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Space Lord [Star Seraph Aliens]


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[media]http://www.youtube.com/watch?v=WE3a68G5afo[/media]

 

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I don't really know what I'm doing. :(

 

3x Alien Ammonite: Normal Summons Gol'gar. You want Gol'gar. A lot.

3x Alien Kid: None of the Level 4 Aliens are particularly good, but you need them for Ammonite. That said, Kid is the best Level 4 Alien because you get to put A-Counters on random things.

2x Alien Telepath: It's MST on legs. Ammonite doesn't stop it, CotH doesn't stop it, and provided you can get this set up you can get a few plusses out of this.

3x Alien Warrior: It's nice just because it's a 1800 body, but if that was enough reason to run it we'd be running Shocktrooper. If you can't do anything good, this gives you some A-Counters for Telepath, Gol'Gar, Ancient Ruins, or whatever.

3x Kagetokage: Turns an undesirable "Place Alien, set backrow, end" play into a Rank 4. King of the Feral Imps is one of those Rank 4s, and searches Ammonite. Also, Kageto+Stick is nice.

6x Star Seraph Stick/Chair: In theory, this is the best Deck for these two. You run CotH anyways, can recycle that CotH, and you can NS Stick with no Chairs in hand to R4 with Kagetokage. In practice, Aliens are still waaaay weak and Chair is sooooo dead in the hand.

1x Book of Moon: Really versatile card. Acts as a 4th Lance, or shunts a monster into DEF, or makes that Djinn lock seemingly disappear.

2x Code A Ancient Ruins: If you have the A-Counters (usually acquired by Warrior or Gol'gar, but can place its own too), you get free monsters. It's worse than CotH, but it doesn't kill the revived monster by leaving the field, which is something. Also, Gol'Gar wants to bounce this.

3x Forbidden Lance: Just a "stop backrow from harming my plays" card. Not 100% sure if I'm going to want Lance or something else, really. Saving Stick from getting the stick from a negation is nice though.

1x Raigeki: Murders stuff.

1x Bottomless Trap Hole: I probably don't need all four Limited answer Traps (this, CED, Warning, TT), but it's here unless BTH is the one to cut.

3x Call of the Haunted: Revives monsters because you really want to access the ED. Also, its abuse level with Gol'gar is crazy, and Stick loves it too.

1x Compulsory Evacuation Device: Easily chainable NDR is a nice thing. It's like BTH though.

3x Fiendish Chain: Like CotH, the abuse levels here are high. In theory, Gol'gar lets you Chain everything your opponent does.

1x Jar of Avarice: Because of how abusable CotH is in Aliens, this theoretically lets you shuffle Chairs back into the Deck so you can pull off two Star Seraph plays in a duel. Nothing else really needs it though.

1x Planet Pollutant Virus: It's Raigeki during the opponent's turn, and then it puts A-Counters on everything in the galaxy. But you need to Tribute an Alien for it to work, which drastically hurts its playability.

1x Solemn Warning: Warning is the one of the four (BTH/CED/this/TT) that's bad this format, right? No idea what to replace it with, though.

1x Torrential Tribute: IIRC TT is really good this format, right? Anyways, it's one of the four, so here it is.

1x Vanity's Emptiness: It's Vanity's Emptiness. Also, you can bounce it with Gol'Gar, so having both this and that could theoretically make this one-sided.

 

1x Ally of Justice - Catastor: If Gol'gar can't muster the A-Counters to pop whatever threat it's facing, here's this.

1x Armades, Keeper of Boundaries: Stops floating, dances around Mirror Force/Air Force/other things, and NSable by Ammonite.

2x Cosmic Fortress Gol'gar: I'm too pressed for space for a third one, but this is what your Deck revolves around. Bounces CotH, Fiendish, whatever face-ups your opponent has (though don't bounce stuff like Tenki or stuff your opponent would want to re-use), and its destruction effect hits everything. Not to mention 2600 ATK is stupid high for a Level 5 Synchro.

1x Abyss Dweller: Stops floating stuff, stops other things.

1x Castel: Gol'gar destroys, so Castel is nice as a NDR alternative or if you somehow can't get Ammonite.

3x Planet->Nova->Infinity: With as cramped as things are, I'm not very sure if I should have this trio sitting around, but Infinity murders stuff. And eats stuff. And is generally a huge pain to everyone.

1x Dark Rebellion Xyz Dragon: Makes itself huge. If your opponent can't answer it immediately, it's virtually a guaranteed 2500 damage.

1x Exciton: Honestly, this is a "just because it's Exciton" thing and I need to convince myself to take it out. If anything, Aliens don't lose their recurring Continuous cards once they're on a roll and their backrows are often enormous.

1x King of the Feral Imps: Searches Ammonite. That's enough to make it one of the first, if not the very first ED play you make each duel.

2x Utopia->Utopia the Lightning: Other people are running it, and it's a 2.5k/5k Armades. Again, spaaaaace, but 5k seriously is a lot.

1x Satellarknight Delteros: Something for Planet to attach to itself, a 3mat4 otherwise that blows all sorts of stuff up with the Star Seraphs.

 

 

As someone who can't build Decks very well, what the actual f*ck is thiiiiiis? D:

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Pretty Standard.  Looks a tensy bit slow, but that's nust aliens in a nutshell.  Have you considered Rabbit + Shocktrooper?  Assuming you make King of the Feral Imps it sets up your grave and searches ammonite.

 

Also I would HIGHLY recommend Alien Overlord at 1.  It works beautifully with Gol'Gar and is splashable for no reason.

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I thought that Rabbit engines pretty much died out when Rabbit got Limited? If I draw 2 Shocktroopers, Rabbit won't work, but I guess I could try it and see what happens.

 

Also, what exactly is Overlord supposed to do? If it's there for the sake of free damage, I'm not too sure if it'd be worth the slot, but if it can help in other ways then maybe.

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