Thursday, November 6, 2014

U.A.: But I'm not athletic...


3 U.A Midfielder
3 U.A. Perfect Ace
3 U.A. Mighty Slugger
3 U.A. Goalkeeper
12

3 Upstart Goblin
3 Terraforming
3 U.A. Stadium
3 Reinforcement of the Army
3 Mystical Space Typhoon
3 Night Beam
3 U.A. Powered Jersey
3 The Monarchs Stormforth
2 The Warrior Returning Alive
1 Raigeki
1 Dark Hole
28

Important cards

Midfielder
Stadium

The cards to search them

Terraforming
Reinforcement of the Army

F*** Backrow

Mystical Space Typhoon
Night Beam

37 card deck theory

Upstart Goblin

Kill quicker

Powered Jersey

(Can also be discarded for Perfect Ace if you get lucky enough to draw multiples. )

Monster removal suite

Stormforth
Raigeki
Dark Hole

The goal (obvious pun is obvious) is to KILL your opponent as soon as possible.

Mighty Slugger should be 2800 (due to be summoned by returning midfielder with Stadium active).

Ideally, you want Midfielder AND Stadium in your opener (if going first). Stadium will give you Perfect Ace (if you don't have it already and at least one card in hand).

No cards in hand, search Goalkeeper.

Yes, Stadium is THAT important to where I would even include more than one of a shitty card (Terraforming), but additional copies can be pitched to Perfect Ace.

Side Note: I don't like Goalkeeper but we don't have much of a choice on U.A. so I play the full set. The main purpose is to SURVIVE, either by just being 2800 DEF or saving itself.

IF it (or Perfect Ace) survives and you have access to Midfielder on your following turn (along with Stadium, you'll see the "snowball" get bigger,

Don't like playing 3 ROTA with only 3 targets, BUT having access to Midfielder on your first turn is REALLY important.

No traps, totally unlike me. But I tried traps. and those traps did what traps do, but I'd rather keep them in hand (which defeats the entire point of using trap cards in the first place, so they got the fuck out)

U.A. have some of the BEST effects in the history of the game but NO one important besides me :), has even mentioned them.

"pros"

1. Because it's CHEAP as f***.

Every card is rare or common. 

2. It theoretically has good matchups against... almost everything. Generally, the one normal summon (which usually has an effect that activates) is stopped by Perfect Ace.

Perfect Ace states "card or effect", no matter what that is, That's right, negates Qliphort Scout in the Pendulum Zone. 

3. Powered Jersey hurts, a lot (for them)

4. You get to maindeck Night Beam, F*** Skill Drain right?

"cons"

1. You can OBIVOUSLY brick. Not draw the right cards or too many of a shitty one.

2. The ONLY non tribute monster is midfielder.

which leads the the next con

3. ONLY 3 monsters for RotA.

4. Gets REKT'd by Naturia Beast, Vanity's Emptiness, Skill Drain, Evilswarm Ophion, Crimson Blader

Fortunately three of those aren't heavily played. 

5. Very little defense.

The only defensive play is goalkeeper, which is usually enough being 2800 DEF.

I may (by that I mean probably) need to add more card draw rather than one card tutors to somewhat alleviate the "bricking" problem.

Things I've considered.

Reckless Greed

I don't like that its a trap but its "better" than Shard of Greed and you get 2 cards for one, even though you're slowed down for two turns. It may not matter because I'm trying to kill my opponent asap.

Hand Destruction

Simple, its a -1 and it helps your opponent.. that's a no no.

Shard of Greed

It has to stay on the field for 2 turns. Since I don't normally set anything, that'll be the primary target (if not Stadium) for their otherwise dead MST

Legacy of Yata/Jar of Greed

Since you have to set it first, its slow. The only reason Reckless is considered over this is that I draw TWO instead of one.

Siding Options

There isn't a lot of room, so make it count. 

1. Cursed Seal of the Forbidden Spell:

28 Spells. You're bound to have at least ONE spell to pitch. 

Against: Qliphort (Scout) primarily. 

