Hi, I'm badna0, and I'm a pretty avid DT player. Not a tournament Victor (yet), but have managed respectable top 10 finishes, a few top 5's, and a personal best of 803 bp. I'd like to give a few pieces of advice for dt's.
Trying to improve on the previous iteration of this guide: http://www.urban-rivals.com/en/community/forum/?mode=viewsubject&forum_page=0&id_subject=2049903&subject_page=0#answers
Since the abolishment of T1/T2, I don't feel a lot of the DT rules mentioned in the guide are as relevant as they used to be. I'd like to outline a few principles for constructing and playing a good DT deck.
1. Building a deck: Aiming for a higher star count (27-30-ish stars) is usually a good idea. A good deck simply needs several nukes with good round winning potential in order to put 2hko pressure.
Links to good decks:
First Place-In Spyke We Trust V2 (standard)
DT Standard Conquered (standard)
E PER LA PRIMA VOLTA!!!!!! (extended)
The strongest decks that I've seen have these higher star counts. Notice how some of these decks can be relatively cheap, too. (
In short, in the worst case scenario star wise, and the most high scoring one you're probably looking at Martha, John, Lehane and Westwood. That's kinda like semi-Rowdy, Oscar, Lehane and whatever the opponents biggest nuke is but with attack manip and gives a lot of points if it wins a round which it probably will even against SoA Westwood. That hand can 2 hit you, 3 hit you, 4 hit you and potentially even 1 hit you. Scores almost max for win by default. That's when you don't draw Copper Cr or Hawk Cr.
As this guide is 2 years old. I am closing this until I find another player willing to give a more updated DT guide.
If anyone knows someone who will be interested in creating a more recent DT guide. Please contact me.