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Ladies and Gentlemen ~ Believe in my Existence! [Post-CORE #2: Performapal]


Blake

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https://www.youtube.com/watch?v=IDAGFctn5Bol332Ep9.png
3 Dragoknight Luster Pendulum
3 Performapal Lacoodown
3 Performapal Lizardraw
3 Performapal Pendulum Wizard
3 Performapal Whip Snake
2 Performapal Friendonkey
2
Performapal Silver Claw
2 Summoner Monk
1 Performapal Stamp Turtle
1
Performapal Turn Toad
3 Supply Squad
2 Forbidden Lance
2 Performapal Cast Change
2 Pot of Riches
1 Book of Moon
1 Raigeki

3 Fiendish Chain
1 Bottomless Trap Hole
1 Ring of Destruction
1 Vanity's Emptiness

 
2 Explosive Dragoknight Ignister Prominence
1 Castel, the Skyblaster Musketeer
1 Cyber Dragon Infinity
1 Cyber Dragon Nova
1 Dark Rebellion Xyz Dragon
1 Gagaga Cowboy
1 King of the Feral Imps
1 Lavalval Chain
1 Number 103: Ragnazero
1 Number 39: Utopia
1 Number S39: Utopia the Lightning
1 Tellarknight Ptolemaus
1 Wind-Up Arsenal Zenmaioh
1 Wind-Up Zenmaines


Welcome to the second act of our post-CORE show, ladie and gentlemen! After that edgy intro, this should cheer you up a bit!

[spoiler=What I said about P-pal before]
HERE WE GO
 
Pendulum Wizard: He is is really what makes the deck go. It gives you destruction (Supply Squad), it searches cards, and it can set the scales on its own. With Snatch Steal, it can pop steal + stolen to just make snatch steal "pop 1 search 2", which comes up quite a bit. And that's just as a MONSTER. While Partnaga is more common as a low scale, due to much more searchability, this gives you +1000 per Pal. This means up to 5000 damage added to the board. Can you say OTK?
 
Friendonkey: Another high-quality card. It's not 100% live, but it gets back used up Pendulums, and early/when recovering... It can SS a Wizard from hand to instantly gain scales/set up. If you have any Squads, all the better. It's a +0 search, but Pendulum Wizard dying isn't a whole -1 given it's a pendulum. Also good for devoting for Partnaga's effect to finish games. It also gets back Tiger or Snake, which is relevant. Will probably thin some R3s later.
 
Lizardraw: WELL WHAT CAN I SAY BUT BORK. Besides Wizard, this card is the ace, as it lets you PS and immediately regain some of your "-2" from the pendulum scales... which is usually offset BY pendulum summoning as well. So it effectively DOES give you +s in the long run. Pot of Riches then refreshes your copies to go at it again. It's just free thinning/advantage. TBH, with King Feral, I'm sure there's an engine to be made here.

  • As a side note, I really want this thing to be Drawzard/Drawmander in the TCG, as a nod to its appearance... plus it sounds better, imo.

Silver Claw: She (yes, she) is, more or less, an upgrade on the classic 'Topaz Tiger' card for the deck. It gives every Pal +3, which means it can +15 the board. It does the same when it attacks, with no OPT or such on it. That's all it does, and it's honestly good because scale 5 means you can shit out Level 4s with Partnaga/Wizard/Flip, and it's a Level 4 Pendulum so it makes R4 and puts out damage as well.
 
Warrior Tiger: He can lead to a steady stream of drawing/Potting. If you PS him with Partnaga/Lizardraw, you have a 2600 ATK monster that grabs Lizardraw/Wizard/Claw/Naga when it kills something. Then you pop Lizard and draw. And repeat the next turn. It's a lot better than it looks at a glance, and really can only be felt, not explained.
 
Partnaga: Most easily set low scale. It's extremely searchable, and the Pendulum Effect isn't bad. On a mid-late turn, you can +18 or +21 something each turn. If you're not otking, you're beating them down HARD. It's actually really hard to overwhelm performapals in sheer ATK (and it amazes me how WELL DRXD fits in as an in-theme boss, and CWSD might in the future). Also, if you PS the second copy from the ED, you can immediately pop it with Wizard (CL1 Wizard, CL2 Naga) togive somethign +12/15 until end of turn before retreating to the ED. It canalso theoretically stall, buuuut... Still, overall, very decent card given how searchable it is.
 
