Monsters: [18]
1 Armageddon Knight
1 Beast of the Pharaoh
2 Dark Grepher
2 Destiny Hero - Malicious
1 Goblin Zombie
1 Infernity Archfiend
3 Infernity Avenger
1 Level Eater
2 Mystic Tomato
1 Plaguespreader Zombie
1 Sangan
2 Summoner Monk
Spells: [16]
1 Book of Moon
2 D.D.R.
1 Dark Hole
1 Foolish Burial
2 Gold Sarcophagus
1 Heavy Storm
1 Monster Reborn
1 Mystical Space Typhoon
1 One for One
1 Pot of Avarice
3 Pot of Duality
1 Reinforcement of the Army
Traps: [6]
3 Call of the Haunted
1 Divine Wrath
2 Infernity Inferno
Well, actually the Extra is the best I can get, I would have liked to add 1 emeral and 1 gagaga gunman, but really tight on slots. Maybe I'll drop an ancient fairy, but I can't help but think of DWs, GKs, Madolches and similars, other than being a 3000 wall that SSummons from the hand when needed.
I recently reviewed the game style of this deck again (I did it in the past, too), but I won't link any of the twos since this one adopts another different mind set. If you want, read them after this post, since they could give you more ideas if you want to build a different version yourself.
This is one of the most skilled deck of the format, along with other fun decks that look like this, in terms of game play. You always need to consider your hand, field, grave, deck, banished zone and your opponent's counterparts of the previously named ones. You need to have great knowings of the actual meta and fun decks, and you need to be the less prevedible possible with this deck.
Given the fact that an opponent could think of this being infernity or hyper-teched tele-dad. That'll make the opponent play totally different from what he should do. I actually won lots of game ones not revealing the avenger part of the deck, so that the opponent was still surprised in game two, letting me win.
Actually, on first turn, you would like to go into void ogre or stardust or even bounzer, based on the opponent's deck. That's really easy to do, just one grepher with one malicious/plaguespreader in hand is enough to go in one of those. The probabily of doing this are increased by monk that searches grepher, and if you drew neither malicious nor plague, you can go into arma, send one of the two, then go into lavalval and send the other one. Foolish Burial speeds up the deck, too, so that even with only armageddon and foolish and a card to put back with plaguespreader, you can go into those big monsters.
The deck is all mind game, since you need to play thinking with your opponent's thoughts, too. Essentially, on first turn, you can gamble a bit going into void ogre, but leaving yourself empty handed, and a big opponent's beater could kill him, or even an easy monster's effect, just see inzektors or zenmaines, for example. You can go into stardust, that's virtually the best, but he can easily be destroyed by battle, 2500 aren't that big of an ATK, right now, 2600 would have made it broken.
You can, finally, go into bounzer. That's the bigger gamble, but the one that will make you win against some decks. If an opponent has a little spell/trap that does generic or monster removal, you'll have lots of problems, but if your opponent is playing a monster-reliant deck, he'll be in some troubles. Strangely enough, even if this card is pretty risky to summon, it doesn't kill totally a deck, so this card is meant for game 2/3.
As I'm talking now it does definitely look like the avenger part is totally irrelevant, here. Well, it's not totally wrong.
Being this deck a reverse toolbox, you can chose what kind of play adopt, so it's like having two different decks, let's say wind-up and inzektors, and decide, now and then, which one to play, and exchange them during the game itself, but keeping the hand, field and grave of the previous one.
Summoning void ogre/stardust and having some kind of protections or random back-up plans could mean game, since you can negate the most important cards and not letting your opponent combo.
Either in game 1 or 2, you can adopt different game styles to confuse your opponent. Let's say that in game 1 we'll go for the avenger part of deck, since we don't know opponent's deck and we started first, that would be the best way to start. Armageddon, send eater, set inferno and a couple of cards and leave two discardable cards in hand. Opponent attacks, chain inferno, send two avengers, and SS them. Turn after, go into what you can and continue resummoning avengers while consuming opponent's resources, and stopping more and more their moves with stardust and void ogre, mainly.
Game 2, we'll go for the grepher control (how I called it), we'll go for void ogre (just assuming, it could even be stardust, it's based on opponent's deck), control a bit, send some avengers to the grave when we can as back-up plan, and continue attacking when possible, trying not to get your void ogre killed by effects. If you know your opponent is reliant on effect that destroy cards, you can go into stardust to negate cards removal and when it is destroyed by battle (since it is the only way left, except ced or d-prison), you'll get 2/3 giant avengers with an eater to go into other enormous Synchros. That's not bad, is it?