2. Non-Fusion Area.

A simple way to prevent the Shaddoll fusions from overpowering your monsters

3. Wiretap OR Trap Stun

if in fact MST and Night Beam maindeck isn't enough. 

Against: -tellarknights (Wiretap). maybe Burning Abyss (Trap Stun). Qliphort (probably Wiretap)

This is not the final build...

Sunday, September 7, 2014

Time will only -tell(arknight), updated


MAIN DECK

3 Satellarknight Deneb

3 by default

3 Satellarknight Altair

See Deneb.

3 Satellarknight Unukalhai

Sets up Call/Soul Charge

Its a beat stick, but I'd probably run 3 if it had less attack.

2 Satellarknight Vega

makes Delteros "more likely".

1 Satellarknight Alsahm

You never want to draw it (dump with unuk). The damage adds up over time if you manage to summon it a couple times. 

12 Monsters

3 Pot of Duality

12 monsters

2 Reinforcement of the Army

Obviously...

3 Mystical Space Typhoon

Because **** maindeck Emptiness

3 Soul Charge

Thank Unukalhai (and Nova)

1 Book of Moon

Its the non-trap, trap.

Can also "reset" -tellarknights (when summoned they say)

12 Spells

3 Stellarnova Alpha

Admittedly, you don't NEED 3, but I want 3.

3 Call of the Haunted

Thank Nova

3 Dimensional Prison

Damn sure not playing Mirror Force

2 Breakthrough Skill

**** Winda

2 Wiretap

"No cost"

1 Solemn Warning

They only get one.

1 Compulsory Evacuation Device

Doesn't destroy

1 Bottomless Trap Hole

*no comment*

15 Traps

EXTRA DECK

2 Stellarknight Delteros

If it sticks, you usually win

(Apparently, your opponent can't respond to its own summon)

It can destroy itself.

1 Number 80: Rhapsody in Beserk

D.D. Crow (in the extra deck)

1 Gagaga Cowboy

The same reason it has been in extra deck since it's release.

1 Daigusto Emeral

12 monsters. Sometimes you run out.

1 Bujintei Tuskuyomi

It's light (honest). A Beast-Warrior (Dire Wolf). It lets you dig and has high defense.

1 Steelswarm Roach

Yang Zing... (have you played against Baxia?)

1 Diamond Dire Wolf

Usually summoned before activating Soul Charge.

Castel/Tuskuyomi/Omega are also targets.

1 Number 82: Heartlandraco

2000 direct ain't nothin' to *** with.

1 Castel the Skyblaster Musketeer

Sends things "home" AND can "reset" -tellarknights

1 Number 101 Silent Honor ARK

It's not played around much (due to Castel) so it's a nice "surprise", but it's still good.

1 Number 50: Blackship of Corn

Damage without attacking...

1 Constellar Omega

One card, "The Monarchs Stormforth"

1 Number 103: Ragnazero

I like drawing cards.. (most of us do)

1 Cairngorgon Antiluminscent Knight

Most don't understand how this card works. With this out, feel free to "try" and MST one of my S/T, you'll be disappointed.

Q & A

Q. Why U NO Myrmeleo?

A. 1. I rather draw the Trap Hole over Myrmeleo.

2. is not a -tellarknight

3. it's not a LIGHT monster

4. I play only ONE Trap Hole.

Q. Why THREE MST?

A. Because **** Vanity's Emptiness main deck. You should be aware of the "hate" they have against you in the side (sometimes main). I want to be prepared (and not have to side in MST)

Q. Didn't you say you hated "not attacking". If so, why 3 Soul Charge? 

A. Because Soul Charge sets up a win without attacking. That's the reason for Blackship/Cowboy and Alsahm mained. Altair limits my attacking too, but you still see three in the deck right?

Q. 3 Nova?

It's my favorite card in the archetype (besides the female -tellarknights), it's MY preference.

Q. No Kagetokage?

A. I think that is a terrible idea even though I understand how (seemingly) important it is to make Delteros to some people.

