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Why isn't Gol'Gar an Alien monster?


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So, yeah, with the advent of Recombination Device, I decided to remake an old Alien deck from DN. I kept tinkering with it for ages and ages, and I think I've managed to the Alien part of it right, as well as the generic cards. The Extra Deck is a work in progress, while the side deck my usual stuff (3x Lector, 3x of each Imprisoning Mirror) and some other stuff I figured could be fun/useful. The only real issue I've had is what else to put in the main deck. I've tried a lot over the past while, and Metalphosis is the best so far. It is really good at thinning the deck, and provides beaters if I need them.

 

[spoiler=More Details]

[spoiler=Alien]

Alien Ammonite: Centerstone of the deck. Summons Gol'gar and other synchros and is easily searched and revived with some of the other cards here.

Alien Shocktrooper: Sadly, the best level 4 Alien. A nice beater if you need it and a good level.

Alien Dog: This is a niche choice. His effect means I can instantly set up Gol'Gar if I don't have anything to bounce and his level opens up Herald of the Arc Light as a decent opening play or lets me sit on Grampulse.

Alien Overlord: Another niche choice. Easily summoned beater who kills R4 and stuff. His effect is nice and Code A Ancient Ruins means he'll be around often. Lets me get into Black Rose.

Cosmic Fortress Gol'Gar: Beefiest level 5 synchro and possibly the best. Awesome synergy with Pendulums, and non-targeting destruction is very useful. His only downfall is the fact he isn't actually an Alien monster.

Code A Ancient Ruins: Revival is great, letting me get multiple Gol'Gar up quick. His own counter effect is slow, but Gol'Gar speeds it up.

Mysterious Triangle: Quickplay non-targeting destruction? And I get a monster? Yes please! Only running one to make room for other stuff, but subject to change.

"A" Cell Recombination Device: This card is so good. Milling Shocktrooper, searching Ammonite, setting up Ancient Ruins... Running three for a reason.

 

 

[spoiler=Metalphosis]

Maindeck Monsters: All in all, pretty nice. Setting the S/Ts is what matters, and their stats mean they can kill stuff for me. Their levels are important too, meaning I have Ignister, Trishula, Red-Eyes Flare Metal Dragon, etc access fairly easy. Not sure about ratios, but what can you do. Considered adding Rescue Hamster, decided against it.

Adamante: 2.5K beater on demand is nice. Letting me get Metalphosis Fusion in the grave for that draw is nifty too.

Metalphosis Fusion: Self-recycling and lets me get my hands on Adamante. 

Metalphosis Combination: Reviving when I fusion summon and being a Gol'Gar target? Nice.

 

 

[spoiler=Generic S/T]

Painful Choice: Searchy searchy.

Twin Twisters: Bye bye backrow.

Solemn Traps: Bye bye opponent's monster.

Jar of Avarice: I get through my Ammonites really fast, and lets me re-use other important cards past their use-by date.

Vanity's and Kaiser: Gol'Gar fodder and floodgates.

 

 

[spoiler=Generic Main Deck monsters]

Rescue Rabbit: Setting up King of the Feral Imps and thus Gol'Gar, 10/10.

Summoner Monk: Setting up King of the Feral Imps and thus Gol'Gar 10/10.

 

 

[spoiler=Extra Deck]

Trishula: Destroying your hopes and dreams in style.

Ignister: Only thing better then non-targeting destruction is non-targeting spinning.

Black Rose Dragon: Forces Synchro Decks and Monarchs to show some restraint.

Herald of the Arc Light: Negation is nice. Screwing over Lightsworn if somehow survives their turn is nicer.

Red-Eyes Flare Metal Dragon: Burns and has minor protection. Good use of a pair of Volflames, which occurs surprisingly often.

King of the Feral Imps: Probably a major reason we don't have many good Reptile-types.

Number 59: Helps me get over stuff and can't be killed while it does so. 

Castel: Ha! You thought it was safe to leave that card on the field!

Grampulse: Wall with a proactive effect.

 

 

[spoiler=Some other engines I've tried]

Speedroid: I ran more staples and inserted x3 Terrortop and x3 Taketomborg, along with more R3 options. It was... OK. I mean, it functioned fine but Taketomborg was often dead in the hand. Plus, the other engines worked better, in my opinion.

Lightsworn: Typical LS. x3 Raiden, x2 Lumina, x2 Lyla, x2 Charge of the Light Brigade, x2 Solar Recharge, Raigeki and BTH. Added Michael and other LIGHT extra deck stuff. Again, it was only OK and got cloggy at times.

Magician: x3 Dragonpit, x3 Dragonpulse, x1 Wisdom Eye, x2 NobleDragon, x2 Pendulum Call and Upstart as a blank. Not much to say really. It was nice to have an extra tuner on hand and Wisdom Eye was good at teching what I needed in and out. Still, it didn't often accomplish much besides Pendulum Call letting me get Shocktrooper in the grave and good deck thinning.

Shadoll: I was bored. x3 Shadoll Fusion, x3 Shadoll Beast, x3 Shadoll Hedgehog, x3 Shadoll Falco, x2 Allure and Raigeki. Added in multiple Winda and a Shekhinaga. Pretty medicore over all.

 

 

 

 

 

So, in summary, just would like some help figuring out where to take this deck. 

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I still think Zefra is the best enabler for aliens. They have a field spell that benefits from recycling it, a pendulum scale to bounce back. And a spamable level 6 that allows you to make things when you drop overlord. However, Zefra just plain sucks now, so I think the next best enabler is still a pseudo blue-eyes engine, as Sage + Masoleum is a 2 card Gol'gar, and a very strong opening play at that. If you also have Dog and Triangle, that becomes 4 card Gol'gar + Imps + Draw, which ain't half bad.

 

As far as this build goes, drop summoner monk TBH. It's not worth it. Add another Ruins in its place. The card benefits absurdly by being bounced by Gol'gar, as well as having multiples. It needs to be obtained and abused as soon as possible. Also you should consider adding more continuous traps and spells that directly net field advantage when played, such as Call of the Haunted, so that you can abuse it with Gol'gar.

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