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Ladies and Gentlemen, Boys and Girls of All Ages! ~ Performapal Guide


Blake

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(Pic has music)

Ladies and gentlemen! Welcome to the carnival, where dreams and laughter come to play! We have quite the show for you, with portals, card tricks, music, and more to keep you on the edge of your seat! Please join me in welcoming our actors and performers... The Performapals!

The Performapals are a troupe filled with members of every shape and size, from little witches and turtles, to stage magicians who guide the show, even to giant mammoths and elephants! And many of these members have a hidden ability; The premier capability to create summoning portals beyond time and space, known as the PENDULUM! Even better, many of them have the ability to transform themselves or others into other monsters, including a heterochromatic dragon!

With the speed that they prepare their act and perform it, you, our lovely audience, will be taken by storm! Here we go!

The deck usually ends up as a Rank 4 deck or engine, with a very powerful guest performer helping them reach new heights. However, it is not a traditional R4 cwntric deck, as it uses an early R4 or two to set up, then just uses answers with it. The main goal is to quickly amass advantage, luckily in a way that doesn't lose to Exciton, and kill ASAP. You only need 1 turn of setup, usually.

You constantly shift, reset, and remove your scales (at least, in Pureformapal), which means the deck doesn't lose to Wavering Eyes as easily as other Pendulum decks tend to, though they are weaker to it if you go second. So long as you finished initial setup in time, Wavering shouldn't be too much of an issue.

Also, Master of Pendulum supposedly has three extra new cards in the TCG release. There are 4 cards that would fit in the deck: Performapal Pendulum Sorcerer, Insight Magician, Oversight Magician, and Beast-Eyes Pendulum Dragon. Oversight is newer than the other three, likely still under Shueisha's rights, so it's likely that we'll be getting the other three in SDMP. I am acting on this premise, as opposed to OCG, so take this all with that in mind. Every other Performapal is either TCG legal, definitely in a release coming to the TCG (SDMP, CORE, DOCS), or is shitty ass La Panda. funk La Panda.

There are three major variants of this deck: Pureformapal, Performapal Magician, and Mages and Pals.

Mages and Pals is mixing the cards of the Performage archetype, as well as generic spellcaster support monsters, together in order to make an extremely fast and efficient deck, utilizing Damage Juggler, Flame Mascot, Mirror Conductor, Hat Tricker, and Trick Clown to the fullest.

Performapal Magician is using Sorcerer, Wizard, maybe Monkey, and sometimes techs to give some more power and utility to Magician.

Pure is no Clowns or a sizable amount of Magicians, instead focusing on the merits of the deck itself,

Let's move on to our main members, shall we?

[spoiler=Main Cards]


300px-PerformapalPendulumSorcerer-VP14-J
"Swing, Pendulum of Souls!"

Performapal Pendulum Sorcerer
Pendulum Effect: If a "Performapal" monster(s) is Pendulum Summoned to your side of the field: All "Performapal" monsters you control gain 1000 ATK until the end of this turn.
Monster Effect: If this card is Special Summoned: You can target up to 2 cards you control; destroy them, and if you do, add "Performapal" monsters with different names from your Deck to your hand, equal to the number of cards destroyed, except "Performapal Pendulum Sorcerer". You can only use this effect of "Performapal Pendulum Sorcerer" once per turn.

The definitive core of Performapal. This card is singlehandedly responsiblw for the deck working, as he's stupidly powerful. Given that you'll generally blow up Pendulum or Donkeys (later on) with his effect, he can effectively be a +2. Whether instant or delayed, you get absurd value from him, and he's got a strong type and level as well, with decent ATK. He makes this deck work as an engine, as well, which is hilariously strong in the right places.

Not to mention his scale ability: A potential +5000 ATK to the board. Just wow.

3 in all builds. Period.

300px-PerformapalLizardraw-CROS-EN-C-1E.
Not a Charmander in cosplay.

The second powerful Performapal to see release, Lizardraw is an interesting one. He's a scale that removes himself to draw a card... and has a Supply Squad-esque monster effect. His level isn't great, but his type is fantastic, and he can still be 2200 on SorcererTK turns.

