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 X-Saber Deck 07/17/2013

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MorphGuy1000
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PostSubject: X-Saber Deck 07/17/2013   Thu Jul 18, 2013 6:46 am



I have been playing X-Sabers for what seems to be around three years now, and in all honesty this version of the deck that I have come up with seems very, very powerful at the moment. If you want to learn how to play it, just come ask me anytime while I'm on DN.

The thing with X-Sabers is that they can almost adapt to any situation and matchup possible. You're playing Dragon Rulers? Alright, come deal with my Crimson Blader and after Game 1, Imperial Iron Wall and Mind Drain. You're playing Prophecy? Naturia Beast, I command you to screw that guy over. T-Kings and Iron Walls await you after Game 1 as well. You're playing Evilswarms? You'll have to push through my Breakthrough Skills and Compulsory Evacuation Devices, not to mention the game-changing Morphing Jar #2 and Trap Stun when I'm given the opportunity to side. See where I'm getting at? Granted the correct pilot, this deck is extremely flexible and will almost always put up a good fight.

X-Sabers are a fairly long-term deck as well, and since they're something that many duelists would describe as "old-school", they're not the type of deck that you spend $1000 dollars on and immediately put aside 6 months later because of what the banlist has done (does anybody else see what deck I'm trying to refer to here?) During the X-Saber format, the only thing that Sabers got hit with was Rescue Cat. That means that NOTHING outside of non-themed support cards got banned. And since the rise of X-Sabers has come and gone (apparently, anyways), I believe this deck won't receive any hits in the foreseeable future as well. In short, if you do choose to build the deck irl, it'll be a very good investment.

Oh, and did I mention that I run 4 Monster Reborns? That's right; I do. Thank God for Redox. Seriously. This deck is insane.
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Azure Berserk
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PostSubject: Re: X-Saber Deck 07/17/2013   Thu Jul 18, 2013 7:04 am

http://i.imgur.com/1FMg9Wi.png this was when i first gave them a try i might make yours to see what its like. note that random ass penguin soldier lol it seems good,keep us updated on it if any changes
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MorphGuy1000
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PostSubject: Re: X-Saber Deck 07/17/2013   Sun Jul 21, 2013 2:08 am

In all honesty, I really do think you should make mine XD
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dark magician 85
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PostSubject: Re: X-Saber Deck 07/17/2013   Sun Jul 21, 2013 2:34 am

I do not see the point of redox because you dont run any rank 7 monsters OR any level 1 tuners. Yes, he can search, but wouldn't it make more sense to run something like duality which allows you to go through the deck fast as well and doesnt make you lose to many resources. I have played x-saber before and you do not special summon every turn so it isnt a hinderance.
Mine for the format.

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PostSubject: Re: X-Saber Deck 07/17/2013   Sun Jul 21, 2013 3:35 am

Redox serves as 3 extra copies of Monster Reborn. Not to mention that after you use his effect, you can revive him, summon a Pashuul, and then go ahead and make a Gottoms. He just gives you more options and makes you less predictable.

I've considered Duality, but in all honesty it's wayyyyy too slow for the format. I really only run it at locals.
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PostSubject: Re: X-Saber Deck 07/17/2013   Sun Jul 21, 2013 11:53 pm

Morphys Sabers just suit his luck is all however some changes i would make and reasons for them (In my opinion)
1. -3 Redox: Doesn't add a thing to the deck.
2. -1 Pashul: Doesn't really help the deck itself besides being a great stall (and a slow death)
3. -1 Complusory and breakthrough: These could be used to fit 2x bottomless trap hole
4. -1 gottoms call: a extremely dead draw if you can't put a saber on the field to use it
5. - (1-2) Reinforce truth: Pashuul isnt boss monster theres no need to want to summon it like that

My subtractions Now my addition

1. +1 Dark hole: Do i really have to explain that?
2. +(0-2) Forbidden lance: Helps duck and dodge cards like bottomless, compulsory etc or make a big monster weaker.
3. +(0-2) Enemy Controller: This card is extremely useful considering i can take a monster use it as a Syncrho material or just change a big monster to defence position to run over it or a little monster so Fulhelm can run over it.
4. +(0-2) Duality: allows me to see 3 cards and keep one thats very useful
5. + 1 Call of the Haunted: Can help get faultrol to the field by bringing a saber from grave, Bring back a monster use it to make a bigger one or not and can help me get a monster from grave so i can use gottoms call.


And those are my thoughts



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