ENMaker Posted February 19, 2016 Report Share Posted February 19, 2016 [spoiler=the realest og] YAY AN UPDATED VERSION, V2 2 Red Layer2 Green Layer1 Tricklown2 Jigabyte3 Hattricker2 Blue Layer3 Yuki1 GUB2 Alphan2 Instant Fusion1 Raigeki3 Upstart3 Terraforming1 Foolish2 TwiTwi3 E-Tele2 Quantumbase3 Chicken Race1 Bottomless1 Treacherous 2 Noden1 Crystal Wing Synchro Dragon1 Stardust1 Clear Wing1 Blackrose1 Nat Beast1 Super Quantum Ultra Mega Super Special Awesome Delta Mecha Lord God Great Grand Supreme Magnus1 Red Mech1 Imp King1 Green Mech1 Castel1 Minerva1 Rafflesia1 Blue Mech Such funny title many laughs much comedy. This started out as a random engine deck, which I then realised fitted Quantums, and so we have this. I've never summoned Magnus or the Quantum 5 but have still won the majority using this just because you can make things like Stardust/Raff turn 1 and that fucks people up. Say what you will. Note: this text was pre-v2. With the current version first turn Magnus is happening a lot. Link to comment Share on other sites More sharing options...
Kaiji Posted February 19, 2016 Report Share Posted February 19, 2016 Alphan is generally the first to cut when splashing Quantum so I'm not surprised that it's at lower numbers assuming you search it only off drawing E-tele. Link to comment Share on other sites More sharing options...
VCR_CAT Posted February 19, 2016 Report Share Posted February 19, 2016 Some say you can never have too much deck thinning In this case; I would say you definitely have too much deck thinning; mostly because you're sacrificing options and tools for it. For Quantums, I can understand Green layer being at 2 because he depends on other Quantums in your hand to be totally live, and Blue Layer at 2 because having Blue Layer in your hand without Green Layer is suffering; but Red Layer needs to be at 3. Self-Special Summon with a grave recycle effect and a revive-when-sent effect is incredibly value in the mid and late games, and is still very useful in the early game. In the case of a Quantum-focused deck, it's almost a sin to have anything less than 3 Red Layers. As well, Alphi is incredibly good as a card. You have no idea how many crazy plays I've done with Alphi. To start, it's typically always a +1/+2 play that makes Magnus easier to go into that also thins three cards from the deck. Great for deck consistency and generally just helps set your plays up from the get-go. On the flipside, 3 Ghost Ogre's is overkill, and cloggy af. I'd nix one of those and generally focus a bit more on the Xyz plays because those, as a Quantum deck, are going to be your bread and butter. I would also nix the 2 Maxx "C"'s because, honestly, you don't need them and from my experience with a card like Maxx "C", it's not something you really want to rely on and even though the "Challenge" exists, too many decks are comfortable with taking that challenge and are able to gain lethal because of it. Considering how lackluster your back-row and protection games are in this deck on a low-monster field; risking my opponent taking that challenge and if they'll go lethal or not is going to be too risky. Additionally, 3 Chicken Games with 3 Upstarts is honestly just overkill. As weird as this sounds coming from me, you do need to make more room for backrow and other options to play. Three terraformings, E-Tele's, and 1, maybe 2 Chicken Games is going to be plenty of consistency for your deck. The Extra Deck looks fine; but I feel you've placed too much importance on Synchro plays. I would honestly nix the Crystal Wing and probably the Clear Wing as well. Minerva would do work in this deck as a solid mill-3 (You're not running more 3's like me, so you don't get the benefit of Dante as an option :P) considering how much loves being sent to the Graveyard; as well I would strongly consider a Utopia/UTL combo because of how valuable a 5K Armades is. So, overall suggested changes:-1 Ghost Ogre-2 Maxx "C"-3 Upstart-2 Chicken Game+1 Red Layer+1 or 2 AlphiMaybe +1 Green Layer (I would really play with these numbers)Maybe +1 Blue Layer (I would really play with these numbers)+1 Foolish Burial+3 Solemn StrikeAnd for the Extra Deck:-1 Crystal Wing-1 Clear Wing+1 Utopia+1 UTLRight now, mostly because of how much focus you've put on deck thinning, it really feels like you've hindered the engines a lot, and I think you could be putting a lot more work into the Quantum plays and, ultimately Magnus plays as well. Right now its options feel too limited and it just looks like another R4spam.dek. Link to comment Share on other sites More sharing options...
