Name: Flint Life Point Gain
Type: Life Point Gain/Infinite Life Points
Format: Advanced
Card Number: 42
Description: The Flint Life Point Gain Deck involves abusing Flint Lock's ability to move Flint around the field, and gain Life Points while doing it via Morale Boost.
Deck Breakdown:
MONSTERS
Flint Lock
Flint Lock
Flint Lock
Fire Princess
Fire Princess
Fire Princess
Agent of Judgement – Saturn
Agent of Judgement – Saturn
Agent of Force – Mars
Agent of Force – Mars
Iron Blacksmith Kotetsu
Iron Blacksmith Kotetsu
Shining Angel
Shining Angel
Sangan
UFO Turtle
UFO Turtle
A Cat of Ill Omen
Just like all my decks, we can place our Monsters into differnet groups.
SEARCHERS
- Iron Blacksmith Kotetsu
- UFO Turtle
- A Cat of Ill Omen
- Shining Angel
- Sangan
Shining Angel lets you get Flint Lock to the field, which is very helpful obviously, and it also lets you get out the Angel of Force - Mars as an added bonus. Iron Blacksmith Kotetsu brings the brilliant Flint into your hand, so that is always a good draw. We'll be using UFO Turtle mainly to get Fire Princess onto the field, but don't neglect his ability to summon another one of himself from the deck, it may just save you from losing. A Cat of Ill Omen lets us bring a trap to the top of our deck, and because most of the traps in this deck are circumstantial, this is a pretty useful card. Sangan is a staple, it lets us get almost any monster from our decks to out hands.
KILLERS
- Agent of Force - Mars
- Agent of Judgement - Saturn
- Fire Princess
The killers are the cards which are most likely to win us a duel. Fire Princess makes our Life Point gaining deadly to the opponent, and because most of the time our Life Points will be higher than our opponents, the Agents can be very helpful, Saturn's high attack strength is a bit of a bonus as well.
MAIN MONSTER
- Flint Lock
Flint Lock is the main Monster Card in this deck, he is invinvible while equipped with Flint, can place any Flint on the field to himself, and Once Per Turn, he can put any Flint equipped with himself on another Monster. He is also necessary for the Infinite Lifepoint Combo.
SPELLS
Flint
Flint
Flint
Morale Boost
Morale Boost
Morale Boost
The Sanctuary in the Sky
The Sanctuary in the Sky
The Mask of Remnants
Flint Missile
Flint Missile
Mystical Space Typhoon
Dark Snake Syndrome
Messenger of Peace
Monster Reborn
Double Summon
Fairy of the Spring
Time to split the Spells into different groups!
MAIN SPELLS
- Morale Boost
- Flint
These cards, coupled with Flint Lock, are what increase our Lifepoints. Every time an equip card is equipped to a Monster, Morale Boost increases our points, so every time Flint Lock moves Flint to another monster we gain an extra 1000 points! That comes up to 2000 - 3000 life Points every turn if you can keep Flint Lock alive. Flint stops the opponent's beaststicks in their tracks, which helps us keep Flint Lock alive even more so. These cards are also essential to the Infinite Life Point Combo.
HELPERS
- Fairy of the Spring
- Flint Missile
- Double Summon
Double Summon is used mainly for the Infinite Life Point Combo (ILPC), it lets us summon two Flint Locks in the same turn, making the ILPC a potential OTK. Flint Missile destroys any monster equipped with Flint, so we can get rid of our opponent's strong monsters, and it comes back to our deck for future use! Fairy of the Spring lets us get Flint back from the graveyard, which is a very valuable asset, consider running more than 1 of these.
FAIRY SUPPORT
- The Sanctuary in the Sky
Sanctuary is only used so we can use our Agent monsters, depending on your playstyle, you may want to consider taking out the Agents and this card.
OTHER CARDS
- Mystical Space Typhoon
- Messenger of Peace
- Dark Snake Syndrome
- The Mask of Remnants
These cards didn't really fit into any other category so...
