Notes & Combos
Resolve grass or a good reasoning and you win!
The deck is listed as I had it the last 10 or so games I played to get to diamond 1
I would probably change the following though: +1 Lost Wind (clutched a lot of games especially when grass dumps 1-2 of them)
-1 Token Collector (only went off once despite facing many swordsoul decks)
+2 Called by the Grave (drew grass/reasoning in opening hand about 1/4 games, and of those games 1/2 were blocked by Ash)
-2 Summon Limit (rarely came into play)
+3 Solemn Strike (didn't have) -3 w/e
+1 Foolish burial (didn't have) -1w/e
Otherwise everything else in the side deck are things I swapped in and out with varying success
I also tried it with the DPE package, however this usually just gunked up my starting hand, and made zombie world less consistent
-Zombie World dunks on swordsoul -Use vampire sucker and vandread to get your monsters on the field into the grave to re-use effects, then you can link climb to accesscode talker if you didn't play eldlixer spells/traps that turn -Most problematic deck was virtual world that goes first -Weak to harpie's feather duster/lightning storm when you go first -Otherwise if we go first, and can get either grass/reasoning or a few golden land cards in grave, it usually can pop off
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Player id: 223-661-083
- Replay 1: vs Swordsoul
- Replay 2: vs Infinitrack (actually a loss)
- Replay 3: vs Thunder dragon (long game, but exciting at the end)
- Replay 4: vs Swordsoul