Run 3 in Pureformapal
Run 1-2-3 in Mages and Pals
Run 0-1-2-3 in Performapal Magician, though I dislike it.

300px-PerformapalSkullcrobatJoker-SD29-J
"Hey kids… Wanna see some magic?"

Performapal Skullcrobat Joker
Pendulum Effect: You cannot Pendulum Summon monsters, except "Performapal" monsters, "Magician" Pendulum Monsters, and "Odd-Eyes" monsters. This effect cannot be negated.
Monster Effect: When this card is Normal Summoned: You can add 1 "Performapal" monster, 1 "Magician" Pendulum Monster, or 1 "Odd-Eyes" monster from your Deck to your hand, except "Performapal Skullcrobat Joker".

Then we have what is a new age Stratos. Similar search pool (Stratos has 43 targets, including itself, and Joker has 42, excluding itself pre-BOSH), same ATK, and just feels like Stratos. Being a pendulum means he's vanilla fodder after he's NS'd, but he's an 1800 Spellcaster, so that's fine.

The scale restriction hurts some plays, but that's why you only set him when you must and/or want to summon Odd-Eyes.

Run 3 in all variants.

300px-PerformapalMonkeyboard-BOSH-JP-OP.
"Look, ma! Playing without looking!"

Performapal Monkeyboard
Pendulum Effect: Unless you have a "Performapal" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. During your Main Phase, if this card was activated this turn: You can add 1 Level 4 or lower "Performapal" monster from your Deck to your hand. You can only use this effect of "Performapal Monkeyboard" once per turn.
Monster Effect: You can discard this card; reveal 1 "Performapal" or "Odd-Eyes" monster in your hand, and if you do, reduce the Level of that monster and all monsters in your hand with the same name as that monster by 1 until the end of this turn (even after they are Summoned/Set).

From the next main set, Breakers of Shadow (BOSH), we have a monkey! He's not currently released, obviously, but he's a powerful addition to the deck, all the same, and makes it much more capable and consistent... You could say he's BANANAS! Activating him, potentially pendulum summoning, then removing him with an effect gets you a lot of value, and his scale's fine. The deck has no true use for scale 1 atm, but it technically enables techs and can't be a bad thing in the future.

Same for the discard, really. While I've yet to use it, the option can hardly be bad.

Run 3 in Pureformapal.
I'm unsure what usage it will see in variants bar Pureformapal, I would assume a 1-card pendulum scale that finds Sorcerer, as well, and makes Lizardraw better would still be maxed, despite the drawback.

 

[spoiler=Other Performapals]

Too many, got glitched out of progress twice, cover quickly. Japanese cards have links in pics.

300px-PerformapalFriendonkey-SP15-EN-C-1300px-PerformapalSecondonkey-DOCS-JP-R.p
"Hee-Heil!"                                                              "Hee-Yore!"

Donkeys are the best value cards that aren't Pendulums. And both are beasts!

Friend is good at reviving Xyz'd Sorcs, which will be a normal T1 play, so he's usually a better NS than Joker after turn 2. Also makes powerful T1s more consistent. His level is poor, but you'll pop him with Sorc anyways.

Second got a wee bit worse thanks to Monkey, but still great +1 fodder.

Purepal:
2-3 Friend, 1-2-3 Second

Mages and Pals:
0-1-2 Second

Pal Magicians:
0-1 Second

300px-PerformapalPartnaga-SP15-EN-C-1E.p300px-PerformapalDrummerilla-CORE-EN-C-1

These two fill a similar niche to one another. Level 5, low scale, one offers consistent boosts and the other offers more power. Naga is more synergetic, but Drum has a better scale. Both have good types.

Purepal:
2-3 total, I prefer 2 Drum 1 Naga

Mages and Pals:
0-1 Naga

Pal Magicians:
0

300px-PerformapalSilverClaw-CORE-EN-C-1E

5 Scale isn't the best, but it's good. She's a Level 4 Beast, buffs your guys to a decent level of ATK with both effects, and shines outside of the middle game.

