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Deck "5C Jolly"

Deck "5C Jolly"
Format: OCG - 48 Cards
created by kaibacorps activity icon
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How to use this deck?

-Basically for the first 4 turns really, can't do ANYTHING (Unless 4 multicoloured mana and demon wolf in hand).

-Hopefully by turn 4 we would have 4 multicoloured mana to activate our ruins next turn(for 3 extra mana) or demon wolf(discarding 3 is pretty dank).

-ALWAYS Fortification Against Barrage and Ambush in your hand! If you get the spell Team Doremi's Light Spirit Go! as a shield trigger, we can immediately cast Fortification to wipe your opponent's field! Very efficient card.

-Cyberdice Vegas is an extremely important card as its Denjara Switch ability allows us to cast a 7 mana or less spell from our hand when the opponent's creature attack. With this knowledge, we should keep cards in our hand like Team Tech's Wave Go!/Fortification Against Barrage and Ambush as these will mass removal creatures from the field. Punish your opponent! It's their fault for attacking into Cyberdice!

-Wild Safari is extremely useful D2Field as multi-coloured mana has 2 value, and the Denjara Switch ability of summoning creatures from the mana zone, and is used for ending the game.

-Wachagona, Muen Zangu is meant to pull out the D2Fields from our mana zone AND prevent the opponent from using their own D2Field.

-The=DiedBrachio is an excellent hand trap that can snare the opponent's creatures and stop the opponent's Draghearts from dragsolutioning. Also, he is a nature DRAGON. After using Strike back, you have a nice bait for Wachagona to rev change with, and at the same time recycle your hand trap.

How to win with this deck?

-The opponent usually has creatures in the battle zone, so use our mass removal spells to blow ( ͡° ͜ʖ ͡°) the field and pave the way for Jonathan the Japanese Jew.

-Alternatively, Van Beet is also a good way to mass remove AND prevent dragons and commands from coming back to the battle zone.

-Additionally, Dokindam Apocalypse is an EXTREMELY useful combo finisher. He has the ability to seal all creatures(BANISHED TO THE SHADOW REALM MUAHAHA >: D). Dokindam Apocalypse helps to deal with creatures that cannot be removed normally such as Perfect Galaxy/Lionel. In a way Dokindam Apocalypse is better than Van due to the mass seal effect.

-With Wild Safari, it's easy to cast mass removal spells(Or summon Van Beet) AND summon Jermaine the Joke for the win.

-With Cyberdice if our opponent attacks us we can use a mass removal spell, and next turn win with Jonas the Brotherhood Joe

How to counter this deck?

-Discards will prevent us from using Cyberdice's Denjara Switch.

-Excessive Milling from VolgBoi as this deck has little creatures(However cards like Princess would prevent such events from happening).

-HIBIKI WHY PLS NO : (

-Getting rushed down.

Notes: Game Finish Costs

-> Barrage+Jolly=15
-> Dokindam+Jolly=19
-> Jolly+Jolly=20
-> VAN+Jolly=21

->Use Wild Safari for extra Mana
->Use Cyberdice if you have mass removal spells and Jolly in hand and you have 10 mana

Creator's Note:

No fun zone

 
Card list Group cards by  
Section: Main Deck (40 cards)
3 x Cyberdice Vegas, Gambling Expert of D Cyberdice Vegas, Gambling Expert of D (DMR-23)
  • Collector Number: 14
  • Rarity: Rare
  • Type: D2 Field
  • Mana Number: 1
  • Cost: 5
  • Civilization: Water
Card text:

Shieldtrigger Shield trigger (When this D2 Field is put into your hand from your shield zone, you may put it into the battle zone for no cost.)

* At the end of your turn, you may draw a card.

(Whenever another D2 Field is put into the battle zone, put this D2 Field into your graveyard.)

* Denjara Switch - When one of your opponents creatures attack you, you may turn this D2 Field upside down for the rest of the game. If you do, you may cast a water spell that costs 7 or less from your hand for no cost.

3 x Demon Wolf, Betrayal Moonlight Castle Demon Wolf, Betrayal Moonlight Castle (DMR-22)
  • Collector Number: 17
  • Rarity: Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 2
  • Civilization: Darkness
  • Artist: MISAWA_K
Card text:

Shieldtrigger Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)

■ Your opponent chooses and discards a card from his hand.