ENMaker Posted February 19, 2016 Author Report Share Posted February 19, 2016 Some say you can never have too much deck thinning In this case; I would say you definitely have too much deck thinning; mostly because you're sacrificing options and tools for it. For Quantums, I can understand Green layer being at 2 because he depends on other Quantums in your hand to be totally live, and Blue Layer at 2 because having Blue Layer in your hand without Green Layer is suffering; but Red Layer needs to be at 3. Self-Special Summon with a grave recycle effect and a revive-when-sent effect is incredibly value in the mid and late games, and is still very useful in the early game. In the case of a Quantum-focused deck, it's almost a sin to have anything less than 3 Red Layers. As well, Alphi is incredibly good as a card. You have no idea how many crazy plays I've done with Alphi. To start, it's typically always a +1/+2 play that makes Magnus easier to go into that also thins three cards from the deck. Great for deck consistency and generally just helps set your plays up from the get-go. On the flipside, 3 Ghost Ogre's is overkill, and cloggy af. I'd nix one of those and generally focus a bit more on the Xyz plays because those, as a Quantum deck, are going to be your bread and butter. I would also nix the 2 Maxx "C"'s because, honestly, you don't need them and from my experience with a card like Maxx "C", it's not something you really want to rely on and even though the "Challenge" exists, too many decks are comfortable with taking that challenge and are able to gain lethal because of it. Considering how lackluster your back-row and protection games are in this deck on a low-monster field; risking my opponent taking that challenge and if they'll go lethal or not is going to be too risky. Additionally, 3 Chicken Games with 3 Upstarts is honestly just overkill. As weird as this sounds coming from me, you do need to make more room for backrow and other options to play. Three terraformings, E-Tele's, and 1, maybe 2 Chicken Games is going to be plenty of consistency for your deck. The Extra Deck looks fine; but I feel you've placed too much importance on Synchro plays. I would honestly nix the Crystal Wing and probably the Clear Wing as well. Minerva would do work in this deck as a solid mill-3 (You're not running more 3's like me, so you don't get the benefit of Dante as an option :P) considering how much loves being sent to the Graveyard; as well I would strongly consider a Utopia/UTL combo because of how valuable a 5K Armades is. So, overall suggested changes:-1 Ghost Ogre-2 Maxx "C"-3 Upstart-2 Chicken Game+1 Red Layer+1 or 2 AlphiMaybe +1 Green Layer (I would really play with these numbers)Maybe +1 Blue Layer (I would really play with these numbers)+1 Foolish Burial+3 Solemn StrikeAnd for the Extra Deck:-1 Crystal Wing-1 Clear Wing+1 Utopia+1 UTLRight now, mostly because of how much focus you've put on deck thinning, it really feels like you've hindered the engines a lot, and I think you could be putting a lot more work into the Quantum plays and, ultimately Magnus plays as well. Right now its options feel too limited and it just looks like another R4spam.dek. The amount of deck thinning is there for a reason you kind of got at, which is that it limits the engines but in a good way, so as not to be clogging with random shite I don't want because though there are less copies of everything I get to them quicker and more reliably. It may somewhat hinder the variety of the plays possible, though in my experience thus far the moves that I can make with relative consistency are very strong. I feel like having them all at 2 works best solely because I prefer having the same numbers, I don't particularly want to draw into Red more than the others because outside of turn 1/2 I will in all probability have something on the board and then the advantage gained off of using him is negligible. One of the most common things to do with Red is just drop him and then E-Tele into Yuki and make Stardust. Or E-Tele Blue search Green summon Red go from there. In general I've not found myself wishing I had another copy of Red to access, 2 has been working. Alphan is fucking insane, yes, but with all the pilots at 2 I feel like running more than 1 would either require me to run more pilots or just accept the greater propensity to be dead in exchange for greater propensity to see him earlier. Maxx C as you say is a bit egh, everything special summons now so it's not like it's a bad card in the main but I do feel like all it really does is delay plays for a turn, because unless your opponent is absolutely certain they can kill you they're going to stop and then you break even or maybe +1 but that's all, and it's conditional. So basically, I think I am going to drop it because it's such a shit draw in so many scenarios that I've come to see it as more a hindrance than anything. May add an extra Alphan in the slot, shall see. I've not found Yuki to clog at all, it's tended to be always live and at 6 it's such a huge boost like you don't know. I can see that it may look bad at 3 but honestly it has never been dead for me, and even simple things like killing an Idea can and have won games because it's difficult to play around. And again, what I cannot stress enough, a level 3 tuner that I can grab from the deck for instant access to Blackrose is huge. Field nuking is extremely potent now with pendulums and in general, and with Exciton gone and this being better anyway I feel like it's an essential thing to have access to where possible. Also for making CWSD and laddering into Crystal Wing but that's less common, though is done. 3 Upstart 3 Chicken Race being described as overkill is something I've not seen. Maximising the relative speed of the deck by just thinning it out is huge. Yes I could add more engines to have more potential options, but the extra is overcrowded as is and the engines currently in there work so, so well within this system that to dilute it seems like a bad idea. The idea of this deck is largely to assert dominance relatively early and build from that, the changes you suggest with the dropping Upstarts and adding Notices lean more towards fucking up my opponent's plays than getting my own done. Rafflesia/Stardust is a disruptive enough field, and if I started using Solemns Rafflesia wouldn't function nearly as well, and Treacherous would be basically dead which is one of, if not the, best cards in the deck defensively speaking. As for the extra, I've not so much focused on synchro plays as I've put the 4 best generic synchros that I can make with 2 cards because easily accessible and very good. Minerva is something I would like to include but I'm just not sure what to drop. Actually probably just drop Cowboy because I've not used him for anything yet and with all the LP I give my opponent those near miss scenarios are extremely rare. Also UtL as you say I would very much like to include but I don't want to drop the 2 CWSDs for it because a Crystal/Stardust field is a good deal better than the one-shot 5k in general. So basically, I'll be dropping the 2 Maxx Cs and adding a Foolish and maybe another Alphan or something else. Actually may do another Red, I don't know. Going to swap out Cowboy for Minerva also. I don't really know what you're getting at at the end there saying it looks like a r4nk spam deck while saying I've focused too much on synchro plays and encouraging me to add more rank 4s, but regardless thanks. Actually one last thing I was considering doing was dropping the Terraformings and adding in 3 Reasoning because the level spread is reasonable enough, but the possibility of milling a lot of the draw engines and stuff is off-putting. Feel like that'd be a different deck entirely and require fundamental restructuring, but I like the idea somewhat. Well anyway, the end. Link to comment Share on other sites More sharing options...
