06/09/2012

Madolche "Psychological" Control



Monsters: [17]
1x Madolche Butlerusk
2x Madolche Cruffssant
3x Madolche Magileine
1x Madolche Marmamaid
2x Madolche Messengelato
3x Madolche Mewfeuille
1x T.G. Striker
2x T.G. Warwolf
2x Thunder King Rai-Oh

Spells: [15]
1x Dark Hole
3x Forbidden lance
1x Heavy Storm
3x Madolche Chateau
1x Madolche Ticket
1x Monster Reborn
1x Mystical Space Typhoon
2x Pot of Duality
1x Reinforcement of the Army
1x Shard of Greed

Traps: [8]
2x Bottomless Trap Hole
1x Dark Bribe
2x Madolche Happy Festa
2x Starlight Road
1x Ultimate Offering

So so so, were you thinking of a Tele build? Nope. Actually the psychological part of the name refers to the fact that the deck does a bunch of Mind Game with the opponent, let's see it closely:
T.G. Engine, goes into barkion/beast and makes us abuse tiara. Let's say that mew+gelato+warwolf actually turns into used Invoker+unused tiara (overlayed with 2 gelato, so if needed it could even be an excalibur)+mew in the grave+Chateau on the field (if needed this could be ticket, to summon another monster, but it's better to go into chateau that pluses us constantly). Bunch of comboes from nothing with this engine, good one.
2 TK, uh~~ well, how to say this, it stops lots of things in this meta, and is kinda good against things it doesn't stop fully, it's a beatstick for when we don't have chateau out, and since it's ours we have to decide what to do, if summon this or go into magi, based on moments. First psychological card, once an opponent sees 2 of this, he'll think there's a third one. Let's explain psychological first, it actually consists of making the opponent think we have a card we don't have, or we don't have a card we have.
1 Ticket, just 1, it's really good, I can add him when I want, doesn't clog up my hand with two copies of this, and it's kinda recyclable with both marma and tiara.
1 Typhoon, psychological card, the opponent would expect one more, at least, and would be careful while you activate/set something. At 1 it's just perfect, makes good mind games and is drawn mainly when you need it, a.k.a. late game.
1 Shard of Greed, mind crusher, once you activate this with chateau on the field and starlight road setted, your opponent just won't know what to do. Once you crush your opponent's mind with this, you'll make better mind game against him (this is based on some random things I know about psychology from when I helped my cousin for his studies about this. Basically once a person, the opponent, receives a little shock from something bad that happened, and in this case it'll happen, mst on chateau, I draw 2, mst on shard, continue comboeing with chateau, mst on the facedown, regret about not hitting the other 2 cards that'll make me combo and draw, using heavy, hit by starlight, he'll try to focus more on everything, effectively accelerating his mind. Once a persons focuses too much on this deck, he'll think of possible cards I play, falling in all of my traps. This deck does use a lot of mind crushes like that, and you're free to use words, too).
2 BTH and no warn, no paying cost, and some mind game, from a deck that controls this lot, he'll expect warn rather than BTH, and he'll see his monsters banished.
1 Dark Bribe and no Judgment, same as up here, he'd rather expect judgment than dark bribe.
2 Starlight Road, when one isn't enough, here comes the second one. Mind crushes the opponent and makes perfect mind games. If he sees one of your starlight roads, he won't think you even play another one, and here it comes.

Some more explanation about what exactly is Mind Crushing the opponent and how to:
Mind Crush works whenever you can make your opponent fail his expectations or make him regret something.  Given this, other than plays that can mind crush the opponent, even words would make it, they're your better allies. Once game one is finished, you can spoil something about your decklist and what you're about to side, like "I play just 1 typhoon, I'd add some more and dust tornadoes against your deck", that'd do perfectly the trick. In order, Mind Crush, adding some expectations for the next game, and siding pretty hard, 1 mst and 2/3 dust tornadoes. When the opponent is focusing on you after you mind crushed him, he'd forget to think about what HE is going to do, probably expecting all of this side, he wouldn't side continous card, but more likely some effect/summon negation, that we can easily avoid with our 2 msts and 2/3 dust tornadoes, other than baiting our monsters. Mind Crush works good when baiting, too. Let's say I summon magileine and try to search, just say, "hope you don't negate, since I'm going to search butler". What would he do? I believe you all got the same impression, he'd obviously try to negate it someway, while keeping our tiaramisu far away from some damages.

Ending this post, this deck is a good deck for good and experienced madolche players. If you want one more tip, just remember "Madolches are all about +1s, controlling and risking, 'nuff said".

See Ya.

1 comment:

  1. now there's an interesting way to play this deck.I wonder if the same could be done with gishki decks

    ReplyDelete