07-03-2011, 06:40 PM
Yeah, on forums there is a big +1, -1 card advantage for the game.
Cards like formula, however, make synchro a +1, as does milling your cards to the grave (which this deck does).
For instance. Foolish Burial + Dandy + Debris Dragon.
First draw you draw foolish, which allows you to search your deck and send a monster to the grave. When dandy is sent to the grave you get two level 1 tokens. Now you use your summon to play debris, which can grab a level 4 or lower from the grave and put it on the field (can't make level 8 synchro, nor can the monster use it's effect.)
With the two tokens and a dandy, plus the debris, you can make a trish. You summon that with either good timing or a royal decree (makes it so no traps can be played). This gives you a trish, as well as two more dandy tokens (as the effect goes in the graveyard, not from the field).
When Trish comes on the field it removes one card on the field from play, one from the hand, and one from the grave. Then your left with two tokens as well which could be manipulated with graveyard monsters (Plague, a level 2 tuner that can bring himself back once would make a armory arm with the tokens, or you could bring back glow by milling a card for a formula, which would draw one card. Or a spore with a lonefire in the grave for a level 3 spore which could then make a 4 or 5.
Foolish -1
Dandy -1
Tokens +2
Debris -1
Trishula +3
That play is a +2. Now if you have the spore, and make a formula, that's another +2. That's without attacking, as well.
Basically the whole point was that for a synchro to be effective you have to build a deck around it. Combo and stuff. While all decks HAVE synchro monsters, it's crazy when they are used in decks that are made to use them.
This is also just from my perspective. XD
Cards like formula, however, make synchro a +1, as does milling your cards to the grave (which this deck does).
For instance. Foolish Burial + Dandy + Debris Dragon.
First draw you draw foolish, which allows you to search your deck and send a monster to the grave. When dandy is sent to the grave you get two level 1 tokens. Now you use your summon to play debris, which can grab a level 4 or lower from the grave and put it on the field (can't make level 8 synchro, nor can the monster use it's effect.)
With the two tokens and a dandy, plus the debris, you can make a trish. You summon that with either good timing or a royal decree (makes it so no traps can be played). This gives you a trish, as well as two more dandy tokens (as the effect goes in the graveyard, not from the field).
When Trish comes on the field it removes one card on the field from play, one from the hand, and one from the grave. Then your left with two tokens as well which could be manipulated with graveyard monsters (Plague, a level 2 tuner that can bring himself back once would make a armory arm with the tokens, or you could bring back glow by milling a card for a formula, which would draw one card. Or a spore with a lonefire in the grave for a level 3 spore which could then make a 4 or 5.
Foolish -1
Dandy -1
Tokens +2
Debris -1
Trishula +3
That play is a +2. Now if you have the spore, and make a formula, that's another +2. That's without attacking, as well.
Basically the whole point was that for a synchro to be effective you have to build a deck around it. Combo and stuff. While all decks HAVE synchro monsters, it's crazy when they are used in decks that are made to use them.
This is also just from my perspective. XD