Q. No Battleguard Howling?

Watch this video (if you haven't already): Battleguard Howling in -tellarknights?

Q. Y U NO Emptiness?

A. (main reason),

1. I don't own them.

(secondary reasons)

2. I don't really like the card.

(watch this video if you haven't: Vanity's Emptiness $40)

3. It's so obvious. If you're on the Emptiness plan (like many others are) it makes it quite predictable to play against you.

4. The traps I run are sufficient.

Q. Do you not draw enough monsters in a deck with ONLY 12 monsters?

A. Yep, but when I tested with 15, you didn't have a need for so many monsters. Until NECH is released (we get Prycon: pitch a -tellarknight, draw one), I rather draw traps over monsters. Deneb gets negated, you have enough access to it. You only need ONE monster (Deneb or Unuk) to get the ball rolling.

Q. Main deck Alsahm?

A. I rather it over a 3rd Vega. As previously mentioned, it does damage without attacking (something that is a luxury with Altair/Soul Charge in the deck)





Saturday, July 26, 2014

That Deck with Horn of Heaven in it (Mecha Phantom Beast)

3 Mecha Phantom Beast Megaraptor
3 Mecha Phantom Beast Olion
3 Mecha Phantom Beast Tetherwolf
2 Mecha Phantom Beast Harrliard
2 Mecha Phantom Beast Coltwing
2 Mecha Phantom Beast Blue Impala
2 Mecha Phantom Beast Hamstrat
1 Mecha Phantom Beast Blackfalcon
18

3 Mystical Space Typhoon
2 Soul Charge
2 Pot of Duality
1 Book of Moon
1 Forbidden Lance
1 Foolish Burial
10

3 Aerial Recharge
2 Dimensional Prison
2 Horn of Heaven
2 Breakthrough Skill
1 Compulsory Evacuation Device
1 Solemn Warning
1 Bottomless Trap Hole
12

EXTRA

Lightning Chidori
Number 101: Silent Honors ARK
Gear Gigant X
2 Mecha Phantom Beast Dracossack
Number 42: Galaxy Tomahawk
Number 11: Big Eye
Phantom Fortress Enterblathnir
Superdreadnought Rail Cannon Gustav Max
Ally of Justice Catastor
Powered Inzektron
Ally of Justice Decisive Armor
Mecha Phantom Beast Concoruda
Mecha Phantom Beast Jaculuslan

(Only 14 in Extra, had difficulty filling it out)

Monster Choices. 

Megaraptor, Olion and Tetherwolf are the "best" (meaning, you rather see them as opposed to the others) of the archetype.

Raptor searches, Olion makes Foolish Burial a staple, and Tetherwolf is the EASIEST Mecha Phantom Beast token generator.

(I think) Harrliard sucks. Trying 2 was a safe number, but you rarely want to see it. Seems better as a one of that's searchable. That "combo" with Coltwing doesn't make it any more desirable.

Coltwing is easier to trigger than Harrliard and has a much practical effect, but it's 1600.

Blue Impala is my favorite tuner (even though it limits you to Machine synchros) because you don't need to use on field monsters.

Hamstrat is SLOW, but it CAN revive something.

Blackfalcon MUST attack, which causes you unnecessary damage, but the effect is sometimes useful.

Questions you MAY ask:

Q. Why all the Machine-type Synchros?

A. Blue Impala

Q. WTF? Horn of Heaven. Are you serious?

A. Somewhat. You SHOULD have enough tokens you don't mind throwing away.

Note: trying two was ambitious, but it was worth a try. 

Changes I'll (more than likely) make: 

-1 Aerial Recharge: does nothing beyond the first. With Olion, you don't have as much as an issue with generating tokens

-1 Mecha Phantom Beast Harrliard: because it SUCKS.

- Forbidden Lance: very underwhelming. If they banish your MPB, f*ck it.

-1 Horn of Heaven: 2 is too cute...

+1 Limiter Removal: because MACHINES

+2 Waboku: "combos" with hamstrat. Keeps tokens alive.

