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Deck "Explosion from Hell!! (v. II)"

Deck "Explosion from Hell!! (v. II)"
Format: TCG - 75 Cards
created by purehell Premium Member LV13 activity icon envelope icon
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F/N/W/D Control/Destruction deck.
This deck is a remake of my previous deck "Explosion from Hell!!" (click here)
I added water as not having water in the previous version really crippled it.
With water added, it now gives a much wider scope of board control and some draw power as well.
This deck was an inspiration from all the other control decks floating around. Therefore, I thought I'd make a deck that is very offensive, but also defensive to a good extent.

Finishers



Creature Destruction


(Galklife Dragon is to remove Light Blockers in the presence of Alcadeias, and to remove Petrovas and Yulianas. It can also be used to remove light creatures in general from the board).

Creature Bounce



Card Draw



Card Discard



Mana Burn



Mana Recursion



Mana Ramp



Grave Recursion



Card Search



Blockers



Spell Support



Shield Swap



Shield Trigger Control



Shield Equaliser



This deck has its equal share of weaknesses, especially against rush. Suggestions are always welcome on how to improve this deck, and to make it strong against rush.
I hope you guys enjoy and have fun with this deck.
Please rate and comment.
P.S.: This is the first deck where I am including OCG artwork.

 
Card list Group cards by  
Type: Creature (32 cards)
  Card Set Number Type Rarity
2 x Aqua Hulcus DMD-02 10 Creature Common
3 x Aqua Surfer DM-18 26 Creature Rare
2 x Bazagazeal Dragon (#P60-Y8) P-Y8 P60-Y8 Creature Promotional
2 x Bloody Squito (#P66-Y8) P-Y8 P66-Y8 Creature Common
2 x Bloody Squito (#P74-Y8) P-Y8 P74-Y8 Creature Common
3 x Bolmeteus Steel Dragon DMC-27 S4 Creature Super Rare
3 x Bronze-Arm Tribe (#P90-Y9) P-Y9 P90-Y9 Creature Promotional
2 x Corile DMC-27 40 Creature Common
2 x Emeral DMC-56 33 Creature Common
1 x Essence Elf ECoD 47 Creature Common
3 x Galek, the Shadow Warrior DMC-34 34 Creature Uncommon
1 x Galklife Dragon SCoBN S4 Creature Super Rare
2 x Gigaslug TotHM 47 Creature Common
2 x Thrash Crawler DM-18 60 Creature Uncommon
2 x Twin-Cannon Skyterror DM-18 37 Creature Rare
 
Type: Spell (43 cards)
  Card Set Number Type Rarity
2 x Apocalypse Vise DMC-27 17 Spell Rare
2 x Blizzard of Spears FBoIR 37 Spell Rare
2 x Brain Serum DM-18 65 Spell Uncommon
2 x Burst Shot DM-18 42 Spell Rare
1 x Corpse Charger DMC-27 47 Spell Common
3 x Cranium Clamp EDoHC 27 Spell Rare
3 x Crystal Memory BS 29 Spell Rare
2 x Dimension Gate DM-18 140 Spell Common
4 x Energy Stream DMC-27 43 Spell Common
1 x Eureka Charger DMX-03 32 Spell Promotional
2 x Hide and Seek P-Y9 P70-Y9 Spell Uncommon
2 x Lost Soul DM-18 34 Spell Rare
1 x Miraculous Meltdown DMC-58 9 Spell Super Rare
2 x Miraculous Plague DMX-01 S2 Spell Super Rare
2 x Miraculous Rebirth BoGR S5 Spell Super Rare
1 x Morbid Medicine BoGR 29 Spell Uncommon
3 x Reap and Sow DMX-01 27 Spell Uncommon
1 x Searing Wave RotSW 41 Spell Uncommon
3 x Soulswap DMC-39 25-33 Spell Rare
3 x Terror Pit DMC-57 23 Spell Rare
1 x Volcano Charger DMC-47-8 27 Spell Uncommon
 
Deck Statistics
Distribution by Civilization
Darkness bar 16  21 %  
Darkness/Fire bar 5 %  
Fire bar 16  21 %  
Fire/Nature bar 7 %  
Nature bar 12 %  
Water bar 21  28 %  
Water/Darkness bar 5 %  
 

Distribution by Cost
2 bar 9 %  
3 bar 16  21 %  
4 bar 16  21 %  
5 bar 12 %  
6 bar 13  17 %  
7 bar 12  16 %  
8 bar 3 %  
 

Distribution by Power
- bar 27  36 %  
- bar 16  21 %  
1000 bar 11 %  
2000 bar 10  13 %  
4000 bar 5 %  
5000 bar 3 %  
6000 bar 1 %  
7000 bar 7 %  
8000 bar 3 %  
 

Distribution by Race
- bar 43  57 %  
Armored Dragon bar 8 %  
Armored Wyvern bar 3 %  
Beast Folk bar 4 %  
Brain Jacker bar 5 %  
Chimera bar 3 %  
Cyber Lord bar 5 %  
Earth Eater bar 3 %  
Human/Ghost bar 4 %  
Liquid People bar 7 %  
Tree Folk bar 1 %  
 

Distribution by Rarity
Common bar 20  27 %  
Promotional bar 8 %  
Rare bar 25  33 %  
Super Rare bar 12 %  
Uncommon bar 15  20 %  
 

