Ultimate : WorldWeaver
2 x Aqua Knight --- [cost 5 Water]
2 x Tekorax --- [cost 5 Water]
2 x Tangle Fist, the Weaver --- [cost 4 Nature]
4 x Shtra --- [cost 4 Water]
4 x Aqua Hulcus --- [cost 3 Water]
3 x Dreaming Moon Knife --- [cost 2 Nature]
4 x Bronze-Arm Tribe --- [cost 3 Nature]
3 x Cannon Shell --- [cost 4 Nature]
3 x Ancient Horn, the Watcher --- [cost 5 Nature]
Spells (9 Water, 2 Nature, 11 Total):
2 x Abduction Charger --- [cost 7 Water]
2 x Faerie Life --- [cost 2 Nature]
3 x Divine Riptide --- [cost 9 Water]
4 x Spiral Gate --- [cost 2 Water]
Evolutions (2 Nature, 2 Total):
2 x Fighter Dual Fang --- [cost 6 Nature]
Cost info:
1 :
2 : UU UU GG GG G
3 : UU UU GG GG
4 : UU UU GG GG G
5 : UU UU GG G
6 : GG
7 : UU
8 :
9 : UU U
Average cost = 4.15
Creatures / Spells / Evolutions / Gears / Evo Gears: 27/11/2/0/0
0 Light, 21 Water, 0 Darkness, 0 Fire, 19 Nature, 0 Rainbow
Chargers: 5.0% (2/40).
Double Breakers: 5.0% (2/40).
Shield Triggers: 22.5% (9/40).
The Empress presents her #1 ultimate power, watch and learn.
This is one of the four optimal uses of Shtra.
It also includes Texorax and Aqua Knights, which, in case you've forgotten how to use them, are ways to twist your way out of counters.
Removal triggers are only mildly necessary, since Faerie Life is a trigger that transforms the gamestate and surprises the opponent. It has the potential to let you counter an attacker with a Dual Fang on turn 4 if your first plays involved either Moon Knife or Bronze-Arm.
This deck is ridiculously effective, so if you don't understand it, or don't think it is, use it as learning or reference material for yourself. Since it does work, any feelings you have regarding 'this doesn't work' or 'can't this improve by doing X', are wrong. If you learn why they are wrong, you will improve.
Good luck.
Original Source: Duelzone
2 x Tekorax --- [cost 5 Water]
2 x Tangle Fist, the Weaver --- [cost 4 Nature]
4 x Shtra --- [cost 4 Water]
4 x Aqua Hulcus --- [cost 3 Water]
3 x Dreaming Moon Knife --- [cost 2 Nature]
4 x Bronze-Arm Tribe --- [cost 3 Nature]
3 x Cannon Shell --- [cost 4 Nature]
3 x Ancient Horn, the Watcher --- [cost 5 Nature]
Spells (9 Water, 2 Nature, 11 Total):
2 x Abduction Charger --- [cost 7 Water]
2 x Faerie Life --- [cost 2 Nature]
3 x Divine Riptide --- [cost 9 Water]
4 x Spiral Gate --- [cost 2 Water]
Evolutions (2 Nature, 2 Total):
2 x Fighter Dual Fang --- [cost 6 Nature]
Cost info:
1 :
2 : UU UU GG GG G
3 : UU UU GG GG
4 : UU UU GG GG G
5 : UU UU GG G
6 : GG
7 : UU
8 :
9 : UU U
Average cost = 4.15
Creatures / Spells / Evolutions / Gears / Evo Gears: 27/11/2/0/0
0 Light, 21 Water, 0 Darkness, 0 Fire, 19 Nature, 0 Rainbow
Chargers: 5.0% (2/40).
Double Breakers: 5.0% (2/40).
Shield Triggers: 22.5% (9/40).
The Empress presents her #1 ultimate power, watch and learn.
This is one of the four optimal uses of Shtra.
It also includes Texorax and Aqua Knights, which, in case you've forgotten how to use them, are ways to twist your way out of counters.
Removal triggers are only mildly necessary, since Faerie Life is a trigger that transforms the gamestate and surprises the opponent. It has the potential to let you counter an attacker with a Dual Fang on turn 4 if your first plays involved either Moon Knife or Bronze-Arm.
This deck is ridiculously effective, so if you don't understand it, or don't think it is, use it as learning or reference material for yourself. Since it does work, any feelings you have regarding 'this doesn't work' or 'can't this improve by doing X', are wrong. If you learn why they are wrong, you will improve.
Good luck.
Original Source: Duelzone
