IQuitDolphin Posted January 18, 2016 Report Share Posted January 18, 2016 Other build I posted is still viable, but it's hugely outdated for the format; this is the build I am using currently to combat the meta. Link to comment Share on other sites More sharing options...
Slinky Posted January 18, 2016 Report Share Posted January 18, 2016 Is 12 hand traps really necessary? Link to comment Share on other sites More sharing options...
IQuitDolphin Posted January 18, 2016 Author Report Share Posted January 18, 2016 Considering how PePe have strong turn 1 plays that you need to stop ASAP for your OTKs to go through, it is pretty mandatory to run that many hand traps just to see them more often. Link to comment Share on other sites More sharing options...
ÆƵ– Posted January 18, 2016 Report Share Posted January 18, 2016 Double summon is pretty trash, iirc. I'd ditch it in favor of a legendary ocean. Makes dragoons a 2k direct. Link to comment Share on other sites More sharing options...
IQuitDolphin Posted January 18, 2016 Author Report Share Posted January 18, 2016 Double summon is pretty trash, iirc. I'd ditch it in favor of a legendary ocean. Makes dragoons a 2k direct. Uhhh, can't tell if trolling or serious. Link to comment Share on other sites More sharing options...
ÆƵ– Posted January 19, 2016 Report Share Posted January 19, 2016 Uhhh, can't tell if trolling or serious.I would be trolling because...? And even if I were, I'd put in a serious suggestion too. Link to comment Share on other sites More sharing options...
IQuitDolphin Posted January 19, 2016 Author Report Share Posted January 19, 2016 A Legendary Ocean does nothing to advance my plays, and I would much rather have a Dragoons in the Grave from Prince/Megalo than on the field. A 2K direct attacker is pointless when I can pop all of my opponent's cards with Marksman / Infantry and OTK with Megalo. Double Summon is great because it gives you a second summon in which you can extend your plays via Deep Sea Diva from Atlantean Prince >> Dragoons. A Legendary Ocean would be a mediocre draw with reliance on hard drawing a semi-limited monster I want in the Deck for Prince in the first place. Link to comment Share on other sites More sharing options...
ÆƵ– Posted January 19, 2016 Report Share Posted January 19, 2016 ... you do know that Prince can revive dragoons once it's sent by an eff, right? Use Prince to drop dragoons search something, dragoons searches mega, drop/ tribute a Prince to get dragoons or w/e you want, beat face. Honestly, not sure how you missed that. Link to comment Share on other sites More sharing options...
IQuitDolphin Posted January 19, 2016 Author Report Share Posted January 19, 2016 I am aware of the plays Prince adds to the Deck; A Legendary Ocean will add nothing to the deck aside from a +200 and a crippling Level Modulation that shits on my entire Synchro and Xyz lineup. If I have a Dragoons on the field, I will use it to make a Dweller in the best case scenario, not keep it on the field as a beater (although that is the next best option). Although that play you described above is strong, I do not see where the recommendation of A Legendary Ocean helps me anywhere within that scenario. Link to comment Share on other sites More sharing options...
ÆƵ– Posted January 19, 2016 Report Share Posted January 19, 2016 Tru enough. Still though, double is unessisary since you already have the double-sided infantry, and the spot could be better used for something else. Link to comment Share on other sites More sharing options...
byak Posted January 19, 2016 Report Share Posted January 19, 2016 Tru enough. Still though, double is unessisary since you already have the double-sided infantry, and the spot could be better used for something else. The reason Double Summon is good in this deck is because the primary thing this deck wants to be doing is putting Neptabyss on the board, and if it's not doing that, then it's losing. Double Summon combos with Undine -> Dragoons -> Diva -> Neptabyss so you can pop off as fast as possible. However, he is only running one Undine... Link to comment Share on other sites More sharing options...
IQuitDolphin Posted January 19, 2016 Author Report Share Posted January 19, 2016 I've been trying to find space for that, so if you have any ideas, enlighten me. EDIT: nvm, I cut 1 Ghost Ogre and a Maxx C Link to comment Share on other sites More sharing options...
Βyakuya Posted January 20, 2016 Report Share Posted January 20, 2016 The 12 hand traps is very understandable. Though, I do want to know how this deck generally fares against the meta matchups. Does it open well? Do the hand traps work well enough while simultaneously leaving room for you to do Atlantean plays? I want to know what you would side in as well, if you want to side. Double Summon looks very good here to work with Prince but you only have 1 Undine, and the only other good Double Summon targets would be Diva or Marksmen. It's still a -1 no matter how you look at it. Link to comment Share on other sites More sharing options...
IQuitDolphin Posted January 20, 2016 Author Report Share Posted January 20, 2016 I posted a more up-to-date build (and shitty comments, woo hoo) over on DNF, so the build over there is more up-to-date than the one here atm. It also has more explanation. http://forum.duelingnetwork.com/index.php?/topic/175823-atlantean/ ---- I'll just copy and paste what I wrote. This build is primarily focused on going second, and has a good, if not great, match-up against PePe, thanks to the magnitudes of hand traps run in the Main. With a total of 10 hand traps, you will have a 25% chance of drawing a single hand trap on your opening hand, and roughly a 23% chance of drawing a second one after the first, decreasing in intervals of 2% per card. You WANT to see those hand traps for the PePe matchup, as it severely cripples their turn 1 board making it easy for you to OTK. Droll & Lock Bird is insanely strong as it forces them to continue their plays on minus or simply pass, making them vulnerable to OTKs. Ghost Ogre hits the Ptolemaeus, and Veiler can hit the Pendulum Sorcerer. Typhoon is apparently an overhyped card due to how easy it is to play around, but popping the correct scale at the right moment prevents PePe from Pendulum Summoning, and combined with Droll & Lock Bird they are completely locked out of their plays. As for other matchups, it really is a hit-or-miss, since Mermails aren't available to give the deck the longevity and resilience it needs, but the same strategy still applies: go second, drain their resources, then push for the otk. It works against most decks, and in games 2 and 3 I can simply side in Gameciel and Gorz (I need to update the build) to alleviate OTKs and Dark Law, etc. Link to comment Share on other sites More sharing options...
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