bait backrow like Econ and Floodgate. If there's a chance to have both Celestial and Dreamer in grave, that's fairly ideal.
  44. - Next turn in that spot, summon Snipe and start popping cards. Snipe can really wreck slow decks, as well as decks that either over commit to the field. Use Celestial effect when your hand is empty.
  45. - If you summon Dangerous turn 1, you often want a card in hand to discard for its effect. If the opponent doesn't attack (which smarter players wouldn't unless they had SRH), then you can chose to activate the effect anyway, enabling Celestial draws next turn.
  46. - Poly is the main power card, you'll often set it, draw cards off Celestial, then have a chance to fuse with those new cards
  47. - If you get Grass Looks Greener and Dangerous turn 1, aside from simply checking for particular cards, it's good to count the number of D Heroes in grave, so that you know how high Dangerous' ATK can get.
  48. - Vision HERO Trinity is a clutch Fusion, if the opponent has multiple monsters and no backrow it can end the game outright. If you've gotten some damage in, running over some level 4 with a 5000 attacker can be a sacky win.
  49. - If you draw Decider, it's a good play to normal summon and use its effect for particular plays: Dangerous effect, Fusion summons, Snipe effect, Blade Master, etc. Always think ahead with this card. Also it's a solid Powerful Rebirth target, Decider on the opp's turn to add a Vyon from the grave to the hand as a good combo.
  50. - Vyon is a flexible card for the deck. Really good to dump Malicious from the deck, then use Mali effect to banish and summon the 2nd copy. When searching Poly, the best targets to dump/banish are a Drilldark and Decider. Also great to dump Celestial or Dreamer if you already have board presence.
  51. - For the opp's Econ take, its fine to use Dangerous effect in a chain to dump Dreamer to protect any other D Heroes on your field. It's good to have Decider on field, as Dangerous can't attack it while on the opponent's side.
  52. - If you're trying to play around Floodgate, read the situation closely. If you feel Snipe would be better Floodgate'd, you can summon, bait it, then use it as Fusion fodder, hopefully to bring back with Rebirth. If Dangerous gets Floodgate'd, at the very least consider chaining to dump a Celestial to the deck.
  53. - If you want to commit to the field with no fear of WoD, you could normal D Heroes first, so that Dangerous boosts their collective ATK.
  54. - Grass Looks Greener is a good card early, gets worse the smaller your deck becomes. Mid to late game if you barely would get a mill (3-4 cards or less), it's fine to use drawn copies as Dangerous or Snipe fodder. I personally try to thin the deck early before using it (Mali effect, searching Poly, etc). You should usually keep hands that include cards that synergize with Grass, such as Decider or Powerful Rebirth.
  55. - Drilldark is good vs slower matchups, in conjunction with Dangerous it can pierce for good damage. Can lead to solid board presence.
  56. - Celestial on the field can help pop field spells such as ALO/Umi, Temple, Dinosaur Kingdom, etc. Can pop equip spells as well, even tho they're fairly obscure (Mask of the Accursed, Slash Dragon equip?, etc)
  57. - Dreamer is pretty easy to play, best to protect monsters then lead to Fusion summons, sometimes it's generic stall. 2 is preferred imo since it's not a great draw, if a build aims to use BLS or Plasma (solid card but bricky, top tier decks have too many outs) then 3 copies works fine.
  58. - The best Powerful Rebirth targets are Snipe, Vyon, and Decider. Solid card the longer the game goes. A bit awkward sometimes early, can be discarded as fodder for Dangerous, Snipe, etc. Don't set if you feel Electro or removal would cuck your plays.
  59. - Although the deck can deal with various threats on the field, a card it doesn't really play around is Sphere Kuriboh. Dangerous takes it well having 2600 DEF, but you never know when a card like that can really slow you down. Hurts for Trinity to get hit by it as well.
  60. - For side decks, I would add s/t hate for backrow oriented decks as well as Water. You could try Disappear/Foolish Return for Grave based decks. 4 Star Ladybug is fine for certain Control decks. Could even put in Outstanding Dog Marron vs stall/mill.
  61. - Against Hazy, since BR is a thing you'll likely want to get Trinity out, of course that lets you get hit by other backrow pretty hard. If you get the most out of Dangerous and Celestial, hopefully you have the resources to make plays.
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