+ 3rd Duality, Dropped a monster. Added more traps. Seems legit.

List with "suggested" changes

3 Mecha Phantom Beast Megaraptor
3 Mecha Phantom Beast Olion
3 Mecha Phantom Beast Tetherwolf
2 Mecha Phantom Beast Coltwing
2 Mecha Phantom Beast Blue Impala
2 Mecha Phantom Beast Hamstrat
1 Mecha Phantom Beast Harrliard
1 Mecha Phantom Beast Blackfalcon
17

3 Mystical Space Typhoon
3 Pot of Duality
2 Soul Charge
1 Book of Moon
1 Limiter Removal
1 Foolish Burial
11

2 Aerial Recharge
2 Dimensional Prison
2 Breakthrough Skill
2 Waboku
1 Horn of Heaven
1 Compulsory Evacuation Device
1 Solemn Warning
1 Bottomless Trap Hole
12

Tuesday, July 15, 2014

Dolkka.dek "update" (July 2014 - September 30, 2014)

3 Evoltile Westlo
3 Evotile Najasho
1 Evoltile Odonto
1 Evotile Lagosucho
3 Evolsaur Diplo
3 Evolsaur Vulcano

1 Blaster, Dragon Ruler of Infernos

3 Evo-Diversity
3 Evo-Force
2 Forbidden Lance

2 Pot of Duality
1 Enemy Controller
1 Book of Moon

1 Dark Hole

2 Evo-Singularity
2 Dimensional Prison
2 Breakthrough Skill
2 Mirror Force

1 Torrential Tribute
1 Compulsory Evacuation Device
1 Solemn Warning
1 Bottomless Trap Hole

Extra Deck

3 Evolzar Laggia
3 Evolzar Dolkka
1 Evolzar Solda
1 Number 80: Rhapsody in Beserk
1 Number 103: Ragnazero

1 Number 50: Blackship of Corn
1 Daigusto Emeral
1 Abyss Dweller
1 Gagaga Cowboy
1 Number 101: Silent Honors ARK
1 Cairngorgon, Antiluminescent Knight


Side Deck

3 Mystical Space Typhoon
2 Wiretap
2 Black Horn of Heaven
2 Debunk
2 Light-Imprisoning Mirror
2 Soul Release
1 Soul Drain
1 Nobleman of Crossout


Tuesday, July 8, 2014

Harpie Decklist

3 Harpie Channeler
3 Harpie Queen
3 Harpie Dancer
2 Harpie Lady #1
1 Cyber Harpie Lady
2 Effect Veiler

3 Harpies' Hunting Ground
3 Hysteric Sign
2 Pot of Duality
1 Soul Charge
1 Mystical Space Typhoon
1 Book of Moon
1 Elegant Egotist
1 Dark Hole

3 Hysteric Party
2 Breakthrough Skill
1 Trap Stun
1 Wiretap
1 Torrential Tribute
1 Black Horn of Heaven
1 Bottomless Trap Hole
1 Mirror Force
1 Magical Hats
1 Solemn Warning

EXTRA

1 Evilswarm Exciton Knight
2 Lightning Chidori
1 Ice Beast Zerofyne
1 Steelswarm Roach
1 Abyss Dweller
1 Number 50: Blackship of Corn
1 Gagaga Cowboy
1 Number 101: Silent Honors ARK
1 Number 103: Ragnazero
1 Number 82: Heartlandraco
1 Number 80: Rhapsody in Beserk
1 Mecha Phantom Beast Dracossack
1 Divine Dragon Knight Felgrand

SIDE

2 Mystical Space Typhoon
2 D.D. Crow
2 Xyz Universe
2 Light-Imprisoning Mirror
2 Shadow-Imprisoning Mirror
1 Soul Drain
1 Black Horn of Heaven
1 Dimensional Prison
1 Wiretap
1 Trap Stun

Thursday, June 19, 2014

Dolkka.dek: Evol (Apr 2014 - July 13 format)

Decklists of Inspiration:

