Loop ループ (Rūpu) | |
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Loop is a combo deck type.
Details[]
It uses Recovery cards to return cards from your graveyard or mana zone to re-use them multiple times.
As it's combo-based, it can take multiple turns to set up. However, if the loop can be started too early in the game (Giovanni Squall, Melge Loop One-Shot, Mono-Nature Loop), or too overly defensive (Marshall Loop, Heaven's Gate Loop), they tend to have cards enter the Hall of Fame.
They are a type of deck that repeats a certain process to win in a turn or two, usually ending up in their user's battlefield filled with creatures, all of the opponent's creatures removed and/or causing the opponent to Deck-out. Loops, while effective, are often targeted by the Hall of Fame as they degrade the game's playability. In tournaments that don't follow the Hall of Fame regulations, one should expect lots of loop decks to be played with to maximum efficiency.
List of Loop decks[]
- CIP Loop
- Vacuum lock
- Boaroaxe
- Ragmal Loop
- Mono-Nature Sasoris
- Haraguro X
- Kinkong Loop
- Chain Grasper Loop
- Nature Loop
- Chain Silkid Loop
- Goemonkey Loop
- Pharzi Loop
- Dolmarks Loop
- Amon Lock
- Wing Out
- Marshall Extra Win
- Marshall Force Again Lop
- Extreme Control
- Queen Amaterasu Loop
- Walsura Orphanis
- Deformer Loop
- Amidanasca Loop
- Gustav Loop
- I am Loop
- End of the World Haisai
- Antillity Loop
- Baraghiara Loop
- Hyde Loop
- Bean Sprout Zombie Loop
- Underkane Loop
- Occult Rinne
- Trickster Loop
- Onsen Comeback Atchaaa!!
- Intense World Control
- Gashagozra Loop
Difficult to Build
- Vacuum Amatearasu
- Giovanni Squall
- Giovanni Gift
- Karyidone Loop
- Melge Dokkanday
- Benrini Loop
- Jabaranga Loop
- Twinpact Gokuga Cycle
- Jhot Gun Joran
- Mono Nature Loop
- Light Nature Metallica
- Zombie Parthenon Loop
- Kedokedo Belladomai Loop
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