■ Mana Arms 4: If you have 4 or more multicolored cards in your mana zone, your opponent chooses and discards 2 cards from his hand.

2 x Dokindam Apocalypse Dokindam Apocalypse (DMX-26)
  • Collector Number: 7
  • Rarity: No Rarity
  • Type: Forbidden Creature
  • Power: 9999
  • Mana Number: 1
  • Cost: 9
  • Civilization: Darkness/Fire
Card text:

* (This creature is put into your mana zone tapped.)

* Double breaker

* When you put this creature into the battle zone, put a seal on each creature.

(When you seal a card, put the top card of your deck on that card face down. Whenever a Command is put into the battle zone, its owner puts a seal from one of his cards that has the same civilization as that Command into his graveyard. While a creature is sealed, both players ignore that creature.)

4 x Faerie Shower Faerie Shower (DMX-22)
  • Collector Number: 22
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 4
  • Civilization: Water/Nature
Card text:

* (This spell is put into your mana zone tapped.)

Shieldtrigger Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)

* Look at the top 2 cards of your deck. Put one of them into your hand and the other into your mana zone.

2 x Forever Princess, Eternal Ruler Forever Princess, Eternal Ruler (DMX-24)
  • Collector Number: 11
  • Rarity: No Rarity
  • Type: Creature
  • Race: Red Command Dragon/Hunter/Alien
  • Power: 8000
  • Mana Number: 1
  • Cost: 8
  • Civilization: Fire/Nature
Card text:

* (This creature is put into your mana zone tapped.)

* Speed attacker (This creature doesn't get summoning sickness.)

* Double breaker

* Whenever your opponent puts a creature into the battle zone for no cost, put that creature into its owner's mana zone.

* When this creature is put into your graveyard from anywhere, shuffle this card and your graveyard into your deck instead.

3 x Fortification Against Barrage and Ambush Fortification Against Barrage and Ambush (DMX-22)
  • Collector Number: 21
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 5
  • Civilization: Water/Fire
Card text:

* (This spell is put into your mana zone tapped.)

* Reveal cards from the top of your deck until you reveal a creature. Destroy all creatures that have less power than the revealed creature. Put all cards revealed in this way into your graveyard.

1 x Hyperspatial Faerie Hole Hyperspatial Faerie Hole (DMX-25)
  • Collector Number: 20
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 5
  • Civilization: Nature
Card text:

* Put the top card of your deck into your mana zone.

* Choose one of the following.

> Put any number of psychic creatures that have total cost 5 or less from your hyperspatial zone into the battle zone.
> Put a Nature psychic creature that costs 7 or less from your hyperspatial zone into the battle zone.

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)

1 x Hyperspatial Green White Hole Hyperspatial Green White Hole (DMX-25)
  • Collector Number: 18
  • Rarity: Uncommon
  • Type: Spell
  • Mana Number: 1
  • Cost: 4
  • Civilization: Light/Nature
Card text:

* (This spell is put into your mana zone tapped.)

* Put a psychic creature that costs 5 or less from your hyperspatial zone into the battle zone.

* If you put a Light psychic creature into the battle zone in this way, you may add a card from your hand to your shields face down.

* If you put a Nature psychic creature into the battle zone in this way, you may return a card from your mana zone to your hand.

1 x Hyperspatial Guard Hole Hyperspatial Guard Hole (DMX-22)
  • Collector Number: 17b
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 7
  • Civilization: Light/Darkness
Card text:

* (This spell is put into your mana zone tapped.)

* Choose a non-evolution creature in the battle zone and add it to its owner's shields face down.

* Put a Light or Darkness psychic creature that costs 10 or less that has Command in its race from your hyperspatial zone into the battle zone.

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)

2 x Jolly the Johnny Joe (#L1b) Jolly the Johnny Joe (#L1b) (DMR-23)
  • Collector Number: L1b
  • Rarity: Legend Rare
  • Type: Creature
  • Power: 19000
  • Mana Number: 1
  • Cost: 10
  • Civilization: Fire
  • Artist: 切札ジョー
Card text:

* Speed attacker

* Quattro breaker

* When you summon this creature into the battle zone, if your opponent has no creatures in the battle zone, you win the game. If he does, destroy all other creatures.

