Jump to content

...Because no one else here knows how to build Spirit Beast [Spirit Beast.dek]


Βyakuya

Recommended Posts

-2 tour guide (what happens if you draw both? , not got combo potential tbh.)

ill just show you my build aswell to help,

 

UcQLlSF.png

 

 

Psychic commander is pretty dead in your hand -2 (replace all synchros in your extra aswell because of this,)

 

-2 garuda (Helps banish things but the fusions should be doing this for you.)

 

+3 chaos zone, it really helps get back those banished things.

 

+2 harpie dancer, with all the effects that activate on normal summon, this is self-explanatory.

 

 

Hope this has been helpful.

Link to comment
Share on other sites

-2 tour guide (what happens if you draw both? , not got combo potential tbh.)

ill just show you my build aswell to help,

 

UcQLlSF.png

 

 

Psychic commander is pretty dead in your hand -2 (replace all synchros in your extra aswell because of this,)

 

-2 garuda (Helps banish things but the fusions should be doing this for you.)

 

+3 chaos zone, it really helps get back those banished things.

 

+2 harpie dancer, with all the effects that activate on normal summon, this is self-explanatory.

 

 

Hope this has been helpful.

 

Harpie Dancer seems to do much better to return extra Spirit Beasts; Definitely somethign to switch out with Garuda. I dunno how Chaos Zone will fully help but I might give it a shot. Primarily I wanted TGU to get Dante for Rera or Leviair to revive other Beasts. But thanks for the advice anyways.

Link to comment
Share on other sites

Oh i made an update i didnt include, harpie dancer + divine wind is really good, so -1 chaos zone for it ^^

 

I've noticed that Chaos Zone has a minimum of 4 Coutners to remove and you have to SS a monster with a level equal and not less...that would only help stuff like the Spirit Beasts themselves but I'm not sure if Chaos Zone will help me in long term, especially that it mainly pertains to LIGHT and DARK monsters.

 

Divine Wind would probably work but without Dancer, Divine would have zero potential with anything else.

Link to comment
Share on other sites

This is terrible, and the title pisses me off.

First off, the deck is brand new. There is no bona-fide knowing how to play it.

Then there's the fat that it's awful and implies it's the way to play it.

First off, until the deck gets Rampenta, it's basically garb. It can't do enough to combo out without its faithful penguin, despite Kannahawk's amazingness.

The trap is to be maxed. It's searchable free removal.

The Fusion spell is a 2-of or more. Not only does it let you refuse after unfusing in their turn, but it lets you deal more damage than before in the Battle Phase. Like El-Shaddoll Fusion.

Chaos Zone f***ing sucks. It's only good in theory because it has theoretical synergy wit hthe deck... but there's nothing you'll ever want to SS with it since the Fusions can't be SS'd by it. the only 1 SS per turn kills its usefulness.

Divine Wind Harpie Dancer's a terrible engine while the former is limited.

Elder is a 3-of. He's the only Tamer you want to see early because he's the only one that lets you start going. Hell, 3 of him is far more important than 3 E-Tele, cause that card is actually just s*** past T1, and suboptimal even then. It's decent for compiling resources as well, actually, but it's still worse than the 3rd elder.

Hell, Double summon is potentially worth it, because, liek Elder, it makes you start quicker.

Breakthough/Fiendish, Solemn, Compulse, BTH, TT, and the themed trap are the backrow you want.

You need MST, Upstart, 2-3 Quickplay, 2-3 E-Tele, and I'd suggest 1-2 Pot of Duplicity for Spells.

Monsters should be 3 of everything bar Petolphin atm. 2 Petolphin.

Unsure about the ED because we don't have Rampenta, but really should bump each of the fusions up by 1. 3/3/2.

You need Ptolemy, another R6, and Rank 4 for ED.

You don't need a bunch of extraneous cards that don't add to the deck to make it work.

Still kidna garb without Rampenta, so wait another month until you can loop into triple trap.

Macro is also incredibly decent here atm.

Link to comment
Share on other sites

This is terrible, and the title pisses me off.

First off, the deck is brand new. There is no bona-fide knowing how to play it.

Then there's the fat that it's awful and implies it's the way to play it.

First off, until the deck gets Rampenta, it's basically garb. It can't do enough to combo out without its faithful penguin, despite Kannahawk's amazingness.

The trap is to be maxed. It's searchable free removal.

The Fusion spell is a 2-of or more. Not only does it let you refuse after unfusing in their turn, but it lets you deal more damage than before in the Battle Phase. Like El-Shaddoll Fusion.

Chaos Zone f***ing sucks. It's only good in theory because it has theoretical synergy wit hthe deck... but there's nothing you'll ever want to SS with it since the Fusions can't be SS'd by it. the only 1 SS per turn kills its usefulness.

Divine Wind Harpie Dancer's a terrible engine while the former is limited.

Elder is a 3-of. He's the only Tamer you want to see early because he's the only one that lets you start going. Hell, 3 of him is far more important than 3 E-Tele, cause that card is actually just s*** past T1, and suboptimal even then. It's decent for compiling resources as well, actually, but it's still worse than the 3rd elder.

Hell, Double summon is potentially worth it, because, liek Elder, it makes you start quicker.

Breakthough/Fiendish, Solemn, Compulse, BTH, TT, and the themed trap are the backrow you want.

You need MST, Upstart, 2-3 Quickplay, 2-3 E-Tele, and I'd suggest 1-2 Pot of Duplicity for Spells.