She's better with Monkey because there are times you'll have to either pop a Lizardraw for Sorc or plain leave a Lizardraw on board unless you run Claw. Popping her T1 for a search is pure value.

Purepal:
1-2

Mages and Pals:
Can tech

Pal Magicians:
Can tech (meh)

300px-PerformapalMammothSplash-DOCS-JP-R300px-PerformapalHelprincess-DOCS-JP-R.p

Mammosplash is a reasonable tech in Pal Magician because it's a searchable means to make Vortex with ease.

Helprincess sees play in Mages and Pals @1-2, iirc.

Otherwise...

  • Elephammer is overkill, and the deck can achieve everything it wants to with better cards.
  • Kaleidoscorp is a joke. Scale 4, bad scale effect, average monster effect, bad stats.
  • Springoose only does what the deck does anywas, but in a way that requires running a dead draw with mediocre stats.
  • Do not forget Whip Snake. This is a good card as an option, and it will be relevant again, so remember it.
  • Salutiger is from an era past. It was good when the deck was beat-em-up, but it evolved and left the tiger.
  • Bowhopper looks synergetic, but is honestly just a dead draw and a waste of summon.
  • Camelump pairs nicely with Dracoslayers, but he's not as good unless trying to turbo R4. His stats are bad and his effs are meh, though.
  • Skeeter Skimmer is a joke.
  • Stamp Turtle is cute as funk. It makes Lizardraw and Friendonkey better, if nothing else. Techable in the past, could be now but takes balls.
  • Big Bite Turtle isn't bad and has a good type... But she's not grea and kinda dead. You can use her, though.
  • funk La Panda.
  • Fire Mufferleo is overkill with a bad level and set of effects. You have better boardclear.
  • Hip Hippo is a joke.
  • Thunderhino's everything bar effect is bad, and he got Secondonkey too late. Remember it, though.
  • Spikeagle is a joke.
  • Cheer Mole isn't awful, but outdated, though Monkey is a buff. Cute for billy decks.
  • Sword Fish is... odd. Very, very odd.
  • Trampolynx is a Qli card. Do not be fooled.
  • Turn Toad is a card you should remember, because it has a slower version of Whip Snake for its scale effect, but doesn't require a summon. Monkey is a buff.
  • Trump Witch is outclassed by Mammosplash. Level 1 sucks

 

[spoiler=Odd-Eyes and others]

In pure,and sometimes Magician, Odd-Eyes is run as an engine. While a little slow, Odd-Eyes finds most of your good cards, and his field is amazing.

Japanese pics have links.

300px-OddEyesPendulumDragon-SP15-EN-SHR-300px-SkyArc-SD29-JP-NPR.png

Most notably, Odd-Eyes finds our Monkey and our Sorcerer, though it has a great generic target, too. With Sky Arc, we have a consistent means to clear our scales and find more Monkeys. Sky Arc's protection is also super handy to have.

Purepal:
2-3 Odd-Eyes, 3 Arc

Pal Magicians:
0-2-3 Odd-Eyes, 0-2-3 Arc

300px-OddEyesGravityDragon-BOSH-JP-OP.pn300px-OddEyesAdvent-BOSH-JP-OP.png

At the same time our Monkeyboard and Big Bite Turtle were revealed, these two showed. Together, they're a fairly powerful duo.

A one-sided trunade which can't be responded to, causes a Flare Metal style payment that makes the LP loss occur before resolution, and all on a 2800 body. It can also be searched by Joker and Arc.

A spell that's able to use a Ritual in the hand or grave, uses Pendulums as fodder as a drawback, and has a secondary condition that uses Odd-Eyes in the ED akin to Nekroz Kaleidoscope. Can be searched by Arc.

While Gravity lends itself to OTKs, it costs a lot, which means you want it late. But then you risk dead draws.

I have no experience with it, in practice, as I feel it's too inconsistently efficient. Which says a lot, as it's not hard to pul, off.

