goodfusion Posted October 4, 2014 Report Share Posted October 4, 2014 New Version:Old Version: The main point is to get out Relinquished. Mystic Piper is for draw power, Glow-Up bulb allows Synchros, and BLS is just an additional boss monster.The Djinns are really useful and add needed power to Relinquished.Any ideas on How I could improve this deck would be appreciated. I was thinking of changing Mathematician, maybe a few Magician of Faiths, and alot of my spells/traps. Link to comment Share on other sites More sharing options...
Darj Posted October 4, 2014 Report Share Posted October 4, 2014 For the record, I have not tested any of this; just dropping out ideas after looking at the deck, but they may be subpar. That said, I suggest: Drop the Magician of Faiths: they are too slow. Not sure if Disserere is worth of being run when Demolisher is a thing, considering that most Traps target and Demolisher will cover them up. The only Trap Card I can think of that Disserere can handle but Demolisher cannot is Torrential, so yeah, 1 card from the 40 cards you opponent has. Add a Tour Guide + Scarm engine: TGU allows Rank3 plays and searches the Level 3 Djinns that can be banished when they hit the grave for free Tributes. Scarm can search for either TGU for more Rank3s or a Level 3 Djinn. I think your priority here should be to drop Relinquished by using both Releaser and Demolisher Djinns, for an untargetable, one-sided Special Summon lock that becomes as strong as the most powerful monster your opponent controls. You may need to drop the Piper engine for this goal. -3 Faith -3 Piper -2 Kynka -2 Disserere -1 One for One (not enough Level 1s remaning in the deck) +3 TGU +2 Demolisher +1 Releaser +1 Scarm +1 Foolish +1 Preparation of Rites (1 more Relinquished searcher) +3 filler and/or staples: 2 Vanity's Emptiness (really good this format) 2 D.Prison 1~2 Mathematician 1 Lance, etc. Extra: -2~3 Formula (no longer playable) -1 Armory -1 Catastor -1 Goyo (no longer playable) -2 Leviair -3 the Rank1s that are no longer playable +1 Armades +1 Balmung +1 Samsara Dragon +2~3 Dante (mills for setting those Djinn in the grave faster, then recovers Scarm for another search) +1 Zenmaines +1 Giga-Brilliant +2 Downerd Magician + Other Rank3s, and/or Synchros/Xyz that are situational but still have the chance of being played in a pinch (e.g Rank4s, Synchro 9s, Slacker Magician) Other options: -1 Glow Up, 1 Book of Moon and/or Lance +2~3 Felis +1 Black Rose Dragon +1 Arcanite Magician +1 Moonlight Rose Dragon (OCG) The above would provide the deck with a bit more of power: Felis can be milled with Mathematician for an instant Synchro 7, or by chance with Dante for a wall or removal. Then with 2 additional LIGHTs in the main deck BLS might become easier to drop. This is just from theory though; it may make things more inconsistent. Link to comment Share on other sites More sharing options...
goodfusion Posted October 5, 2014 Author Report Share Posted October 5, 2014 Thanks for the suggestions, I will try some of them Link to comment Share on other sites More sharing options...
The Warden Posted October 6, 2014 Report Share Posted October 6, 2014 Yeah, might wanna hold up there Voltex, cause you CAN'T use Releaser and Demolisher simultaneously for Relinquished. Once you pass the cap on the needed Levels for a Ritual, the game won't let you use any more monsters, so you will be forced to choose between Demolisher and Releaser since you simply cannot use both. The Piper engine is perfectly fine for Relinquished, as it combos well with a card you are missing: Where Arf Thou? This card is an absolute must for a deck like this (I'm working off the current image still), as Where Arf can search you Relinquished (if you don't mind a 2000 LP penalty), and can make expert use of Relinquished being on the field to search Kinka or Piper. Here's a revised model I devised based on your deck: .:Monsters 23:. Black Luster Soldier - EotB x1 Manju of the Ten Thousand Hands x3 Djinn Demolisher of Rituals x1 Mathematician x3 Djinn Released of Rituals x1 Tour Guide from the Underworld x3 Scarm, Malebranche of the Burning Abyss x2 Kinka-Byo x2 Mystic Piper x3 Relinquished x3 Both Djinns are @1 because that's all you'll need at best, as you can easily use Leviair to get them back anyways. The main purpose of the main deck is to use Mathematician early to get the ball rolling by pitching cards like Scarm (which can search a Level 3 DARK Fiend (like TGU) during the End Phase), or the Djinns in preparation for Relinquished. .:Spells 12:. One For One x1 Raigeki x1 Where Arf Thou? x3 Preparation of Rites x2 Black Illusion Ritual x2 Forbidden Lance x3 Because Preparation of Rites is @2, I moved Black Illusion Ritual down to 2 as well as Prep can recycle it, and you will use Manju specifically to search it, as Where Arf Thou? makes for a useful piece of the Piper Engine, and it will be the one searching out your Relinquished and Kinka-Byo. .:Traps 5:. Bottomless Trap Hole x1 Solemn Warning x1 Compulsory Evacuation Device x1 Fiendish Chain/Breakthrough Skill x2 Just your basic traps. There all you will need honestly. .:Extra Deck:. Moonlight Rose Dragon x1 Goyo Guardian x1 Armades, Keeper of Illusion (very good right now with all the floaters about) Ally of Justice Catastor x1 Balmung, Knight of the Evil World x1 