Blake Posted April 21, 2014 Report Share Posted April 21, 2014 https://www.youtube.com/watch?v=lIVBqSIVcSQ Monsters: 3 Batteryman 9V3 Batteryman AAA3 Mahunder3 Pahunder3 Thunder Sea Horse1 Batteryman Industrial Strength Spells:3 Pot of Duality3 Recycling Batteries3 Supply Unit2 MST2 Soul Charge1 Book of Moon Traps:3 Phoenix Wing Wind Blast2 Breakthrough Skill2 Call of the Haunted1 Bottomless Trap Hole1 Compulsory Evacuation Device1 Torrential Tribute ED: 1 Abyss Dweller1 Bujinki Amaterasu1 Bujintei Tsukuyomi1 Castel the Avian Skyblaster1 Constellar Omega (Still don't want it but have the space)1 Daigusto Emeral1 Dark-Line Warrior Caingorgorm1 Diamond Dire Wolf1 Evilswarm Exciton Knight1 Lavalval Chain1 Number 101: Silent Honor ARK1 Number 104: Masquerade1 Number 80: Rhapsody in Berserk1 Starliege Paladynamo1 Stellaknight Deltatheros Tailored to Shadolls and somewhat Artifacts, as the former seems like a deck to beat and Artifacts are plain good. 9V gives the deck a lot of power it was missing before, and makes it not lag behind FIRE as much as it used to. It's an easier deck to outplay Midrash with than most, at least. RIP Kagetokage, there's no way I can use you this upcoming format, really. Not even sure I really want to, anyways, beyond being an OTK helper. Still not fond of 3/3 Ma/Pa, but it's needed with less Kage, and it does help with Shadolls overall. 2 Sea Horse because giving up a turn other than T1 isn't worth it, until turn 8+ or when you're dominating. AND NOW TO OFFICIAL UPDATE + EXPLAIN 3 Mahunder3 PahunderI always found this ratio cloggy in the past. You never needed all 3 double summons each and you'd just end up clogging. Even in the Trips-Prism or Sis-Prism builds, it felt clunky. Now it feels nothing of the sort, to my amazement. The Stratos EX makes it feel really smooth. Yeah, I get 2-3 of them sometimes without their partner, but overall very smooth runnings. 3 Thunder Sea Horse3 Pot of DualityStill not sure on 3 Horse, so testing it out. It's really more just due to the format, where I can't really run Upstart Goblin and where Shadolls exist so I CAN take some downtime to search. That said, running "6" 9V and 3 Duality to find those 6 is nice, as it makes almost a 4th of my deck aimed at digging into the wincon. 3 Batteryman 9V3 Batteryman AAA1 Batteryman Industrial StrengthDo I really need to explain the first 2? 9V is stratos EX. Exploding itself actually comes in handy a lot of the time, even when I don't have Supply Unit, because it lets me outplay the opp harder in a lot of cases. Trips is spam in a can that is searchable by 5-6 cards depending on what I decide with Sea Horse. Industrial Strength is a neat tech. It sucks to draw it early, but after the first few turns it's not even bad to draw. It's just a free 2600 that can +2 or Scrap Dragon. It especially loves dead Calls/Dualities. I'd recommend it if you don't feel there's something more essential to do with its space. 3 Recycling BatteriesWords cannot describe how many plusses this snowballs into. They really can't. It is the reason the deck is as good as it is, in tandem with 9V. Being able to +1 then continue to ++++ is silly as hell. I'd go so far as to say it's far better than a Miracle Fusion/AHA, just not searchable like the latter. 3 Supply UnitHrm... I'm unsure. It really does gain a lot of plusses in the long run, thanks to 9V, multiples, Paladynamo, and Dire Wolf, but I feel like it's the weakest link in the main deck. Don't get me wrong, it's a great card, but I'm very open to ideas of things to test in Supply Unit's place. Just coherent things that don't seem counterproductive. 2 Soul Charge2 Call of the HauntedSoul Charge is great, but it does cost LP and does cost a battle phase. However, it is a wincon basically. Monster Reborn was a wincon for the deck way back when, and now that the deck is infinitely better it's absurd, especially with it being multiples. Depends on what I have in hand, but it really can multiply your advantage and ruin the opponent. Call of the Haunted is great for getting quick searches off of 9V/comboing out with Ma/Pa copies in grave. I also have a habit of reviving Paladynamo with it because blocker that doesn't cost me anything. It's slow, but it's still great for blocking (9V/Paladynamo) without losing anything, as well as just general combo extension/enhancement. 