300px-OddEyesVortexDragon-DOCS-JP-UR.png300px-OddEyesFusion-DOCS-JP-SR.png

A more reliable option with Sky Arc is Odd-Eyes cards. Odd-Eyes Fusion is one such card, and it's well worth it to reach Vortex, only teching 1 copy. A bounce, negation every turn, AND the ability to restock Monkeys and OEPD? Yes pls.

Run 0-1 of each as a pair, with a copy of Rebellion plus either 1 copy of Absolute or 1 extra copy of Meteorburst. While this requires more ED devotion than Advent, it's much more liekly to use the ED cost for a +0 summon AND it's more versatile.


300px-NobleDragonMagician-SD29-JP-SR.png300px-OddEyesMeteorBurstDragon-SD29-JP-U

Speaking of Meteorburst, he's in here, along with the source of his flames. You only need to run 1 Noble/Superior Dragon Magician, given how searchable Joker, Odd-Eyes, and another make her, but she's worth it. Level 3 gives you access to Level 7s and 8s,which there are plenty of Dragon-type Synchros for.

Meteorburst gives you an immunity to cards like Valk and can help in early setup plays, which is nice. Just a generally good card.

Oh, and any Odd-Eyes cam be shrunk for her summon, meaning Meteor, Vortex, and Gravity are all fine targets for her, so you don't even have to Pendulum Summon her. Shame R3s suck, cause she'd be amazing R3 fodder.

Run 1 Noble and 1-2 Meteorburst in pure.
Magicians can take or leave it.

Oh, and... Remember those level 5s?

300px-LusterPendulumtheDracoslayer-CORE-300px-IgnisterProminencetheBlastingDraco300px-MajesterPaladintheSoaringDracoslay

Those Level 5s work with Noble to make Ignister, whois one of the strongest Synchros in the game. These 3 cards are very Karakuri-esque, but for Pendulums instead of Machines.

Luster is absurdly strong with Sorc, being an instant setup in its own right, and is just ridiculously good as a tuner, given he makes 2 amazing cards.

Ignister is the main boss, at least of Pure. He's efficient board management, removal, and summoning. All on a 2850 body. The card puts in a funk ton of work, and is easily one of the best Synchros in the game.

Meanwhile, Majester is an optimal T1 play against anything bar Shaddoll or Infernoid. Finding any Pendulum gets you set up for the end game, and it often leads to putting a Sorcerer into grave, and you surely searched a Freindonkey or a Monkeyboard to find a Donkey, so have fun winning. Not to mention, Luster + Level 4 Non-Tuner Pendulum + Any Level 4 Pendulum = Luster + Ignister + Majester. That's 6550 and a removal for 141 exchanges on summoning.

Run 3/2/2 in Pure, run 3/1-2/1-2 in Magician, and run 3/1-2/1-2 in Mages and Pals.

ArchfiendEccentrick-CORE-EN-ScR-1E.png

MST with a (small) body and the ability to be Exiled Force, and she can be pendulum summoned back. Also brings monkeys back to OTKs with Sorcerer. Just a very handy little card, which can be found easily and run in high numbers.

Run 2-3 in all.

300px-GhostOgreSnowRabbit-CROS-EN-ScR-1E
A level 3 tuner that's good against almost every Pendulum deck and more. Reasonable choice.

0-1-2

 

[spoiler=Spells and Traps]

300px-IllusionBalloons-SP15-EN-C-1E.png300px-PerformapalRecasting-CROS-EN-C-1E.300px-CommandPerformance-SP15-EN-C-1E.pn

Only three Performapal S/T worth mentioning. Illusion Balloons technically synergizes with a number of cards in the deck, but isn't guaranteed to find what you want. Recasting is a fair mulligan, but you usually don't want to do that, leaving it deadish. Command is cute because it's chainable, but that's it. None are great, but they're not plain bad.

300px-Raigeki-PGL2-EN-GUR-1E.png300px-MysticalSpaceTyphoon-YS15-EN-C-1E-

Former is clear, latter because funk backrow. 3 OPT Eccentricks is not enough.

300px-WaveringEyes-CORE-EN-C-1E.png

I dislike this maimed in Pure... But it's a major player in Mages and Pals, and it surely helps removing Monkey in both Mages and Magicians, in addition to the Pendulum Mirror.

