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Reviews written by Buldozer
 You guys all forgot someone, Thursday, 16 August 2007
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Hugo is very upset with all of you. His three handsize gives him a HUGE advantage with this single card, which can net him +12 or +15 damage and an unblockable attack. 
 
Outside of that, I don't see much use beyond Evil aggro builds.

4 of 4 people found the following review helpful

 Well..., Tuesday, 27 March 2007
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First off, since you're running off of Chaos, you're running the wrong actions. Kyo's cards need momentum to work for the most part, and they need big attacks to make the most of it. 
 
Hop > Beautiful Purple Flame. You've got several other methods of making your control check equal to your momentum, this will give you momentum for those control checks. 
 
If you have access to any, I'd also say run Power Up over HBTC, for the momentum generation. The damage reduction is not going to matter all that much with a six handsize, and Kyo has higher than average life, so he can take a beating. 
 
Also, since the deck seems to be focused on using 'CC = Momentum', you need a beefy attack to use that on when you have the momentum. Style says Earth Divide. Another one to consider is Sonic Break. 
 
Finally, run four of Sir Quacks-A-Lot. It's a guaranteed momentum a turn, and if you get two or three, you can get that momentum far quicker. 
 
To get the most out of Kyo, you want to use his ability to make his own control checks as early as possible, allowing you to play large attacks faster than your opponent can set themselves up. Keep that in mind.

1 of 1 people found the following review helpful

 Actually, Friday, 16 March 2007
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The new article on STG's website about how Jaw Smash and Banishing Punch are both 'better' than Erode leaves me to believe that it's not coming off, at least, not for a while.

2 of 4 people found the following review helpful

 Hm, Monday, 12 March 2007
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I believe that should be read as 'enhance cards', not cards in general. Otherwise, his ability + some momentum + YWNE = Your opponent can only play two cards at most per turn. 
 
Otherwise, he looks like a fun character to play.

0 of 1 people found the following review helpful

 Whoa., Sunday, 11 March 2007
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Looks like aggro wants to come to town this format, for real. As for the 'no block' thing, I don't think that works. Blocking doesn't reduce the damage. However, it'll get through everything else that does. 
 
As for his playstyle, I think that Earth might be a more solid choice for him. To The Bone + Signature Style will give you a way to ready between attacks.
 It worked for a couple of weeks..., Friday, 09 March 2007
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With the errata on Manji Ninjitsu, most of the combos this deck has have fallen through. 
 
But it was fun while it lasted, eh?

2 of 2 people found the following review helpful

 How is this a 'typical Void' deck?, Friday, 09 March 2007
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It doesn't even run Yoga Mastery or Ring Veteran... I think someone was just antsy to be negative. =/ 
 
Personally, I like this deck. It's a new take on aggro Void, and aggro is Dozer's favorite decktype. My biggest suggestion is to add in Hop, and make your character blocks Fire instead. Hop will give you free momentum for your powerful/multiple, and the Fire blocks will let you get around Soul Power and such.
 Hehe..., Friday, 09 March 2007
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You wrote 'four damage and four damage'. 
 
This is a neat little attack, though, and it's effect isn't too bad, as it doesn't have that 'if this attack deals damage' requirement. So, it's replacing itself for you, and letting your aggro turn continue.
 Hm..., Wednesday, 07 March 2007
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I really don't like where this deck goes. All of the x2 and x1 makes relying on the cards that much harder, and the three resource build isn't very strong, especially with only a 6 handsize to work with. You'll find yourself limiting your turns to only a couple cards far too often.

1 of 1 people found the following review helpful

 Seems solid., Wednesday, 28 February 2007
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I'd had a little bit of a different build for UR Adon, but this works too. 
 
On a side note, have you considered Friends and Rivals instead of Dark Hado? Friends and Rivals can be great when comboed with Aerial Combatant/Ground Fighter, with a free look at their hand, as well as the ability to use it on your opponents attacks to commit foundations during their turn. 
 
Just a suggestion, really.
 

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