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You Are My Hope - Now with explanations!


Blake

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https://www.youtube.com/watch?v=lIVBqSIVcSQ

be9gh2zz77vygbbfg.jpg

 
Monsters: 
3 Batteryman 9V
3 Batteryman AAA
3 Mahunder
3 Pahunder
3 Thunder Sea Horse
1 Batteryman Industrial Strength
 
Spells:
3 Pot of Duality
3 Recycling Batteries
3 Supply Unit
2 MST
2 Soul Charge
1 Book of Moon
 
Traps:
3 Phoenix Wing Wind Blast
2 Breakthrough Skill
2 Call of the Haunted
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
1 Torrential Tribute
 
ED: 
1 Abyss Dweller
1 Bujinki Amaterasu

1 Bujintei Tsukuyomi
1 Castel the Avian Skyblaster
1 Constellar Omega (Still don't want it but have the space)
1 Daigusto Emeral
1 Dark-Line Warrior Caingorgorm
1 Diamond Dire Wolf
1 Evilswarm Exciton Knight
1 Lavalval Chain
1 Number 101: Silent Honor ARK
1 Number 104: Masquerade
1 Number 80: Rhapsody in Berserk
1 Starliege Paladynamo
1 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 Mahunder
3 Pahunder

I 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 Horse
3 Pot of Duality

Still 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 9V
3 Batteryman AAA
1 Batteryman Industrial Strength

Do 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 Batteries
Words 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 Unit
Hrm... 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 Charge
2 Call of the Haunted

Soul 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 Blast
The 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 Typhoon
1 Book of Moon
2 Breakthrough Skill
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
1 Torrential Tribute

Staples. 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: Masquerade
It wins against Bujin/Shadolls. If it's Midrash, Castel is probably better, but in general not caring about their flips/sends is nice.
 
Bujinki Amaterasu
While 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 Berserk
Good 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 Chain
Bujintei Tsukuyomi

The 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 Omega
I 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... haaaaaaaaaaaaaalp

Castel the Avian Skyblaster
Pretty 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.
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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.
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...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.
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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).

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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. 

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-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.

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AND NOW TO OFFICIAL UPDATE + EXPLAIN
 
3 Mahunder
3 Pahunder

I 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 Horse
3 Pot of Duality

Still 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 9V
3 Batteryman AAA
1 Batteryman Industrial Strength

Do 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 Batteries
Words 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 Unit
Hrm... 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 Charge
2 Call of the Haunted

Soul 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 Blast
The 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 Typhoon
1 Book of Moon
2 Breakthrough Skill
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
1 Torrential Tribute

Staples. 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: Masquerade
It wins against Bujin/Shadolls. If it's Midrash, Castel is probably better, but in general not caring about their flips/sends is nice.
 
Bujinki Amaterasu
While 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 Berserk
Good 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 Chain
Bujintei Tsukuyomi

The 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 Omega
I 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... haaaaaaaaaaaaaalp

Castel the Avian Skyblaster
Pretty 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.

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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.
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