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LIGHT Thunder


Lunar Origins

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-1 Honest
+1 MST

3 MST is more relevant than a winmoar card that in no way aids the deck and its performance. especially given how young the format is.

-1 Duality
+1 Compulsory Evacuaton Device

There's no need for 3 Duality, no reason to avoid CED.

-1 101
-1 39 (It's shit and deserves no spot in R4 spam)
-1 Merrowgeist
-1 Papilloperative (outdated)
-0-1 OG Stardust
-0-1 Scrap Dragon

You have Paladynamo as your second 101 to cover other situations, so you don't really need 2 of it. Even without Pala, maximizing options is superior to doubling on one.

39's completely outdated. No self respecting deck that Rank 4s runs it because formats are too fast for a walking Scrap-Iron Scarecrow to be relevant. Especially with things like 101 existing.

There are so many better options than something that spins to the bottom like Merrowgeist. It was cute when Sangan exist, but the critter's dead now, and Abyss Dweller does almsot all of its job better.

Papilloperative isn't relevant. The only places you'll really be commonly encountering DEF monsters are Heraldics and Geargia, neither of which are particularly bothered if you switch them. Armor will just search and Number 18 wants to die during your turn. Comboing with Shark Knight or Maestroke is cute, but not cute enough to be relevant.

The only reason to run OG Stardust is Exciton Knight and Black Rose. Stardust Spark Dragon is superior in pretty much every other case, and you should never run OG before Spark.

Scrap Dragon's cute with Prism, and a solid card overall, but there are many better calls. Jeweled Red's definitely more worth the space in general, and then there's Colossal Fighter and Thought Ruler Archfiend as well.

+1 Bujintei Tsukuyomi
+1 Constellar Omega (Why would you not run a walking lance on 2400)
+0-1 Evilswarm Ouroboros
+1 Stardust Spark Dragon
+1 Jeweled Red Dragon Archfiend
+0-1 Thought Ruler Archfiend
+0-1 Colossal Fighter

Just read Tsukuyomi. It's not hard to see why you run it.

Omega's a 2400 Lance. Even if it's not good against the top decks in a format, it's still really good in rogue matchups, and it's 2400 to boot which can really help pushes.

Ouroboros is a powerful card that generally wins games the moment it's dropped. It disrupts setup, hurts your opponents hand, and clears the field for the push.

Spark Dragon's all around better, especially paired up with Prism. More precision for a bit less power, but generally gets the job done.

Jeweled's a dark hole on legs that genreally leads to a direct swign for a large chunk of LP.

Thought Ruler's a good general choice as cards like PWWB and Raigeki Break will probably continue to float around for a bit. Even if Lance becomes more popular again, it doesn't give a fuck.

Colossal's an out to Bujin. Hunders are a deck that can really play as an out to Bujin fairly naturally, and Colossal just makes it even easier. It's also a DARK with over 2500 if you're siding Crazy Box and EEV, as you should be.

Shouldn't be playing Sis-Prism because you trade in consistency for a "+1" in the form of a 1000 ATK boost and a mostly useless card to recycle it or Sea Horse, all while being entirely dependent on Sea Horse to play in any coherent setting, but meh, people don't try to innovate and this is the one most people think is good because they haven't tried otherwise, so whatever.

I'd also suggest 2x Photon Thrasher, 1x RotA over the Collapsarpents. You don't really wanna filter shit out of your grave like that in Hunder, whereas a searchable LIGHT for early Tsukuyomi plays is helpful.

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So, do you recommend dropping the Sishunders for AAAs and dropping a Pa then?
 
Prism's neat because it's a tuner.  Really, that's it.

http://yugioh.wikia.com/wiki/Masked_Chameleon

It's an even more neat Tuner.

http://i.imgur.com/GzRI92I.png

This is what I'm currently playing, though swap Colossal for Blader. I was anticipating Bujin, but shutting down Mermail seems more important than sorta harming Bujin, atm.

Obviously there's freedom to do whatever, and AAA-Prism's a build as well, but I really dislike Prism because it's just a really asy dead draw that's only good when you have decent setup in the first place. AAA-Chameleon optimizes 1-card plays, by using the graveyard as a toolbox for effects, be it Daigusto Emeral (who I on/off use), Masked Chameleon, Recycling Batteries, Batteryman AAA, whatever. The idea is that you don't have prime setup, but you have more consistent value to the deck and more advantage gain from a single card.

Hell, I used Recycling Batteries to get back a Pa and a Trips. NS'd AAA, got back AAA, made Emeral. Returned King of the Feral Imps, Lavalval Chain, and Tsukuyomi to the Extra Deck, and drew one. So my net gain off of Recycling Batteries was a +2 in the form of a Pa in hand, a +0 Emeral, and a draw, for future plays. Things like that that just allow you to compound each +1 into something more so you don't run low on advantage any time soon.

You take a few negs to get started, but the same is true of otehr builds as well, so it's not like you're giving up the early game. I'd actually call AAA-Chameleon's early game stronger, as depending on your hand and what order you go, you open into Tsukuyomi, Kign of the Feral, Lavalval Chain, or Evilswarm Exciton Knight, and proceed to coast on the early setup you performed.
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Well, that's an explanation that I actually like.

 

So, basically your variant (Chameleon) capitalizes on just toolboxing from the Grave, where mine really relies on the hand and can't do a whole lot without one.

 

When the hell was Chameleon released?  I'm oblivious to half the new cards, so I missed that.

 

I'll attempt the Chameleon variant.

 

This is kind of putting me back into the mindset of "Read card; judge advantage down the road; ask if your opponent can react, and if they do, what advantage will you lose etc.".

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Well, that's an explanation that I actually like.
 
So, basically your variant (Chameleon) capitalizes on just toolboxing from the Grave, where mine really relies on the hand and can't do a whole lot without one.
 
When the hell was Chameleon released?  I'm oblivious to half the new cards, so I missed that.
 
I'll attempt the Chameleon variant.
 
This is kind of putting me back into the mindset of "Read card; judge advantage down the road; ask if your opponent can react, and if they do, what advantage will you lose etc.".

It was released in Judgment of the Light. The really underwhelming pack right after Lord of the Tachyon Galay, which gave us Dragon Rulers and Spellbook of Judgment.

It's supposed to put you in that mindset. It's not so much slow advantage gain as just gaining it for making plays over time. Turn 1 you'll either be at a -1 or break even, but from then on you'll gradually amazz +1s for the plays you make. Emeral's a good example because it's a really good follow up to King Feral and Tsukuyomi. Especially when you get the hands that let you open both King Feral and Tsukuyomi, resulting in either adding a Kagetokage and dropping it for Tsukuyomi or, more optially, draw 2 with Tsukuyomi then adding Chameleon/Kage for future plays.

The only thing is that Tsukuyomi means that you have to put thought and value into what you discard. Like, I've discarded Sixth Sense with it in the past over MST, because I figured MST would be helpful in the logn run and Sixth Sense was not consistent enough to bank on. Unorthodox yes, but I had to decide one or the other, and just decided the limited 1 in 3 win button wasn't guaranteed enough to win. However, using it as Pot of Greed was.

Kagetokage tends to be a good Pot of Greed, as do singular Thudner-types, even Sea Horse because it's often better to devote a bit T1 than bank on its searching, and the draw spells.

The only mediocre Pot of Greed is Photon Thrasher.
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