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ABCs in 2018


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This was something I've been wondering ( since I play this deck IRL ). With A going back to 3, are ABCs still viable? 

 

[spoiler=ABCs]

[spoiler=Union Hangar]

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Union Hangar 

Spell - Field 

 

When this card is activated: You can add 1 LIGHT Machine Union Monster from your Deck to your hand. Once per turn, if a LIGHT Machine Union Monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of those Monsters; equip 1 appropriate LIGHT Machine Union Monster, with a different name, from your Deck to that Monster, but the Union Monster you equipped cannot be Special Summoned this turn. You can only activate 1 "Union Hangar" per turn. 

 

 

[spoiler=A-Assault Core]

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A-Assault Core

Level 4 / Light / Machine / Union / Effect 

1900 attack / 200 defense 

 

Once per turn, you can either: Target 1 LIGHT Machine Monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A Monster equipped with this card is unaffected by your opponent's Monster effects (except its own), also if the equipped Monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can add 1 other Union Monster from your GY to your hand. 

 

 

[spoiler=B-Buster Drake]

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B-Buster Drake 

Level 4 / Light / Machine / Union / Effect 

1500 attack / 1800 defense 

 

Once per turn, you can either: Target 1 LIGHT Machine Monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A Monster equipped with this card is unaffected by your opponent's Spell effects, also if the equipped Monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can add 1 Union Monster from your Deck to your hand. 

 

 

[spoiler=C-Crush Wyvern]

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C-Crush Wyvern 

Level 4 / Light / Machine / Union / Effect 

1200 attack / 2000 defense 

 

Once per turn, you can either: Target 1 LIGHT Machine Monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A Monster equipped with this card is unaffected by your opponent's Trap effects, also if the equipped Monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can Special Summon 1 Union Monster from your hand. 

 

 

[spoiler=ABC-Dragon Buster]

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ABC-Dragon Buster

Level 8 / Light / Machine / Fusion / Effect 

3000 attack / 2800 defense 

"A-Assault Core" + "B-Buster Drake" + "C-Crush Wyvern" 

 

Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".) Once per turn (Quick Effect): You can discard 1 card, then target 1 card on the field; banish it. During your opponent's turn (Quick Effect): You can Tribute this card, then target 3 of your banished LIGHT Machine Union Monsters with different names; Special Summon them. 

 

 

 

 

 

Given just how many different engines and variants of ABCs you can play, and given how good the ABCs are just as stand-alone cards, could these still be a competitive deck? Given that decks such as Trickstars and even Prank-Kids can get tops at the YCS level, I would imagine that these could get 1-2 tops or something now that we have A back at 3. 

 

[spoiler=Theoritical Engines]

Dangers - Snake / Rabbit / Nessie offer great swarming for link plays and allow for graveyard set up 

Brilliant Fusion - Sets up the graveyard and allows you to extend your plays with things like trick clown and gives you a double summon for more link swarming 

Gadgets - Gold and Silver allow for easy swarming / link plays / xyz plays 

Destrudo + Galaxy Tomahawk ( Even the Darkwurm, Supreme Gate, and Meteorburst combo with dragons ravine ) - crazy Knightmare plays and extra linking 

 

 

 

With all of those engines, you have the A, B, and C, which have some pretty great not OPT floating effects to keep giving you advantage every turn, alongside ABC Dragon Buster, which is still a formidable boss monster that can dodge removal nicely 

 

What is the objectively best way to play this deck? I'm looking for advice. I'm currently trying Brilliant ABCs IRL, and am thinking on getting Mothman / Dogman for combo testing ( would play Snake and Nessie, but I'm more budget ). 

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The problem with ABC's wasn't so much A being limited. That was already a card you could run at 2 unless you were wanting to do the Cannon Soldier loop with Firewall (which is why it was limited in the first place).

A primary problem is that Needlefiber more or less makes the deck. It's the strongest general engine for getting the pieces and cards out on the field, in particular by using Summon Sorceress. However, another big problem for the deck is that its combos are limited and its plays very, very rail-roaded and very easy to disrupt with a single card, so as to shut them down for a turn. They don't pivot on their plays well at all, and also have a very weak going-second record.

 

Overall the deck... has not aged well. It's not an issue with the game power-creeping it, it's just that it wasn't an amazingly strong deck to begin with, only really hitting its limelight in the metagame because the meta before them wasn't particularly strong to begin with.

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I'm playing the Brilliant + Gadgets engines currently.  Yeah, deck loses hard to hand traps and Called by the Grave, but it's still fun as hell.  It's got decent power, and consistency.   Losing Firewall hurts, yes, but I feel it wasn't necessary for the deck to make some decent boards. Of course, if I open with Garnet in hand I usually lose.

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