2 x Persistent Prison of Gaia Persistent Prison of Gaia (DMD-24)
  • Collector Number: 29
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 5
  • Civilization: Water/Darkness/Fire
Card text:

* (This spell is put into your mana zone tapped.)

* Choose one of your opponent's creatures in the battle zone and return it to its owner's hand. Then, your opponent discards a card at random from his hand. If the discarded creature has the same name as the returned creature, choose one of your opponent's shields and put it in its owner's graveyard.

3 x Ruins of the Lion King Ruins of the Lion King (DMR-22)
  • Collector Number: 39-74
  • Rarity: Uncommon
  • Type: Spell
  • Mana Number: 1
  • Cost: 4
  • Civilization: Nature
  • Artist: TUBAKI HALSAME
Card text:

Shieldtrigger Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)

■ Put the top card of your deck into your mana zone.

■ Mana Arms 4: If you have 4 or more Multicolored cards in your mana zone, put another 2 cards from the top of your deck into your mana zone.

3 x Team Doremi`s Light Spirit Go! Team Doremi's Light Spirit Go! (DMR-23)
  • Collector Number: 20
  • Rarity: Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 6
  • Civilization: Light/Water
Card text:

* (This spell is put into your mana zone tapped.)

Shieldtrigger Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)

* Choose one of the following.

> Tap all your opponent's creatures in the battle zone.
> Draw a card. Then you may cast a Light or Water spell that costs 5 or less from your hand for no cost.

2 x Team Tech`s Wave Go! Team Tech's Wave Go! (DMR-23)
  • Collector Number: 24
  • Rarity: Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 7
  • Civilization: Water/Darkness
Card text:

* (This spell is put into your mana zone tapped.)

Shieldtrigger Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)

* Choose one of the following.

> Return all of your opponent's cards that cost 5 or less in the battle zone to their owner's hand.
> Destroy one of your opponents creatures that costs 6 or more.

2 x The=Deadbrachio, World Evil Dragonkind The=Deadbrachio, World Evil Dragonkind (DMX-26)
  • Collector Number: S5
  • Rarity: Super Rare
  • Type: Creature
  • Race: Jurassic Command Dragon
  • Power: 9000
  • Mana Number: 1
  • Cost: 8
  • Civilization: Nature
Card text:

* Multicolored Mana Arms 5: If you have this card in your hand and 5 or more civilizations and cards in your mana zone, this creature gets "Super Strike Back". (When a card is put into your hand from your shield zone, you may discard that card. If you do, summon this creature for no cost.)

* When you put this creature into the battle zone, you may choose one of your opponent's creatures and put it into it's owners mana zone.

* Your opponent's draghearts can't dragsolution.

* Double breaker

1 x VAN Beethoven, Zenith of "Shura" VAN Beethoven, Zenith of "Shura" (DMX-22)
  • Collector Number: S1
  • Rarity: Super Rare
  • Type: Creature
  • Race: King Command Dragon/Unknown/Zenith
  • Power: 14000
  • Mana Number: 1
  • Cost: 11
  • Civilization: Zero
  • Artist: YOICHI ITO
Card text:

■ When you summon this creature into the battle zone, return all your opponent's creatures in the battle zone to their owners' hands.

■ Whenever your opponent puts a Command or Dragon into the battle zone, your opponent puts it into his graveyard instead.

■ Triple breaker (This creature breaks 3 shields)

■ Eternal Omega (When this creature would leave the battle zone, return it to your hand instead.)

2 x Wachagona, Muen Zangu Wachagona, Muen Zangu (DMR-22)
  • Collector Number: S5
  • Rarity: Super Rare
  • Type: Creature
  • Race: Guardian Command Dragon/Master Revolutionary/Team Damama
  • Power: 12500
  • Mana Number: 1
  • Cost: 8
  • Civilization: Light/Nature
Card text:

* (This creature is put into your mana zone tapped.)

* Revolution Change - Light or Nature dragon that costs 5 or more (When one of your light or nature dragons that costs 5 or more attack, you may switch that creature with this creature from your hand.)