Whip Snake: Just a good generic card with a good name, Level, AND type, tbh. The fact that it's either player's turn makes it a bit safer to work with, as it's not just a 1700. Only 2 because of space, but it is good because of Pendulum Arise along with the other facets and decent ATK paired with the effect. Also helps protect you from losing to Bottomless.
 
Kagetokage: Just the one because it is a Level 4 for Pendulum Arise and makes Xyzing easier. Plus, searchable by the de-facto boss. I would like to stat the Masked Chameleon could also be cute here with Level 8s/7s due to King Feral and PSing. I might actually try that, tbh, considering it's searchable, so I'll work on that after I post this.
 
Performapal Cast Change: Um... it's decent. The issue is that you only wanna use it to return Snake/Tiger/early Donkies a lot of times, so it's a bit dead, and multiples are AIDS. It's not bad, though, and it is a selling point for the deck.
 
Pendulum Arise: It gets magician on Kage/Chameleon/Snake/Tiger, which speeds your game forward. And it can thin before you Xyz/BP by getting a Wolf. That's all it need to do.
 
Supply SquadWell, you actively destroy your own cards, so this just leads to drawing a lot. Also helps the early game out, as you can occasionally get do-nothing hands.
 
Pot of Riches and Jar of Avarice: I might not need all 3 Pot of Riches, but I do need the fucking recycling, and I need to hit it early. You thin through Lizardraws FAST, and this helps you put them back into the deck to continue shenanigans. Avarice is there for the main deck monsters/Pots/etc. It can also put back ED monsters, which has been helpful. I could go 2-2 or 2-1, but I do like having both.
 
MST: Or rather, lack thereof. I don't feel like this deck really dies to Vanity's, but I may be wrong. It feels like it's better to just force through most backrow, as most things aren't like BA, and this can't compete with BA anyways.
 
King of the Feral ImpsThis card is the deck's boss. It just is. It searches Naga, Snake, and Lizardraw, all of which are important to the deck, especially the last one. I might even bump it up to 2.F
 
Other Performapals/Support:

  • Turn Toad: Well... I do like this as a 1-of, especially pre-CROS, but it's a poor level and has poor stats. Additionally, while the Pendulum Effect is good at times, you'll often have a Whip Snake or two, so... At least the scale is decent?
  • Cheermole: This card is deceptively strong. It's a 1900 base if you have Partnaga/Silver Claw/Turn Toad set, at least in theory. I've pumped things up to over 5000, nearing 6000 with her on "final turns" when paired with Naga or Wizard's Pendulum Effects. The issue is that she requires either an NS or Donkey to get onto the board due to her poor level, and scale 5 is decent but the effect is weaker than Silver Claw's in a deck that already runs more high than low. Still, a really, really cute tech.
  • Bowhopper: It looks cool as a 1-of, but you'll almost never use either of its effects. The first effect is pretty bad, especially in a build like this, and Donkey generally does the latter better. At least it's level 4?
  • Springoose: this is the cutest fucking card in theory, but it's hard to get it without going out of your way to search it then pop it to put it in the bin. Pot of Riches is better for the same role (mostly bouncing Lizardraw)
  • Hammer Mammoth: overkill, bad level, etc.
  • Kaleidoscorp: wait why did turn toad and whip snake get shit names in the tcg but this one got a better o- ANYWAYS, it's a bad level and a bad pendulum effect. The latter effect is cute, but not for this thing's bad stats and such.
  • Skeeter Skimmer/Hip Hippo/Spikeagle: PFFFT HAHAHAHA
  • Plus Turtle: sounds cute for Xyz shenanigans, doubt it is, doesn't seem worth it. I guess you could tech 1.
  • Muffleo: Overkill. Scale is okay, level, stats, and P-effect aren't.
  • Thunderhino: It could be cute, but... how are you getting it onto the board, much less into the bin, unless you have the less searchable Wizard on the scales? And if you just have one in your hand, you're sure not setting it as a scale. I WAS surprised to see it in the anime this week, though.
  • Sword Fish: Um... it synergizes with Ragna Zero/Cheermole? It's... weird and a bit out of place. It fits flavor wise, but stats/level are strange, as are its attribute and type...
  • Trampolynx: scale 4. 4. This should tell you about how it fits in Performapals. I guess you could tech one for scale bouncing when summoned, but eew.
  • Trump Witch: ... again 444... And the effect sucks for pals. Fan made/banter card, really.
  • Illusion Balloons: Actually, I think this is a cute card. It can find Tigers and Wizards, most notably, and it can set said Wizard off immediately. However... It isn't always live, and I don't think I have space. I did appreciate it pre-CROS, though. Feel free to try.
  • Revival: Um... Situational CotH/Donkey? Noooo thank you.
  • Call: It's really cute, but it's easily read and the ED lock means you get a solitary +1.5 in exchange for not getting to +++ from the ED during the next turn.
  • Pinch Helper: I just don't like this card. I can see how it's cute, and makes Goose better, but I don't think it's very good. The fact that you have to have a clear field for it makes me feel like it's going to be dead a lot. If it didn't negate, I'd like it more, though it wouldn't be fair. The deck is clear often in the early game, though, so feel free to try it.
  • Last Minute Cancellation: Most of your cards are pendulums and there's a better card for the first effect
  • Command Performance: It's... not bad, I'm sure. It seems like a cute themed pseudo-Threatening Roar that makes beating over things with Warrior easier. However, the deck is very kill happy, and it's not like it has trouble muscling over the opp during your turn. Another one I don't see why not to try, if you want. 

