20/07/2012

Gishki FTK, list and tips


Monsters: [11]
3 Gishki Shadow
3 Gishki Vision
1 Royal Magical Library
2 Evigishki Mind Augus
2 Evigishki Soul Ogre

Spells: [29]
1 Card Destruction
1 Cup of Ace
2 Gishki Aquamirror
3 Hand Destruction
3 Into the Void
1 Magical Mallet
1 Monster Reborn
3 Moray of Greed
3 One Day of Peace
1 Prohibition
3 Salvage
3 Trade-In
3 Upstart Goblin
1 Wonder Wand

The Extra isn't needed, I put them in just for fun, and, as you can see, totally random. Don't even copy it since it sucks (the extra), lol.

Well, coming to the deck, I explained it fastly in the other post, here I'll dig deeper into it. It's a project I had in my mind for a lot of time, and finally found the way to use it with One Day of Peace (before I had to use Hand Destruction to win, but it's a -1, and that made me lose everytime).
Basically, it was born to be an FTK that could win beating, but after few tests I realized how stable it is and doesn't fully need the Beat part. However, since it can be done with the card that are already in, it's not a bad thing.
How the FTK work:
1.Draw all of your deck, may seem hard, but it's easiest in here to finish the deck than in Exodia FTK to draw all 5 of them. This can be done using Trade-In mainly with Soul Ogre, and other cards that require to discard along with the recycling abilities of mirror to have always a discard fodder.
2.Once you're with no deck, summon augus, recycle the maximum number  of One Day that you have in your grave, and fill the other spots with Upstarts and Into the Void. Use a random draw card, while putting a counter on library, to draw another one, then another one, then another one, then draw with library, till you finish the deck again, use mirror's effect, recycle a Mind Augus and put it back, then use a draw card to draw it and use it tributing mind augus to summon another mind augus. Rinse and Repeat till opponent's deck out.

The deck is surprisingly stable, if you're hand testing it, so without considering opponent's veilers, you should be able to do the loop on first turn something like 90% of the times, if you're playing the deck good. Here some tips about how to play some cards:

Cup of Ace is still under testing, however I feel it being good enough to be played, when you get Head, draw 2 will grant you the win, more likely, if you get Tail, it would be a -1 that added a counter on Library, not good, but still not totally bad. While playing this card, you should be aware of opponent's situation and yours. Don't use this early, because it could help your opponent getting veiler, so use it when strictly necessary, preferably with library on the field.
Gishki Shadow and Vision, those two are to be played wisely because of Moray of Greed. When you draw Vision, always use his effect to get Soul Ogre preferably, if you have run out of 'em, just take augus, but, when you draw Shadow, you'll need to think a lot. He's an important target for Moray, but if you have other 2 or feel like risking, you can search mirror to thin the deck and have less dead draws, but if you don't, keep it, could be important. Salvage recycles them easily, and, in desperate times, you could recycle a salvage with augus if needed at the end of the combo to take your recycled mirror easier.
Magical Mallet and Moray of Greed and Trade-In, I don't like too much the first two, but they're good. The third one is especially good, I'd like to play more than 3 of them, sad. Mallet recycles your hand in cases of bad hands, while Moray is a 0 that put back your rituals to add them back next and to draw other 3 fresh cards. Be aware of all the possible situations while playing those three.
Wonder Wand and Monster Reborn, if you decide not to play one of those two, just drop the other one too. However I fully recommend playing both, they were better than expected, just awesome. Veiler on Library? Wonder Wand, draw 2, then reborn. Wonder Wand generates a free counter for Library, too.
Prohibition, the card I decided to use against Veiler. It's good, doesn't -1 you, but it doesn't create pluses. Of all of the card to stop Veiler, this is the be(a)st one.
Hand Destruction is a always good draw card, especially here since we happen to have dead mirrors in hand we want to the grave to recycle a Soul Ogre for a Trade-In and kinds. It makes your opponent draw too, while discarding his full hand.
Card Destruction act as the same of hand destruction, but it has a good side that could be seen as bad sometimes: it makes you and your opponent discarding everthing. You can set cards to avoid that, your opponent can't, and that would kill him. Sometimes I'd recommend playing it before summoning Library, your opponent could have got some veilers while playing, and that would be bad. It's up to you, though, remember that this deck is one of the hardest I ever played.

Tips for how to play the deck itself:
Be aware of the hardness of this deck. It's really hard to be played, and it's easy to misplay, take your time, you're playing an FTK, you're already considered anti-sportive, so you won't be blamed for thinking a lot for a single card activation. I'm used to this kind of deck, so I play it kinda speedy, but not anyone can.
Be aware of Veiler. Think always of what your opponent could have in hand based on what he's discarding, he won't have, on first match, veiler if he have already discarded multiple macro cosmos and d-fissures, since Veiler can't be played with those on the field. Same thing if he has discarded a macro cosmo and he's playing rabbit, it means he's playing forbidden chalice or fiendish chain in place of veiler.
Be aware of sharking. If you're playing a deck like this on a torunament, your opponent won't let you replay a card you used wrongly, this takes us again to the first rule for thsi deck, don't misplay.
Keep in mind what this deck needs to loop once you've finished drawing your deck. I was talking with a person I know about this deck on Dueling Network, I lent him the list, he tried it while I was building another thing, when he finished he said "this deck sucks, it won't never start the loop at the end, it's bad". Then I stopped building and went to see his duel. He wasted all of the draw cards and forgot a lot of times Library's effect (again, first rule), so once it was at the start of the loop, he had no draw cards and a veilered Library. He even used Wonder wand without any reason even if he had another draw card, and then when he reborned Library, the opponent veilered it and it made my acquaintance lose.

The deck is really hard, more than it could look like.
For the side deck, if you're going to use it in tournaments, I'd side: 
Dark World Dealing, I'd play it in the main since it is good, in 2 copies, maybe, but if we encounter a DW we're dead, so I prefer side it when we face non-DW decks.
Heavy Storm, the point of the deck, mainly is to win game 1 and game 3, but adding heavy storm during game 2 could help you winning it and don't risk anything else. Against everything, except trap-less deck.
Dark Hole, same with Heavy, only that it is against Rabbit. It is way less must than Heavy.
2x Mystical Space Typhoon against Macro and D-Fissure, mainly, but even set card. It's to be played against decks that set too much and play Starlight Road.

Other cards are fully personal. You could even side a Broww against Dark World, but that would be kinda occasional, it's up to you, though. The main card to side out are cup of ace, magical mallet and prohibition (if the opponent doesn't play veiler).

Test it, it won't make you disappointed. Well, this was all, See Ya.

4 comments:

  1. why not Upstart Goblin? in place of the Into The Voids?

    ReplyDelete
    Replies
    1. sorry, nevermind, missed they were in there.

      Delete
  2. This Deck is so ridiculous! I am running it right now, and I have to say, although it is weak to some cards, I can pull off FTK consistently.

    However, I think we got to put Heavy Storm in. Too many times we start at second, and we end up getting blocked by the backrow.

    ReplyDelete
    Replies
    1. Yeah, next meta is going to be a more trap-relying one, only that we play prohibition, already, 2 cards like this are too much for an FTK, I'd go for game 1 without heavy. If we lose, we'll continue without it, if we win, we'll side it in, maybe dropping 1 moray.
      However, I'd say this is more of a personal choice, what to side out.

      Delete