Coming back to the deck itself the cards I like the less are.
2 D.D.R., I believe I'll go at 1, it should be better.
2 Gold Sarcophagus, I don't often use 'em, only as discard fodder. I need to find some good spells to be played in here.
Divine Wrath, discard as cost was initially the main reason, but being this un-chainable to s/t removal, you can't use this effect when you want. I could put pwwb (phoenix wing wind blast), instead.
After banned I'd do:
-1 PoD
-1 D.D.R.
-2 Gold Sarcophagus
-1 Divine Wrath
+2/3 Trap Stun
+1 Phoenix Wing Wind Blast
+1/2 MSTs (s/t hate, this deck hates traps)
-1 Brionac
-1 Ancient Fairy Dragon (dunno if to keep this or not, maybe I'll drop it and then put it back when abyr comes out)
+1 Emeral
+1 Ptolemys/Gagaga Gunman
Well, should be enough, hope you liked the post and the deck, if you have some questions or have something to say about the post (today I just didn't feel like writing it correctly, I fixed lots of parts, so I'm sure I did something wrong), say it under here, in the comments.
Stay Tuned, tomorrow or the day after tomorrow, I should post a new deck.
As I'm talking now it does definitely look like the avenger part is totally irrelevant, here. Well, it's not totally wrong.
Being this deck a reverse toolbox, you can chose what kind of play adopt, so it's like having two different decks, let's say wind-up and inzektors, and decide, now and then, which one to play, and exchange them during the game itself, but keeping the hand, field and grave of the previous one.
Summoning void ogre/stardust and having some kind of protections or random back-up plans could mean game, since you can negate the most important cards and not letting your opponent combo.
Either in game 1 or 2, you can adopt different game styles to confuse your opponent. Let's say that in game 1 we'll go for the avenger part of deck, since we don't know opponent's deck and we started first, that would be the best way to start. Armageddon, send eater, set inferno and a couple of cards and leave two discardable cards in hand. Opponent attacks, chain inferno, send two avengers, and SS them. Turn after, go into what you can and continue resummoning avengers while consuming opponent's resources, and stopping more and more their moves with stardust and void ogre, mainly.
Game 2, we'll go for the grepher control (how I called it), we'll go for void ogre (just assuming, it could even be stardust, it's based on opponent's deck), control a bit, send some avengers to the grave when we can as back-up plan, and continue attacking when possible, trying not to get your void ogre killed by effects. If you know your opponent is reliant on effect that destroy cards, you can go into stardust to negate cards removal and when it is destroyed by battle (since it is the only way left, except ced or d-prison), you'll get 2/3 giant avengers with an eater to go into other enormous Synchros. That's not bad, is it?
Coming back to the deck itself the cards I like the less are.
2 D.D.R., I believe I'll go at 1, it should be better.
2 Gold Sarcophagus, I don't often use 'em, only as discard fodder. I need to find some good spells to be played in here.
Divine Wrath, discard as cost was initially the main reason, but being this un-chainable to s/t removal, you can't use this effect when you want. I could put pwwb (phoenix wing wind blast), instead.
After banned I'd do:
-1 PoD
-1 D.D.R.
-2 Gold Sarcophagus
-1 Divine Wrath
+2/3 Trap Stun
+1 Phoenix Wing Wind Blast
+1/2 MSTs (s/t hate, this deck hates traps)
-1 Brionac
-1 Ancient Fairy Dragon (dunno if to keep this or not, maybe I'll drop it and then put it back when abyr comes out)
+1 Emeral
+1 Ptolemys/Gagaga Gunman
Well, should be enough, hope you liked the post and the deck, if you have some questions or have something to say about the post (today I just didn't feel like writing it correctly, I fixed lots of parts, so I'm sure I did something wrong), say it under here, in the comments.
Stay Tuned, tomorrow or the day after tomorrow, I should post a new deck.
Nice build, how'd would the deck appear without Void Ogre Dragon ? I want to test this deck but DN doesn't work and on TF5 there is no Void Dragon. See ya.
ReplyDeleteVoid Ogre is a power card, can win games by itself, but you can play without it, expecially if on TF5, lol. I'd just add some of the needed cards in the extra, 1 emeral and 1 ptolemys, I'd say, or something else. Maybe shock ruler (if it's there, dunno), I took it out for bounzer, but since we're going to have slots, I'd say you can fit it.
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