John Leveille - 5th Place IL Regional Deck Profile

Giulio Navarroli - 2nd Place Montreal Regional Deck Profile

3 Evoltile Westlo
3 Evotile Najasho
1 Evoltile Odonto
1 Evotile Lagosucho
3 Evolsaur Diplo
3 Evolsaur Vulcano
1 Evolsaur Cerato
1 Blaster, Dragon Ruler of Infernos

3 Pot of Duality
3 Evo-Diversity
3 Evo-Force
3 Forbidden Lance
2 Enemy Controller
1 Book of Moon

3 Evo-Singularity
2 Dimensional Prison
2 Breakthrough Skill
1 Solemn Warning
1 Bottomless Trap Hole

Extra Deck

2 Evolzar Laggia
3 Evolzar Dolkka
1 Evolzar Solda
1 Number 80: Rhapsody in Beserk
1 Number 103: Ragnazero
1 King of the Feral Imps
1 Daigusto Emeral
1 Abyss Dweller
1 Gagaga Cowboy
1 Number 101: Silent Honors ARK
1 Cairngorgon, Antiluminescent Knight
1 Brotherhood of the Fire Fist - Lion Emperor

Short Explanations:

Odonto: Gives you a use for in hand Evolsaurs (my personal pick, not mandatory)

Westlo: This could be considered for exclusion due to Nobleman of Crossout being sided but you do have other monsters you could set. Westlo is STILL important to the deck and shouldn't be taken out.

Najasho: Primary Evo-force fodder. and pretty good with Enemy Controller

Lagosucho: Usually "foolishes" Cerato (hence the one of). Makes Evo-force into Vulcano possible if/when you don't have access to Najasho. When it dies, turns on Singularity.

Diplo: one of the replacements for MST. Off westlo on their turn, destroys artifact monsters without triggering them. ON your turn (against non artifact decks) cleans up their field while still being Xyz Material.

Vulcano: A Necessary evil to me. You want to have 3 of a card that can make 1 card Xyz's. Odonto makes this less shitty to draw in hand.

Blaster: A threat in the mid-late game, and a catch all in the early game. Fuels itself later on and singularity faster.

Duality: You won't always have (or want to do) the Najasho/Evo-Force play.

Forbidden Lance: Acts as the MST (more so than Diplo). Blanks cards as your opponent plays them opposed to destroying a card you don't know (that's Diplo's job). And... damage step/Ragnazero plays.

Enemy controller: (w/najasho). takes your opponents monster (most are LV4) while triggering Najasho. Good for making final pushes and dodging certain cards.

Book of Moon: It's a spell that functions as a trap most of the time. Can't be Wiretapped. Also; Westlo.

Singularity: What this deck was made to abuse. Lets you "Xyz Summon" anytime you want.

Dimensional Prison: Hands...

Breakthrough Skill: Because Fiendish Chain is pretty bad now. Also; Artifact Moralltach/Begalltach.

Solemn Warning: the "catch-all"

Bottomless Trap Hole: Because there is no better generic removal trap that I'm not already running.

EXTRA

Dolkka: because FUCK the hands, and artifacts... and Madolche... and BUJIN..... and Geargia... (the list goes on)

Laggia: because it's nice to have Solemn Judgment, even if it's not maindeck.

Rhapsody in Beserk: d.d. crow in the extra deck.

Ragnazero: it may come up: Madolche with Chateau, Gravekeeper with Necrovalley out. Also: a two-card "kill almost anything" with Lance.

King of the Feral Imps: Searches the most important monsters in your deck, while being able to attack.

Dweller: Non Evolsaurs can't summon Dolkka

Emeral: If the situation calls for a "Pot of Avarice" variant.

Y NO Dichtomy? Not enough different types naturally and I like attacking my opponent

ARK: no reasons (why it's good in most rank decks) needed to explain why I included it.

Cairngorgon, Antiluminescent Knight: somewhat punishes maindeck MST and other common targeting cards.

Lion Emperor: High attack. One of the few decks that can use this.