3 Phoenix Wing Wind BlastThe deck shits out advantage with multiple searchers and +1s to the hand. Nothing I ditch with it is going to be dead forever, bar dead dualities, and it really wins games all on its own. I knew it was a good card before, but I've never had the opportunity to use it in something I actually play. I mean, I tried out other decks that ran it before, but that wasjust to see how the decks worked. Here, it is just... <3 End phase spinning backrow and/or mons has won me plenty of games, when I'm prepping for that final push. And fattening their deck/forcing dead draws is so good. Also, spinning a yamato when it activates feels good. 2 Mystical Space Typhoon1 Book of Moon2 Breakthrough Skill1 Bottomless Trap Hole1 Compulsory Evacuation Device1 Torrential TributeStaples. Not much else to say, just tuned to Shadolls mostly. Though, I will say BoM/CED are nice for recovery. BoM can lead to silly Trips plays, and bouncing a ma/pa/9V can come in handy. Number 104: MasqueradeIt wins against Bujin/Shadolls. If it's Midrash, Castel is probably better, but in general not caring about their flips/sends is nice. Bujinki AmaterasuWhile I don't use it much, it is really useful on the Industrial turns. It's lead to finishing the game then and there all but twice, and those times it just fetched something back from banish during the opp's turn. Number 80: Rhapsody in BerserkGood card. Grave disruption wins games, helpful on Soul Charge turns, +1200 isn't a joke when you need it to be real, decent on 101, and fodder for Industrial when need be; either kind of fodder.Lavalval ChainBujintei TsukuyomiThe main forms of setup in the ED. Tsukuyomi actually shows up later now than it used to, most games, whereas Lavalval Chain's more niche but really contributes to games when it needs to, like setting up Trips/Recycling Batteries. Also helps to make Industrial instantly live when you need to drop it for the +2/gaming them.Constellar OmegaI don't like this card. I don't. It's mediocre overall, and I just don't like it. The only reason to run it is to kill Midrash, yet I never find myself wanting to use it for that. But I can't think of anything better for the slot... haaaaaaaaaaaaaalpCastel the Avian SkyblasterPretty sure this is the most unfair R4 bar Exciton. Being able to spin anything face-up to fatten their deck and screw their setup is ridiculous. It's my go-to removal most times, because it really does f*** up most of your opponent's plans. Pair it with PWWB and you can really fatten their deck, and potentially shuffle 2 things back into the deck beyond their reach. You don't always WANT to force a topdeck with PWWB, so shuffling it in is really nice. Link to comment Share on other sites More sharing options...
Toffee. Posted April 21, 2014 Report Share Posted April 21, 2014 Since you don't really want the Omega, you could just play a second copy of Tsuku.I mean, it's basically a mini draw engine, so why not? Link to comment Share on other sites More sharing options...
Blake Posted April 21, 2014 Author Report Share Posted April 21, 2014 Don't really need more than the 1, even with the low monster count. Castel seems decent for a second, but idk... Or 106... or Maestroke, though with Castel existing... Really unsure. Link to comment Share on other sites More sharing options...
Lonk Posted April 21, 2014 Report Share Posted April 21, 2014 ...How did I know you were going with this choice of music? As for the Deck itself, 1 PWWB just seems random. Any other possible choices? Link to comment Share on other sites More sharing options...
Toffee. Posted April 21, 2014 Report Share Posted April 21, 2014 Don't really need more than the 1, even with the low monster count. Castel seems decent for a second, but idk... Or 106... or Maestroke, though with Castel existing... Really unsure.Considering it literally is a useless spot, you could just experiment a bit and double-up on something that gets the job done, despite the fact it may seem redundant; Kinda' like using Ark in 2s, in the sense that it's THAT good of a card, and can get the job done very easily.Or you could just include a copy of a card you like, just because you can. Link to comment Share on other sites More sharing options...
Blake Posted April 21, 2014 Author Report Share Posted April 21, 2014 ...How did I know you were going with this choice of music? As for the Deck itself, 1 PWWB just seems random. Any other possible choices? Because Vagrant of Love and Wicked Flight wouldn't fit =p Gonna test it out. With Midrash existing, I wanna be ready for that matchup, and I have many shameless +1s, but suggestions are welcome. Considering it literally is a useless spot, you could just experiment a bit and double-up on something that gets the job done, despite the fact it may seem redundant; Kinda' like using Ark in 2s, in the sense that it's THAT good of a card, and can get the job done very easily. Or you could just include a copy of a card you like, just because you can. Ark is doubled already for the reason of spot removal. Not fond, but trying it. Just can't think of anything other than like ARK, Pala, and Castel to run in the last spot. Not a ton of choices, but... Might even run Ouroboros for some added versatility, even though not really fond of it anymore. Link to comment Share on other sites More sharing options...
