Brandis72 Posted August 12, 2015 Report Share Posted August 12, 2015 I've been really enjoying this archetype ever since it came out, due to it's skillful (although it was a bit linear pre CORE), unique gameplay, and relative strength.The deck has insane swarm power, and pretty good consistency as well, but dies to S&T removal.Here's a decklist (will provide image soon, writing this on an iPad) EDIT: it's there! http://i.imgur.com/jr72oMF.png Main Deck:3 D/D Magical Astronomer Kepler: Extremely important, as it searches your most important cards (Covenants). Like Blueboy is to Spellbooks.2 D/D Magical Astronomer Galilei: Keeps your Covenants safe, and is the deck's only themed protection in this respect. He's not great, but he's the the best the deck has. 2 D/D/D Complete Oblivion Overlord Abyss Ragnarok: When your D'Arc dies and you want to go off, this is the way to go. Also deals with floaters.1 D/D/D Rebellious Overlord Leonidas: Kinda like a themed Gorz. Really useful, but not as important as it was before due to D'Arc.2 D/D Cerberus: Makes Caesar much easier to make. Useful, but due to Lilith's recursion, and the fact that it isn't necessary, it's a 1-of (changed my mind on this one, as you can run two just so you can see it more often, since Caesar is absurdly good).3 D/D Night Howling: Ridiculously good tuner (and also the only one the deck has). Like Brotherhood of the Fire Fist - Spirit.2 D/D Lilith: Recurs cards on summon, and is itself extremely easy to recur. You don't need 3.1 D/D Swirlal Slime: I'm not sure about this card; It's really good early game, but pretty terrible late game. I normally only use it once per game.2 Maxx ''C'': This deck is not very disruptive, so it's more good draw power to get to your Covenants.3 Covenant with the Hellgate: It's your Qliphort Tool; this needs no explanation.3 Covenant with the Swamp King: It's Fusion Gate mixed with Nekroz Mirror! Is required for all the deck's big comboes, and should be ran at 3.1 One for One: Fetches Kepler straight from your deck for a cost that almost isn't one. I'm annoyed that this card and allure are still limited, but ROTA somehow made it to 3.1 Foolish Burial: Helps consistency by dumping Kepler for Howling, and also sets up Fusion/Sync loops and Ragnarok revive plays1 Raigeki: Floodgate monster out, and also just a broken card in general. You have to run it. 3 Chicken Race: I hate the card, but you can't deny that it's good in this deck. Gives it some more draw power, and keeps you safe when you have a slow hand. Also serves as MST bait. 1 Terraforming: More copies of Chicken Race ;). 1 Allure of Darkness: I don't like sending D/Ds to the different dimension, but I'll do anything to see my Covenants more often. 3 Upstart Goblin: The deck can OTK, but it doesn't need to, and has a hard time doing so when the opponent has a decent field. Besides, consistency is important, and this deck has a small engine compared to other big decks, Like Necloths.2 Covenant with the Valkyrie: Continuous Raigeki Break that also makes all your monsters borderline impossible to run over during your opponent's turn. Also a floodgate out. Why run MST when you can run this XD.1 Covenant with the Mistaken Seal: Decree mixed with Trap Stun. Absurdly good, but sometimes cloggy, and also unneeded in certain match-ups.2 Breakthrough Skill: This deck flat out DIES to Exciton, DLaw, and various other field nukes/banish floodgates (since they stop Valkyrie). You have to run some sort of effect negation, preferably stuff that can be activated during either player's turn, and doesn't linger too long because the Covenants take up space. Also useful because you can negate some field nuke, and then negate a floodgate monster again during your turn.Extra Deck:3 D/D/D Oracle Overlord D'Arc: Rainbow Life on legs. Ridiculously good, and also part of all the best 1st turn plays. 2 D/D/D Blaze Overlord Temujin: Part of many the deck's important comboes, thanks to its amazing reborn effect.1 D/D/D Wave Oblivion Overlord Caesar Ragnarok: Really strong, but not really part of the deck's big comboes. Also pretty hard to summon. It is really good at dealing with floaters, though.2 D/D/D Gale Overlord Alexander: The only themed Synchro Monster. Not good on it's own, but with Temujin, enables some pretty crazy comboes.1 Chaos King Archfiend: It's useful when your opponent has a lot of beatsticks around, and is good on it's own.1 Dark Highlander: Shuts down some decks this deck has a horrible match-up against, like Yang Zings. Vital in certain match-ups. 1 Stygian Sergeants: A new addition that's surprisingly helpful to OTK while you have Swirlal Slime in grave.2 D/D/D Wave Overlord Caesar: Makes all of your monsters float hilariously well, and also lets you add extra covenants really easily. Might seem really hard to make, but cerberus makes it extremely easy, and also lets you plus off Kepler every turn.1 D/D/D Sniper Overlord Tell: Kinda like a Gagaga Cowboy for the deck. good when you want to push for game and have no backrow to worry about. It isn't great, but still deserves a spot in the extra deck.1 Number 11: Big Eye: The Howling restriction can make this hard to pull off... but it's a great way to deal with floaters. Side Deck: 1 D/D Magical Astronomer Galilei: Because you can be sure people will side MSTs/Fairy Winds/SSAs against this deck. 3 Flying "C": Great against XYZ decks, and doesn't fill up your backrow the way Stygian Dirge does. 2 Artifact Lancea: Great against Necloths, Spirit Beasts, and Heroes. Stops Dark Law locks like nothing else. 3 Wavering Eyes: The best side card for pendulums, against pendulums. Great way to search Kepler. 1 Covenant with the Valkyrie: Against the mirror, Necloths, and any other deck that gets really disrupted by it (except pendulum decks, because I already have Wavering Eyes). 1 Covenant with the Mistaken Seal: Against Stun decks. Also searchable =D. 1 Breakthrough Skill: Against Rk4 Spam decks, and Floodgate Monster decks. 1 Crush Card Virus: Wrecks certain decks, but flat out helps others... 1 Eradicator Epidemic Virus: Immensely powerful, but too costly to maindeck. 1 Soul Drain: Unfortunately, it's a continuous trap, but it's just so much better than all the other grave negation around... If you have any neat techs that aren't on this list, you're welcome to post them, and I'll happily test them and tell you the results (if I already tested them, I'll tell you what my experiences were with them, and why I dropped them.I might also make a playing guide to teach the comboes if enough people are interested in the archetype. 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CLG Klavier Posted August 12, 2015 Report Share Posted August 12, 2015 You don't need 3 Valkyries, 1 is more than enough. Also Leonidas is redundant now that D'Arc exists so you might cut that as well. Link to comment Share on other sites More sharing options...
