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-1 Armageddon Knight

-1 Black Luster Soldier - Envoy of the Beginning

-1 Shadoll Beast

-1 Shadoll Lizard

+2 Artifact Beagalltach

+1 Secret Sect Druid Dru

 

-1 Allure of Darkness

-1 Dark Hole

+2 Artifact Ignition

+1 Mystical Space Typhoon

 

-1 Bottomless Trap Hole or Torrential Tribute

+1 Compulsory Evacuation Device

 

-1 Diamond Dire Wolf

-1 Evilswarm Exciton Knight

-1 Gagaga Cowboy

-1 Wind-Up Arsenal Zenmaioh

+1 Arcanite Magician

+1 Leo, the Keeper of the Sacred Tree

+1 Michael, the Arch-Lightsworn

+1 Moonlight Rose Dragon

 

 

In pure builds Armageddon is good but at 1-2 since the deck self-mills plenty; you don't need a kickstarter for the engine, and in hybrids it's pretty dead even if your engines both Special Summon. BLS is typically a dead draw and you aren't running Chain so you can't set it up, and your effects preclude Chain anyway. Lizard is the least necessary Shadoll. So is Beast to an extent but it IS a tutorable Upstart so 1-2 is fine, I prefer 1.

 

The big Arty engine is better in here solely because you can make relevant plays with it to break up mirrors and Cosmic plays and more LIGHTs in deck isn't a bad thing at all. Dru is f***ing amazing for R4 plays, he's your Wolfbark. Alternatively you could use Masked Chameleon but he precludes you from getting certain effects off and isn't a DARK.

 

Allure is bad typically because banishing combo pieces is bad. Sure it lets you dig through the deck but you're rarely if ever going to need to dig for combo pieces, and added removal is actually better than consistency cards in Shadoll hybrids. Dark Hole is typically a minus since everyone is playing Shadolls/Cosmics, and it doesn't get rid of their Midrash and it doesn't respond to Gongfu. Removal cards to be added are good for obvious reasons; you need to read their Breakthrough Skills and get over them accordingly.

 

Compulsory is a Midrash answer. It's also a Michael/Moonlight Rose answer. The extra is full of win conditions post-DUEA, and Moonlight Rose is incredibly hard to deal with. Torrential is responsive but again it's a minus against Shadolls/Cosmics. Bottomless hits Moonlight and Neph but Midrash is probably the biggest problem; your only answer for one Special (assuming no Breakthrough/Lance if you run it/Compulsory/Book of Moon) is a Fusioned Midrash of your own and both of you will reset your engines immediately after, so it's basically a waste of your turn for no added field presence.

 

Arcanite lets you get over Extra threats, clears backrow for a push and safely pops Falcons and other potential threats that can ignite an engine. Leo, Michael and Moonlight are win conditions. The 4s and Zenmaioh aren't absolutely necessary; also you won't make 5s very often unless you're Instant Fusioning into Panzer Dragon, and then you're better off running Pleiades.

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Based Masao.  I will treat your word like gospel.

 

One more thing I forgot to mention in case you haven't played against pure Shadolls much. If Midrash hits their field tutor Dragon immediately and force them to play passively. Ripping the Dragon and setting it will force the opponent to stop committing to the field for fear of getting blown out next turn, or make them bring out a second Midrash to cover the first, wasting their resources and forcing them to cycle through more of the engine.

 

Unlike Cosmics with their triple Avarice, Shadolls WILL cycle their engine out and eventually run out of resources. This is one of the major reasons hybrids are better than the pure build; rather than having to blow your Shadoll resources to counteract, answer and break up plays, you have your other engine, be it Cosmics, Lightsworn or Artifacts or whatever else, to do it for you.

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Before making this deck I tried to find your version of pure Shadolls and couldn't :3

 

I actually deleted my pure build because I realized it was garbage after playtesting it more. I'm not the best player ever, I misplay plenty (even if it's a lot less than the usual trash American player huehue) but I couldn't do anything against players with even a slight read on me who knew to play conservatively until they could bait and pop my Extra plays.

