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[TCG/OCG] Brilliant Super Quantum (AKA Magnas Turbo)


Βyakuya

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x2 GK Garnet

x3 Performage Damage Juggler

x1 Performage Hat Tricker

x3 Performage Tricklown

x1 Star Drawing

x3 Super Quantum Fairy Alphan

x3 Super Quantum Mecha Pilot Blue Layer

x3 Super Quantum Mecha Pilot Green Layer

x3 Super Quantum Mecha Pilot Red Layer

 

x3 Brilliant Fusion

x3 Chicken Game

x3 Emergency Teleport

x1 Foolish

x1 One for One

x3 Super Quantum Mecha Ship Magnacarrier

x2 Terraforming

x3 Upstart Goblin

 

 

x2 GK Seraphinite

x1 Castel

x1 Diamond Crab King

x2 Performage Trapeze Magician

x2 Super Quantum Mecha Beast Aeroboros

x2 Super Quantum Mecha Beast Granpulse

x2 Super Quantum Mecha Beast Magnaliger

x1 Super Quantum Mecha Overlord Great Magnas

x1 Ptolemaeus

x1 The Phantom Knights of Broken Sword

x1 Wind-Up Zenmaioh

 

 

My original idea after toiling with Quantums. I never really liked SQ's as a deck until I learned their combos and decided to pair them with a strong engine that made Seraphinite more powerful. All you have to do is SS Red, then use Brilliant to get Seraphi and mill Juggler/Clown. From there, based on how you draw your hand, you can get out Aeroboros and Granpulse easily. THe extra NS also grants use of things like Alphan, and the mages easy. The main problem with this deck I can see are the minuses involved, there are techs like the Chicken Game engine and Star Drawing that will aid in advantage. Extra deck contributes to pro-OTK, with Ptolemaeus aiding into Magnaliger, Trapeze for multiple attacks, and Diamond Crab for big damage.

 

Overall...it works like a charm. 

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This looks..... a little on the fragile side.

IE, it can easily screw itself over.

 

That happened yet, or.... ???

It hasn't failed me so far. Even if I can't get the one turn Magnas, it still yields consistent hands, but does risk some minuses here and there. Through testing, it can survive in the late game so that's a thing, but it still can do insane things early.

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I've said it quite a few times to many different people: You don't need more than 2 of the field spell. It's highly searchable thanks to Blue Ranger and Terraforming and, thanks to Blue Ranger again, easily recyclable for another search. Being able to run only 2 frees up a lot of deckspace and justifies a third terraforming. So, changes I would recommend:

  • -1 Magnacarrier
  • +1 Terraforming
  • -3 Upstart (you have sufficient deckthinning thanks to the rest of the deck; this is overkill)
  • +3 Twin Twister (the blue Xyz isn't enough to counter all the backrow you're going to be facing against in many duels; and because you have 14 monsters that you would be happy to send to the grave, this is a big help for the deck in not only getting rid of backrow, but also setting up Clown and Quantum plays for extra benefit)

Another option is that I would actually recommend cutting down 2 Chicken Games as well for a couple Notices or at least something to slap down on the field for defensive purposes; but the above changes are ones that I would highly recommend.

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I've said it quite a few times to many different people: You don't need more than 2 of the field spell. It's highly searchable thanks to Blue Ranger and Terraforming and, thanks to Blue Ranger again, easily recyclable for another search. Being able to run only 2 frees up a lot of deckspace and justifies a third terraforming. So, changes I would recommend:

  • -1 Magnacarrier
  • +1 Terraforming
  • -3 Upstart (you have sufficient deckthinning thanks to the rest of the deck; this is overkill)
  • +3 Twin Twister (the blue Xyz isn't enough to counter all the backrow you're going to be facing against in many duels; and because you have 14 monsters that you would be happy to send to the grave, this is a big help for the deck in not only getting rid of backrow, but also setting up Clown and Quantum plays for extra benefit)

Another option is that I would actually recommend cutting down 2 Chicken Games as well for a couple Notices or at least something to slap down on the field for defensive purposes; but the above changes are ones that I would highly recommend.

 

The deck is meant to be Turbo. I intentionally didn't put Twisters or Notices, and I'm sure it's apparent I was going Turbo since no other SQ build runs Chicken Games or Upstarts. This is to make sure Magnas is easy to be summoned, while I can still muster hand advantage. I can cut a Magnacarrier for Twister, but that's all. Speed is the focus here, since most other SQ decks are more defensive and are meta adaptable, like Artifact and Volcanic variants. I prefer it this way, since I want plays to be fast and flexible since Magnas is already hard enough to run over.

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My Quantum Knights build one page back runs 1 Chicken Game besides my two 2 Carriers, and if "Magnas as fast as possible" is what you want, you should honestly look at that build instead as Phantom Knights can make a 6-mat Magnas with only 4 cards, and it gets crazy. Clowns are much better for alternative plays and for a less-Magnas centered build.

 

Also, I would still strongly suggest the utility over the Upstarts. Your deckthinning and consistency is fine for getting Magnas "faster"; but right now you have little means to at least help make sure your Carrier isn't just popped before you even get to use it. It'll make the deck a lot less fragile.

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