* Triple breaker

* When you put this creature into the battle zone, you may choose a D2 Field from your mana zone and put it into the battle zone.

* If you have a D2 Field in the battle zone, nobody can put a D2 Field into the battle zone.

3 x Wild Safari Channel, D of Great Revolution Wild Safari Channel, D of Great Revolution (DMR-23)
  • Collector Number: 7
  • Rarity: Very Rare
  • Type: D2 Field
  • Mana Number: 1
  • Cost: 6
  • Civilization: Light/Nature
Card text:

* (This D2 Field is put into your mana zone tapped.)

* Whenever you tap a multicolored card in your mana zone, you may change the mana number to 2.

* Denjara Switch: At the start of your turn, you may turn this D2 Field upside down for the rest of the game. If you do, this turn you may summon creatures from your mana zone.

 
Section: Hyperspatial Zone (8 cards)
1 x Black Ganveet, Temporal Soldier Black Ganveet, Temporal Soldier (P-Y9)
  • Collector Number: P66a-Y9
  • Rarity: Promotional
  • Type: Psychic Creature
  • Race: Demon Command
  • Power: 5000
  • Cost: 7
  • Civilization: Darkness
  • Artist: RUI MARUYAMA
Card text:

*  When you put this creature into the battle zone, destroy 1 of your opponent's tapped creatures.

*  Awaken - At the end of your opponent's turn, if your opponent has no cards in their hand, flip this creature.


Bloodysoul.gif Bloody Soul

1 x Diabolos Zeta, Temporal Ruler/Devil Diabolos Zeta, Evil Awakened Diabolos Zeta, Temporal Ruler/Devil Diabolos Zeta, Evil Awakened (DM-39)
  • Collector Number: S5
  • Rarity: Super Rare
  • Type: Psychic Creature
  • Race: World Command
  • Power: 9000/23000
  • Cost: 10/20
  • Civilization: Light/Water/Darkness/Fire/Nature
  • Artist: Sansyu
Card text:

Blockericon.jpg Blocker
* This creature can't attack.
* Whenever your opponent would choose a creature due to the ability of a creature, this creature can't be chosen.
* Awaken?At the start of your turn, you may choose 3 cards from either your battle zone and/or your mana zone, return them to your deck, and then shuffle it. If you do, flip this creature.
Evilsoul.gif Evil Soul


* When this creature attacks, you may destroy one of your opponent's Light creatures, Water creatures, Darkness creatures, Fire creatures, and Nature creatures.
* Release (When this creature would leave the battle zone, you may flip this card and leave it in the battle zone instead.)
* Quadruple breaker (This creature breaks 4 shields.)
Evilsoul.gif Evil Soul

1 x Gaial Kaiser, the Victorious/Gaial Ore Dragon, the Vainglory Gaial Kaiser, the Victorious/Gaial Ore Dragon, the Vainglory (DMX-25)
  • Collector Number: V12
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter
  • Power: 5000/26000
  • Cost: 7/30
  • Civilization: Darkness/Fire/Nature//All
Card text:

* Speed attacker (This creature doesn't get summoning sickness.)

* During the turn this creature was put into the battle zone, this creature can attack untapped creatures.

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)


* Speed attacker (This creature doesn't get summoning sickness.)

* Hunting (While battling, this creature gets +1000 power for each of your Hunters in the battle zone.)

* Whenever this creature wins a battle, untap this creature, then choose 2 of your opponent's shields. Add those shields to your opponent's hand.

* World breaker (This creature breaks all your opponent's shields.)

* Link Release (When this creature would leave the battle zone, return a psychic cell to your hyperspatial zone and flip the other cards instead.)

1 x Geo the Man, Earth Titan/Tearing Packunga, the Greedy Geo the Man, Earth Titan/Tearing Packunga, the Greedy (DMR-01)
  • Collector Number: 65
  • Rarity: Uncommon
  • Type: Psychic Creature/Psychic Super Creature
  • Race: Gaia Command/Alien//Berserker/Gaia Command/Alien
  • Power: 5000/105
  • Cost: 6/15
  • Civilization: Nature//Light/Nature
  • Artist: Eel
Card text:

* At the end of your turn, you may return a card from your mana zone to your hand.
(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  When one of your opponent's creatures attacks, untap this creature.

