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[TCG] Atlantean


IQuitDolphin

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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.

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... 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.

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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.

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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...

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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.

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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/

 

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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.

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