Showing posts with label Spellbook. Show all posts
Showing posts with label Spellbook. Show all posts

25/02/2013

March 1st: Next Meta, Renewal

With the coming of the new banlist, I've got lots of things to do. The two things aren't related, I'm busy because of other thingies, and thus I didn't have time to work on my decks for the new meta more than a little bit. For this exact reason I decided to write this post about changes in Yugioh and changes that will affect my decks and how.
First of all, general meta:
Meta should be easily Mermails and Spellbooks, highly supported by Konami, and Fire Fists.
Fire Fist is a great deck that I don't like to play (sadly, others say it is plenty of fun) and has a lot of potential. I don't know this one very well, but it is easy to guess that after some time after the banlist (about 3 weeks at most) most will drop Vorse Raiders. The reason Vorse Raiders were played was pretty much DDV. Currently, though, the main thing that DDV hit was Wind-Up, and the latter won't see much play, even though I'm really liking this one now. Bear aside, the deck doesn't even cost too much (correct me if I'm wrong, I'm not really expert with prices).
Mermail and Spellbooks won't change much, Mermail is play-ready from the first days of the new meta without any problem, while spellbook is still waiting Judgment Day in the TCG.
Hand Traps are about to become useless, since neither Veiler nor Maxx are that good against those decks. However, if you're forced to play one (like me with Hootcake in Madolches), play 2 Veilers and you're okay.

This is our meta. End.

My decks:
Let's first say that the next meta I'm probably working on my decks more than usual, if I get some time, because I wouldn't want to play one of those three for tournaments (even on DN, I just don't want to). I'm probably working on them to make them meta-ready, and thus have big advantages against those decks. As of now, I'm playing Gate HEROes, AZ kills Mermail and I can do something against Spellbooks. However, even though I didn't test yet against Fire Fists, they should have the upper hand, because my AZ's blow-ups can't do a thing against a previously on the field bear or an addition tensu's summon.

For the other decks, let's see Chain Beat. Here is my previous list, I believed I changed it alot, even though not remember how, even before the new banlist. As you can guess, Tour is bad now in this deck, since I can't bring Zenmaity anymore. This isn't that hard to update, I just have to change my main search engine for Rabbit with another one. Tenki's the way. Dropping the entire Tour engine we get 4 slots, dropping a Warning will result in 5. We have multiple ways to use those. 3 Tenkis and 2 Bears. Provides search power and additional searchable monster hate. With 2 TKs this is a viable option, however I'm trying to get this in RL, and thus I can't make it cost that much. For a budget build it will simply be 3 Tenki and 2 Winged Rhynos or 2 Tenkis, 2 rhynos and 1 Horn (great card), or 3 tenki, 1 rhynos, 1 horn. I believe the latter is quite unstable, since I've got 4 targets for 3 cards. It's true that tenki has a power-upping effect, but 3 for that isn't that good, and opening multiples maybe isn't awesome. What's more, 3 could clog your S/Ts, so I'm using the second. In the other changes I already did there is an Orichalcos mained. It's great because Rabbits becomes, usually, 1400+500+100=2000, more than TK, and Rhynos can take care of Megalo, Junon and Soko.
I'm waiting for Thunderbirds and HA7 to play them, and the build should change alot.

Infernities XYZ. A general guide here. Well, I'm not playing this in RL for economical reasons, but with Lavalval it could be great against Mermails: they can't play Macro Cosmos and we have easy access to Dweller. Spellbooks could be a rough match-up, but I think we can handle them and possibly OTK 'em. Fire Fists are still unknown to me, so I don't know.

Collapserpent-Wyburster Monarch. Here the list. As usual, it can get Dweller out, thus it is good thing against Mermails. It plays Vanity's Fiend leaving only Undine and Pike+infantry as an out to it. As for spellbooks, we can't get Shock Master out, but Caius, Vanity's Fiend and Soul Exchange can give them an hard time. No MUs here.

Madolches. As you probably know, there'll be Hootcake in LTGY. That one card will give us Madolche player a giant push in the right direction. We can easily do Tiara on turn 1, if necessary (it sure isn't). Of course we have access to Dweller as nothing, and with some effort to Shock Master, too. Having both is great for the next meta.

There will be the main decks I'll work on, given what I know right now.


Here is all I could write in these days, sorry if I'm really busy and can't write more. See Ya.