*  When one of your opponent's creatures attacks, this creature gains "Blocker".

*  Double breaker (This creature breaks 2 shields.)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other card instead.)

1 x Prin Prin, the Victorious/Gaial Ore Dragon, the Vainglory Prin Prin, the Victorious/Gaial Ore Dragon, the Vainglory (DMX-25)
  • Collector Number: 21
  • Rarity: Common
  • Type: Psychic Super Creature
  • Race: Hunter/Alien//Rainbow Command Dragon/Hunter
  • Power: 4000/26000
  • Cost: 5/30
  • Civilization: Light/Water/Nature//All
Card text:

* When you put this creature into the battle zone, choose one of your opponent's creatures in the battle zone. Until the start of your next turn, that creature can't attack or block.

* Victory Psychic Link - If you have Ryusei Kaiser, the Victorious and Gaial Kaiser, the Victorious in the battle zone, link them to this creature and flip this creature to its higher cost side.

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)

1 x Quattro Fang, Soul Gang Leader/Chopping Ruzou, Rude Mincing Gang Leader Quattro Fang, Soul Gang Leader/Chopping Ruzou, Rude Mincing Gang Leader (DMX-25)
  • Collector Number: 32
  • Rarity: Rare
  • Type: Psychic Super Creature
  • Race: Beast Folk/Hunter//Beast Command/Hunter
  • Power: 6000/17000
  • Mana Number: 0
  • Cost: 6/24
  • Civilization: Nature//Fire/Nature
Card text:

* At the start of your turn, you may put the top card of your deck into your mana zone.

* Double breaker (This creature breaks 2 shields.)

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)


* When this creature link awakens, you may put any number of Hunter creatures from your mana zone or hyperspatial zone into the battle zone.

* Triple breaker (This creature breaks 3 shields.)

1 x Ryusei Kaiser, the Victorious/Gaial Ore Dragon, the Vainglory Ryusei Kaiser, the Victorious/Gaial Ore Dragon, the Vainglory (DMX-25)
  • Collector Number: V11
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter
  • Power: 6000/26000
  • Cost: 6/30
  • Civilization: Water/Darkness/Fire//All
Card text:

* Your opponent's cards are put into his mana zone tapped.

* Double breaker (This creature breaks 2 shields.)

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)


* Speed attacker (This creature doesn't get summoning sickness.)

* Hunting (While battling, this creature gets +1000 power for each of your Hunters in the battle zone.)

* Whenever this creature wins a battle, untap this creature, then choose 2 of your opponent's shields. Add those shields to your opponent's hand.

* World breaker (This creature breaks all your opponent's shields.)

* Link Release (When this creature would leave the battle zone, return a psychic cell to your hyperspatial zone and flip the other cards instead.)

1 x Volg Thunder/Volg Tiger, Thunder Beast Volg Thunder/Volg Tiger, Thunder Beast (DMX-25)
  • Collector Number: V6
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Demon Command/Hunter
  • Power: 7000/11000
  • Mana Number: 0
  • Cost: 6/12
  • Civilization: Darkness
Card text:

* When you put this creature into the battle zone, choose a player. That player puts cards from the top of his deck into his graveyard until 2 creatures have been put into his graveyard in this way.

* Double breaker

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)


* Whenever this creature attacks, your opponent discards a card at random from his hand. Then, choose a creature that costs less than the discarded card in your graveyard and put it into the battle zone.

* Double breaker (This creature breaks 2 shields.)

* Link Release (When this creature would leave the battle zone, return a psychic cell to your hyperspatial zone and flip the other cards instead.)

