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    Murakumo

    HiveNet
    HiveNet
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    Join date : 2012-08-07
    Age : 28
    Location : West Wales.

    Murakumo Empty Murakumo

    Post by HiveNet Sun Sep 23, 2012 9:57 pm

    Grade 0 (17)
    1 Stealth Beast Evil Ferret.
    4 Stealth Beast Cat Rouge
    4 Stealth Beast Moon Edge
    4 Stealth Fae Dart Spider
    4 Stealth Fae Yukihime

    Grade 1 (14)
    4 Silent Stealth Rogue, Shijimamaru
    3 Stealth Beast Leaf Mirage
    4 Stealth Beast Million Rat
    3 Stealth Dragon Turbulence Edge.

    Grade 2 (12)
    2 Left Arrester
    2 Right Arrester
    4 Stealth Beast Bloody Mist.
    4 Stealth Fiend, Million Rose.

    Grade 3 (7)
    4 Covert Demonic Dragon, Mandala Lord
    3 Dueling Dragon, ZANBAKU

    Have at it.
    Kinkylord
    Kinkylord
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    Murakumo Empty Re: Murakumo

    Post by Kinkylord Sat Oct 06, 2012 7:29 am

    I would drop 1 Mirage Edge (G1 Mandala Searcher) for a Leaf Mirage (Null Guard) to increase the chance of drawing it and delaying the game (Game dragging as one of Murakumo's aspect, strangely.)

    Million Rat is a good card and also a great combo with Evil Ferret.

    I couldn't quite understand the Left and Right Arrestors. They are ALMOST impossible to pull off. Even if they did, they will most likely to be destroyed next turn. I do agree that once setting them up gives your opponent a "unit diversion" so that they are wasting a attack on your RG rather than your VG, so you take 1 less damage that turn, but that doesn't last long.

    I would replace them with Cursed Breath (G2 Mandala Searcher) to apply more pressure on your opponent's VG. They will most likely guard the attacks to prevent your Mandala-hand from setting up, which i think is more ideal.

    I have totally no idea who is Million Rose. If you are referring to Midnight Crow, i wouldn't recommend it. a 8k front row "beater" that clones itself yet goes back to deck wouldn't do any good. a CB1 from Million Rat and placing 1 behind another makes a 12k column easy.

    I would replace them with FUSHIMI, which is a really good early game ride card and sort of a "anti-meta" addition. Being able to snipe out any thing upon riding is good, destroying common threats like Kryph, Spring Breeze, Conroe, Mecha Trainers, opponent's Evil Ferret, a 8k Gemini that is boosting Silent Tom, and much more... After the "ride card" period is gone for him, a 9k RG beater is still good.
    HiveNet
    HiveNet
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    Murakumo Empty Re: Murakumo

    Post by HiveNet Sat Oct 06, 2012 6:03 pm

    Firstly, thanks.

    I agree with pretty much everything, really. Since I have my doubts about the Archer, and about the G2 dragon, there isn't much other stuff to use decently.

    And I have no idea what was going through my head that made me mess up midnight crow quite so badly...

    I'll edit after some futher testing.

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    Murakumo Empty Re: Murakumo

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