Wave-Motion Phonon Dragon x1 Formula Synchron x1 Ghostrick Alucard x2 Leviair the Sea Dragon x2 Mechquipped Angineer x1 Dante, Traveller of the Burning Abyss x1 Ghostrick Dullahan x1 Slacker Magician x1 A very generalized toolbox to take advantage of the utility of Glow-Up Bulb, as well as some additional Sychro Tuners to keep the ball rolling. Dullahan makes for an excellent Rank 1 and can reload the Alucards in your Graveyard and vice-versa. I gave this deck a try and it worked pretty darn well. I even managed to get 2 Where Arf Thou?s off of Relinquished in the same turn, and avoided damage by summoning a Piper. This should improve your deck a fair bit by cutting off unneeded cards in exchange for more speed and power. In summation: -2 Djinn Disserre -1 Djinn Releaser -3 Magician of Faith -1 Book of Moon -2 Mystical Space Typhoon -1 Black Illusion Ritual -1 Ritual Cage -2 Call of the Haunted -1 Catastor -1 OR 2 Armory Arm -2 Formula Synchron -1 Hyper Librarian -2 Baby Tiragon -1 Leviair -1 Galaxy Queen +3 Tour Guide +2 Scarm +2 Mathematician +3 Where Arf Thou? +1 Preparation of Rites +2 Forbidden Lance +1 Moonlight Rose +1 Armades +0 OR 1 Balmung +1 Wave-Motion Phonon Dragon +2 Ghostrick Alucard +1 Angineer +1 Dante +1 Dullahan +1 Slacker Magician Link to comment Share on other sites More sharing options...
Darj Posted October 6, 2014 Report Share Posted October 6, 2014 Yeah, might wanna hold up there Voltex, cause you CAN'T use Releaser and Demolisher simultaneously for Relinquished. Once you pass the cap on the needed Levels for a Ritual, the game won't let you use any more monsters, so you will be forced to choose between Demolisher and Releaser since you simply cannot use both. The Piper engine is perfectly fine for Relinquished, as it combos well with a card you are missing: Where Arf Thou? This card is an absolute must for a deck like this (I'm working off the current image still), as Where Arf can search you Relinquished (if you don't mind a 2000 LP penalty), and can make expert use of Relinquished being on the field to search Kinka or Piper. I see. I didn't know that since I have never tried using more than 1 material on Relinquised and just assumed you coud use multiple monsters for its Ritual Summon. Thanks for the correction. In that case, I agree with bringing the Piper engine back. Link to comment Share on other sites More sharing options...
Slinky Posted October 6, 2014 Report Share Posted October 6, 2014 I see. I didn't know that since I have never tried using more than 1 material on Relinquised and just assumed you coud use multiple monsters for its Ritual Summon. Thanks for the correction. In that case, I agree with bringing the Piper engine back. You technically CAN. It's just redundant 99% of the time so it usually isn't worth the extra 30-40 lines of code needed to add a "would you like to keep tributing" feature in the games. If ritual decks were more popular, it would probably be implemented, because currently, the only relevant ritual decks (Gishki) require exact levels. The wording of Black Illusion Ritual says "or more". Meaning, you don't have to stop at that point. You can offer 3 level 10s for the summon of Relinquished and the official game will allow it. There is no rule stating you can't whereas the card says you can. This is one of those scenarios as to why you can't fully trust Automatic games. Even if they are Konami official. Link to comment Share on other sites More sharing options...
goodfusion Posted October 30, 2014 Author Report Share Posted October 30, 2014 What about this card for extra lockdown: I've tested my deck with it and the only problem is is that it can backfire so easily, so I am putting mathematician, effect veiler and Chaos sorcerer in as extra spellcasters. Link to comment Share on other sites More sharing options...
Spinny Posted October 30, 2014 Report Share Posted October 30, 2014 Northwemko with that could be groovy. Update the picture in the OP when you get a chance. Link to comment Share on other sites More sharing options...
goodfusion Posted October 30, 2014 Author Report Share Posted October 30, 2014 Updated the OP with the new version. More testing reveals Secret Village of the Spellcasters to be a dead draw quite a few times, so I've put it down to 1 as tbh it is just a bonus. Effect Veiler is epic in this deck, works great with the Level 1 engine and is a tuner. I was also thinking about adding Lava Golem: Tribute 2 enemy monsters, then equip to Relinquished for a 3000 ATK beater that (hopefully) can't be targeted and prevents Special Summoning. Link to comment Share on other sites More sharing options...
goodfusion Posted November 6, 2014 Author Report Share Posted November 6, 2014 I've added Soul Charge and 1 Double Summon. Taken out Secret Village and 1 Where arf Thou because they were too situational. Double Summon is amazing for getting of quick plays, and because so many of my monsters use normal summoning it is unlikely to be a dead draw. Getting a Manju and TGU out on the same turn is great. Soul Charge as we all know is a brilliant card anyway. It's really fun deck to play and I'm having decent success with it, at 22 wins/11 losses. Thanks for the help people, I really appreciate it! Link to comment Share on other sites More sharing options...
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