 
Deck Statistics
Distribution by Civilization
Darkness bar 10 %  
Darkness/Fire bar 4 %  
Darkness/Fire/Nature//All bar 2 %  
Fire bar 4 %  
Fire/Nature bar 4 %  
Light/Darkness bar 2 %  
Light/Nature bar 13 %  
Light/Water bar 6 %  
Light/Water/Darkness/Fire/Nature bar 2 %  
Light/Water/Nature//All bar 2 %  
Nature bar 13 %  
Nature//Fire/Nature bar 2 %  
Nature//Light/Nature bar 2 %  
Water bar 6 %  
Water/Darkness bar 4 %  
Water/Darkness/Fire bar 4 %  
Water/Darkness/Fire//All bar 2 %  
Water/Fire bar 6 %  
Water/Nature bar 8 %  
Zero bar 2 %  
 

Distribution by Cost
10 bar 4 %  
10/20 bar 2 %  
11 bar 2 %  
2 bar 6 %  
4 bar 17 %  
5 bar 19 %  
5/30 bar 2 %  
6 bar 13 %  
6/12 bar 2 %  
6/15 bar 2 %  
6/24 bar 2 %  
6/30 bar 2 %  
7 bar 8 %  
7/30 bar 2 %  
8 bar 13 %  
9 bar 4 %  
 

Distribution by Power
- bar 29  60 %  
12500 bar 4 %  
14000 bar 2 %  
19000 bar 4 %  
4000/26000 bar 2 %  
5000 bar 2 %  
5000/105 bar 2 %  
5000/26000 bar 2 %  
6000/17000 bar 2 %  
6000/26000 bar 2 %  
7000/11000 bar 2 %  
8000 bar 4 %  
9000 bar 4 %  
9000/23000 bar 2 %  
9999 bar 4 %  
 

Distribution by Race
- bar 33  69 %  
Beast Folk/Hunter//Beast Command/Hunter bar 2 %  
Demon Command bar 2 %  
Demon Command/Hunter bar 2 %  
Gaia Command/Alien//Berserker/Gaia Command/Alien bar 2 %  
Guardian Command Dragon/Master Revolutionary/Team Damama bar 4 %  
Hunter/Alien//Rainbow Command Dragon/Hunter bar 2 %  
Jurassic Command Dragon bar 4 %  
King Command Dragon/Unknown/Zenith bar 2 %  
Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter bar 4 %  
Red Command Dragon/Hunter/Alien bar 4 %  
World Command bar 2 %  
 

Distribution by Rarity
Common bar 12  25 %  
Legend Rare bar 4 %  
No Rarity bar 8 %  
Promotional bar 2 %  
Rare bar 12  25 %  
Super Rare bar 13 %  
Uncommon bar 10 %  
Very Rare bar 6 %  
Victory Rare bar 6 %  
 

Distribution by Type
Creature bar 19 %  
D2 Field bar 13 %  
Forbidden Creature bar 4 %  
Psychic Creature bar 4 %  
Psychic Creature/Psychic Super Creature bar 2 %  
Psychic Super Creature bar 10 %  
Spell bar 23  48 %  
 



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Discussion about this Deck
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Author Message
lostofx
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Subject:    Posted: February 5, 2017 01:18 am

Add Demon's Light to deal with Perfect Madonna and Premium Madonna.
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kaibacorps
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Subject:    Posted: February 25, 2017 06:17 am


quote from lostofx:

Add Demon's Light to deal with Perfect Madonna and Premium Madonna.


Added Dokindam Apocalypse to deal with Madonna Crew.
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robertinho Premium Member
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Subject: Hello   Posted: March 15, 2017 01:25 am

Hi Darren, looking this deck closely and thinking about how to improve. I think you should leave Cyberdice Vegas to 3x cuz your deck is full of spells and 1 more defense card is needed. The Safari D2 Field I would have kept it to 2x cuz I think it is enough, you also have Wachagona ; I know you keep it to balance the Light civ, but maybe you can find another card. Forever Princess is a pretty important card in this deck, I would have run 2x of them, and maybe leave Van to 1x, that spell can really deck you out. Otherwise the deck looks good, Light civilization need a little increase, but works well even how you have it now. Remember, 24 multiciv are enough to work with Demon Wolf and Lion Ruins. Watch my comment and maybe you can find something useful.
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enigmafiend
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Subject: Name   Posted: May 16, 2017 05:34 am

There is always Johnny Bravo! tHeRE iS ALwAys joHNnY BRaV0
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enigmafiend
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Subject:    Posted: June 25, 2017 04:04 am

Didn't know Jake the Jackass Junk could literated in so many ways
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