Blake Posted August 12, 2015 Report Share Posted August 12, 2015 Allure is awful here. Every monster is too valuable to banish for a wasted limited card slot. You should be maxing Abyss Rag, running 0-1 Galilei, You definitely need 3 Lilith, if only to find it sooner. Meanwhile, Night Howling is really trashy and shouldn't be run above 2, and honestly, 1 should be enough as a searchable Kepler revive. It is not even remotely close to Spirit. Link to comment Share on other sites More sharing options...
Brandis72 Posted August 12, 2015 Author Report Share Posted August 12, 2015 BUMP added Extra Deck (although I noticed that the main deck is actually missing three (EDIT now fixed) cards, but since I don't have access to my DN deck profile because of the iPad, I can't fix it yet, as I forgot the cards) About Valkyrie, I have to disagree on that one; I've always ran it at three, and I've always loved it at three. The card doesn't clog, and even declogs some cards, and also gives you an out to any floodgate that doesn't continuously banish everything. You don't even need to main MST anymore, thanks to it. The card also deals with monsters that can't be destroyed by battle, something which this deck hates. As for Rag, I used to play three, but I found it unneccesary at that amount; I've NEVER used more than two in a game, and most games I only used one. Nothing wrong with playing three, however, as it's a great card, and doesn't really clog that much, since it's a D/D. I used to only run 1 Gal, hell, I even cut it at one point! But the more I played the deck, the more I realized that my losses were mostly due to S&T removal. Stuff like Shaddoll Dragon, Qliphort Helix, and even a simple MST can kill the deck. That is why I run two (along with the fact that it doesn't truly clog, thanks to the name). The reason why I run three Howling is because I like banishing him with Swamp, and therefore typically don't recur him with Lilith, which in turn makes me have to search another one with Hellgate if I want to go off again. As for Lilith, I used to run three, but quickly found out that you don't need more than two because once you have it dumped/in hand, you just don't need another one; you'll keep on recurring it with Howling, unless something annoying like Karma Cut gets used on it. That's why I run two (although again, there's nothing wrong with running three, since running more copies makes you open it a little more often). About Allure, I agree that banishing D/Ds is far from ideal, but Covenants are what truly matter; D/Ds are more common than Covenants, and are often recurred, so having 'extra' ones in hand can happen. A hand full of D/Ds is often a dead one, whereas one full of covenants is often amazing (unless Hellgate is missing). Allure helps me brick less often. As for Leonidas, I run it because it's another name, is a godly topdeck when your opponent deals with D'Arc and you have no Caesar to revive it, and it's also quite good if you have a slow hand (one with hellgate, but no way to get swamp king immediately: normal Kepler, add Hell, add Leo/Swirlal (and Leo is sometimes better because he's much harder to prevent than D'Arc, who can simply be killed during your opponent's turn (maybe even by traps during yours), unless you have Valkyrie, which helps keep it safe by disrupting your opponent and giving it insane ATK), end turn). Leo is still good, despite D'Arc/Swirlal IMO. I'll write down some side deck options soon enough (EDIT: Done =D). Sorry for the wall of text, but I felt like an in-depth explanation would be better. Link to comment Share on other sites More sharing options...
Brandis72 Posted August 12, 2015 Author Report Share Posted August 12, 2015 BUMP made everything look better, and added the side deck. Link to comment Share on other sites More sharing options...
Brandis72 Posted August 13, 2015 Author Report Share Posted August 13, 2015 BUMP slight deck edit: -1 Allure, -1 ODOP, +1 Chicken Race, +1 Terraforming.Thanks to Klavier.Also modded Side Deck. EDIT: some more mods thanks to suggestions/testing: -1 Leonidas-1 Valkyrie+1 ODOP+1 Allure Link to comment Share on other sites More sharing options...
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