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Lycanthrope 2014: Still a stupid tier-last luck-based Deck


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This is a very fragile and weak Deck that utilizes the effect of Advanced Ritual Art and chaos to create a force of monsters to take out your opponent in a quick manner. It isn't anywhere near meta, and probably even sucks too much to count as casual. Now, why would you want to play something as weaksauce as this? Degrading yourself by losing a lot to a lot of stupid stuff, I suppose. But I also find that those random DN scrubs tolerate this a lot more than something remotely powerful, which is nice if you don't mind dueling said scrubs. And besides, it's fun. If you don't lose like five times in a row.

 

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[spoiler='A lot of these cards suck, so you probably don't know them all by picture']

3x Charcoal Impachi (best Level 1 vanilla wall in the game that comes with a side-order of silly flavor text. I like its extra 100 DEF over Oppressed People's extra 300 ATK since you're only swinging with these if you Rabbit into an opponent without a frontrow.)

 

3x Clown Zombie (Taking out D.D. Trainer for this exchanged the number of walls for making the second Lycan be able to be Summoned without needing Emeral or good luck. It doubles as the second strongest Level 2 vanilla and chaos food, which is nice, though I wish Level 2 vanillas had a wall.)

 

3x Flamvell Guard (Makes Formula, Slacker, and Dullahan with Impachi, and being a Tuner is overall pretty nice. On top of it, it's a wall so it doesn't die to tumbleweed. Previously, it was also a Consonance target, but I found that to be too dead and dropped that for space.)

 

3x Galaxy Serpent (ARA food, chaos food, makes Synchros, makes Xyzs, and can poke the opponent if I really have to.)

 

1x BLS-EotB (Lycan shouldn't be the lone win condition, he's way too easy to frustrate. This card is simply amazing, and modifying the vanillas to give him food doesn't actually cost me anything because Clown Zombie is only 50 points from the strongest candidate and Serpent is a Tuner.)

 

2x Chaos Sorc (Now that he's semi'd, I could probably try running him to give the Deck a much-needed backbone. It's a little iffy because its food is only Serpents, Clowns, a few E.D. monsters, and other Chaos cards, but it's still worth a shot.)

 

3x Manju (The strategy of the Deck is to dump a ton of vanillas to make Lycan and to boost his effect, then further using those vanillas for Tri-Wight or Chaos food. This makes Lycan a lot more consistent, to the point where I need to run three half-Manjus.

 

1x Rescue Rabbit (You can't and shouldn't expect your wall to live a turn so you can Summon something else and make an E.D. play, so that's what this is for. Instant E.D. plays are amazing, even if it's something like Slacker or Gachi. It does have that chance to mess up the second Lycan, but now that I have 18 Levels worth of ARA food (and I need 12 to Ritual Summon twice), it isn't as risky as before. Prior to Clown Zombie, I ran Rabbit without worrying about this because the second Lycan was usually pronounced dead at the beginning of the duel.)

 

1x Sonic Bird (I took out one for the space, and since I was only running 1 ARA (also for space). Anyway, this is supposed to further help make Lycan more consistent, it only doesn't do so as well as Manju because it can't search Lycan. Being @1 is probably not going to work out well, but I don't know what to drop to get back the second bird.)

 

2x Lycanthrope (The centerpiece of the Deck, Lycan is an unimpressive Level 6 Ritual Monster with an alright (but not enough) ATK and a burn effect that can quickly become threatening given how its method of Ritual Summon fuels its effect. Unfortunately for this Deck, you have to run so many vanillas that the Deck suffers from space issues, and as thus, you have very few wincons and have to overextend just to get a shot at winning most of the time. I could try a Level 3 variant of the Deck, but I haven't yet, mainly due to me forgetting try it out.)

 

1x ARA (This is the Spell that gets the Deck running. You get to dump 3-6 (I usually dump 4 since Clown Zombie was added) vanillas and bring out Lycanthrope. You can further this by playing something like BLS, Tri-Wight, or whatever to help establish a winning field and hope you win. Because if you don't win now, you lose most of the time. Having only one of these is iffy, because having 7.5% of the Deck actually being the Ritual stuff makes it unlikely to draw into it, and you can only have so many searchers. Plus, you need Prep to Ritual Summon your second Lycan. I only run 1 because I have no idea what to take out to get the second one.)

