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Thomas Arklight.dek [2015]


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Hi there, it’s Darkplant. Occasional visit.

 

Well, so, three years ago, when Gimmick Puppets came out, I created this random Thomas IV Arklight.dek. Back then there were only 2 main-deckable Gimmick Puppets, and so it downright sucked.

 

Recently, I took a look at the current Gimmick Puppet cardpool.

 

Seems things have changed.

 

Yes, I know, they changed a pretty long while ago. It’s probably late news for the people on this forum, but it was quite a big surprise for me.

 

My friends were playing on DN, so I decided to jump in with this build, and happened to claim victory over most of what they were playing. No, it’s not like my friends all play top-tier, but at least I beat up Star Seraphs to a pulp, which means IV is officially stronger than Durbe (somehow managed to get over Cyber Dragon Infinity (I mean, I couldn’t believe what it said on the card when I read it – what the hell is Konami smoking!?) and deliver a finishing blow with C40).

 

Also, I went 2-1 against my friend’s tournament-level Clown Blade. Probably owes to how it’s a Xyz deck that uses its own LP for spamming.

 

So, I know there might be nothing new in here, but still, random decklist.

 

19x Monsters

3x Gimmick Puppet Magnet Doll

3x Gimmick Puppet Dreary Doll

3x Gimmick Puppet Des Troy

3x Gimmick Puppet Scissor Arms

3x Gimmick Puppet Gear Changer

3x Gearspring Spirit

1x Machina Fortress

 

14x Spells

3x Rank-Up-Magic Argent Chaos Force

1x Allure of Darkness

1x Foolish Burial

3x Junk Puppet

2x Trade-In

1x Soul Charge

3x Inferno Reckless Summon

 

7x Traps

2x Breakthrough Skill

2x Fiendish Chain

2x Marshalling Field

1x Call of the Haunted

 

15x Extra

[1x Rank 4]

1x Number 101: Silent Honor ARK

 

[8x Rank 8]

3x Number 15: Gimmick Puppet Giant Grinder

2x Number 40: Gimmick Puppet of Strings

1x Coach King Giantrainer

1x Divine Dragon Knight Felgrand

1x Number 107: Galaxy-Eyes Tachyon Dragon

 

[6x Rank 9]

2x Number C15: Gimmick Puppet Giant Hunter

2x Number C40: Gimmick Puppet of Dark Strings

1x Number C107: Neo Galaxy-Eyes Tachyon Dragon

1x CXyz Coach Lord Ultimatrainer

 

Reps to advice/comments

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Gods damn it, I wanted to stay away, but my honour as the Gimmick Puppet guy is forcing me to post.

 

-3 GP Des Troy: He's cute for Xyz play, but, let's face it, he eats hand advantage like lunch, since really, Humpty Dumpty + Egg Head/Scissor hand is better. Sure, he's there to get Drearies out of your hand, but, Drearies aren't supposed to be in your hand. Neg him.

 

+3 Egg Head: Better hand control, and makes it easier to relieve yourself of Dreary Dolls clogging your hand when you don't have Trade-In.

 

-1/3 Gearspring Spirit: He's more or less useless once a non-Machine hits the grave, usually Lavalval Chain or Felgrand. Not always an issue, but I have found with the use of Gear Changer and Egg Head that Mythic Water Dragon can just as easily fill the role, plus he has the benefit of being Inferno Reckles Summonable. If you still want to use Spirit, knock him back to 2, 3 is cloggy.

 

+2 Mythic Water Dragon: Only add him IF you removed all 3 Gearsprings. This guy is a pretty decent alternative to Gearspring, as mentioned above he can be summoned via Inferno Reckless Summon, which you want to abuse maliciously.

 

-1 Gear Changer: 3 is too much really. I know why you'd want 3, but, trust me, it's not as if you'll have a lack of it.

 

-1 Machine Fortress: He's a fun way to get rid of Drearies in the hand, but he's not really that great anymore, especially since in your build he's unsearchable. Rely on Egg Head and Trade-In for disposing of Drearies.

