It has been far too long since I've ranted on and on for hours for no reason about some deck that I built.
But screw that, I have a deck that I built that I wanna rant on and on for hours about. And lo and behold, it's MORE PLANTS.
CHAINS! YA GOTS CHAINS?!
Monsters 1-4
3x Botanical Lion
2x Twilight Rose Knight
2x Mystic Tomato
2x Lonefire Blossom
1x Dandylion
1x Marshmallon
1x Lord Poison
1x Blackwing - Gale the Whirlwind
1x Sangan
1x Violet Witch
1x Nettles
Monsters 5-6
1x Gigaplant
Monsters 7+
2x Tytannial, Princess of Camellias
Spells
3x Chain Energy
3x Black Garden
3x Wave-Motion Cannon
1x Nobleman of Crossout
1x Terraforming
1x Miracle Fertilizer
1x The World Tree
Traps
3x Dark Bribe
2x Secret Barrel
1x Pollinosis
1x Solemn Judgment
1x Mirror Force
1x Phoenix Wing Wind Blast
Extra Deck
1x Ally of Justice Catastor
1x Magical Android
2x Queen of Thorns
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Arcanite Magician
2x Ancient Fairy Dragon
1x Black Rose Dragon
1x Blackwing Armor Master
1x Stardust Dragon
1x Thought Ruler Archfiend
1x Colossal Fighter
1x Red Dragon Archfiend
The deck works in a combination of the usual Plant SWAAARM strategy of rushing the field with a big monster (Usually Tytannial), the Black Garden based control aspect which works by clogging up the field and forcing your opponent to slow his play down dramatically, a burn strategy limited to six cards total, and Chain Energy. The deck has a total of three goals.
1: Play Chain Energy on the field
2: Burn your opponent down to having less LP than you.
3: Make sure Chain Energy doesn't die.
If I can accomplish these goals, my opponents tend to die horribly, or at least be completely locked out of playing anything. The deck's been made with a lot of random 1-ofs and 2-ofs to make it have more of a toolbox feel, and despite the lack of draw power, this deck doesn't normally lose its field presence.
Anyways, I just wanted to show off this thing I was working on. I'll be wandering off now.