Friday, February 21, 2014

"Pure" Ghostrick For January to March 2014

I don't feel like I have to say this, but I'll say it anyway. 

This build is based on my perspective and can be changed to fit your particular play-style. 

NOTE: This is "pure" Ghostrick. Which means, I want the monsters in this particular build to be ALL Ghostrick monsters. 

Hopefully this minimizes the (Y U NO Cardcar D, Kinka-Byo, Mystic Piper suggestions). 

3 Ghostrick Jiangshi
3 Ghostrick Stein
3 Ghostrick Mary
2 Ghostrick Specter
2 Ghostrick Witch (used to be doll, explained below)
2 Ghostrick Lantern
15

3 Pot of Duality
3 MST
2 Ghostrick Museum
8

2 Ghostrick Scare
2 Ghostrick Go Round
2 Fiendish Chain
2 Mirror Force
2 Dimensional Prison
2 Seven Tools of the Bandit
2 Black Horn of Heaven
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
1 Solemn Warning
17

Extra Deck

3 Downerd Magician
2 Ghostrick Alucard
1 Temtempo the Percussion Djinn
1 Wind-Up Zenmaines
1 Number 49: Fortune Tune
1 Number 30: Acid Golem of Destruction
1 Chronomaly Crystal Chrononaut
1 Ghostrick Succubus
3 Ghostrick Dullahan
1 Slacker Magician


Ghostrick Doll



Cannot be Normal Summoned, unless you control a "Ghostrickmonster. Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: During this turn's End Phase, change all face-up monsters on the field to face-down Defense Position, then you can Special Summon 1 "Ghostrick" monster from your Deck in face-down Defense Position, whose Level is equal to or less than the total number of monsters changed to face-down Defense Position.

Not as good as one thinks. It does still activate if destroyed by battle, but you'd need to flip 3 monsters to summon the important ones (Jiangshi/Stein). To me, it seems better than it really is but it's something you'll come to understand when you test it. 

Assume you have any field card out; hey're not attacking it. If you don't, you're (usually) only summoning a LV 1 (in cases like this, I summon Mary; if you already have one in hand. because... Lantern/Specter are more important in multiples AND I run 3 Mary)


Ghostrick Succubus



Level 2 monsters

If you control another "Ghostrickmonster, your opponent cannot target this card for an attack. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field with ATK less than or equal to the combined ATK of all "Ghostrick" monsters on the field; destroy it, and if you do, as long as you control a "Ghostrick" monster, the destroyed monster'sMonster Card Zone cannot be used.

By itself, it's probably not killing anything notable, but the more Ghostrick on the field, the more monsters it CAN kill. Not a floater but it locks down zones. Sort of putting your opponent in a choke hold very slowly. 

I've never had the situation arise when I've wanted to summon Succubus and/or had 2 LV 2 on the field to summon it. 

I'm mainly playing it just because of how cute it is. 


Monster Lineup

3 Ghostrick Mary

She searches EVERYTHING . Your first Jiangshi search (if you don't already have her in hand) is Mary. 

3 Ghostrick Stein

He's the one that your opponent hate to have damage dealt to them by him. 

3 Ghostrick Jiangshi

It searches Mary (which summons everything).

2 Ghostrick Specter

Good thing you can summon this when Alucard/Dullahan summons are negated, 3 is too many, with so few monsters. 

2 Ghostrick Lantern

Has the ability to also negate attacks on Ghostrick monsters. 

2 Ghostrick Witch

Witch packs more of a punch than Doll does.

3 Stein - Stuff to search with it. 

I took a similar approach as I did with building Madolche. For every Messengelato, 2 cards to search (2 Chateat, 2 Ticket, 2 Palooza) 

Having an odd number of either causes you to draw too many copies of one. 

Why only 2 Museum?

Because it fuckin' sucks when you draw too many field cards; especially when you have Dullahan/Alucard that let syou reuse them. 

Why Museum over Mansion?

Halving damage is cute and all, but that's all it is. When my opponent hits me, their monster flips face down (ASS FIRST) which enables Museums first effect which enables Stein.

