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(TCG) Wise Starnoid, Avatar of Hope

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Coriler
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(TCG) Wise Starnoid, Avatar of Hope

Post by Coriler on 24.02.17 0:24




44 Cards

4x Wise Starnoid, Avatar of Hope
4x Corile
4x Emeral
4x Illusionary Merfolk  

4x Magris, Vizier of Magnetism
4x Aqua Hulcus
2x Energy Stream

4x Tulk, the Oracle
2x Vess, the Oracle

4x Kolon The Oracle  
4x Holy Awe          
4x Aqua surfer      


i have like 6 versions of this deck with different ratios or techs.
splashing pits or swaps is really cool in here as well.
swaping corile out in the opp. turn and giving you a cyberlord is great.

yes merfolk could be put to 3, but i prefer it at 4.

tannyboy2
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Re: (TCG) Wise Starnoid, Avatar of Hope

Post by tannyboy2 on 24.02.17 2:58

Wow, this is one of the better starnoid decks out there Smile you have a great curve with many shield triggers and LOTS of draw power. i could see this deck being a huge problem for rush decks with your emerals setting down potential shield triggers and vess removing the weenie creatures. Against control decks, you should fare decently well with your insane draw power to put up with the discard and your kolon and holy awe to have constant board control. It would be my honour to duel you one day and i must say, i love that your deck is fully promo-ed out Smile

striker EX
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Re: (TCG) Wise Starnoid, Avatar of Hope

Post by striker EX on 24.02.17 3:11

Nice and neat deck. Still slightly scared of fire spells I assume, as the powers are lower. Do u whack shields right off the bat?
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Coriler
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Re: (TCG) Wise Starnoid, Avatar of Hope

Post by Coriler on 24.02.17 3:33

@striker EX wrote:Nice and neat deck. Still slightly scared of fire spells I assume, as the powers are lower. Do u whack shields right off the bat?

this deck is heavily geared against control matchups since this is strong against aggro anyway and control is the best decktype (IMO)

the reason why i dont run blockers and run floaters(creatures that replace themselves)  at max copies is exactly because of fire kill. magris and hulcus can die and i dont lose card advantage. they are really great in here. furthermore if i have enough pressure on the board and broke some shields my opp wont clamp me, because they have few shields and are under pressure.

(actually this deck is for a restricted clamp format though. normally id increase the number of streams to 3/4 copies.)

against controls, if i go first i sometimes try to rush with tulk/emeral. ( though an early loco/surfer is GG)
it really depends if you go first or what you have available. if i know i can easily be controlled and dont have streams i dont play my hand into the field and  just start droping hulcus and magris. at turn 3/4

some people play tajimal, or pala olesis to protect agains fire kill but dropping floaters and pressuring with them is the better option. early game you want to preserve your hand and not drop anything that lowers the size.

i have seen players summon pala/tajimal and get an instant loss after being clamped because they neither had streams or floaters...


Last edited by Touch Me on 24.02.17 3:58; edited 1 time in total
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Re: (TCG) Wise Starnoid, Avatar of Hope

Post by Coriler on 24.02.17 3:42

i have a build where i went the "full-floater-route" and included lucky balls as well.

has 40 cards and it really needs the early tulk swing . its higher risk but higher reward.

striker EX
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Re: (TCG) Wise Starnoid, Avatar of Hope

Post by striker EX on 24.02.17 9:51

Precisely my concern. Restricted clamp would greatly reduce its weakness though.

    Current date/time is 26.07.17 19:31