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.