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Artifacts aren't dead yet [Pure Artifacts]


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Pretty standard build.  Still fiddling around with the chakrams.  They aren't fantastic, but they have come in use, especially when your opponent prematurely pops Beagalltach and you would be forced to destroy something you don't want to.  If It always a dead draw might replace them with +1 Caduceus and +1 Scythe.

 

As for the side deck:

Lancea there in case of Macro or Fissure, especially with the now popular Masked HEROes and Ritual Beasts.

Extra Caduceus.  Why not.

Smashing ground in case Djinn Necroz

Ragnafinity cuz reasons

Extra Volcasaurus.  Again why not.

C80 in case i find I need extra attack.

 

As for the rest, it's a kinda stupid gimmick where I make Number 53, Tribute it for a summon or something, then get it back with limit reverse and go into Number 92, which some decks just outright fold to.

 

Also obviously digvorzhak would NEVER be in this deck should I make it irl.  My wallet is already hurting just thinking about it.

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You have entirely too many Artifact Monsters in here. You don't want more than like 10, or they clog like f*** and they don't do much in your hand anyway.

…..Jar is bad.

Chakram and Labrys are also pretty godawful.

I wouldn't run Aegis. 

 

There, 8 spaces opened up for better things.

Rai-Oh is nice. So is Star Drawing. 2 of the latter.

I would prioritize back row over three mal cal, but it can't hurt to play one or two.

Where is Gaia Charger?

I would run two Vulcas.

 

This might sound bad, but Mistake is almost worth maining this format.

Qli, soon to be HEROs, Necloth, Satellars, Noble Knights, etc (while not all are meta they are new).

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You have entirely too many Artifact Monsters in here. You don't want more than like 10, or they clog like f*** and they don't do much in your hand anyway.

…..Jar is bad.

Chakram and Labrys are also pretty godawful.

I wouldn't run Aegis. 

 

There, 8 spaces opened up for better things.

Rai-Oh is nice. So is Star Drawing. 2 of the latter.

I would prioritize back row over three mal cal, but it can't hurt to play one or two.

Where is Gaia Charger?

I would run two Vulcas.

 

This might sound bad, but Mistake is almost worth maining this format.

Qli, soon to be HEROs, Necloth, Satellars, Noble Knights, etc (while not all are meta they are new).

The reason I run so many Artifacts is because of jar.  That is also why I run so much backrow removal.  I have played this deck for months on end (ever since I got back into yugioh) and never once has it felt cloggy.  Guess it's one of those "looks bad on paper but plays good in execution." kinda things...Also with at least 10 ways to remove backrow, one of which being Jar which will, more often than not, yield a draw 3+, I rarely have no way to hit my own backrow.  Although I guess I should have mentioned that I play Artifacts pretty passively, only extending when my opponent does so and taking the hit when I wouldn't have a play if mine got stopped.

 

I love Labrys and Aegis.  They have literally won me games.  Plus one of the best combos in artifacts is Beagalltach > pop Aegis and Achilles and your opponent can't touch you that turn except for a card effect that doesn't target and doesn't destroy.

Chakram is very situational, which is why I was testing it.  I usually don't run it.  It does have it's occasional use though to protect something you may not want destroyed.

Malevolent Catastrophe is the main explosive playmaker in this deck alongside Absorb Jar.  Plus it's freaking Heavy Storm you can gain advantage off of.  I may take it down to 2, but I would never consider less than that.

 

Star drawing is definitely an option to put in place of chakram if I decide do drop it.  I can't believe I forgot about that.  Rai-oh....i guess.  It certainly wouldn't be bad.

Gaia Charger would go in place of Digvorzhak IRL, otherwise I'm not really sure what to drop for it.  I guess either Zerolancer or Number 14 since they are OCG exclusives as of now.

Same thing with Volcasaurus.  I would definitely squeeze 2 in if I built this either completely TCG or played IRL, but I just can't find the room with the current build.

 

Also you might be onto something with Mistake, especially since artifacts don't search cards to their hand ever.

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The problem with Jar is...

You can see it a mile away. And it will be avoided by non-scrubs

It's not worth dropping because of that, and to the same argument it's why I run 2 over 3.  That's like saying Fire and Ice hand is bad and shouldn't be run because they can see it coming.  If they see it coming then plan around that and use it against them.  But that first time it happens is usually all you need anyway, especially either at turn 1 or late game.

 

Look at it this way: if they know it's coming they have 3 options:

  1. Just attack into it a face the consequences.
  2. Waste a card effect to get rid of it.
  3. Not attack.
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Have the shield ones, and the axe one(I can never remember their names) ever been a dead draw for you?

Never on the shields.  If I draw them I say "hell yes my stuff is safe is this turn".

The Labrys has never been a "Dead draw".  I have never said "I hope I draw into labrys so I can win" but it has never hurt me having it at 2.  It was basically designed, from my experience playing with it, so you can get 5 artifact monsters out in one turn when usually you are limited to 4 unless you use Failnaught and Beagalltach in sequence.

 

Plus, if you don't just straight up brick, this deck is hard to dead draw in because it is very "passive punish", with a similar mentality to HATrix.  I play it extremely passive, keeping Caduceus alive and my Cardcars going, or in a pinch i could just set some useless backrow and absorb jar my whole hand.  Then when my opponent starts to push, I can push back with the steady advantage I've been getting.

 

The only downside to this deck (besides getting OTKed when you don't have the right artifact for the right situation) if you play it right, and artifacts in general is not drawing your backrow removal early enough.  That's why basically half the deck is monsters, 40% is backrow removal and 10% is extra utility and draw power.

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