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Guide and Discussion: Burning Abyss

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Guide and Discussion: Burning Abyss

Post by Aitch on Tue Jul 22, 2014 2:47 am



Last edited by Aitch on Tue Jul 22, 2014 3:04 am; edited 1 time in total

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I. Briefing

Post by Aitch on Tue Jul 22, 2014 2:47 am

I. Briefing
Welcome to the Burning Abyss guide and discussion.  The Burning Abyss archetype is starting as a TCG Exclusive archetype (much like Noble Knights) based on Dante Alighieri’s Inferno.


Last edited by Aitch on Tue Jul 22, 2014 3:01 am; edited 2 times in total

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II. Monsters

Post by Aitch on Tue Jul 22, 2014 2:47 am

II. Monsters
Scarm, Malebranche of the Burning Abyss
***
DARK / Fiend
800ATK / 2000DEF
If you control a monster that isn't a "Burning Abyss" monster: destroy this card. You can only use one of the following effects of "Scarm, Malebranche of the Burning Abyss" per turn, and only once that turn.
• If you control no Spell/Trap Cards: You can Special Summon this card from your hand
• During your End Phase, if this card was sent to the Graveyard this turn: You can add 1 Level 3 DARK Fiend-type Monster from your Deck to your hand, except "Scarm, Malebranche of the Burning Abyss".
Spoiler:

Scarm was the first monster revealed and he certainly started things off well as a versatile searcher.  It's disappointing that he is unable to search himself however being able to search Tour Guide From the Underworld offers serious potential. Run 3.

Graff, Malebranche of the Burning Abyss
***
DARK / Fiend
1000ATK / 1500DEF
If you control a monster that is not a “Burning Abyss” monster, destroy this card. You can only use 1 of the following effects of "Graff, Malebranche of the Burning Abyss" per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● If this card is sent to the Graveyard: You can Special Summon 1 "Burning Abyss" monster from your deck, except "Graff, Malebranche of the Burning Abyss".

Graff was the second monster introduced to the theme.  His stats leave a lot to be desired, but his effect more than makes up for it.  This card will only get better as we get more targets for him.  Run 3.

Cir, Malebranche of the Burning Abyss
***
DARK / Fiend
1600ATK / 1200DEF
If you control a monster that is not a “Burning Abyss” monster, destroy this card. You can only use 1 of the following effects of "Cir, Malebranche of the Burning Abyss" per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● If this card is sent to the Graveyard: You can target 1 "Burning Abyss" monster in your graveyard, except "Cir, Malebranche of the Burning Abyss"; special summon it.

Cir is Graff, but from the graveyard.  It should be remembered that it can grab any Burning Abyss monster from the graveyard.  Dante might not be the best use for this effect, but once we get more extra deck support this effect could become very powerful.  Run 3.

Dante, Traveler of the Burning Abyss
LIGHT / Warrior
1000ATK / 2500DEF
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card and choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; until the end of this turn, this card gains 500 ATK for each card sent to the Graveyard this way. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is sent to the Graveyard: You can target 1 "Burning Abyss" card in your Graveyard; add it to your hand.
Spoiler:

The first and currently only revealed Extra Deck monster for the theme.  Dante also offers promise allowing you to dig through your deck and get your Malebranche into the graveyard to trigger their effects.  Not to mention the fact he's a generic Rank 3 Xyz hefting 2500 ATK and conveniently changing himself to Defense position before your opponent's turn. It's unlikely you'll make him more than twice a game. Run 2.


Last edited by Aitch on Sun Jul 27, 2014 6:56 am; edited 5 times in total

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III. Spells

Post by Aitch on Tue Jul 22, 2014 2:47 am

III. Spells
Nothing revealed.


Last edited by Aitch on Tue Jul 22, 2014 3:02 am; edited 1 time in total

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IV. Traps

Post by Aitch on Tue Jul 22, 2014 2:47 am

IV. Traps
The Traveller and the Burning Abyss
Normal Trap
Target any number of "Burning Abyss" monsters in your graveyard that were sent there this turn; Special Summon them in Defense Position. You can only activate 1 "The Traveler and the Burning Abyss" per turn.

A nice way to get another rank 3 as it cares not how your monsters were sent to the graveyard, so whether it's detaching, foolish burial or something else. Run 0-2.


Last edited by Aitch on Sun Jul 27, 2014 7:01 am; edited 2 times in total

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V. Off theme support

Post by Aitch on Tue Jul 22, 2014 2:48 am

V. Off theme support
Crane Crane
Lets you grab a Malebranche from your Graveyard to give you a rank 3 as it prevents them from destroying themselves.  Crane Crane gives us late game 1 card rank 3 plays.  Run 2-3.
Spoiler:

Dark Armed Dragon
While we are not yet sure of the speed of the deck, Dark Armed Dragon has long been a semi-staple for any DARK themed deck.  His versatility should not be overlooked.
Spoiler:

Darkness Neosphere
An interesting idea.  The major drawback is that it relies on your opponent to attack you however it does give the deck access to a boss monster outside the Extra deck.
Spoiler:

Mathematician
Foolish burial, but a level 3 monster. Helps with poor openings allowing you to get your engine rolling as fast as possible.  Run 1-2.
Spoiler:

Tour Guide from the Underworld
TGU can grab you a Malebranche from your deck and her effect negation means that it wont destroy itself upon hitting the field.  She's searchable via Scarm and is a quick way to Xyz into Dante.  Run 3.
Spoiler:

Allure of Darkness
It's safe to assume in a deck comprised of DARK monsters Allure is going to be a card worth consideration.  Easy access to Leviair also means you can fetch back what you pitch with it should the need arise.  Run 1.
Spoiler:

Creature Swap
Use this to give your opponent a Malebranche to trigger its effect and get yourself some delicious advantage.  Run 2.
Spoiler:

Dark Eruption
Allows you to add Graff, Cir or TGU back to your hand.  Run 0-2.
Spoiler:

Foolish Burial
This has brilliant synergy with the Malebranche.  Run 1.
Spoiler:

Rank-Up-Magic Astral Force
A very good way to give the deck in its current form access to boss monsters.  Run 2-3.
Spoiler:

Hate Buster
A lesser version of pretty much any battle trap that you would care to run, with the tiny benefit of triggering your Malebranche effects.  It's unlikely this will make the cut although may have better interactions upon release of new monsters.
Spoiler:


Last edited by Aitch on Sun Jul 27, 2014 7:47 am; edited 5 times in total

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VI. Skeletons

Post by Aitch on Tue Jul 22, 2014 2:48 am

VI. Skeletons
RUM Build.
3 Scarm
3 Cir
3 Graff
3 TGU
2 Crane Crane
2 Mathematician
1 Dark Armed Dragon

1 Book of Moon
1 Dark Hole
1 Foolish Burial
1 Allure of Darkness
2 Creature Swap
2-3 RUM Astral Force

0-1 The Traveller and the Burning Abyss

2 Dante
1 Pleiades
1 Alucard
1 Crimson Knight Vampire Bram
1 Mechquiped Angineer
1 Artifact Durendal
1 Tiras, Keeper of Genesis
1 Grenosaurus
1 Volcasaurus
1 Leviair
1 Giga-Brilliant
1 Zenmaines
1 Nightmare Shark
1 Downerd Magician

Add staples as you see fit. This is currently the most playable version of the deck.


Last edited by Aitch on Sun Jul 27, 2014 7:43 am; edited 2 times in total

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VII. Combos

Post by Aitch on Tue Jul 22, 2014 2:48 am

VII. Combos

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