Lonk Posted April 21, 2014 Report Share Posted April 21, 2014 Because Vagrant of Love and Wicked Flight wouldn't fit =p Gonna test it out. With Midrash existing, I wanna be ready for that matchup, and I have many shameless +1s, but suggestions are welcome. How is Breakthrough @3 doing for you? If it doesn't work out, you can sub it for another PWWB (control traps like Breakthrough and PWWB are best ran @2). Link to comment Share on other sites More sharing options...
Blake Posted April 21, 2014 Author Report Share Posted April 21, 2014 BTS at 3 because even recurring is important when a card like Midrash is relevant, not to mention Artifacts.I'm not even sure I want 1 PWWB, which is why I'm running only 1. To see if I do. Link to comment Share on other sites More sharing options...
Lonk Posted April 22, 2014 Report Share Posted April 22, 2014 Then how about negging PWWB for another Traptrix Hole, if that's alright with you? Link to comment Share on other sites More sharing options...
Blake Posted April 25, 2014 Author Report Share Posted April 25, 2014 Might move Sea Horse up later, because not making plays isn't as bad when 9V is a card and I don't have things like Kage/Upstart. Only have duality atm, much less 3, because I need the actual "draw" power it gives. Really wish Upstart wasn't an actual drawback now, because I really need draw power. Alternately that Midrash didn't exist because I want Kagetokage back without compromising the deck. Tsukuyomi being the only method of +1 thinning in the Extra is really a pain... At least 9V makes up for it some. Still testing Industrial, but it's worked out pretty well so far. Searchable +2 that relies on dead 9Vs (so difficult) and Sea Horses and is a Scrap Dragon at worst. As with most bosses, bit dead in the early game, so drawing it in the early game feels like s***. PWWB is best friends with AAA, 9V, and Soul Charge. Like really. Wiretap also in testing more than anything. Link to comment Share on other sites More sharing options...
Blake Posted April 28, 2014 Author Report Share Posted April 28, 2014 -2 Wiretap +1 PWWB +1 Sea Horse Wiretap's cool and all, but it's not needed. PWWB is just so goddamn good when you have a searchable stratos that then searches shit you want in the grave (AAA), plus any thunder you dump can come back eventually. Testing third Sea Horse. When Shadolls/Soul Charge are things, and I can't run upstart without shooting my own foot, I really need the consistency, even in exchange for speed. Besides, self-nuking with 9V can actually outplay people, and he makes the Sea Horse turns hurt less. Going to test for a bit. Wouldn't do if there was less Soul Charge in the format, but eh. Link to comment Share on other sites More sharing options...
Blake Posted April 28, 2014 Author Report Share Posted April 28, 2014 AND NOW TO OFFICIAL UPDATE + EXPLAIN 3 Mahunder3 PahunderI always found this ratio cloggy in the past. You never needed all 3 double summons each and you'd just end up clogging. Even in the Trips-Prism or Sis-Prism builds, it felt clunky. Now it feels nothing of the sort, to my amazement. The Stratos EX makes it feel really smooth. Yeah, I get 2-3 of them sometimes without their partner, but overall very smooth runnings. 3 Thunder Sea Horse3 Pot of DualityStill not sure on 3 Horse, so testing it out. It's really more just due to the format, where I can't really run Upstart Goblin and where Shadolls exist so I CAN take some downtime to search. That said, running "6" 9V and 3 Duality to find those 6 is nice, as it makes almost a 4th of my deck aimed at digging into the wincon. 3 Batteryman 9V3 Batteryman AAA1 Batteryman Industrial StrengthDo I really need to explain the first 2? 9V is stratos EX. Exploding itself actually comes in handy a lot of the time, even when I don't have Supply Unit, because it lets me outplay the opp harder in a lot of cases. Trips is spam in a can that is searchable by 5-6 cards depending on what I decide with Sea Horse. Industrial Strength is a neat tech. It sucks to draw it early, but after the first few turns it's not even bad to draw. It's just a free 2600 that can +2 or Scrap Dragon. It especially loves dead Calls/Dualities. I'd recommend it if you don't feel there's something more essential to do with its space. 3 Recycling BatteriesWords cannot describe how many plusses this snowballs into. They really can't. It is the reason the deck is as good as it is, in tandem with 9V. Being able to +1 then continue to ++++ is silly as hell. I'd go so far as to say it's far better than a Miracle Fusion/AHA, just not searchable like the latter. 3 Supply UnitHrm... I'm unsure. It really does gain a lot of plusses in the long run, thanks to 9V, multiples, Paladynamo, and Dire Wolf, but I feel like it's the weakest link in the main deck. Don't get me wrong, it's a great card, but I'm very open to ideas of things to test in Supply Unit's place. Just coherent things that don't seem counterproductive. 