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Spooky Scary Ghostricks


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1 Edge Imp Sabres

1 Ghostrick Jackfrost

3 Ghostrick Jiangshi

3 Ghostrick Lantern

3 Ghostrick Mary

3 Ghostrick Specter

3 Mathematician

 

1 Allure of Darkness

1 Book of Moon

1 Foolish Burial

2 Pot of Duality

1 Raigeki

2 Rank-Up-Magic Astral Force

2 Recurring Nightmare

1 Soul Charge

 

3 Call of the Haunted

1 Crush Card Virus

1 Ghostrick Scare

3 Ghostrick Vanish

2 Mirror Force

1 Solemn Warning

1 Vanity's Emptiness

 

1 Artifact Durendal

1 Constellar Pleiades

1 Crimson Knight Vampire Bram

1 Dante, Traveler of the Burning Abyss

3 Ghostrick Alucard

3 Ghostrick Angel of Mischief

2 Ghostrick Dulahan

1 Mechquipped Angineer

1 Number C65: King Overfiend

1 Number F0: Utopic Future

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Math + Foolish is kinda random..., you don't particularly want to mill anything. I'd suggest Crane Crane over TGU engine, it's live more often in here. Grenosaurus + N61 is another cool Astral Force combo you can consider.

 

And then there are some tech choices that I find weird like CotH, Recurring Nightmare and Soul Charge. Really iffy on them, but testing will tell you better.

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Math + Foolish is kinda random..., you don't particularly want to mill anything. I'd suggest Crane Crane over TGU engine, it's live more often in here. Grenosaurus + N61 is another cool Astral Force combo you can consider.

 

And then there are some tech choices that I find weird like CotH, Recurring Nightmare and Soul Charge. Really iffy on them, but testing will tell you better.

Mathematician dumps Sabres, which you can revive to make Alucard into Angel of Mischief. It's like makeshift extra copies of Tour Guide. Thing with Crane Crane is that you gotta enable it first, and Mathematician is a turn 1 play. Unless you open Mathematician + Sabres. THEN you're funked.

 

Call revives Jiangshi at end of opponent's turn and on yours you flip it down and back up for a search, or a dead Xyz to overlay Angel onto, or a dead RUM target you went into before you drew it...you catch my drift? Recurring Nightmare is a free +1 that also recycles Dulahan and Bram back into the extra deck, which is really relevant. And Soul Charge is just a generic "revive grave, do stuff" thing, but with Angel, RUM and Alucard being in this deck, it nets you CRAZY amounts of advantage.

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This build looks rediculously fast, but as I look through it it looks like your run into the problem of getting over stuff. Dulahan is not something to overlook, but it seems like your main power players all revolve around RUM, and since you don't play the field spell and cards like book of eclipse it may be kinda hard to play Angel beatdown.

 

I may be completely off here don't get me wrong, but level 1 Ghostricks can't spam your board very hard without the field spell unless you have a blank board or a specter in hand, so it seems like Dulahan won't have the opportunity to be made more often than not when you really need him. Your build seems a bit more focused on Rank 3s, since all your RUM targets are rank 5. Maybe your should squeeze in another RUM or work in a Doll + a field spell so you can play a bit more beat down oriented.

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if your playing tour guide for sabers, and maths for sabers, why not just run 3 math which can always do something and net you the draw effect, rather than play a 1 of tour guide which only has one target in the whole deck, and if that target it out, has no other use then and is a dead card in hand?

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-1 TGU

-1 Duality

 

+1 Math

+1 RMU

 

I might probably need to add another RUM target in the extra just in case. King Overfiend sounds really tempting again because it makes Dulahan get over ANYTHING (first halve, then -1000) but I don't think I quite have space for that. Maybe a Leviair. It's a really corner case where I get to summon anything off him because I banished it for Allure. Actually I might just do that.

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