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Houkai/Cubic Deck


Tinkerer

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Monsters (17)

 

2 Cubic Deity

3 Duja

1 Zephyros

2 Summoner Monk

2 Indora Death Bolt

3 Buster Gandhial

1 Mathman

3 Vijam

 

Spells (14)

 

3 Cubic Karma

2 Cubic Aura

1 'Geki

1 141

1 Foolish Burial

2 Magic Planter

1 Upstart

3 Twin Twisters

 

Traps (9)

 

2 Cubic Combination

3 Call of the Haunted

3 Oasis

1 Powerful Rebirth

 

Extra (9)

 

2 Utopia + UtL

1 Dark Rebellion

1 Cairngorgon

1 Castel

1 Minerva

1 Dweller

1 Cowboy

1 Diamond Crab King

 

In conjunction with my Hokai/Cubic Deck Discussion topic, I've had a lot of time to fool around with these guys. The deck literally OTKs out of nowhere and can gain ridiculous amount of traction by your second turn.

 

Unfortunately, it has 2 very big weaknesses:

  • When it bricks, it bricks HARD. The opening hand by itself is liable to have 2-3 useless cards. So while they can recover quickly, you start immediately at a disadvantage that may be hard to recover from against fast decks.
  • Knowledge. These guys are pretty unknown. They have the surprise factor and people may actually play right into your hands. Once these guys become a little more well-known, that factor will wear off and people will realize how to play around the effects so that putting your plays through will be much more difficult.
Matchups:
  • I've found Blue-Eyes to be laughable for this deck. So they can put multiple 3k ATK monsters on board. This deck puts 4000+ ATK multi attackers on the board with relative ease. If you gotta go defensive? Slap a few of their monsters with counters so that they become useless.
  • Kozmo was a more grindy game. Then again, I could not make a forward push until the end because I burned through too many resources early. I'll need to face some more Kozmo players to be sure.
  • I have not faced Monarch Players, but it should really depend on what Monarch variant you're facing. Facing off against pure godnarch deck that depends on Dominion? Stomp 'em into the ground. Facing a more grindy part-monarch deck equipped with some of the other Monarchs/Majesty? It might be more troublesome.
Last thoughts:

I have had enormous success with this deck. In singles duels, the deck so far goes about 8:2 or 9:1 out of every 10 duels or so. Since all the Cubic Spells/Traps in the deck float, it has sometimes helped to fix my hand by setting them as a bluff for the opponent to destroy. Also, yes I'm still working on this hence the not full Extra Deck.

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I mostly win against most, if not, ALL Houkai decks I have met in like 2-3 turns (they ragequit), so I'm not sure how this deck would actually work in a Duel.

 

Anyways, question time!

1. Is this deck weak against backrows?

2. Why only 2 Houkai Deity?

3. Have you ever fought Tellarknights with this deck? If so, how was it?

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I mostly win against most, if not, ALL Houkai decks I have met in like 2-3 turns (they ragequit), so I'm not sure how this deck would actually work in a Duel.

 

Anyways, question time!

1. Is this deck weak against backrows?

2. Why only 2 Houkai Deity?

3. Have you ever fought Tellarknights with this deck? If so, how was it?

Ah, tellars, eh? I haven't faced them, but I can totally understand it if Houkai players quit vs tellars. The thing about these guys is they cannot do anything without field advantage (which can easily be undone by Triverr), or an explosive push (which can be negated with Alpha or mitigated with the Xyz's floating). In a similar way that these guys utterly destroy Blue Eyes, a good Tellar build should utterly destroy Houkai. Hope that answers your third question.

 

As for heavy backrow decks, I've only faced a couple and both were generally uphill fights. Houkai don't really respond well to backrow, but with triple TwiTwi and Combination triggering of any removal, they can hold their own long enough usually for at least 1 big burst.

 

2 Deity is mainly to mitigate bricking. The fact it is easily searchable if I need it coupled with the fact that when I drop it it's usually for game makes it unnecessary at 3.

 

Good questions!

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