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 t.g. stun 2.0

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mimgrim
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PostSubject: t.g. stun 2.0   Mon Jan 16, 2012 5:22 am

ok here it is



what im wanting to make room for

2-3 gold sarco

another D-prison or comp device

more draw power

and take out tg1 - em1 from side and put it in main

thing is i dont know what to take out for these things >_< but i dont want to take out any monsters as im perfectly happy with monster line up
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Harbinger
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PostSubject: Re: t.g. stun 2.0   Mon Jan 16, 2012 5:50 am

Don't put in gold sarcos...
Put in dualities.
take out those last 2 bad trap cards and put in 3 pot
Take out heavy storm...
eww.
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mimgrim
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PostSubject: Re: t.g. stun 2.0   Mon Jan 16, 2012 5:56 am

by last 2 bad trap cards do you men the tg card the lets me return 3 t.g. monster from graveyard to deck then draw 3 if so why as this is good draw power card and you be surpirsed at how easily i get t.g. monsters in the grave and why take out the heavy storm ._. i srsly dont understand why iu should take that out but i could try taking out the the last 2 trap cards (think we are talkign about same one) for 2 PODs
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Evil_Bakura
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PostSubject: Re: t.g. stun 2.0   Tue Jan 17, 2012 4:53 am

Because you run 18 traps. You won't have a lot of chances to activate Storm as there'll be cards in your backrow.
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mimgrim
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PostSubject: Re: t.g. stun 2.0   Tue Jan 17, 2012 4:55 am

ok heres my new t.g. stun deck. its 42 cards but eh it was hard trying to find room for soem of the cards

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LethalAfterBan
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PostSubject: Re: t.g. stun 2.0   Tue Jan 17, 2012 6:58 am

I can see alot of dead hands :I

- 1 bribe
- 1 starlight
- 1 compulsory
- 1 skill drain

+ 1 t.g em1
+ 1 call of the haunted
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mimgrim
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PostSubject: Re: t.g. stun 2.0   Tue Jan 17, 2012 7:09 am

LethalAfterZ wrote:
I can see alot of dead hands :I

- 1 bribe
- 1 starlight
- 1 compulsory
- 1 skill drain

+ 1 t.g em1
+ 1 call of the haunted


theres no way im taking the dark bribes (this is basicly the MST of the deck but it negates the card and its counter trap) \, i might be willing to take out a starlight road buth mesh this card is good decoy but im willing to take out of it, no way im taking out a compulsory due to the fact thats theres only 2 and it gets over gachi gachi and zenmains (or what ever its called) and theres no way in hell im taking out the skill drains, skill drain is like the one of the main cards for this deck as it stops so many decks out there and it doesent hurt my deck whatso ever (unless you include rush rhino but i dont really need his 400 atk boost with horn) so really the only one im willing to take out is the starlight raod

as for what you want me to put in

i used to ahve tg em1 but it jsut became dead to much ._. as for COTH well i could take out a starlight road for this though this deck doesent really need COTH either ._.

and youd be surpirsed out just how few dead hands ive gotten with this deck (sure ive gotten bad hands but have yet to get a dead hand :/ but yes ive gotten bad hands though as DN shuffeler wasnt going to let me off that easily >_<)
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LethalAfterBan
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PostSubject: Re: t.g. stun 2.0   Tue Jan 17, 2012 7:58 am

Oh yeah and for the side deck you NEED shadow-imprisoning mirror and Debunk.. Cause DW will eat t.g alive. Inzektor too, if you dont get skill drain out
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mimgrim
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PostSubject: Re: t.g. stun 2.0   Tue Jan 17, 2012 8:24 am

i already have shadow imp mirror side decked but dont have room for de-bunk ._.
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LethalAfterBan
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PostSubject: Re: t.g. stun 2.0   Tue Jan 17, 2012 8:26 am

take out doom to make room for it then

dont really see why doom was even in the side
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