Deck Overview:
 
Well, the basic idea of the deck is a mix of just amassing advantage each turn, then exploding into boards of 2500+ monsters that force the opponent into a corner. This can be achieved as early as your second turn, in m experience, but requires a great hand.
 
Cards like Partnaga and Wizard give your boards a lot of extra ATK. Partnaga especially helps early Tigers/Snakes/Wolves beat over the opponent. Lizardraw is a means to maintaining advantage while thinning the deck ala Upstart. Cast Change also helps there. 
 
It's really just thinning into the backrow you DO have, as well as the strong monsters you have to shit out and cut the opp's throat with sheer force.[/spoiler]

Changes, new additions, and points I'd like to address:

  • Friendonkey: While he's still a great card, I keep bouncing between 2 and 3. 3's major argument is that he makes strong combos. 2's argument is that he's not as optimally live with some other changes to the deck. I'd say run him 2-3, just no less for sure.
  • Partnaga and Combatiger: RIP you guys. The thing with these guys is that, post-CORE, they're not as worth it. Lacoodown has more synergy with the deck than partnaga, due to a better level and Dragoknight Luster Pendulum. Lacoodown also has a better scale, which is really vital for churning out Lizardraws as fodder. Combatiger is a lot worse when Partnaga's worse, as he can't reliably hit over things anymore, and he's just too slow. It's really sad... I jut don't think there's room for these guys post-CORE. They're stronger in the Nekroz matchup, but the deck is SO much less consistent when you play the Naga/Tiger build over the Lacoodown/Luster build, and there's no real middle ground. So it's inconsistently decent against Nekroz... or accepting that the latter's a more difficult matchup G1 to be good as a general deck instead of a deck leagues above this one.
  • Silver Claw: It's not so much WORSE as I just felt like I had too much high scale, and it's worse than both Luster and Lizardraw. Running 3 is still fine to do, and it's still a 2100 beater with upsides. The deck isn't as beat-em-up as before, though Wizard appears as a scale more often than before, but this guy helps beat-em-up turns. Run 2-3, like Donkey.
  • Whip Snake: This guy actually got a little better post-CORE. From what I recall, I went between 2-of and 3-of with him before, but... I really like 3 of him, now. It's a decently strong generic card with a great name, level, AND type. It all adds up to one pretty awesome package. His attribute could be better, but I could say the same of most of the P-Pals. Also, Ragnazero fucking loves this guy.
  • Lacoodown: I considered running 1 of this guy on reveal. Then Luster Pendulum showed up, and I knew Lacoodown would be a 3-of. And he is. His effects aren't the best ever, but he can be rammed for decreasing, which helps Ragnazero/removing threats/winning. He's a pendulum, so he recurs. And his P-Effect... it really makes a cornered opponent even more cornered. it helps win games with its P-Effect, though it is a bt lackluster. Chip piercing adds up, especially if you scored it early on. More importantly, he's a Level 4 with scale 2, and he's on good terms with Whip Snake and Turn Toad. Oh, and Book of Moon! Shaddolls, as well.
  • Dragoknight Luster Pendulum: Actually ridiculously strong. It pairs best with camel and wizard, but it goes nicely with most things. My favorite combo is Wizard + Donkey + this guy (+ optional Lizardraw). Set Wizard (then Lizardraw for a quick draw) then this guy. Pop Wizard, get wizard. Donkey SSs the Wizard added. Wizard pops itself and Dragoknight. Congrats, you can make Ignister and +++! It just adds both Ignister and consistency, given it's scale may as well be optimal. Amazing card. The drawback's a bummer, but fuck it needs it.
  • Stamp Turtle: Adorable tech is adorable. As I've said, I wish it had 2K def, but at least it makes Donkeys and Lizardraws better, which means more chances at making a cheap Infinity/series of Xyz. Being a 4 itself is also nice. Also allows Zenmaioh Access.