Distribution by Type
Creature bar 32  43 %  
Spell bar 43  57 %  
 



Rating
Current score for this Deck, based on 15 votes:

bar 3.73
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Discussion about this Deck
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Author Message
living_dead
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Subject: chargers   Posted: April 1, 2015 03:23 am

just missing a few chargers may be, otherwise, very good indeed (y)
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purehell Premium Member
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Subject:    Posted: April 1, 2015 08:40 am


quote from living_dead:

just missing a few chargers may be, otherwise, very good indeed (y)

Thanks for your feedback. I have thought of volcano charger or eureka charger (corpse charger not required) in this deck. I have added both to see how it works out. But thanks again for your vote. It means a lot
Back to top Modified on April 5, 2015 07:24 am 
purehell Premium Member
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Subject:    Posted: April 6, 2015 09:48 am

Thank you guys for all of your votes, comments, and feedbacks. I really appreciate it.
@pervy_sage - Please give a reason for voting a 3. I have no problem with what you vote. Just give suitable reasons for it. I'll take your recommendations in consideration.
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purehell Premium Member
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Subject:    Posted: April 7, 2015 04:17 am

@evil_saint - Thanks for your vote You are right about Wind Axe. It doesn't really see a lot of play in this deck. But I really have a hard time to get nature mana in most cases,so that I can play those Reap & Sows, Soulswaps, Rebirths (or maybe BATs). If you would suggest some good and suitable nature cards that would fit here, I can use it to replace Wind Axe. Twin-Cannon has proved to be useful a lot of times, a very good substitute for Bazagazeal Dragon, as opponents are crazy about discarding my Bazas (lol), and they both, in many cases, land up in grave, unless I turn over a Morbid Medicine.
I have thought of Emeral in this deck before, but ditched the idea. I'll try to incorporate it, but the swapped shield, if targetted early in the game, might lose its use totally. Its like I place a Surfer in shields in turn 2 with Emeral. Your opponent gets his 3rd turn first, plays a Pyro with nothing else on board, breaks that shield, and boom, there goes your trigger in hand. You might return Emeral to your hand, but then you might not have another trigger. If you just keep Surfer for the creature presence of it, without using its effect, you might have to wait for another Emeral.
But, I'll take your advice, and try to put Emeral in, and see what happens. Thanks again for your vote and feedback .
P.S.: This deck has a 50-50 chance against rush. As it is with almost all control decks.
Back to top Modified on April 14, 2015 11:40 pm 
mmpizza
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Subject:    Posted: April 17, 2015 10:37 am

Great deck but why are you using reap and sow doesn't seem quite effective in this deck its more usefull in mana burns then here. Why don't you try using cryptic totem as well since the deck acts like aggro control and super dragon machine dolzark can also work. If you really want some mana burn then you can use fortress + soulswap as well to make reap and sow more meaningful.
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purehell Premium Member
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Subject:    Posted: April 17, 2015 11:23 am


quote from mmpizza:

Great deck but why are you using reap and sow doesn't seem quite effective in this deck its more usefull in mana burns then here. Why don't you try using cryptic totem as well since the deck acts like aggro control and super dragon machine dolzark can also work. If you really want some mana burn then you can use fortress + soulswap as well to make reap and sow more meaningful.

All right. First of all, as always, thanks for your vote and feedback .
i) Reap and Sow - It is a useful card believe it or not. Many decks that I have played against, had 1 card of a particular civilisation. Removing that removes your opponent's chance of utilising that civilisation further. I can also remove a card that can be and if swapped, can cause trouble on the field (biggest example: BOMBAZAR). It can be used for rush decks to some extent.
T-3 BAT, +1 mana
T-4 Reap and Sow (puts your opponent a step back and gives you a mana).
T-5 Mass Removal spell (Apoc/Burst Shot/Blizzard) (board is clean with no present threats, unless that annoying Pyro lingers around )
And, for other decks its just a turn 5 or late game mana cutter and a mana ramp for you.
ii) Cryptic Totem - Thats something I might consider. It is a card that I personally think can be removed before utilisation of its effect. I have had many experiences of this sort with Totem. Turn 6 is ideal territory for Pits/Surfers. So it can be easily sent away before it can actually put its ability into use. For Totem's place, I do have Bolmeteus.
iii) Dolzark - Not at all suitable here. It may be useful for Dragon decks, but not here. My dragons are also few in number. Moreover, Dolzark can be removed easily.
iv) Fortress Shell+Soulswap - My deck doesn't get much mana ramp on its own (I cast mana myself). Thus, Fortress Shell cannot be swapped until late game, plain and simple. And then, in late game, I bring out my finishers. It is important that the finishers come out instead of Fortress, because by that time I have to proceed to take shields. I cannot be waste a Soulswap to bring out a Fortress Shell where the opponent has no blockers. I have to use it to bring out a Baza/TCS. So, it will see very less use. Also, for proper utilisation of Fortress Shell's ability, you need a proper setup as well. After all, mana burn in this deck is very minor. I don't seem to require more than these two Reap and Sows.
Thanks again for your vote mmpizza and homeomorfismus.
Back to top Modified on April 17, 2015 11:48 pm 
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