 

+3 GP Humpty Dumpty: This little bastard is pretty damn amazing, and in builds that abuse Machine Duplication he is UTTERLY hilarious in terms of doubling Gigants. Either way he goes hand in hand with Egg Head, and is your lead maker of Rank 4s.

 

 

-1 Argent Chaos Force: You aren't in as great a desperate need for it @3, and worst comes to worst you can set it up using a Lavalval Chain instead. 3 is really cloggy.

 

+1 Trade-In: Draw fodder, nuff said on that.

 

 

-2 Marshalling Field: I have never considered this card useful, and probably never will. My gripe with this card is that is positively STRANGLES your ability to make anything but Machine Xyz, which doesn't help since you usually want to be making Felgrand or Alsei. Honestly the protection effect isn't worth the effort of running something that even kills your ability to use Argent Chaos Force for Ultimatrainer.

 

+2 staple traps of your choice.

 

 

-1 N15: 3 is too many, you honestly only need 2 N15, and 2 N40 as GP Xyz go.

 

-1 Giantrainer: I know he seems like a good idea with IRS, but that requires a fair bit of set-up, and honestly with what you'd have at the time (that probably being a Dreary Doll and 3 Magnet Dolls), it would be better to make a Felgrand and a N15/40 than just him.

 

-1 C15 & -1 N40: Honestly, you normally wouldn't be activating Argent enough time to warrant doubles of these cards. They're intended to be finishers, so really 1 of each is all you really need to end your opponent.

 

+2 Gear Gigant X: Amazing searcher that grabs you the Gear Changers while also creating fodder for Dreary Doll. Very easily made with Egg Head/Scissor Hand + Humpty Dumpty.

 

+1 Sylvan Alsei: This guy is great for quick spot removal and if you're lucky, you might actually mill an Argent Chaos Force.

 

+1 Lavalval Chain: This mill is quite useful, plus, in a pinch you can ditch an Argent Chaos Force in preparation for a play.

 

 

These are the changes I can recommend.

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@Sir Yamiegg:

 

It certainly was consistent. At least, when I played it, it was.

 

It's true that if you can sucessfully activate Argent Force, you pretty much win, but it's also true that too much Rank-Up Magic could clog up the movement of the deck. RUMs are bound to be worthless unless there's a Xyz out, and drawing doubles (or triples, either if you're really unlucky or if there's too much RUMs in the original build) is fatal.

 

It might be a problem of what my friends were using, but in many duels, I was able to win without drawing Argent Force. Giant Grinder is more effective than on first glance, and at times Marshalling Field can be used for the Argent-searching.

 

[EDIT: read new post]


@Broke. N:

 

I see. Well, I haven't actually played any of the other Gimmick Puppets, and hell, I didn't even know such card as Mythic Water Dragon existed (given I was away from this game for a long time - actually, technically I still probably am away from this game). Thanks for telling me.

 

Well, I can very well see that the build you recommend would probably be a lot more consistent than the one I randomly built in like, five seconds.

 

I personally didn't like the idea of using Rank 4s, mainly because of the "personal liking" I demand on my decks - ever since deciding I don't like to play competitive (around when Inzektors started to rise and I came to the conclusion that the local tournaments weren't fun anymore), I've always valued bulk and sheer power over victory and consistency. Originally, I just wanted to troll with C40 and C15, regardless of whether it was consistent or not, and since it turned out it was way more consistant than I had originally thought, I had posted it here - but, Geargigant X seems like a nice gimmick for sure, once that it's mentioned. And apart from that, if someone's not going to listen to pro advice, there's no hell reason he's even posting his deck here.

 

Thanks for the help - I think I'd have never thought of throwing those cards in on my own. I'll testplay a new build based on your advice and see how it goes.

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I've experimented with Puppets a bit, considering they're one of my favourite archetypes. I've created a fair few builds, all collected together in my guide in the Archetypes section. Naturally not using Rank 4s can be expected in Puppets, but Gigants shouldn't be ignored if and just for their utility in recycling Gear Changers. Your build most likely works, I'm just speaking from my own experience. (Though to be fair, N15 is murder on ClownBlade due to the fact that you can get rid of an active Trick Clown after grinding up their Xyz.)

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