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H.A.S (Hands.Artifacts.Satellars)


Azure Wolf

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Probably the best deck I have constructed so far. I'm not really that keen on Triveil but I don't know what to substitute him for. Currently I'm thinking either Number 69, Number 32, Evilswarm Ouroborus or Number 16 for OCG.

 

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[spoiler=Deck list]1x Artifact Scythe
3x Artifact Moralltach

1x Artifact Beagalltach
3x Satellarknight Altair
3x Fire Hand
1x Satellarknight Sirus
3x Satellarknight Deneb
1x Satellarknight Alsham
3x Ice Hand
2x Satellarknight Vega

3x Reinforcement of the Army

1x Soul Charge
1x Foolish Burial
2x Mystical Space Typhoon
2x Satellarknight Skybridge
2x Artifact Ignition
3x Artifact Sanctum
1x Bottomless Trap Hole
1x Torrential Tribute
3x Stellarnova Alpha

3x Call of the Haunted

 

1x Adreus, Keeper of Armageddon

1x Constellar Pleiades

1x Number 61: Volcasaurus

2x Artifact Durnedal

1x Number 12: Crimson Shadow Armor Ninja

1x Number 104: Masquerade

1x Vylon Disigma

2x Satellarknight Delteros

1x NUmber 102: Star Seraph Sentry

1x Satellarknight Triveil

2x Number 101: Silent Honor Ark

1x Castel, the Skybalster Musketer[/spoiler]

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This deck is so hilariously bad. Your ratios are soooo horrific. You're not going to see any results if you're not maxxing your key cards.

 

For your artifacts you want:

 

0-1 Scythe

1 Beagall

3 Morall

2 Ignition

3 Sanctum

 

For your hands you want:

 

3 Ice

3 Fire

 

For Satellars you want:

 

2 Vega

3 Deneb

3 Altair

0-1 Sirius

0-1 Sham

1 Triveil

2 Delteros

3 ROTA

0-1 Foolish

0-1 Unukalhai (only if not running Foolish)

2 Alpha

 

For everything else:

 

3 Call of the Haunted(Staple in Artifact variants and Satellars in general)

1 Soul Charge (too good with Satellars)

2-3 MST

4 Staple Traps

 

 

Extra Deck:

1 Triveil (already mentioned)

2 Delteros (already mentioned)

0-1 Ouroboros (leaning on 0 because of space)

1 Number 101

1 Castel

1 Exciton

1 Number 86

0-1 Cowboy

1-2 Pleiades

1 Number 61

0-1 Gaia Dragon

0-1 Blade Armor

1 Abyss Dweller

0-1 Excalibur

0-1 Roach

1 Durendel

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The problem with your extra, is you're putting in cards that you'll never use, because 102 is heavily outclassed by Paladynamo. Disigma is outclassed by 101 and Castel. Number 12 is nothing but a stall card, a concept you shouldn't be using with the deck.

 

You'd be winning a lot faster if you accomodate your extra to actually address actual problems instead of what-if scenarios. You aren't running enough 2-mat R4s and as such, you're forcing yourself to rely on Vega--> Altair combo to actually get anywhere (which is where your speed problems are arising, because you aren't improvising)

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Just done some testing with an improved extra deck. The only monsters I'm really 2-mat rank 4s I'm summoning are 101 and Castel so far and during some of those duels I was getting a few dead draws as for quite a while the only monster I drew was Moralltach the two stellarnovas and calls I drew were useless. It wasn't until around turn 20 something where I drew more monsters.

 

The reason I ran more 3-mat rank 4s was because I could pull of the Altair-Vega combo quickly which I managed to do while testing with the new extra deck.

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I think the deck has too many monsters: 21 is a big number, and I believe most decks work better with 17 monsters, give or take, depending on their # of searchers (with more searchers, you can run less monsters).

 

For instance, I think you can afford to drop Sirius and Alshalm to drop the # of monsters. Besides, I don't think you run enough tellars to use Sirius efficiently.

 

You could further simplify the Sanctum engine with:

-2 Ignition

-1 Scythe

+1 Double Cyclone

 

Explanation: Ignition is indeed a power play by setting, let's say, a Moraltach to be popped by Beagaltach and then you go Rank5 next turn. However, if you don't draw your Sanctums early, Ingition will only clog your S/T Zones with an Artifact, also it doesn't help with dead drawn Artifacts. Basically, Ignition acts as more of a combo piece.

On the other hand, Double Cyclone arguably does the opposite: it makes dead drawn Artifacts live, and helps with "unclogging" the S/T Zone.

The -1 Scythe is just to reduce the # of monsters in the deck.

 

-1 Call of Haunted: 2 copies should be enough, and you don't really want it to clog in your hand early game when you don't have any monster yet in the grave.

 

So, that would be:

-1 Scythe

-1 Sirius

-1 Alsham

 

-2 Ignition

-1 Call of Haunted

 

+1 Double Cyclone

+2~3 Emptiness (too good this format if I am not mistaken)

+2~3 any combination of staples (Compulsory, Warning, Raigeki), deck thinners (Upstart, Duality; although I don't know how effective the latter would be in the deck, but digging for your Sanctums or Hands, or Deneb on first turn, doesn't sound like a bad idea), Dimension Prison.

 

Extra Deck:

Abyss Dweller should be there in my opinion.

Tiras is one of the better Rank5s, because it can attack into backrow without fear and pop a card afterwards.

 

Dutchman already explained how some of the Extra Deck monsters are outclassed by 2-mat Rank4s, or don't contribute much to the deck (e.g. Crimson Ninja), and posted a good Extra Deck list; Paladynamo, Rebellion Xyz Dragon and arguably Emeral should be decent options as well. Really, you shouldn't fill your Extra with 3-mat Rank4s and Rank5s when you can't consistently Summon them. For instance, I doubt you will be able to Summon more than 3 Rank5s in any given duel, so why run 6 in the Extra? Just pick the better 3~4 of them.

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