VCR_CAT Posted February 19, 2016 Report Share Posted February 19, 2016 Don't run Reasoning. I know the Konami deck profile is totally saying "Hey dude, yo, totally run 3 Reasoning"; but really don't. It's a free summon, sure, but more often than not you're just going to end up milling Spells and Traps that you want. Reasoning's great in monster-heavy decks and especially those with a lot of nomis, because then you get to think a lot of cards, and for the monster-heavy decks that love the grave you're more likely to get something you want than dumping stuff you want. I would still strongly suggest you cut down on the Chicken Games. I understand that you do have a field spell you want out over Chicken Game, and that's great, but it's never a card you want to risk just leaving on the field. Sure against casuals who can't even poop out a Monarch deck correctly it's fine; but against the smarter/better players it's going to bite you in the ass. As for Alphi and Red Layer, I still cannot stress enough how much you're going to want 3 Red Layers, and how good it's going to feel. An instant SS with a recycle into the hand and a revival when sent to the grave is hella good; and it's a card that you're not going to be sore seeing; unless your field is kinda full and you need to NS it; but if that's the case you're probably winning anyways, or against a bad field-clogger deck that nobody bothers to run. Alphi will be live most of the time if you're being smart with your Blue Layers. I know on paper it doesn't look like it's going to be live all the time; but if you're being smart with your Blue Layers and being sure to keep just enough in the deck, you'll be doing okay. Plus with a 3rd Red Layer that's going to be easy overall. Blue Layer is easily the most useful of the three pilots, with Red being the second, and if you're playing her smart you'll realize quickly how very important that recycle effect is. In the case of Strikes and Treacherous; I suggested the Strikes because I knew you had Rafflesia, and I know that Rafflesia makes Treacherous live from the deck. In hindsight, 2 Strikes would be perfectly fine and give you additional backrow options without killing Treacherous. Finally, still going to advocate for 2 Yuki's; because 9 times out of 10 using E-Tele for your Blue Layer is going to be the more optimal play. 2's a solid number for drawing stuff, but Yuki is way too often a dead draw I've found. And, in my experience, even having one card that can often be a dead draw in the later games can REALLY kill your games. I have some really bad experiences that have taught me to just never have anything that's going to be deadweight even some of the time. Also EXTRA Finally; my thoughts on deck thinning (outside of Exodia) is: Only as much as you really need. When I consider deck thinning when building my decks, I always ask myself before putting in Upstarts "Is there anything that I want more than Upstart." Deck thinners like Chicken Game or Upstart are last resorts when building decks. I know the Hoban Philosophy is "I like getting my combos faster"; but you will get your combos just as fast if those cards are things you really want to run. Bar the Solemn Strikes; the cards I suggested (Red Layer and Alphi) are cards that are going to be live very often, and are going to be good draws. You have no idea how sacky Red Layer or Alphi can be. Link to comment Share on other sites More sharing options...
ENMaker Posted February 20, 2016 Author Report Share Posted February 20, 2016 VCR pal, I took out the Maxx Cs for an extra Alphan and a Foolish and I don't know why but the deck is now flowing so much better, like ridiculously consistent. Alphan is such a stupid card and I had previously neglected Blue's reload effect so it's not remotely cloggy. E-Tele into Blue search Alphan is stupid and such a common thing. Turn 1 Magnus is easy and you can usually get a CWSD/Rafflesia/Stardust alongside it for extra control. I really love this deck now. I would like another Red kind of, but I don't know what I'd drop for it. All the deck thin makes the deck so consistent, Green's DW Dealings-style effect is also so helpful. There's just so many ways to make Magnus or other strong fields and you don't even die to Notice/Warning because you can do so many summons and all the floating. I'm sticking with 3 Yuki because 3 E-Tele with 5 targets is as low as I'd like to go, being forced to summon from the hand with it is a horrendous feeling and one I almost had to endure. Oh and the updated thing is in the OP now. OH and also I don't know how I forgot, fucking Minerva is perfect for this deck. She works so well. Even just milling GUB or something can be game-clinching stuff. It's the right amount of mill because you don't want to be like LS levels of throwing everything in the grave but 6/9 mills is definitely good. Vielen dank. Link to comment Share on other sites More sharing options...
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