Jump to content

The Great Banlist Dilemma [SQPK]


VCR_CAT

Recommended Posts

So, the banlist's hits against E-Tele, Chicken Game, and even Upstart had a much larger effect on my favorite deck in the TCG, Super Quantum Phantom Knights, than I had hoped. Like, it kind of shot my deck in the foot and it's only three cards that got dropped from it. So, now being forced to find alternatives for consistency in said deck, I have turned to seek help in which option to pursue to keep this deck relevant. I'm telling the doc I won't pull the plug; there has to be a chance!

 

[spoiler=The Deck So Far]

87dfe1260e.jpg

 

Monsters

Red Layer x3

Green Layer x2

Blue Layer x2

Alphan x3

Gloves x3

Cloak x3

Boots x3

 

Spells and Traps

Raigeki x1

RotA x1

Carrier x2

Chicken Game x2

Terraforming x3

Foolish Burial x1

Twin Twister x2

Burial From a D.D. x1

Emergency Teleport x1

Emergency Teleport x2

Fog Blade x3

Sword x1

 

Extra Deck

Magnus x1

Magnaliger x2

Dark Rebellion x1

Thanatos x1

Key Beetle x1

Aeroboros x2

Break Sword x3

Grampulse x2

Leviair x1

Dante x1

 

 

 

So, here are the options I've come up with so far for filling the void created by these hits:

 

[spoiler=Option 1: Compromise]

 

e1b6280f37.jpg

 

Changes:

  • +1 Green Layer
  • +1 Blue Layer
  • +1 Soul Charge
  • +1 Instant Fusion
  • +1 Norden
  • +1 Castel
  • -1 Sword
  • -1 Key Beetle
  • -1 Dante

This one has the most dramatic changes. The idea here is that increasing Blue Layer to 3 maintains the ability to get Blue Layer out on the field and keeps the same level of direct consistency for my Quantum cards as before the hit. However, I've come to know that Blue Layer wasn't a card you wanted in hand and that E-Tele was a much better method of getting him out. The Normal Summon is a precious thing. So, to counter this, putting Green Layer to 3 maximizes my chances as best as I can to have the ability to put out more than one Quantum on the field and remove those situations where my only play in a given turn is just Grampulse.

 

With these changes, I also include Soul Charge and Instant Fusion as power cards. I've often said that there are two sides of the consistency coin: Getting what you want when you want it, or having incredible versatility so that you don't really care exactly what you have. Green Layer to 3 allows me to run Norden, and with that addition comes some changes to the Extra Deck. Sword was dropped as the most easily sacrificed card in the S/T line-up (space is so tight yo), and with Sword goes Key Beetle as well. Frankly, I rarely used Dante.

 

 

 

[spoiler= Option 2: Allure of Darkness]

448c171144.jpg

 

Changes:

  • +1 Fragile Armor
  • +2 Allure of Darkness

Compared to the last proposition, this idea features the least number of changes. Fragile Armor was added as a means for additional draw power (Even though it's a +0), but also to best maximize the use of Allure. Admittedly, I'm not as keen on this idea as Allure is going to be dependent on what else is my hand very much so. Opening Allure without a DARK would hurt quite a bit. Otherwise, this build would maintain the same strategies as the base one.

 

 

 

Thoughts, ideas, and support would be very much welcome!

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...