Spinny Posted February 14, 2016 Report Share Posted February 14, 2016 Hi guys, [spoiler=Version1] [spoiler=Version2] [spoiler= Version3] TCG only, Help pls! [spoiler=Decklist:]3 Ghostrick Doll3 Ghostrick Jiangshi3 Ghostrick Lantern3 Ghostrick Mary2 Ghostrick Specter2 Speedroid Taketomborg3 Speedroid Terrortop 3 Ghostrick Mansion1 Mystical Typhoon1 Raigeki2 Swords Of Concealing Light2 Twin Twister 3 Breakthrough Skill3 Ghostrick Scare1 Ghostrick Vanish3 Quaking Mirror Force1 Solemn Warning1 Vanity's Emptiness [spoiler= Choice Explanation]Ghostrick Doll - This card is amazing, it can summon copies of itself and nuking the field face-down is so useful in the early game and combos nicely with scare in the late game, it even builds up your fields and generally just leaves you in a really nice position. Ghostrick Lantern -One of their best handtraps, generally just really handy, 3-of.Ghostrick Specter - Losing your ghostricks can be devastating as it really slows you down, having this guy on-hand allows you to leave a ghostrick still on the field so you arent slowed down as muchGhostrick Jiangshi - Solid card, seaches hand traps easily.Ghostrick Mary -The best handtrap, your opponent will often be dealing damage to you so this card really helps speed up the deck. 3 Terrortop and 2 Taketomborg is just self explanatory, easily sets up Angel plays and leaves you in awesome positions. The spell choices are all pretty much just staples and there isnt alot to say, im only playing mansion because it is by far their best field spell and parade is just far too easily maneuvered around. Twin twister is there because you can afford the discard outlet because Angel detach alucard/Dullahan to retrieve the discard balances it out so well. Mystical is cus you dont always wanna discard. The traps are slightly more interesting.Breakthrough skill is there because i felt like i needed more hard counters as alot of ghostricks can be pretty soft control. 3 Scare is there because i often want to re-use handtraps by detaching alucard, instead of grabbing this back. The rest of the traps are pretty much staple. Neko, Ghostrick Night and Parade are all too weird and easily maneuvered around in alot of circumstances unfortunately and havent tested well at all. Extra deck is pretty standard.Side deck could probably contain cyber dragons but kozmo generally arent too much of an issue so far. Link to comment Share on other sites More sharing options...
Catman25 Posted February 14, 2016 Report Share Posted February 14, 2016 Imo I'd run 3 each of Jiangshi and Lantern. Lantern really helps when you've got the Xyzs on the field, or like a flipped Jiangshi. Jackfrost doesn't need to be at 3 with Lantern, and Mummy just doesn't seem all that useful. If you need extra normals, Kinka-Byo sorta has the same result Stein I think is a little slow, Angel does all the searching. And if you decide to play Terraforming, I'd swap out at least 1 Mansion for Museum. Vanish I think is really essential this format, at least at 1, because of Twisters and all the destruction running around. Go-Round I've liked over Scare, and I play at least 1, if not 2. I currently have Scare at 0 in my build, but I'm gonna see how I like 1, I don't think you need to max it out when it's searchable and recoverable (same goes for the Field, but I play 2-3 Parade which you kinda want to open). And it's definitely not essential, but I like 1 Ghostrick Night. It's good MST bait and helps you keep everything down. Quaking sorta takes over, but as a searchable 1 of, it comes up more often than not. Oh and I'd main/side at least 1 Neko Link to comment Share on other sites More sharing options...
Spinny Posted February 14, 2016 Author Report Share Posted February 14, 2016 Imo I'd run 3 each of Jiangshi and Lantern. Lantern really helps when you've got the Xyzs on the field, or like a flipped Jiangshi. Jackfrost doesn't need to be at 3 with Lantern, and Mummy just doesn't seem all that useful. If you need extra normals, Kinka-Byo sorta has the same result Stein I think is a little slow, Angel does all the searching. And if you decide to play Terraforming, I'd swap out at least 1 Mansion for Museum. Vanish I think is really essential this format, at least at 1, because of Twisters and all the destruction running around. Go-Round I've liked over Scare, and I play at least 1, if not 2. I currently have Scare at 0 in my build, but I'm gonna see how I like 1, I don't think you need to max it out when it's searchable and recoverable (same goes for the Field, but I play 2-3 Parade which you kinda want to open). And it's definitely not essential, but I like 1 Ghostrick Night. It's good MST bait and helps you keep everything down. Quaking sorta takes over, but as a searchable 1 of, it comes up more often than not. Oh and I'd main/side at least 1 NekoLiterally was just about to update deck when i saw this lolwill give explanations tomorrow, OP update. Link to comment Share on other sites More sharing options...
Spinny Posted February 15, 2016 Author Report Share Posted February 15, 2016 Massive Update to OP, anymore explanations you would like you can just ask for. Link to comment Share on other sites More sharing options...
Progenitor Posted February 15, 2016 Report Share Posted February 15, 2016 TBH Night and Neko are only truly valuable if you are specifically trying to get Angel's wincon. Otherwise Burying Mirror Force fills Night's role brilliantly. Neko has it's own merits I will admit, but there are just too many things that don't really give a sheet in the game right now for it to be super relevant. I would add at least 1 more copy of Socuteboss, because on the off chance you are able to make 2 then you have the good old "you can't attack" lock as well as the ability to nuke 2800 or less monsters and remove that monster zone from play. I only really suggest this for the attack lock though, since most of the level 2 ghostricks except doll are like actually the worst. Something really trolly, ESPECIALLY if you run copies of Night, is The Shallow Grave. You get a trick back and they get a monster too, but then you can be like PSYCHE I HAVE NIGHT and it essentially becomes an unusable monster slot instead of a plus. Link to comment Share on other sites More sharing options...
Spinny Posted February 15, 2016 Author Report Share Posted February 15, 2016 TBH Night and Neko are only truly valuable if you are specifically trying to get Angel's wincon. Otherwise Burying Mirror Force fills Night's role brilliantly. Neko has it's own merits I will admit, but there are just too many things that don't really give a sheet in the game right now for it to be super relevant. I would add at least 1 more copy of Socuteboss, because on the off chance you are able to make 2 then you have the good old "you can't attack" lock as well as the ability to nuke 2800 or less monsters and remove that monster zone from play. I only really suggest this for the attack lock though, since most of the level 2 ghostricks except doll are like actually the worst. Something really trolly, ESPECIALLY if you run copies of Night, is The Shallow Grave. You get a trick back and they get a monster too, but then you can be like PSYCHE I HAVE NIGHT and it essentially becomes an unusable monster slot instead of a plus.It's almost physically impossible to make 2 Socuteboss since i only run 3 Level 2s, so if i do summon a second one it would probably be overkill. Link to comment Share on other sites More sharing options...
Spinny Posted February 15, 2016 Author Report Share Posted February 15, 2016 Another Update lol Link to comment Share on other sites More sharing options...
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