So, I've been keeping my eyes on War Rocks even with all the hate it's been getting. I especially love the Myutants-angle when people discuss their hate for War Rocks.
Over the last month-ish I've been stockpiling bad cards ahead of the Armageddon. With the introduction of another hate magnet of a card. Puppet Queen. I've been digging deeper in bad side of bad decks and then I see that there is a bit of hope coming in the direction of War Rocks and pure warrior decks. Though this hope is very basic. It is not a combo-enabler. Or 1 card AAccesspollousa. It won't even contribute to the traditional concept of control. I just saw a potentially, oppressive board that made me think of an old movie with a tide turning ambush scene.
First off, this deck to work. You need access to a War Rock Mountain to get your War Rock targets out. A Puppet Queen in hand and a lv7 Warrior in GY or hand. You have to manage to get 1-2 warrior's on board with Queen in hand and a target for her effect.
Queen's effect is to SS a lv7 and buff the board (of Warriors) by 1000 until the end of the next turn. 2 turns.
So, with 2-3 War Rocks and Puppet Queens boost. That will be a 1400-1600 attack boost to your War Rocks, for 2 turns.
Meteoragon with boost, can sit at 3600-4200 and can attack two targets with 1 of it's own monster effects and lockdown monster effects during Battle Phase
Bashileos can/will be able to attack directly with 3700-4300+.
Then add another 400-600 Atk boost to your War Rocks if your opponent doesn't read your cards and tries to attack during their turn.
Anyways, I'm playing around this pile of cards and searching for consistency cards to get out early high level warriors and the field spell. Field spell support that doesn't help War Rock Mountain miss timing. There is not a lot of generic Field Spell support that gets around a "when" condition. AND! War Rocks are missing better ways to get it out outside of Fortia attacking or being attacked. It's kind of of a sad situation...
Anyways(again), I've been toying around with basic hand traps, Kaiju's and a barrier statue. With the lopsided loadout; They have been proving too strong against weak decks to properly test progress and too often, too slow against proper rogue and meta decks. So, I am trying to find a middle ground while keeping the identity of the deck.
What I would love to see added (now that they are imported over to the OCG is): An Archetypal Field Spell/Spell card search that immediately activates. A counter trap or strong board disruption to assist and coordinate you into the Battle Phase. Like, a battle prep kind of effect.
I'm actually currently using a 42 version of all this.
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