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Pure History [ Artifacts ]


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Artifacts are a downright wonderful deck, though they're often tagged along with other decks due to their versatility and reliability on being blown up - against a bad opponent, this would almost never happen, so they have to take liberties and run things that would blow themselves up, too.

 

I feel that, although the pure variant is weaker than variants that aren't completely dependent on Artifacts, this deck does function well in play.

 

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3x Cardcar D

3x Artifact Moralltach

2x Artifact Beagalltach

2x Artifact Caduceus

2x Artifact Failnaught

2x Ghost Ship

2x Solar Wind Jammer

1x Artifact Labrys

1x Honest

1x Absorbing Jar

 

I play triple Cardcar mainly because of his ability to give me that +1 during the first turn.  Artifacts are reliant on countering what your opponent does, so setting 4 and playing Cardcar to draw 2 is a viable strategy early game.

 

Ghost Ship and Solar Wind Jammer are my go-to R5 people, other than the Artifacts, if not for their ability to Special Summon theirselves easily from the hand.  I /am/ thinking of dropping Solar Wind Jammer for Star Drawing, however, as the deck rarely uses its Normal Summon.

 

One single Absorbing Jar if not for the fact to replenish resources and surprise your opponent when you +5 them during the Battle Phase.  It can turn into a dead draw, sometimes, but I tend to win duels in which I pull off its effect rather easily.

 

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3x Artifact Ignition

2x Cards from the Sky

2x Mystical Space Typhoon

2x Forbidden Lance

 

A really, really simple Spell lineup.  I'm considering dropping the CftS for a Supply Unit or two, but I don't think I'd get what I need fro Supply Unit due to backrow clog.  An option to consider is Soul Call, as it combos well enough with Volcasaurus, one of the best cards in this deck.

 

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3x Artifact Sanctum

3x Call of the Haunted

2x Breakthrough Skill

1x Bottomless Trap Hole

1x Traptrix Trap Hole Nightmare

1x Spacetime Trap Hole

1x Malevolent Catastrophe

 

I decided to run Mal Cat as more of a tech, than anything - I rarely need its effect, and if it goes off, it's usually nuking the opponent's (usually) foolish set 5 backrow, off of which I can pretty easily plus.  But, again, I don't need its effects too much, instead relying on the Artifacts and their own effects (specifically Beagalltach) to plus and combo my Artifacts.

 

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3x Constellar Pleiades

2x Number 61: Volcasaurus

2x Artifact Durendal

2x Gaia Dragon, the Thunder Charger

1x Digvorzhak, King of Heavy Industry

1x Adreus, Keeper of Armageddon

1x Number 53:  Heart Earth

1x Shark Fortress

1x Tiras, Keeper of Genesis

1x Wind-Up Arsenal Zenmaioh

 

This may possibly be the one most single-minded and straightforward Extra Deck out there.  Rank 5, and ONLY Rank 5.  As such, you really run the cards with the most synergy/best effects, most being Volcasaurus (who, if you can get both out in the game, usually spells doom for your opponent), Pleiades who brings an overpowering sense of control to the game, and Durendal, who more than helps trigger your own Artifacts if you can trick them into picking the right one.  Gaia Dragoon synchronizes incredibly well with every single card in the Extra Deck, especially Volcasaurus, sometimes leading into some very easy OTK situations.

 

This deck has a hard time with Evilswarm decks, as Ophion just kind of destroys it.  Good thing I side PWWB...

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