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Exodia Spellbook Emptyby Rainbow Sorcer Wed Aug 21, 2013 3:15 pm

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» MY FIRST YU-GI-OH DECK: “FEATHER GRID”
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 Exodia Spellbook

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gunsmaker
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gunsmaker

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Exodia Spellbook Empty
PostSubject: Exodia Spellbook   Exodia Spellbook EmptyFri Mar 01, 2013 10:04 pm

This is the current build (V2.2),
Exodia Spellbook Untitl11

test it and you'll understand, Very Happy


Last edited by gunsmaker on Thu Mar 21, 2013 8:51 pm; edited 2 times in total
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RsS.YuGi
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PostSubject: Re: Exodia Spellbook   Exodia Spellbook EmptySat Mar 02, 2013 4:38 am

I don't really see the point of adding exodia xD
spellbooks on there own can do a nasty OTK after your first turn to prepare your hand

So I don't know about that deck ... it's a nice new idea to play exodia , but I don't see a point of it really .
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gunsmaker
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PostSubject: Re: Exodia Spellbook   Exodia Spellbook EmptySat Mar 02, 2013 6:21 am

yea i know spellbook itself is amazing, but i want to make other combo than the original ones,
the point is thin deck as fast as possible, then use star hall, and put some counter (3 is enough) to star hall and destroy it with heavy storm, then add exodia with star hall eff, then use tower to put back star hall to deck and add star hall again, then do looping until you win with exodia,

as far as i play this deck, just destroying 3 star hall with counter is enough to win, coz at opening hand you should has 1 or 2 part of exodia, or at duel added from upstart or one day,

fastest exodia is at 6th turn with V2.2
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orse.cris
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orse.cris

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PostSubject: Re: Exodia Spellbook   Exodia Spellbook EmptySat Mar 02, 2013 8:54 am

I think:

-1 power
if you will run duality run 2

add sowrd of revealing light just in case or messenger of peace
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gunsmaker
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gunsmaker

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PostSubject: Re: Exodia Spellbook   Exodia Spellbook EmptySat Mar 02, 2013 9:27 am

orse.cris wrote:
I think:

-1 power
if you will run duality run 2

add sowrd of revealing light just in case or messenger of peace

i cant -1 power, maybe -1 other,
i will try add 1 more duality and messenger of peace or revealing light,
and i will post when i tested it,
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orse.cris
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orse.cris

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PostSubject: Re: Exodia Spellbook   Exodia Spellbook EmptySat Mar 02, 2013 9:36 am

gunsmaker wrote:
orse.cris wrote:
I think:

-1 power
if you will run duality run 2

add sowrd of revealing light just in case or messenger of peace

i cant -1 power, maybe -1 other,
i will try add 1 more duality and messenger of peace or revealing light,
and i will post when i tested it,



Maybe drop the towers and put reckless grid
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gunsmaker
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PostSubject: Re: Exodia Spellbook   Exodia Spellbook EmptySat Mar 02, 2013 11:57 pm

orse.cris wrote:

Maybe drop the towers and put reckless grid

tower is fine at 2 i think, any other options?
i see no problem adding reckless, but idk what card to remove, maybe 42 card on deck is good choice?

i made some changes to V2.3
fastest exo is 4th turn now, if lucky Laughing
i cant add more duality, coz i want OTK build, thanks for your suggest at messenger of peace, but maybe i should run at 1 or 2,

Exodia Spellbook Untitl13

pls rate and fix again, Very Happy
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EnfernoKnight
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PostSubject: Re: Exodia Spellbook   Exodia Spellbook EmptyThu Mar 07, 2013 10:24 pm

I'll give my advice.

This Exo Build is inconsistent because of spellbook cards[Can only activate one copy per turn], probably would be great, but it leaves you defenseless for your opponent to aggressively attack as you hope for the correct cards. Also the focus isn't truly stall, it's adding cards to hand and hoping for the best with a lot of cards that need to be destroyed.

As for some helpful advice on the matter:

  • Spellbook Star Hall -3
  • Grandspell book Tower -2

  • Royal Magical Library + 1
  • Magical Citadel + 3[With Library Maxxed out, and a constant usage of spells, it can fuel Library for a long time if drawn early game.]
  • Terraforming + 2 [Searching, and can add fuel to the fire]
  • Hand Destruction + 2/3 [To get rid of those extra's, like Citadel or Terraforming.]


If i gave anymore suggestions, i'm sure it wouldn't even turn into a spellbook Exo Deck anymore in your eyes, so i'll leave with those.
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gunsmaker
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PostSubject: Re: Exodia Spellbook   Exodia Spellbook EmptyFri Mar 08, 2013 1:48 am

EnfernoKnight wrote:
I'll give my advice.

This Exo Build is inconsistent because of spellbook cards[Can only activate one copy per turn], probably would be great, but it leaves you defenseless for your opponent to aggressively attack as you hope for the correct cards. Also the focus isn't truly stall, it's adding cards to hand and hoping for the best with a lot of cards that need to be destroyed.

As for some helpful advice on the matter:

  • Spellbook Star Hall -3
  • Grandspell book Tower -2

  • Royal Magical Library + 1
  • Magical Citadel + 3[With Library Maxxed out, and a constant usage of spells, it can fuel Library for a long time if drawn early game.]
  • Terraforming + 2 [Searching, and can add fuel to the fire]
  • Hand Destruction + 2/3 [To get rid of those extra's, like Citadel or Terraforming.]


If i gave anymore suggestions, i'm sure it wouldn't even turn into a spellbook Exo Deck anymore in your eyes, so i'll leave with those.

its indeed spellbook is one copy per turn but not at star hall,
starhall is +counter (if you suggesting citadel), +atk, and +add,
just destroy it with MST or heavy storm when it has counter (3 is enough) then add exodia with this eff, 3 star hall is +3 i think,

first i used citadel, but when i used it, library only can use citadel's counter once per turn even citadel has more than 3 counters after first use(maybe bug, and i've deleted my replay, i'll test it again and post the replay if i has same problem again), so i changed with tower,

i'll test what your suggest tho, coz i want improvement (fastest now is 4 turn exo), so why not?
and i'll post it after i've tested it, and thanks for suggesting Very Happy
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gunsmaker
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Exodia Spellbook Empty
PostSubject: Re: Exodia Spellbook   Exodia Spellbook EmptyTue Mar 12, 2013 1:38 am

EnfernoKnight wrote:
I'll give my advice.

As for some helpful advice on the matter:

  • Spellbook Star Hall -3
  • Grandspell book Tower -2

  • Royal Magical Library + 1
  • Magical Citadel + 3[With Library Maxxed out, and a constant usage of spells, it can fuel Library for a long time if drawn early game.]
  • Terraforming + 2 [Searching, and can add fuel to the fire]
  • Hand Destruction + 2/3 [To get rid of those extra's, like Citadel or Terraforming.]


If i gave anymore suggestions, i'm sure it wouldn't even turn into a spellbook Exo Deck anymore in your eyes, so i'll leave with those.

as you can see at replay, library only can use citadel counter once per turn (you can test it yourself if dont believe) and star hall is most important i think.

replay
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gunsmaker
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gunsmaker

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Exodia Spellbook Empty
PostSubject: Re: Exodia Spellbook   Exodia Spellbook EmptyThu Mar 21, 2013 9:00 pm

Updated to V2.4
Exodia Spellbook Untitl14
I think this is the limit of this deck, fastest exodia is at turn 3,

replays
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Exodia Spellbook Empty
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