 

3x Forbidden Lance (You need ARA to Summon Lycan, Tri-Wight or Rabbit to perform any E.D. Summon, and harmful effects lurk from within your opponent's collection of cards. This card's primary purpose is to circumvent such threats as Mirror Force or Torrential Tribute, but it has another use in its ability to drain 800 ATK off of some poor sucker. This allows your walls to survive an attack from pretty much any monster your opponent throws at it, which is very nice considering you would need that wall to make a better wall (Slacker), a sweet little battle thing (Dullahan), an extra card (Formula), or to simply live a little while longer. This card is good in good Decks, and that doesn't mean it's not good in bad Decks.)

 

2x MST (It serves as an out to things like Vanity's Emptiness, Fiendish Chain, and you can use it as bait for their MSTs. At the very least, you can be very bad at Yugioh and play this blindly to take out something like a Mirror Force so that you don't have to face that annoying situation where your monster would die by a card effect, but if you Lance it, it dies by battle.)

 

2x Prep-o-Rites (Senju in Spell form, and a method of recovering your ARA once it gets used, this card further makes your Lycan able to hit the field. The last bit might make you want to wait and use this to do a double-Lycan combo (which does a sh*tton of damage and other stupid evil things if not stopped), but don't solely rely on this card for adding two cards. Sometimes, you need to use it as a Senju.)

 

3x Tri-Wight (You Special Summon THREE monsters with this. Granted, they're a bunch of weaksauce Level 1-2 vanillas, but this allows you to make E.D. plays, which will really help this Deck out. A pretty neat combo is to Synchro Formula off of this, draw a card, then make a Level 3-4 Synchro or Gachi. Since the only Tuners in this Deck are Dragons, you have to mill said Dragons to Synchro Summon. This dilemma is why I don't really like running Cards of Consonance here. But anyway, this is a very neat card, held back only by the need of a Graveyard setup and the fact that you can't Summon less than three monsters.)

 

2x United We Stand (Throwing in UWS is sooooo two-thousand and late, but this Deck thrives on Battle Phase dominance, and this does exactly that. I was originally suggested Ritual Weapon, but given how easy it is to put a second monster on the field and the fact that equips to anything I want, this card is simply much better. Making Manju, Lycan, or Dullahan beefier is nice until your opponent plays some effect destruction card.)

 

1x BTH + 2x Mirror Force + 1x TT (These four Traps are the main defense this Deck has against your opponent trying to play the game. TT and Mirror Force are a must, and I simply like BTH more than Warning.)

 

Extra Deck:

 

1x Catastor (The Level 5 Synchro choice for the Deck. It's a toss-up between this and Armades. While Armades can say "screw you" to Mirror Force, it doesn't when something else attacks, and the whole Flamvell Guard + Manju/Bird combo rewarding you with something that climbs over a boss is nice. Plus, it gives you a DARK target for your chaos food, should you not want to banish Clown (or can't).)

 

1x Armory Arm (Tri-Wight into an extra 1k ATK and a hefty burn to power your Lycan is pretty nice, and makes running such a horrible kind of card that much more rewarding. You inflict 1000 more damage with a monster that has 3400 ATK, burn your opponent for what Life Points they were spared with Arm's eff, then burn for like 800-1400 or whatever with Lycan.)

 

1x BRD (As this Deck utilizes Formula for its draw effect, you might as well utilize its other effect as well. Should you happen to have Impachi, Manju/Bird, and Formula (or whatever other combo that involves Formula and adds up to 7), you get a field nuke. Yes, BRD is good, but you get this nuke on your opponent's turn, which makes it so much cooler.)

 

1x Formula Synchron (The biggest lure with this card is that you get a free card out of playing normally, and Syncing into Formula before Syncing into whatever else you were going to make for that card is helpful. Furthermore, you can Synchro Summon during your opponent's turn, which lets you ignore an attempt at card destruction a lot of times.)

 

1x Psyhemuth (While playing this Deck, I have occasionally wished that I had a Level 6 Synchro option to play into. Then, I made such a thing exist for the Deck. If you can make this, then you can. It can also be Summoned off a Tri-Wight that gives you a Serpent and two Clowns, and you can mill those three off of an ARA.)

 

1x Jeweled Red Dragon Archfiend (The only reasonable way to make this is Lycan + Formula (or Galaxy Serpent), and as such, the two Level 8 Synchros here don't see much play. But being able to Sync into this during my opponent's turn when things look grim is pretty cool. I would usually Sync into this if my opponent has a bunch of builders, and Spark if I think my opponent still has effect destruction (or would otherwise not be able to get around it quickly).

 

2x Mist Bird Clausolas (This card lost popularity here when Dullahan became a thing, but still, dropping an opponent's monster into a babbling 0 ATK vanilla allows you to punch your opponent for a lot of damage with something else. Or if you have to, ram this into it or something. Plus, being a 2300 wall is cool, especially when Lance makes its DEF theoretically 3100.