Run 2-3 if you main it.

You can run Foolish/Fiendish/BTS/etc., but the deck's speedy enough that I don't feel they warrant going into depth. Same for Vanity's, though I will mention that Sky Arcing a vanity to push for game is nice.[c/enter]

[spoiler=Assorted Extra Deck Monsters]

300px-RedWyvern-SPHR-JP-OP.png300px-BlackRoseDragon-LC05-EN-UR-LE.png300px-StardustDragon-LC5D-EN-C-1E.png300px-BlackRoseMoonlightDragon-YF07-EN-U300px-StardustSparkDragon-YF05-EN-UR-LE.ScarlightRedDragonArchfiend-DOCS-JP-OP.p
300px-TrishulaDragonoftheIceBarrier-HA04300px-GagagaCowboy-BP03-EN-SHR-1E.png300px-AbyssDweller-THSF-EN-SR-1E.png300px-DiamondDireWolf-BP03-EN-SHR-1E.png300px-KingoftheFeralImps-MP14-EN-C-1E.pn300px-CasteltheSkyblasterMusketeer-DUEA-300px-StellarknightDelteros-DUEA-EN-ScR-300px-TellarknightPtolemaeus-CROS-EN-UR-300px-StellarknightConstellarDiamond-SEC300px-ConstellarPleiades-SP15-EN-C-1E.pnPerformageTrapezeMagician-CORE-EN-R-1E.p

 

[spoiler=Note on DNCG/OCG]

In DNCG, Traptrix Rafflesia, Cyber Dragon Infinity, and Number S39: Utopia the Lightning are important cards, and change the build and make of the ED greatly. Additionally, Japan still has Lavalval Chain, which only serves to further increase the power of the deck... Especially Mages and Pals. The deck would be completely different if the exclusives and Chain were accounted for, as the beast is completely different. So take that into account.

 

[spoiler=Sample Build(s)]
[spoiler=Pureformapal]

Xiw0WF5.jpg

Monsters: 32
3
Archfiend Eccentrick
3 Luster Pendulum, the Dracoslayer
3 Odd-Eyes Pendulum Dragon
3 Performapal Friendonkey
3
Performapal Lizardraw
3
Performapal Monkeyboard
3
Performapal Pendulum Sorceror
3 Performapal Skullcrobat Joker
2 Performapal Drummerilla
2 Performapal Secondonkey
2 Performapal Silver Claw
1 Performapal Partnaga
1 Superior/Noble Dragon Magician

Spells: 8
3 Sky Arc
3 MST
1 Odd-Eyes Fusion
1 Raigeki


Extra Deck: 1/5/9
1 Odd-Eyes Vortex Dragon
2 Ignister Prominence, the Blasting Dracoslayer
2 Odd-Eyes Meteorburst Dragon
1 Black Rose Dragon

2 Majester Paladin, the Rising Dracoslayer
1 Castel, the Skyblaster Musketeer
1 Diamond Dire Wolf
1 King of the Feral Imps
1
Odd-Eyes Rebellion Dragon
1 Performage Trapeze Magician
1 Stellarknight Constellar Diamond
1 Tellarknight Ptolemaeus

 


 

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I really appreciate the effort you put in making these articles, especially when putting the spirit of Yuya's entertainment into it. I want to see how you tackle down on Mages & Pals. It's one of my most favorite decks despite its brokeness, but I really want to know your opinion on the card choices. Keep it up~

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You typo'd Performapal skullcrobat Joker as Performapal Skullcrobat Joke.

 

Overall a nice read, I like it.

 

Also, I'm still unsure about Lizardraw's ratio in M&Pals tbh. Post Monkeyboard it being a ridiculously searchable easily removable big scale is big and would warrant it be run at 2, but before that 2 feels a bit too much since its Pendy effect wouldn't be able to activated as much. As an extra high scale Silverclaw is generally better due to being a 4 there, though iirc each at 1 is enough. Being a 1-3 rather than 2-3 sounds better tbh.

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