 

The biggest problem with Shadolls is that while they constantly mitigate advantage loss, literally every play you make is telegraphed because of how linear the deck is. They're a lot like Constellars in that regard. Assuming they're good, the opponent always knows when you have Fusion/Roots, they always know approximately how many resources you have left in deck to pitch for Fusion and they always know which Synchros and how many Midrash/Neph you have left in the Extra.

 

Overall the pure build is really bad. lt needs a secondary engine to fuel it because it's so linear and it's very easy to read. Also, some plays you just can't get out of without a hard answer. If you're playing pure Shadolls and the opponent drops Moonlight Rose Dragon when you don't have an answer you basically enter scoop phase unless you can tutor a Dragon and guarantee it goes off without them going Gongfu or Mist Wurm to ruin your day.

 

So far out of the secondary engines I've playtested I'd say Artifacts are among the best, possibly tied with Cosmics though I'm biased since I've seen literally no one else come up with the idea. I really like Bujins too but I'm still messing around with the build. I've even tried out a turbo variant where I literally go with 0 Crane and focus entirely on power plays with Bujincarnation and Midrash field locks by turboing with Beast to get to Hirume/Bujincarnation. I think LS is probably going to be the more popular build as it doesn't rely on any gimmicks, and depending on how deep you go into the engine you can potentially run JDs. Zombies and Chaos Dragon builds seem to run out of steam very quickly as you neg very hard on their engines and even with Shadolls mitigating your losses the opponent can outgrind you.

 

/endstreamofconsciousness

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I actually deleted my pure build because I realized it was garbage after playtesting it more. I'm not the best player ever, I misplay plenty (even if it's a lot less than the usual trash American player huehue) but I couldn't do anything against players with even a slight read on me who knew to play conservatively until they could bait and pop my Extra plays.

 

The biggest problem with Shadolls is that while they constantly mitigate advantage loss, literally every play you make is telegraphed because of how linear the deck is. They're a lot like Constellars in that regard. Assuming they're good, the opponent always knows when you have Fusion/Roots, they always know approximately how many resources you have left in deck to pitch for Fusion and they always know which Synchros and how many Midrash/Neph you have left in the Extra.

 

Overall the pure build is really bad. lt needs a secondary engine to fuel it because it's so linear and it's very easy to read. Also, some plays you just can't get out of without a hard answer. If you're playing pure Shadolls and the opponent drops Moonlight Rose Dragon when you don't have an answer you basically enter scoop phase unless you can tutor a Dragon and guarantee it goes off without them going Gongfu or Mist Wurm to ruin your day.

 

So far out of the secondary engines I've playtested I'd say Artifacts are among the best, possibly tied with Cosmics though I'm biased since I've seen literally no one else come up with the idea. I really like Bujins too but I'm still messing around with the build. I've even tried out a turbo variant where I literally go with 0 Crane and focus entirely on power plays with Bujincarnation and Midrash field locks by turboing with Beast to get to Hirume/Bujincarnation. I think LS is probably going to be the more popular build as it doesn't rely on any gimmicks, and depending on how deep you go into the engine you can potentially run JDs. Zombies and Chaos Dragon builds seem to run out of steam very quickly as you neg very hard on their engines and even with Shadolls mitigating your losses the opponent can outgrind you.

 

/endstreamofconsciousness

(Sorry Welche I'm borrowing your thread.) How did the Spirits go?

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(Sorry Welche I'm borrowing your thread.) How did the Spirits go?

 

Totally forgot about that build. That was the first I finished testing extensively and I really can't make it any better. I need to post the updated version though, I dropped a Lizard and both Knights and added 2 Dragon and a Secret Sect Druid Dru. I also dropped Allure for Book and the Dark World Dealings for a third MST and third Facing. Finally I dropped Psyhemuth for Leo and alternated between dropping Abyss and 101 for a second Castel; I like 101 but it's sometimes a liability.

 

Spirits are very consistent but they're not as fast as other builds and don't generate retarded amounts of advantage like Cosmics/Bujins can.

 

Sorry for the hijack, Welche.

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