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Quantum Knights


VCR_CAT

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Monsters

Red Ranger x3

Green Ranger x3

Blue Ranger x3

Alphi x3

Dusty Robe x3

Rugged Glove x3

Silent Boots x3

 

Spells and Traps

Magnacarrier x2

Chicken Game x1

Terraforming x3

Twin Twister x2

Raigeki x1

Reinforcement of the Army x1

Burial from a Different Dimension x1

Emergency Teleport x3

The Phantom Fog Blade x3

The Phantom Sword x2

 

Extra Deck

Super Quantum Mecha Lord Great Magnus x1

Super Quantum Mechabeast Magnaliger x2

Super Quantum Mechabeast Aeroboros x2

Dark Rebellion Xyz Dragon x1

Cairngorgon x1

Evilswarm Thanatos x1

Castel x1

Super Quantum Mechabeast Magnapulse x2

Dante, Traveler of the Burning Abyss x2

Phantom 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!

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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.

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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.

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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.

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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.

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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.

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