 

1x Spark (What can be said about this was already said with Jeweled RDA; the times when this would hit the field, when this is picked over JRDA, and whatnot. Being able to protect something else is very sweet, especially with BLS or a Lycan I overextended on to make it something.)

 

1x Balmung (Just the other Level 4 Sync option, and chaos food. With a more respectable ATK than Armory Arm and the ability to bring back a Clausolas, Formula, or something upon its death, it seems pretty nice. It's just that I don't find myself making this often, but that's probably because I usually wind up making Xyzs, or the lower-Level-than-this Synchros.)

 

1x Gachi (Lycan having more than 2400 ATK is very nice, and this is what this does. It's also a wall takes a couple of doses of destruction to fully dispose of. This is very useful since you can just throw it onto the field with Tri-Wight or Rabbit to survive another turn or so.

 

1x Ghostrick Dullahan (It's a 2mat Rank 1 with a theoretical ATK score of 2400. Shrink is an amazing card now that it doesn't need to be drawn into, and can be used twice per card, and has a body of its own. Its presence helps immensely to having your Lycan be able to topple whatever you want to have toppled, and is more chaos food.)

 

1x Exciton (I probably shouldn't be running any Rank 4s here, but prior to me getting the idea to add Clown Zombie to the Deck, Emeral was VERY amazing for being able to have the second Lycan go live while letting you draw. So, I guess I'll run this until I realize I never Summon it ever, then replace it when I realize I need to add something to the E.D.)

 

1x #96 (Another monster Summonable by Tri-Wight (and Tri-Wight is pretty much the only way to Summon this), battle domination is Dark Mist's middle name. I'm a little iffy on this because needing 3 mats makes it a little hard to play outside of Tri-Wight, but an Xyz option to mow down anything by battle is nice. That is until I say it isn't and kick it out for something else.)

 

1x Slacker Magician (You take two separate walls and turn it into a wall with the defensive capabilities of two walls! Yeah! Though, avoiding battle destruction as a 1/turn effect is better than just having two walls, this is chaos fodder, and I can kill anything that tries to target this. I find myself going into this less now that it isn't my only Rank 1 option and I only have 6 Level 1s, but when I do, it's usually pretty damn good.)[/spoiler]

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As in a fuel engine for ARA? According to DN, there are no Level 1 or 2 Beast-Warrior vanillas, which means I can only dump Level 3s and 6s with ARA to Ritual Summon. There are only two Level 3 Beast-Warrior-Type Normal Monsters in the game: Mountain Warrior and Solitude, neither of which have enough of an ATK to be worth searching with Tenki rather than being milled. There is only one Level 6 Beast-Warrior-Type Normal Monster, and that is Nekogal #2, whose stats are deplorable and is dead as a doorknob if it gets into your hand.

 

If you meant as something else, then I'm not exactly sure which ones to add, what to drop, and if I would end up having to run so many cards that it makes the whole concept of Ritual Summoning way too inconsistent (and I don't see this working with the Ritual Monster at all). Could you explain what you mean a little more?

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That's a common misconception. ARA Ritual Summons any Ritual Monster, as it says, and monsters that say they can only be Ritual Summoned by a certain horrible Ritual Spell all have misleading info that needs to be updated. ARA can Ritual Summon it in Tagforce 5, and I don't have any reason to doubt that game's rulings.

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Bump because the Sonic Bird @1 is bugging me. It really seems like it is a 2-3-or-0 card, and should definitely not be ran @1. Also, since ARA is @1 here for space reasons, it can easily become dead, but having more than 3 Manjus is nice. I probably could drop the other Bird for the second ARA, but I'll see what everyone else thinks.

 

Also, updated the OP slightly to change out #101 for Exciton. If I'm gonna be playing a Rank 4, it might as well be that one.

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You could swap a Tri with Enchanting Fitting Room.
I mean, more then half of your monsters are Normals, and pulling them from the Deck to the Field is always a neat option.

That's funny, because in my previous topic, you said to take it out.

 

Honestly though, while possibly flinging vanillas onto the field from the Deck is nice, it seems far too risky. Only 30% of the Deck will be a valid target, though that number will be changing very frequently as I draw targets or non-targets or play ARA. It's highly likely to have already taken at least one of them out of the Deck by the time I get this. If I end up drawing this after playing ARA (which becomes much more likely due to the major Deck thinning), then I'll only have 2-4 targets for this left in my Deck. Tri-Wight, on the other hand, is virtually reliant on ARA being played to go live, but always works unless it gets negged. I could still try it out since I made ARA less consistent by trading out the Birds for MST/Sorc/the 2nd ARA.

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