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Guile's Leaping Go Shoryuken Combo Print E-mail
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Written by James Johnes   
Thursday, 24 January 2008

Average user rating

0.7

out of 5

Character:

*****Guile*****

Attacks (15)

3 x Burning Knuckle (3/3, 3M3, +2M)
4 x Drill Kick (4/3, 3H2)
4 x Go Shoryuken (5/1, 3M9, +2M)
4 x Leaping Commando Kick (5/3, 4M4)

Foundations (44)

3 x Beautiful Friendship (2/5, +2L)
4 x Constant Training (2/5, +2H)
3 x E.S.P. (1/5, +2M)
4 x Inner Mastery (3/3, +0L)
4 x Megalomania (1/5)
4 x Mystic (3/4)
4 x Ring Veteran (3/5)
4 x Shotokan (3/4)
3 x Someone In Your Corner (1/4, +2M)
3 x The Curse Broken (1/6)
4 x Wherabouts Unknown (1/5, +2L)
4 x Wandering Master (1/5)

This deck uses Guile's Enhancement ability to generate a killer Go Shoryuken after a Leaping Commando Kick. It tries to build as much momentum as it possibly can, using Whereabouts Unknown and Inner Mastery. Then, to ensure that the combo gets off the ground, there are foundation and asset hate with Megalomania and Ring Veteran, if only to make my Enhancements unable to be cancelled. And finally, using Drill Kicks, Guile, and possibly Mystics, to fetch the pieces.

On the turn that the combo happens, the idea is that this type of thing would happen:

I play Leaping Commando Kick (possibly after a Drill Kick to fetch Leaping Commando Kick), and use all of my Megalomanias to commit cards that would negate my enhancement. Then I use Whereabouts Unknown, followed by any number of Inner Masteries. Then, I use the Enhancement on Leaping Commando Kick, nuking both of our hands. I then follow with Shotokan, to add a card to my hand to use for Guile's Enhancement. Then finally, I discard the card using Guile's Enhancement, fetching Go Shoryuken and play it. This should defeat my opponent as long as my opponent didn't add a block to his hand somehow, or completely destroyed my Momentum.

I hope that you guys like this deck. Please let mw know how it could be improved.Thank you,
- Jim

 
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0 of 2 people found the following review helpful

Rate it first! what i think, Saturday, 26 January 2008
Written by Joe  - See all my reviews  - Top 100 Reviewer
Originality
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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.

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Last Updated ( Thursday, 24 January 2008 )
 

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