Why NO Swords of Concealing Light?

Because S/T removal. I've rarely had a SoCL stay on the field for its duration for any benefit. If pins your opponents monsters as long as it' actve (which is probably more than one monster). Once they get rid of it, they go back to fuckin you up. 

Albeit, it's more difficult to hit with stein, but that's the reason for the heavy trap lineup. 

BREAKING DOWN THE TRAPS

2 Ghostrick Scare 

It's not as important to run 3

2 Black Horn of Heaven

Um, Excition Knight?

2 Go Round 

it's a "recurring" Scare, but not really. It messes with things involving the battle phase and something else Stein searches

2 Mirror Force

People STILL run into it. Removes a lot of monsters for very little investment. 

2 Dimensional Prison

Similar to Mirror Force but this can get around anti-destruction stuff. 

2  (Fiendish) CHAINZ!

Effect negation is somewhat important. I didn't want 3 due to the heavy trap lineup. I didn't want to have loose chainz hanging around. 

2 Seven Tools of the Bandit

(this was stolen from Ghostrick builds that mained it). BUT in this specific build, it helps Stein get past... um, traps... 

1 Bottomless Trap Hole, 1 Solemn Warning, 1 Compulsory Evacuation Device

These clear the way... 

Extra deck

Most of the extra is up for preference but I believe you should be running the following.

2 Alucard
2-3 Dullahan
1-2 Slacker Magician
2-3 Downerd Magician
1 Number 49: Fortune Tune

Have fun with everything else...





Saturday, February 1, 2014

Watts (Jan-March 2014)

Watts again.

Main Deck. 

3 Cardcar D
3 Thunder Sea Horse
3 Wattcobra
3 Wattgiraffe
2 Wattpheasant
1 Honest

3 Pot of Duality
3 MST
3 Messenger of Peace
2 Recycling Batteries
1 Dark Hole

3 Divine Wrath
2 Mirror Force
2 Dimensional Prison
2 Black Horn of Heaven
1 Compulsory Evacuation Device
1 Torrential Tribute
1 Bottomless Trap Hole
1 Solemn Warning

Extra Deck.

1 Number 85: Crazy Box
1 Gem Knight Pearl
2 Constellar Omega
1 Number 101: Silent Honors ARK
1 Diamond Dire Wolf
1 Number 50: Blackship of Corn
1 Photon Papilloperative
1 Starliege Paladynamo
1 Steelswarm Roach
1 Maestroke the Symphony Djinn
1 Bujintei Tuskuyomi
1 Gagaga Cowboy
1 Abyss Dweller

Side Deck

2 Skill Prisoner: Something to try.. It protects your stuff from Bear, Gorilla AND Cardinal. Against Mermail (Marksman/Heavy Infantry). Big Eye/Draccosack even Marshalleaf and Komushroomo. You're primarily protecting Messenger.

2 Trap Eater: Mistake...

3 Shadow-Imprisoning Mirror: black people

2 Shared Ride: because you don't want to side Mistake

2 Seven Tools of the Bandit: Imperial Tomb of Necrovalley

2 Overworked: Even Madolche (with Chateau out)

1 Soul Drain/1 Dimensional Fissure: The few cards you can side in against Mermail without hurting you.

Search order (under the assumption, you didn't draw excessive numbers)

Sea horse searches the other two.

2nd Sea Horse searches Watt Cobra

The first Cobra hit gets the third Cobra.

Subsequent Cobra hits search Giraffe.

NOTE: you don't want to search Pheasant with 3rd Sea horse, that's Cobra's job.

Ideal first turn: 

Sea horse search Sea Horse

Pot of Duality

Cardcar D

Why play this?

1. No bad matchups.

2. It's rogue

3. You're not trying to overcome your opponents monsters.

4. Divine Wrath.

5. Opposing attacks are handled between Mirror Force, Dimensional Prison AND Messenger of Peace.

6. Main deck Black Horn of Heaven

7. Watts can attack over monsters and under Messenger of Peace.