Monsters should be 3 of everything bar Petolphin atm. 2 Petolphin.

Unsure about the ED because we don't have Rampenta, but really should bump each of the fusions up by 1. 3/3/2.

You need Ptolemy, another R6, and Rank 4 for ED.

You don't need a bunch of extraneous cards that don't add to the deck to make it work.

Still kidna garb without Rampenta, so wait another month until you can loop into triple trap.

Macro is also incredibly decent here atm.

 

Well I guess the title was really pushing it. I just feel Spirit Beasts are one deck that people are still juggling around to get straight and/or experiment.

 

Double Summon was something I originally considered, since I did find out later the deck lategame has problems if it doesn't start well with something liek Elder and Kannahawk when I'm stuck with stuff like Rera.

 

Any opinions of Mind Over Matter?

Link to comment
Share on other sites

Mind over Matter is terrible. Only 1 deck has a remote reason to use it.

The deck's a loop deck, in essence, but it can't loop all the way. It's most comparable to Madolche in design.

It's easily worse (atm at least) than Yokai and Necloth, but it has the most potential for stupid shit.

Link to comment
Share on other sites

This is terrible, and the title pisses me off.

First off, the deck is brand new. There is no bona-fide knowing how to play it.

Then there's the fat that it's awful and implies it's the way to play it.

First off, until the deck gets Rampenta, it's basically garb. It can't do enough to combo out without its faithful penguin, despite Kannahawk's amazingness.

The trap is to be maxed. It's searchable free removal.

The Fusion spell is a 2-of or more. Not only does it let you refuse after unfusing in their turn, but it lets you deal more damage than before in the Battle Phase. Like El-Shaddoll Fusion.

Chaos Zone f***ing sucks. It's only good in theory because it has theoretical synergy wit hthe deck... but there's nothing you'll ever want to SS with it since the Fusions can't be SS'd by it. the only 1 SS per turn kills its usefulness.

Divine Wind Harpie Dancer's a terrible engine while the former is limited.

Elder is a 3-of. He's the only Tamer you want to see early because he's the only one that lets you start going. Hell, 3 of him is far more important than 3 E-Tele, cause that card is actually just s*** past T1, and suboptimal even then. It's decent for compiling resources as well, actually, but it's still worse than the 3rd elder.

Hell, Double summon is potentially worth it, because, liek Elder, it makes you start quicker.

Breakthough/Fiendish, Solemn, Compulse, BTH, TT, and the themed trap are the backrow you want.

You need MST, Upstart, 2-3 Quickplay, 2-3 E-Tele, and I'd suggest 1-2 Pot of Duplicity for Spells.

Monsters should be 3 of everything bar Petolphin atm. 2 Petolphin.

Unsure about the ED because we don't have Rampenta, but really should bump each of the fusions up by 1. 3/3/2.

You need Ptolemy, another R6, and Rank 4 for ED.

You don't need a bunch of extraneous cards that don't add to the deck to make it work.

Still kidna garb without Rampenta, so wait another month until you can loop into triple trap.

Macro is also incredibly decent here atm.

What the fuck is rempenta good for? really, what. still couldn't figure that card out. why the hell.

Link to comment
Share on other sites

What the f*** is rempenta good for? really, what. still couldn't figure that card out. why the hell.

 

Nothing, banishing an extra deck "Spirit Beast" monster actually removes it from the game since they cant be special summoned by ways other than their own effect.Sending a monster from your deck to your graveyard is crappy for the cost that its got going for it. i see next to no combo's or good plays involving this.

If they get support in the future that helps it, it could be good but currently i dont see it doing much unless im missing something big.

Link to comment
Share on other sites

Nothing, banishing an extra deck "Spirit Beast" monster actually removes it from the game since they cant be special summoned by ways other than their own effect.Sending a monster from your deck to your graveyard is crappy for the cost that its got going for it. i see next to no combo's or good plays involving this. If they get support in the future that helps it, it could be good but currently i dont see it doing much unless im missing something big.

It's Kannahawk 4 - 6 except you don't lose a valuable resource in actually using it while it also fills the Graveyard to be banished by stuff such as Apelion.
Link to comment
Share on other sites

It's Kannahawk 4 - 6 except you don't lose a valuable resource in actually using it while it also fills the Graveyard to be banished by stuff such as Apelion. 

 

its still just another slow card......and to be honest im not using apelions effect tonnes anyway and i use kannahawks fusion to fuel the grave if completely necessary. And it costs your normal summon and has to remove one of your fusion targets from the game just to setup for a potential rera play, im still not sold on it. BUT its a penguin so its gonna be run @3 anyways...

Link to comment
Share on other sites

its still just another slow card......and to be honest im not using apelions effect tonnes anyway and i use kannahawks fusion to fuel the grave if completely necessary. And it costs your normal summon and has to remove one of your fusion targets from the game just to setup for a potential rera play, im still not sold on it. BUT its a penguin so its gonna be run @3 anyways...

How the hell is it slow?

Elder -> Ramp
Ramp banish X from ED, mill X from deck
Fuse
Unfuse into Elder Ramp
Ramp banish Y from the ED, mill Y from the deck
Fuse into Kannahawk, send the two banished fusions to the graveyard, search Rera/The Trap

It's not as good as Kannahawk asa standalone (and this is a very basic combo where it IS inferior to Kannahwk), but it allows much more comboing out. And even standalone, it's not like you can run more than 3 Kannahawk.
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...