The Mask of Remnants may puzzle you at first but it is quite helpful. You are on Infinite Life Points due to the combo, so you can only lose by
a) Exodia
b) Destiny Board
c) Final Countdown
d) Decking Out
You will probably agree that Decking Out is the most likely way to lose, but as long as you have this card you can't deck out, because when it is activated it is shuffled back into your deck for you to draw and activate again.
Mystical Space Typhoon is a staple so that has to be in there. Messenger of Peace is for defence, because this deck has quite a few dead-draws. Dark Snake Syndrome is another card for the Infinte Life Combo, eventually your opponent will lose if it stays on the field while your Life Points are infinite so it puts your opponent under pressure to destroy it.
TRAPS
Astral Barrier
Astral Barrier
Gravity Bind
Solemn Judgment
Solemn Judgment
Mask of Restrict
Wall of Revealing Light
So atlast we come to the traps, they are mainly cards that involve payment of Life Points to activate their effects.
Astral Barrier protects our monsters from attacks, and most of the time you will barely notice the damage it does to you with the Life Point gain this deck uses. Gravity Bind is for protection against the opponent's strong monsters. Solemn Judgement can negate ANYTHING, and in this deck, paying half your Life Points usually doesn't matter. Mask of Restrict stops our opponent from tributing monsters equipped with Flint, because Flints effect of switching to a new monster only activates if the equipped monster is DESTROYED not TRIBUTED. Wall of Revealing Light is good protection at the cost of Life Points, and like I keep saying, Life Point costs don't matter.
INFINITE LIFE POINT COMBO
- Flint Lock x2
- Morale Boost
- Flint
The moment you've all been waiting for, the Infinite Life Point Combo! To pull off this combo you will need to have the above cards on the field. The combo goes like this:
Flint equips to Flint Lock A.
Morale Boost increases Life Points by 1000.
Flint Lock A activates its effect (not the Once Per Turn effect) to equip Flint to Flint Lock B
Morale Boost increases Life Points by 1000.
Flint Lock B activates its effect (not the Once Per Turn effect) to equip Flint to Flint Lock A
Morale Boost increases Life Points by 1000
And so on.
CONTROVERSY
Many people say this combo doesn't work, this is because they think you are using Flint Lock's Once Per Turn effect. If someone tells you that you can't perform this Combo, tell them that Flint Lock has two effects and that you were activating the one that WASN'T the Once Per Turn effect.
TRIVIA
Flint, Flint Lock, and Flint Missile all come from the Konami video game, Xexex. Because Konami are both a video game, and card game company, they decided to make cards out of some of their video game characters. Other Examples:
GRADIUS
-Gradius
- Victory Viper XX03
- DUCKER Mobile Cannon
- Boss Rush
- Moai Interceptor Cannons
- Stone Statues of Easter Island
- Big Core
- B.E.S. Crystal Core
- B.E.S. Tetran
- B.E.S. Covered Core
- B.E.S. Big Core Mk II
- Power Capsule
- Cyclon Laser
- Option Hunter
- Solar Flare Dragon
THUNDER FORCE
- Blue Thunder T-45
PARODIUS
- Aitsu
- Koitsu
- Soitsu
- Doitsu
- Space Mambo
MYSTICAL NINJA GOEMON
- Goe Goe the Gallant Ninja
- Lady Ninja Yae
- Ninja Grandmaster Sasuke
- Sasuke Samurai
- Sasuke Samurai #2
- Sasuke Samurai #3
- Sasuke Samurai #4
CONCLUSION
I only use this deck when I am going easy on my opponents, or are having a fun duel. I would NEVER enter this deck into a tournament, so don't expect to much from it. Although, I would be really interested to hear if you managed to make a tournament-worthy version of this deck, so please E-mail me at grimtuesday@hotmail.com if you have any success!
~Saturday
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