VCR_CAT Posted November 14, 2015 Report Share Posted November 14, 2015 MonstersRed Ranger x3Green Ranger x3Blue Ranger x3Alphi x3Dusty Robe x3Rugged Glove x3Silent Boots x3 Spells and TrapsMagnacarrier x2Chicken Game x1Terraforming x3Twin Twister x2Raigeki x1Reinforcement of the Army x1Burial from a Different Dimension x1Emergency Teleport x3The Phantom Fog Blade x3The Phantom Sword x2 Extra DeckSuper Quantum Mecha Lord Great Magnus x1Super Quantum Mechabeast Magnaliger x2Super Quantum Mechabeast Aeroboros x2Dark Rebellion Xyz Dragon x1Cairngorgon x1Evilswarm Thanatos x1Castel x1Super Quantum Mechabeast Magnapulse x2Dante, Traveler of the Burning Abyss x2Phantom Knights Breaksword x2 Still learning this deck, but the more I play it the more I realize its potential. At first I was just going for Magnus, but now I'm learning how many plays you can do with these guys and it gets craaaaazy. Ah, where are my manners, I should explain the deck. So when I saw the field spell, I first thought it sucked; that you would be too slow to ever see Magnus hit the field. But, then I realized that there was no OPT on its single-mat overlay effect. Of course, thinking it over, my thoughts went "The sent-to-grave effects on the Pilots are dandy and all, but you're going to be hurting a lot on hand advantage if you keep this up." Then, I looked over the Phantom Knights. Discarding those fellas pretty much creates +0 overlay plays, and not only do you get some great Xyz potential, you get searchable backrow as well as grave effects to choose from to extend your resources and plays. The plays are strong, fast, and Great Magnus is a BEAST. The deck is versatile, and the Phantom Knights make great partners to the Quantums and their grave-centric plays. The spells and traps I'm still playing around with, as well as the extra deck. Any input would be greatly appreciated! Link to comment Share on other sites More sharing options...
Progenitor Posted November 14, 2015 Report Share Posted November 14, 2015 Hmmm. How has it been working so far? I feel like you have a few too many knights to the point where the engines might conflict when they try to get going. Link to comment Share on other sites More sharing options...
Wildflame Posted November 14, 2015 Report Share Posted November 14, 2015 I'd max the Field. And probably Terraforming too, tbh. Link to comment Share on other sites More sharing options...
VCR_CAT Posted November 14, 2015 Author Report Share Posted November 14, 2015 Maybe with Terraforming, but I've been experimenting with them and 3 field becomes a little cloggy. The Blue Ranger can recycle any Super Quantum card, and with that I might max out on Terraformings, but having more than 1 field in hand becomes a problem. But I'm usually searching the field spell with the Blue Ranger anyways. Deck building becomes interesting when you realize the Blue guy recycles them. As for Phantom Knights, I'll take out a cracked helm to give some more breathing room in the S/T department, but the two archetypes have been working swimmingly together. I also need to work towards fixing up the Extra Deck; I'm never summoning the other R4 monsters besides Dark Rebellion because of Breaksword. Link to comment Share on other sites More sharing options...
VCR_CAT Posted November 14, 2015 Author Report Share Posted November 14, 2015 Changes have been made re: the maindeck. Shuffled around Phantom Knights cards as well as the extra deck to allow for better options using Breaksword's float effect; in particular using Thanatos with Rugged Gloves will be funny. Link to comment Share on other sites More sharing options...
Spinny Posted November 14, 2015 Report Share Posted November 14, 2015 A good terraforming tactic is to run 1 Chicken race along with it, then if you get 2 Terraforming or Terra + A Field, you search chicken and draw, then use your normal field. But if space is tight then it doesnt really matter, it's more a luxury. Link to comment Share on other sites More sharing options...
Forest Fire Posted November 15, 2015 Report Share Posted November 15, 2015 i kinda wonder why you're running these two engines side by side. they don't really seem to have to much synergy. Link to comment Share on other sites More sharing options...
