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◥ Furry Up! ◤ Hermit Yokai 2014 [OCG]


Dracoswag

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[video]http://www.youtube.com/watch?v=uabmV0AlndU[/video]

 

A little introduction to the Deck: The Deck can toolbox quite well, and has a strong card recursion game. In comparison to Spirits, they are one of the better alternatives as they can be Special Summoned, and has less restrictions (they also have searchers for their searchers.) The Deck can bounce the opponents cards back and forth with a recurring Boss monster, can create a pseudo-lock with the 2 gates on board, can Swarm the field with Pendulum capabilities, AND can recycle their very own Infernity Barrier! While they have a lot of assets going for them to making them somewhat competitive, they fall short of amazing as they rely heavily on their individual units to get an engine started. These are one of the few "new" archetypes that aren't a one-trick-pony of a single card you play, and requires you play conservatively and carefully as you build up resources. Throughout the early game, they are also quite vulnerable once they bounce at the end phase (much like Spirits), and needs a player to strategically consider which monster too summon/which effect to activate/what manner to summon them in. Overall, these are one of the Decks I appreciate the most as it has a lot of unique properties for it and also WEASELS. *now if only Divine Wind went back too 3.. 

 

[spoiler=Deck list]

wxfNbMP.png

 

Monsters: 10

  • ■■■ Kamamitachi of the Hermit Yokai                  
  • ■■□ Kamanitachi of the Hermit Yokai
  • ■■□ Kamaitachi of the Hermit Yokai
  • ■□□ Yamamisaki of the Hermit Yokai
  • ■■□ Brotherhood of the Fire Fist - Bear

Pendulum Monsters: 10

  • ■■■ Sarenjinchu, Torii of the Hermit Yokai
  • ■■□ Daibakaze the Malevolent Hermit Yokai
  • ■■■ Urenjinchu, Torii of the Hermit Yokai
  • ■■□ Odd-Eyes Pendulum Dragon

Spells: 9

  • ■■■ Yokai Shrine of Trials
  • ■■□ Mystical Space Typhoon
  • ■■■ Fire Formation - Tenki
  • ■□□ Divine Wind of Mist Valley

Traps: 11

  • ■□□ Compulsory Evacuation Device
  • ■■■ Secret Technique of the Hermit Yokai
  • ■■□ Breakthrough Skill
  • ■■□ Wiretap
  • ■□□ Black Horn of Heaven
  • ■□□ Solemn Judgment
  • ■□□ Bottomless Trap Hole

Extra Deck

  • ■□□ Superdreadnought Rail Cannon Gustav Max
  • ■□□ Number 11: Salty Eye
  • ■□□ Mecha Phantom Beast Dracoswag
  • ■□□ Abyss Dweller
  • ■□□ Number 101: Silent Honor ARK
  • ■□□ Brotherhood of the Fire Fist - Tiger King
  • ■□□ Bujentei Kagutsuchi
  • ■□□ Evilswarm gitgud Knight
  • ■□□ Cairngorgon, the Antilluminati Knight
  • ■□□ Diamond Dire Wolf
  • ■□□ Gagaga Cowboy
  • ■□□ Harpie's Pet Phantasmal Dragon
  • ■■□ Lightning Chidori
  • ■□□ Castel, the Skyblaster Musketeer

 

[/spoiler]

 

*Note:

Kamamitachi

Kamanitachi

Are two different monsters within the Hermit Yokai archetype. Just thought I'd point that out as a future reference. It has been a while since I last posted a Deck profile, and quite frankly I miss doing these and getting feedback on them. Once the Hermit Yokai get their new support in the following set after their release, I will update this build. So far the Deck has not suffered any consistency issues (and I am going to disregard DN's terrible less than admirable randomizer by bricking me with multiples of backrow or spells.) I contemplated going back and forth between the 2 card ratio of Komaand Komai when testing this build, and I have to say I like the duo at 2 since most of the time, they will be a recurring form of resource since early-mid game they will bounce back to your hand (I have bricked with either being at 3 "sometimes" and imo 2 seems like a fine number, only issue being I have less targets for tenki or shrine searches.)

 

As always, positive feedback/criticism/opinions are welcomed :)     

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