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    [OCG] Kiramaru Turbo

    Secret_Wyvern
    Secret_Wyvern
    Master of Evolution
    Master of Evolution

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    Join date : 2017-02-03
    Age : 22
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    [OCG] Kiramaru Turbo Empty [OCG] Kiramaru Turbo

    Post by Secret_Wyvern 25.03.17 19:48

    While I was digging down through the Zero civilization trying to build a 100% zero deck (you guess how that turned out.) I came across this card

    Kiramaru, Great Miracle:
    Zero civilization
    Cost-12
    Power-17000
    * When you summon this creature into the battle zone, you and your opponent play Gachinko Judge 3 times. Each time you win and reveal a creature, put that creature into the battle zone instead of putting it on the bottom of your deck. Each time you win and reveal a spell, cast it for no cost instead of putting it on the bottom of your deck.
    * Each of your creatures in the battle zone gets "speed attacker".
    * Triple breaker
    * Eternal Omega

    Now this was the main card from that deck, but that deck was terrible. This deck hopefully isn't. Now this deck is a 5 color ramp that has many different finishers to use, but Kiramaru is obviously the main one we want to get out, but if we can't then we hope we can get a different one out to win the game now here's the list:

    Finishers-15
    Bolmeteus Blue Flare Dragon X1 f/w-shield burning unblockable
    Puchohenza, Mia Moja 2X l/n-rev change mass removal
    Bolmeteus Sapphire Dragon X1 f-shield burning fast attack
    Onimaru "head" Victory Rush X1 f-extra turns
    Codeking Wilhelm X3 f/n/d-mana accel+removal
    Nicol Bolas X2 f/d/w-mass discard+removal
    Van Beethoven, Zenith of "Shura" X2 z-mass bounce+anti commands/dragons
    Kiramura, Great Miracle X3 z-for no cost spam/spell casts

    Shield triggers
    Kernel, Blue Stagnation Dragon Elemental X4 l/w-freeze blocker st
    Intense Vacuuming Twist X4 w-hand replenish bounce

    Other defence
    Sido, Time 3 X4 l/w-increases opposing player's spells costs

    Mana Accel
    Jasmine Mist Faerie X3 n-classic mana accel creature
    Johnny Walker, Exploding mask X3 f/n-mana accel/weenie removal
    Pixie Life X3 n-mana accel+colorless mana recovery
    Ruins of the Lion King X4 n-if your running 5 civs and/or a lot of multi-civ cards you pretty much need to have this in your deck

    Now the basic strategy of the deck is very simple.
    Accel mana as much as possible to fill the board with your finishers and attack for game. If you have bolmeteuses on the field use them to break shields to deal with shield triggers.
    Not that difficult. Actually sometimes it becomes auto-pilot

    Mana colors stuff-

    Darkness/Fire/Nature 3 8 %
    Fire 2 5 %
    Fire/Nature 3 8 %
    Light/Nature 2 5 %
    Light/Water 8 20 %
    Nature 10 25 %
    Water 4 10 %
    Water/Darkness/Fire 2 5 %
    Water/Fire 1 3 %
    Zero 5 13 %

    Costs-

    10 2 5 %
    11 2 5 %
    12 3 8 %
    2 9 23 %
    3 4 10 %
    4 8 20 %
    5 4 10 %
    8 5 13 %
    9 3 8 %

    Creatures    29    73%
    Spells    11       28%

    Link to deck on TCO-
    http://www.tradecardsonline.com/im/showDeck/deck_id/775662

    As always suggestions are always welcome etc. etc.
    OcaVan
    OcaVan
    Black Shadow
    Black Shadow

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    [OCG] Kiramaru Turbo Empty Re: [OCG] Kiramaru Turbo

    Post by OcaVan 30.03.17 19:20

    Looks like a very cool deck. When i first, read about the civilation i had the same idea like you to build a Mono Zero deck but i ended up with the same descision Wink.

    If you like you could try out to play 'Prin, Reversal Princess' http://duelmasters.wikia.com/wiki/Prin%2C_Reversal_Prince
    Could be a nice combo with Kiramaru and Onimaru 'Head'. You could also try to play Gachinko Roulette for some mana acceleration in combination with Prin. And seventh tower could also help to bring the big beasts out faster.



    Last edited by OcaVan on 30.03.17 20:19; edited 1 time in total

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