2 Soul Charge2 Call of the HauntedSoul Charge is great, but it does cost LP and does cost a battle phase. However, it is a wincon basically. Monster Reborn was a wincon for the deck way back when, and now that the deck is infinitely better it's absurd, especially with it being multiples. Depends on what I have in hand, but it really can multiply your advantage and ruin the opponent. Call of the Haunted is great for getting quick searches off of 9V/comboing out with Ma/Pa copies in grave. I also have a habit of reviving Paladynamo with it because blocker that doesn't cost me anything. It's slow, but it's still great for blocking (9V/Paladynamo) without losing anything, as well as just general combo extension/enhancement. 3 Phoenix Wing Wind BlastThe deck shits out advantage with multiple searchers and +1s to the hand. Nothing I ditch with it is going to be dead forever, bar dead dualities, and it really wins games all on its own. I knew it was a good card before, but I've never had the opportunity to use it in something I actually play. I mean, I tried out other decks that ran it before, but that wasjust to see how the decks worked. Here, it is just... <3 End phase spinning backrow and/or mons has won me plenty of games, when I'm prepping for that final push. And fattening their deck/forcing dead draws is so good. Also, spinning a yamato when it activates feels good. 2 Mystical Space Typhoon1 Book of Moon2 Breakthrough Skill1 Bottomless Trap Hole1 Compulsory Evacuation Device1 Torrential TributeStaples. Not much else to say, just tuned to Shadolls mostly. Though, I will say BoM/CED are nice for recovery. BoM can lead to silly Trips plays, and bouncing a ma/pa/9V can come in handy. Number 104: MasqueradeIt wins against Bujin/Shadolls. If it's Midrash, Castel is probably better, but in general not caring about their flips/sends is nice. Bujinki AmaterasuWhile I don't use it much, it is really useful on the Industrial turns. It's lead to finishing the game then and there all but twice, and those times it just fetched something back from banish during the opp's turn. Number 80: Rhapsody in BerserkGood card. Grave disruption wins games, helpful on Soul Charge turns, +1200 isn't a joke when you need it to be real, decent on 101, and fodder for Industrial when need be; either kind of fodder.Lavalval ChainBujintei TsukuyomiThe main forms of setup in the ED. Tsukuyomi actually shows up later now than it used to, most games, whereas Lavalval Chain's more niche but really contributes to games when it needs to, like setting up Trips/Recycling Batteries. Also helps to make Industrial instantly live when you need to drop it for the +2/gaming them.Constellar OmegaI don't like this card. I don't. It's mediocre overall, and I just don't like it. The only reason to run it is to kill Midrash, yet I never find myself wanting to use it for that. But I can't think of anything better for the slot... haaaaaaaaaaaaaalpCastel the Avian SkyblasterPretty sure this is the most unfair R4 bar Exciton. Being able to spin anything face-up to fatten their deck and screw their setup is ridiculous. It's my go-to removal most times, because it really does f*** up most of your opponent's plans. Pair it with PWWB and you can really fatten their deck, and potentially shuffle 2 things back into the deck beyond their reach. You don't always WANT to force a topdeck with PWWB, so shuffling it in is really nice. Link to comment Share on other sites More sharing options...
Blake Posted April 29, 2014 Author Report Share Posted April 29, 2014 Bump?Still trying to figure out what to run over Supply Units, if anything, that isn't reckless. Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted April 29, 2014 Report Share Posted April 29, 2014 -3 Supply Unit? +1 MST? +1 Dark Hole? +1 Foolish? IDK. I think Supply Unit is a good card, since it also acts as MST bait. Link to comment Share on other sites More sharing options...
Blake Posted April 29, 2014 Author Report Share Posted April 29, 2014 -3 Supply Unit?+1 MST?+1 Dark Hole?+1 Foolish?IDK. I think Supply Unit is a good card, since it also acts as MST bait.Dark Hole is badFoolish is winmoarDon't want a third MST Link to comment Share on other sites More sharing options...
Sir Yamiegg Posted April 29, 2014 Report Share Posted April 29, 2014 1, maybe even 2 Sishunder? It adds back those key cards such as AAA, 9V and Sea Horse, plus it's a good alternative for Ma/Pa plays. Link to comment Share on other sites More sharing options...
Blake Posted April 29, 2014 Author Report Share Posted April 29, 2014 1, maybe even 2 Sishunder? It adds back those key cards such as AAA, 9V and Sea Horse, plus it's a good alternative for Ma/Pa plays.Sishunder's a bad card, too. Like, I haven't run it since like the week it was revealed, why would I want it now?Drawing her doesn't help me any unless I'm already winning. Link to comment Share on other sites More sharing options...
Toffee. Posted April 29, 2014 Report Share Posted April 29, 2014 What if you ran 2 copies of Dimensional Prison? Link to comment Share on other sites More sharing options...
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