Astolfo Posted November 15, 2015 Report Share Posted November 15, 2015 i kinda wonder why you're running these two engines side by side. they don't really seem to have to much synergy.Did you read the OP? Link to comment Share on other sites More sharing options...
Forest Fire Posted November 15, 2015 Report Share Posted November 15, 2015 Did you read the OP?i did, but the fact the two archetypes like the grave is like saying that shaddolls and any random other archetype that likes the grave/ has on destruction effect would be a good mix Link to comment Share on other sites More sharing options...
Astolfo Posted November 15, 2015 Report Share Posted November 15, 2015 I mean, Fabled Worlds/Fabledfernities were a thing, and it doesn't have to be meta-tier/extremely competitive, it could be just for a fun idea to see if the two engines can actually work somewhat together and help each other out in interesting ways? Link to comment Share on other sites More sharing options...
VCR_CAT Posted November 15, 2015 Author Report Share Posted November 15, 2015 Except, for the most part, that does tend to be true. Look at a lot of Shaddoll Techs and you'll notice that a good majority of them have grave-centric effects, such as Felis the Lightsworn Archer and Perpero Cerberus. Not to mention that Shaddoll Trains is in part super good because Ruffian Railcar searches when sent to the graveyard. The synergy between the two is, in part, really good because the Phantom Knights make for a very good option to discard. Not only do I get my Xyz Summon, but I get fantastic value from the play as well as the option to search out some fairly strong backrow cards. So for one, the Phantom Knights help maintain hand advantage and grant some good utility with the traps. Another factor is that I have so very frequently used the Blue Quantum Pilot as a material for Breaksword. The fact is, neither the Phantom Knights nor the Quantums are xenophobic in their Xyz plays necessarily and they often work together for R3 and sometimes R4 plays. It offers more versatility and options in how I play, as well as letting me work off of only 1 card in hand a lot more easily, which is good for the late game. I should also mention that Quantums can have a weak lategame because they, as an archetype, lack 1-card Xyz plays. You often need something to work with them. This isn't a bad thing (I quite like the design), but the Phantom Knights really help with the late game. Also, adding more value to my Xyz plays means that I can make a 6-mat Magnus with smaller hands than regular builds, and that's scary. Link to comment Share on other sites More sharing options...
VCR_CAT Posted November 15, 2015 Author Report Share Posted November 15, 2015 Updated the list again. Removed Crack Helm for Chicken Game, and Foolish Burial got removed to max out on the level 3 PK's at some point. Really getting this deck's niche figured out, and realizing that Rugged Glove or Dusty Robe are 3 discards in one, and allow me to make a 6-mat Great Magnus with as few as 4 cards in hand. That's CRAZY. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted November 16, 2015 Report Share Posted November 16, 2015 shaddolls and any random other archetype that likes the grave/ has on destruction effect would be a good mixIt's funny, because this is pretty much true. How is Twin Twister working out? I imagine it would be similar to its applications in OCG Burning Abyss. Link to comment Share on other sites More sharing options...
VCR_CAT Posted November 16, 2015 Author Report Share Posted November 16, 2015 Twin Twister has been nuts, and kind of enabling big bursts of advantage where normally I wouldn't get it. It's been great for removing as much as possible in one card, and as usual there's the cost-mitigation from the Quantums and the Knights. It's really good for pushing for field advantage and probably for OTKs as well. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted November 16, 2015 Report Share Posted November 16, 2015 Just feels kinda redundant with Blue, right? Link to comment Share on other sites More sharing options...
VCR_CAT Posted November 16, 2015 Author Report Share Posted November 16, 2015 Well, it is run at 2, but it has the big advantages of hitting two as well as not requiring me to summon a monster first. So yeah, it's a little redundant, but it hits more and is faster. Blue is pretty much for when I don't have Twister, and with only 2 copies that's pretty often. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted November 16, 2015 Report Share Posted November 16, 2015 Oh. Just realized it has the perk of letting you get a monster in grave without putting one on the field, so you can gain value with Red Layer. Yeah, I'm on board with it now. Link to comment Share on other sites More sharing options...
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