Jump to content

Non-Angelly Madolche OTK.


Recommended Posts

Monsters: 18

3x Madolche Magileine

3x Madolche Messengelato

3x Madolche Hootcake

3x Madolche Mewfueille

2x Madolche Baaple

2x Madolche Marmalmaide

2x Tour Guide from the Underworld

Spells: 10

3x Madolche Chateau

3x Madolche Ticket

2x Mystical Space Typhoon

2x Forbidden Lance

1x Dark Hole

Traps: 12

2x Madolchepalooza

2x Fiendish Chain

2x Mirror Force

2x Dimensional Prison

1x Madolche Lesson(Needs to be removed but haven't gotten around to it)

1x Bottomless Trap Hole

1x Torrential Tribute

1x Solemn Warning

 

Extra: 15

3x Madolche Queen Tiaramisu

2x Number 106: Giant Hand(Sadly, only OCG I think)

1x Maestroke the Symphony Djinn

1x Gagaga Cowboy

1x Blade Armor Ninja

2x M-x Saber Invoker

2x Number 17: Leviathan Dragon

1x Leviair the Sea Dragon

1x Wind-up Zenmaines

1x Number 34: Terror Byte

Link to comment
Share on other sites

Why would you intentionally fail to run the card that actually makes Madolche good?

2 Hootcake with no hand-traps to fuel it is terrible, 3 is even worse.

Baaple is pointless.

Marmalmaide is dead early game and a terrible topdeck late-game.

TGU should be played at 0 or 3.

3 Ticket and 3 Chateau is cloggy and unnecessary.

Palooza is a win-more, it should be played at one or none.

Lesson is bad.

 

No Leviair? No 101? No Dweller? Running 34 and double 17 is a complete waste of Extra space. 106 is incredibly mediocre; also it isn't OCG only, it's a prize card over here, likely being reprinted in DRLG.

Link to comment
Share on other sites

HAH! Leviair! That's what I was forgetting! And this build works. I it ain't broke, don't fix it. I consistantly OTK with this deck. Giant Hand actually ahs saved my ass multiple times. Though I should put Silent Ark Knight in there... It could really help. And 3 Chateau and 3 Ticket works like a charm for giving me my Xyz combos.

Link to comment
Share on other sites

It seems to me that this is TCG only, hence why Anjelly isn't here. That being said, drop both Marmalmaide, both Baaple, and Lesson for 3 effect veilers, another TGU, and maybe some Maxx C or another fiendish or something. The hand traps are pretty important because they not only disrupt your opponent, but get Hootcake food in the graveyard and kickstart the entire OTK.

Link to comment
Share on other sites

That's not what really starts my otk though. And Baaple and Maide are in there as more Xyz fodder. I have a better chance of getting 1st turn Invoker or Tiara with them. This is a weird variant that works really well. Though I probably will drop the lesson for a veiler or something. And yeah, it is TCG only, but I don't plan on using Angelly. At least not 3. Maybe 1 or 2

Link to comment
Share on other sites

Refusing to use 3 of the card that literally breaks the deck by giving you the most consistent opening plays, soft loops a +5 play, provides an unkillable wall and lets you potentially shoot a two-card OTK on turn 1 or turn 2 is retarded. That's like saying you won't play 3 Linde in Mermails, or you won't play 3 Tenki in Fire Fists.

Link to comment
Share on other sites

Yeah I have to agree--why would you not play Angelly? I mean maybe if you were going for a control Deck variant and didn't want to play it I could understand but you straight out said the goal is to OTK. You'd want as much consistency as possible to make sure it runs smoothly.

Baaple is absolutely terrible and Marmalmaide is mediocre at best. If you were absolutely insistent on running it, I'd run no more than one, though I do advise against it.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...