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◥ Wir sind die Nacht ◤ Vampire Skill Drain 2014


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[video]https://www.youtube.com/watch?v=TuwoH2iZuKU[/video]

 

Deck Concept inspiration. Oh man... This Deck. Once it get's going, it can almost never stop. The amount of Graveyard manipulation, revivability, toolboxing, aggressive control, and even potential to pull of an OTK with the right Graveyard set-up is enough for me to be sold on building this Deck IRL. How the Deck functions: It uses the Vampire archetype's uncanny ability to use the Graveyard and Deck as a toolbox for their effects as well as forcing your opponent to choose between mill(s), leading to easily spammable Level 5 beaters to aggressive control of the gamestate through Crimson/Kingdom/Skill Drain respectfully. Now I know what you are thinking; "Isn't Skill Drain counterproductive to most of your monster's and Xyz?" Actually, that is not true at all. The Deck hardly conflicts with Skill Drain at all (when used correctly), and most of the primary searchers/key cards revolve in the Graveyard, making Skill Drain more beneficial to your plays, only you have to know when and when not to use Skill Drain. The control aspect not only comes from Skill Drain's ability to completely shutdown most other Deck(s), but through Vampire Kingdom effect to remove threats from the field, and Crimson's effect to either grant you a free monster or get 'rid of' a monster from your Opponent's Graveyard, netting you nice flow of +1's. However, due note this Deck is not an auto-pilot Deck, and requires you to think outside the Crazy Box. This Deck can also fall victim to stacked hands if you do not open up with Goblin Zombie/Turtle/Sorceror early game.

 

As always, constructive criticism/opinions/suggestions are always welcomed and appreciated :)

 

[spoiler=Deck List'']

M6DTqHm.png

 

Monsters: 17

  • ■□□ Vampire Vamp
  • ■■■ Vampire Duke
  • ■■■ Vampire Sorceror
  • ■■■ Shadow Vampire
  • ■□□ Pyramid Turtle
  • ■■■ Goblin Zombie
  • ■■■ Mezuki

Spells: 15

  • ■■■ Forbidden Lance
  • ■□□ Foolish Burial
  • ■■■ Pot of Duality
  • ■■■ Vampire Kingdom
  • ■■■ Mystical Space Typhoon
  • ■□□ Book of moon
  • ■□□ Book of life

Traps: 8

  • ■■□ Trap Stun
  • ■■□ Skill Drain
  • ■□□ Vampire Takeover
  • ■■■ Phoenix Wing Wind Blast

Extra Deck

  • ■□□ Number 101: Silent Honor ARK
  • ■□□ Lavalval Chain
  • ■□□ Evilswarm GG WP Knight
  • ■□□ Number 50: Blackship of Corn
  • ■□□ Daigusto Emeral
  • ■□□ Abyss Dweller
  • ■□□ Number 85: Crazy Box
  • ■□□ Gagaga Cowboy
  • ■■■ Crimson Knight Vampire Bram
  • ■■□ Adreus, Keeper of Armageddon
  • ■□□ Shark Fortress
  • ■□□ Gaia Dragon, the Thunder Charger

[/spoiler]

 

"I had seen my becoming a vampire in two lights:

The first light was simply enchantment... But the other light was my wish for

self-destruction"

-Anne Rice

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This might be the critic you're expecting the most, but it stands out like a sore thumb while viewing the deck list: Skill Drain has no place here. It conflicts badly with Vamp, Duke and Shadow, your playmakers. It's only good if you draw it when you're already winning, since playing it in a neutral positions forces you to play defensively, and if you topdeck it when you're losing it's just a dead card. Your backrow choices are overall kind of wonky, you could be playing better stuff. Monster lineup is ok, although I'd play at least 1 Grace. Extra Deck is only missing Castel for the R4 staples.

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This might be the critic you're expecting the most, but it stands out like a sore thumb while viewing the deck list: Skill Drain has no place here. It conflicts badly with Vamp, Duke and Shadow, your playmakers. It's only good if you draw it when you're already winning, since playing it in a neutral positions forces you to play defensively, and if you topdeck it when you're losing it's just a dead card. Your backrow choices are overall kind of wonky, you could be playing better stuff. Monster lineup is ok, although I'd play at least 1 Grace. Extra Deck is only missing Castel for the R4 staples.

Some very valid points you made, and most of what you stated I agree with, but here is why Skill Drain is incorporated into the build: I did state in my post that this Deck uses Skill Drain as a tool to not limit yourself, but for shutting down other Decks in General. Should Skill drain ever become an issue for the User, there are a plethora of ways of dealing with it: Vampire Kingdom/Lance/MST/Trap Stun/PWWB are a couple of ways of dealing with Skill Drain if it is dealing more harm then good. Lance can be used in conjunction with Duke/Shadow to assure you still get your plays off as well as helping their summons get through Backrow. I was very well aware of the complications Skill Drain could provide for the Deck, but overall your most prominent boss monster (Generally Bram) will use it's effect to resolve in the Graveyard almost repeatedly, allowing you to "dodge" Skill Drain as it were. I also stated that Skill Drain has to be used appropriately. You are right in ever regard that simply using it for the sake of using it or for when you "think" you have the upper hand will most likely lead to your own downfall (and using it early game before you have a momentum going is bad in general.) You can actually still use Skill Drain on the offensive should you have the right amount of resources in hand/Graveyard to make up for it (which can happen so much as in turn 2-3 at most.) If nothing else, it is a great MST bait target. I am not saying it is a "great" card to have in the Deck, but I do believe you did not give it enough credit for what it is worth.

 

Trap Stun was mostly for dealing with how the format is guaranteed Trap backrow heavy nowadays, as well as helping in shutting off Skill drain for a turn (should you need too.) I suppose I can change it with Wiretap. PWWB is used as a discard outlet for discarding certain monsters to be in the Graveyard later (Mezuki primarily) because drawing Mezuki is azz. There is also the case that Goblin Zombie can search for our resources rather quickly (Including Mezuki) to be discarded by PWWB and set up the Graveyard to make a play the following turn with Duke/Shadow and the like (Set up the Grave with sorcerer/Duke/mezuki) however, looking it over, I will probably cut 1-2 PWWB for more optimal staple traps. I do like Vampire Grace, I honestly do, but the fact that she is Level 6 and is only as useful under Kingdom makes her a bit "iffy" in my opinion. She has an easy recurring ability (but at the cost of heft amount of LP) and makes for decent tribute fodder as well, but what really kills it for me is unless the build was more focused on abusing Kingdom or opted for Rank 6's, she has no real use here (although, I would definitely use her as a side deck option.) I added Vampire Takeover because I am still playtesting a copy of that card. It is not a bad tech choice really, but it certainly is not necessary. I will probably take it out for a more optimal Trap card.

 

I should have pointed out that I was trying to keep this build as TCG as possible, but should that decision change I am definitely opting out Corn Ship for Castel.

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