  • Turn Toad: Just a tech. I tried Naga as a 1-of, but... It felt so weak when i ran just the one copy AND had a low chance of Pendulum Summoning it (not to mention its drawback). At least I can summon turn toad at worst, and his P-Effect makes Lacoodown an 18/8 instead of 8/18. Naga also can't target opponent's monsters, while Turn Toad can, giving some synergy with Ragnazero. It also ups my Low Scale count from 6 to 7, though I wish it was scale 2. 
  • Explosive Dragoknight Ignister Prominence: This card sets off Supply Squad. And is dirt cheap. And supplies its own fodder. It's fucking amazing in every way. I don't think I need to say too much else, it's just a stronger scrap dragon that's ridiculously lucrative to make. And can clear Pendulum Scales when needed (not to mention AGAINST pendulums, when it gives you even more value). I make both in a good amount of games, but I doubt I should even consider a third one.
  • King of the Feral Imps: Even without Partnaga, having 6 targets makes this a go-to Xyz. Absoute bro.
  • Number 103: Ragnazero: This actually feels like a boss for the deck, even without Turn Toad. Don't get me wrong, Ignister, Infinity, S39:UtL, DRXD, and King of the Feral Imps are all great contenders for 'bosses', but this is the one I really appreciate the most. She's not as live as the others, but the value she gives you in a deck that can somewhat consistently set her off is amazing.
  • Number S39: Utopia the Lightning: While Ragnazero is my favorite 'boss', this guy does giver her a run for the money. This deck is actually incredibly battle focused, so having an Armades that has a one-time Bujingi Crane built in is awesome. Its size is nice, its effect is amazing, and it only costs 2 Level 4 monsters. Stupidly strong generic card, and it shines here even more than normal.
  • Cyber Dragon Infinity (and co.): That moment when you realize this + S39:UtL takes up a third of the ED. Hot damn. Well, if you believe me, this is actually much easier to make post-CORE. Luster Pendulum speeds you up significantly, and it makes this boss easier. The one problem is that it can sometimes straight-up exhaust your resources, so do plan ahead when you make it, when possible.
  • Dark Rebellion Xyz Dragon: While S39:UtL takes its place a lot of times, something you just really need that 'guaranteed' 2500 damage. Or to set up Ragnazero for a swing of 25+24+X and a draw. You're taking out at least 5/8ths of their life with just the 2 of them. More a supporter than a boss, but it was almost boss-tier pre-S39:UtL, given how easy it was to make and how well it fit into the theme of the deck (AKA beat-em-up with Xyz support system).
  • Remainder of the ED: Options. Lavalval Chain saw more use pre-CORE, but he still helps with assorted Donkey/Magician plays, especially T1. Cowboy is there for the beat-em-up turns/ game ending. Castel should be a given. Zenmaines for emergency donkey/lizardraw overlaying. Zenmaioh for either Ptolemaus or Stamp Turtle to make and go ham with.
  • Performage Trapeze Magician: I actually tried thiso guy in the deck, due to running 5 level 4 spellcasters that are easy to board, but... I never made it. The deck can game just as easily with it as without it, in my experience. You might like it, though, idk.
  • Random things: I don't know if P-Pal Cast Change got better... or worse. I really, really don't. Supply Squad is def better than ever. Lance over MST because Ragnazero obv. Really though, it's also the fact that, a lot of the times, this deck's most vital plays to stop are its Xyz Summons or Normal Summons, so it's more important to resolve those. Pot of Riches is better than it was before, thanks to Luster. Um... that's it, feel free to ask questions!

Deck OvervieUpdate:

Well, the deck is definitely more ED focused than it was Pre-CORE, but it's also a lot more consistent. There's not AS much beat-em-up as before, but it's not gone and there is more rushing aspect to it. It just has more reasons and capability to go into the Extra Deck. And while I expected Lacoodown/Luster to completely change the deck... it still retains its identity, which I appreciate. D/D may be my favorite, but this is a close second, and I have a feeling it won't be dropping any time soon. And that's all for the first act, Ladies and Gentlemen!

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