i was thinking cards like bowiganan(sp?)which may only last a turn but will deal 600 damage.oh ya and im going to play traditional
cheers ;D
traditional it is then, although personally playing in that format makes the structure of the deck change somewhat to accomodate the new nasties you will face.
So you wanna burn them up? Here goes. This is actually my burn deck I use now, but I have altered it to work in traditional format for you. I'll list the cards and explain why they are there.
Monsters: 17
Lava Golem - 2 (In any defensive/burn deck this card should be a staple. Let your opponent work hard to get those two monsters out there...then give them this little gift. This is a potential game winner if played at the right time.)
Stealth Bird - 2 (1700 defense is not great, but it isn't all that bad either. Flip it up each turn to do 1,000 damage to your opponent, then flip it back down by it's effect. God I love this card. trust me when I say they will waste precious resources to get rid of this card...then you just bring out the other one.)
Solar Flare Dragon - 2 (Another really great burn card. It has an effect sort of like Marauding Captain in that when there are two of them on the field neither can be attaccked. Each one deals 500 damage to your opponent on your end phase.)
Morphing Jar - 1 (In this deck this card is key to replenishing your hand quickly to do massive amounts of damage in one turn. This will help especially when your opponent plays with cards like premature burial, Dark Deal, Chaos Emperor Dragon, etc that have a cost to activate their effect....you can't pay it if you don't have it to pay.
Cyber Jar - 1 (Another staple. Every monster I will get with this is dangerous to my opponent, and every spell or trap card is gonna cost them life points too....deck thinning is always good....getting them to your hand for a kill move...priceless)
Sangan - 1 (This card is in almost every deck I have, and for good reason. There are only two different monsters in this deck that can't be ssearched with this card.)
Exiled Force - 1 (This card if used wisely will keep your opponent in a very bad way. let them bbring out their big monster that it took three turns and all the cards they had to get out....wait till your turn....summon this...tribute this....bye big monster)
Magician of Faith - 1 (Spell cards are critical to the speed of this deck, and Magician of Faith is just the thing to reuse them. Protect her and you are in good shape.)
Mask of Darkness - 1 (Much like MOF above, this will get back those useful little traps to deal the necessary damage to finish the job.)
Tsukuyomi - 1 (Now you see why there is just one each of Magician and mask. Flip them up, use their effect, summon Tsukuyomi to flip one of them face down again, and reuse later. This card is also valuabble when your opponent does something funny like summon Black Luster Soldier or Horus LV8...you summon this...flip their monster face down, and Nobleman of Crossout or use the opportunity to do your worst without interruption.)
Des Koala - 1 (Again, 1800 defense is not great, but the effect of dealing 400 damage to your opponent for each card in their hand is wonderful, especially against more experienced players that tend to have good hand management. Another great card for reuse with Tsukuyomi)
Morphing Jar#2 - 1 ( This card works well here for getting some of your flip monsters out face down, and cause your opponent to have to discard some valuable asssets, since they will likely have more high level monsters than you do to lose.)
Rapid Fire Magician - 2 (This in many ways is the cornerstone of this deck. Most of the spell cards are normal spells that take advantage of this cards effect of doing 400 damage to your opponent every time you activate a normal spell card..of which 11 are.)
Spells: 20
Normally i would not run this many spell cards, but with this burn strategy it works fine.
Dark Room of Nightmare - 2 (A pivotal part of this strategy. Every time effect damage is done, do an additional 300 damage. let me tell you why this is important. here is the scenario. I have the following cards on the field:
Dark Room of Nightmare
Level Limit-Area B
Solar Flasre Dragon
Rapid Fire magician
Now....I play Meteor of Destruction...and here is what happens if my opponent is...let's say...at 8000lp.
-1000 for Meteor of Destruction
-300 more because of Dark Room
-400 for the effect of Rapid Fire magician because Meteor of Destruction is a normal spell card.
-300 more for Dark Room again for Rapid Fire's effect damage
On the end phase....
-500 for Solar Flare Dragon's second effect.
-300 for Dark Room again due to Solar Flare Dragon's effect damage.
That's 2,800 damage in one turn due to the extra 900 damage from Dark Room.
Mask of The Accursed - 2 (An equip that keeps one of their monsters from attacking, and does 500 damage to them at your standby phase...800 with Dark Room out)
Level Limit-Area B - 2 (Since we aren't looking to attack, but rather bleed the opponent out on life points so to speak...this is a great defensive card. You can still keeep your monsters face up like Solare Flare Dragon and Rapid Fire magician, and they stay in defense...so even if theyh break through...your life points are generally not at risk.
Wave motion Cannon - 1 (This card will serve one of two purposes. It might last a turn or two and you can throw it to the graveyard to do a quick bit of damage, or if they have seen it before likely they will waste resources getting rid of it.)
Spell Absorption - 1 (What? You thought I was going to have 20 spells and not get anything out of it for myself?)
Meteor of Destruction - 2 (it's a normal spell card and does 1,000 damage on it's own.)
Tremendous Fire - 2 (Another normal spell card, another 1,000 damage to them. You take 500 damage, but that's where Spell Absorption helps.)
Ookazi - 2 (Normal Spell.....and 800 damage to them.)
Giant Trunade - 1 (Nice to get some extra use from Spell Absorption and clear what they have waiting.)
Pot of Avarice - 1 (Get 5 monsters back in the deck for more fun. The Draw 2 cards.
Dark Hole - 1 (Use this after you have flipped all of your little friends if you have Pot of Avaricein hand.Let's get rid oftheir annoying things too.)
Smashing Ground - 1 (Another annoyance killer...and a normal spell too.)
Swords of Revealing Light - 1 (Self explanatory........defense)
Mystical Space Typhoon - 1
Traps: 8
Nightmare Wheel - 2 (Kind of the trap version of Mask of The Accursed....500 damage to your opponent on each standby phase...the monster can't attack OR change position...so they won't be flipping their nasty things either.)
Secret Barrel - 2 (200 points of damage to them for every card in their hand or on their side of the field....a powerful effect)
Ojama Trio - 1 (Why not clog up some of their monster zones with tokens they can't tribute......that count as cards...which helps the effect of secret barrel.....and when they get killed does effect damage.)
Gravity Bind - 1 (Purely defensive, plus many of yoiur monsters are LV3 or lower)
Ceasefire - 1 (After you have flipped all of yours, why not make them flip theirs without getting the effects...and take all kinds of fun damage?)
Judgment of Anubis - 1 (This is really a tech card for this deck, due to the amount of continuous spells and traps I need to protect. Once they use a Heavy Storm or Harpie's Feather Duster....flip it...discard a card from your hand, and then you select one face up monster on their side, kill it...and they take damage equal to it's attack. I kind of float back and forth between this card and Dark Deal, but both require a discard, and this one doesn't cost you the 1,000 life points.)
Side Deck: 15
Monster Reborn
Pot of greed
Graceful Charity
Heavy Storm
The Shallow Grave
Giant Trunade
Messenger of Peace
Torrential Tribute
Magic Cylinder
Mask of Restrict
D.D. Assailant
D.D. Warrior Lady
Swarm of Scarabs
Swarm of Locusts
Mystic Swordsman LV2
And there you have it. Yes.....I put the traditional cards in the side deck. Try it without them first, then based on what works for you carefully decide what to switch in and out....i would recommend always playing the first duel with this deck as is, then side decking to counter the individual deck you are playing. Hope you like this deck, and can do well. Let me know if you have any questions.