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Card of the Day

Sickle of Sin (2)
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Category: SoulCalibur
Challenge the Master
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Category: Street Fighter
Onslaught
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Category: SoulCalibur

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Reviews written by Swordsman_Joe

1 of 1 people found the following review helpful

 help, Thursday, 08 May 2008
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take out bad/unneeded cards (echoing roar/ibuki, forsaken, and tag along) and put in good cards (getting an education, don's right hand man, and sakura's shinku hadoken). put the tag along's in sideboard instead of kasumi suzaku and you should be set. remember to play one of your ninjitsu's as a foundation so your opponenet cant kill your enhances. you wanna cut your deck down to to exactly 60 cards for better flow.

0 of 1 people found the following review helpful

 this deck doesnt...do anything., Thursday, 08 May 2008
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wow, talk about a POC deck (POC=pile of cards). this deck unfortunately doesnt do anything, once per turn each player pitches a single solitary card, so we are both down to 5 (assuming im not playing a 7 HS character like i should be doing) and then what, dan's ability is once per turn. saikyo ryu is a decent card, not amazing, but decent. so after you use saikyo ryu, you have an attack in the card pool and two cards in your hand where i have 4. assuming you have a 2nd saikyo ryu in play, you then have no cards in your hand, and i have 3, not the world best trade off because next turn i have have 6 cards in my hand and you have zero. now, your just playing a screwy match and wanna play around, sure use dan, but if you are gonna play dan, use promo, and since you obviously dont care about type 2 (evidence in the form of charisma) you can play boxing ring and rock the world. i also have some comments on improving your sakura deck but never got around to posting, if you want my opinion on how to make the school girl better, email me at joe_the_swordsman@hotmail.com

1 of 1 people found the following review helpful

 not bad, Thursday, 20 March 2008
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you got a pretty solid build going on here, but i see one major problem, your playing two symbol, and kula will be really good off of evil 
 
so drop all the non evil stuff cuz you really dont need it, replace it with the evil staples, kunai, chain throw, pieces of eight, and what kula really needs, full power. 
 
and if you need extra room, drop the crital cold, its not that great.  
 
kula is not speed, she is stunning which is why kanzukiryu kakotojutsu is borderline a staple in this deck.  
 
hope my insight helps

0 of 1 people found the following review helpful

 cute concept, Thursday, 20 March 2008
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this deck is a solid concept, not very interesting, but solid. the main problem i see with this deck is that your running off of the wrong symbol, the symbol you want to run dimitri off of is earth. one plays earth so that you can play damage reduction and survive the one giant near unblockable attack most tourney decks throw at you, which is the main problem with the deck, it takes too many turns to set up. the average amount of turns this game lasts in big tourneys is 4, which would be a problem for your deck cuz your going for the long run. and if you take that huge one shot, your life gain abilities arent going to do you whole lot of good. which is where earth comes in. the damage reducion will let you survive the gigantic punch in the face and the life gain will let you recover, a nice solid mix if you ask me. with earth you still get your combo with chaos flare, but then what you will lose your fast attacks, but earth makes up for that by giving you amazing throws, I.E. bludgeoning crush (which forces your opponent to win the next turn or lose the game (if you wanna know how this works email me joe_the_swordsman@hotmail.com)). hope this helps

0 of 1 people found the following review helpful

 fanboyness, Friday, 14 March 2008
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i have said it before but will always say it, props to fanboys for making decks no matter how bad the character is. i am equally guilty with terry bogard.  
 
anyway 
 
you should put bludgeoning crush in your deck instead of flayer. bludgeoning crush's awesomeness comes from the fact that sabertooth lacks proper english skills. the way bludgeoning crush is worded, it can be interpereted as your opponent may only play attacks on their next turn, then no more. and sabertooth has not made a ruling on this card, so the card works as written. so if you hit with a 15 damage bludgeoning crush, your opponent has only their next turn to kill you. and i would laugh my butt off to see someone actually pull this crazyness off.

0 of 1 people found the following review helpful

 ummm...., Friday, 07 March 2008
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ya know ruler got the ban hammer right? 
 
on top of that, if you are going to play iori, the first promo iori is infinitely better, cost free damage pump (sure its got a drawback, but there are ways around that) 
 
and -2 to a check is almost nothing, on top of that, it doesn't end your opponents turn, and +3, just isn't enough. you get props for taking a mediocre character and running with it, but when u use a mediocre character, your deck is still mediocre.  
 
on top of that your control curve is off, you play lots of 4 check foundations and 2 check attacks, you tried to compensate with a banned card, and if Ruler wasn't banned this deck might have been ok, but unfortunately, it was. 
 
the promo iori has already been done to death so if you look online you can find a great decklist for you to base your deck off of. 
 
sorry if i come off mean, but your deck will work better if you played a better character.

0 of 2 people found the following review helpful

Rate it first! what i think, Saturday, 26 January 2008
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cute concept, but unfortunately very one dimensional. where is the innovation, where is the evolution, and most of all, where are your answers to problem cards. 
 
this deck unfortunately will not work in a serious tournament for a few reasons 
 
1. your deck is type 1, a vast majority of type one decks can go off turn one or two, yours will take a while to set up 
 
2. one card, just one card will distrupt your combo and cause u to lose the game at the same time. ABSURD STRENGTH. 
 
3. too many answers to discard exist in this environment to make a serious hand control deck viable 
 
so once again, cute idea. if u dont plan on taking part in tourneys, this deck COULD be fun.
 long live fanboys, Wednesday, 02 January 2008
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i always love to see fellow fanboys like me who make a character no matter how not good he may be. i myself am a terry bogard fanboy and have tried countless times to make terry good to no avail, so i had to come to the realization that terry, in both of his incarnations, isnt that good. however, that is not true for ukyo tachibana, his promo is AMAZING and his starter is decent as well. and since your not gonna be a tourney player, to heck with type 2, right? right. so if you can track down one of the original two ukyos, and base your deck around that card, you could have pretty good deck.

1 of 1 people found the following review helpful

 these would help, Saturday, 22 December 2007
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this isnt a bad idea, but i dont see you taking Maxi's awesome ability to make blocking REALLY hard. if you put just a smidge of money into the deck, it could be really solid, first off, take out paguna paguna, rolling buckler, and sand splash, not bad attacks, but there are sooo many better cards you could play. i recomend jackknife kick, rolling storm, and one arm maneuvers. with maxi's ability, and you use rolling storm, that get multiplied 5 times, your opponents blocks get +6 to their difficulty, which is crazy. and if you have a single pirate of ryu kyu in play, thats 12 damage. foundations that are missing are battle disk systems and achieving your goals. battle disk is staple in good decks, and if u take my advice and use said cards with multiple effects, your gonna need some consistent momentum gain, use the achieving. and if u decide to take this to a type one tourney, hop is almost a staple. keep in mind alot of your cards also have the air symbol (as well as your character) you really want to take advantage of this fact to delve into airs vast stores of fantastic mementum gain and speed/damage pump effects

1 of 1 people found the following review helpful

 i had a deck just like this, Saturday, 22 December 2007
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you want pirate raid for the deck, so K' can give damage boost to every attack, if they reprint it, you would also want to consider the soul still burns. with pirate raid you get 16 damage with jacknife kick multiplied, damage boosted, and made unblockable
 

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