29/01/2013

Madolche Magileine

When this card you control is destroyed by your opponent's card (either by battle or by effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is Normal or Flip Summoned: You can add 1 "Madolche" monster from your Deck to your hand.
Well, great, uh? I LOVE this card, she's quite of awesome. Not because it is an auto-searchable stratos that recycles herself, that is perfect for naturia synchros, for arcanite or for her splashability, but because of her art. Oh, come on, a witch on a fork with eyes with different colors and that's quite "moe", why shouldn't you love her?
Put aside how lovely she is, she's the centerpiece of Madolche decks, makes the deck work. Search another copy of her, resulting in a +1 in no matter the deck, then if she's destroyed, you get to recycle her making her another possible target for another copy of herself.
Let's see why this card is good in steps:

Recyclability and Searchability
The titles says it all. Starting off this card on first turn is a pretty consistent opening, since it doesn't really reveal you deck (saying that you're splashing her in another deck aside madolche and spellbook), conducting to misplays based on misjudgments. It is a +1 on the very first turn and as a splashable engine it is a lot more stable than Gadget's, that basically do the same thing in some decks (Gadget are sometimes, or it's better to say "were", used only as an engine to generate +1s in stun decks or such) but eating more slots in the deck. For stun decks based on +1s, gadget are still better, but in decks where you can continuously stun your opponent's monsters, this card is way better. Doesn't eat too many slots if compared to gadgets, leads to less dead draws (double gadget in hand), is better for long games since magileines recycles themselves continuously.

Versatility
Magileine is spellcaster, and thus she works wonders with Spellbooks, power makes her a 2400 that searches when destroys a monster. Being spellcaster is awesome with some random LV3 Tuners to go into Arcanite and destroy two cards. Going into Naturia Synchros with a LV1 EARTH Tuner or LV2 (won't consider Landoise since I don't like him, aside from a few decks). Being LV4 makes her great R4 XYZ material in two turns.

Engine Expandability
The engine should be 3 Magileines alone if the deck supports them, otherwise you should include some monster hate, too, but that depends on the deck. However, what's great about this deck is that you can expand it, too. Add Butlerusk and you'll have a walking Terraforming that afterwards makes you a R4 XYZ, add in Cruffsant in a deck where you play beast supports (Horn of the Phantom Beast is good, too) and you'll have a 1500 at the worst, 1800 usually, and eventually 2100 and so on, recycling you magileine for more searchs and +1s, while having a monster that could be used for bounzer, big-eye, drago-SAC or whatever based on what you're playing.

Dodging Ability
Dodges BTH, makes your opponent's Solemn Warning a waste of 2000 LPs (since you'll get to recycle her), if on her alone TT turns into a -1 for the opponent and so on. If you attack with this into WU Rabbit, you'll have the upper hand, tenki or factory aside.


Really, the only bad sides of this card are not working when flipped face-up (an attack, for example) or Special Summoned and having poor ATK. That's it. And you should love the artwork.

See Ya.

02/09/2012

Spellbook Engine

Here we are again, another splashable engine. Well, more than splashable, since it's kinda big, is a support engine for spellcaster deck.
Let's start saying I hate most of the prophecy monsters, except some, around those I built a deck (I'll post it sometime), so what I'm gonna write is mainly a spell support.
Actually, what are the spellbook? They're a group of spells that support indirectly another archetype, prophecy.
Those have a really stable engine, since they play lots and lots of searchers, let's see some.

Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.
Activate this, search any spell card. Good, it's your sixth copy of every card. It's even going to strangely search the next card.

When this card is Normal Summoned or flipped face-up: Add 1 "Spellbook" Spell Card from your Deck to your hand.
Even if secret is meant to search mainly the spell card, reading it better it says "card" and not "spell", meaning you can search even this. Basically, secret can become an easy +1 that can search itself, too. Just secret into this (called batel because of the original name, I'll call it like this for the rest of the post) (-1+1=0), summon this and search secret/another card (0+1=+1).
These two are the cards that make the engine work, since they can search everything without minusing you. And remember you can summon this card face-down, if needed, and then when attacked can search you a card. Works wonderfully even with the other cards, and usually can do even gachi gachi, if you play something with lots of ATK modifiers, and can be a target for power that he himself can search. Along with secret, this can be you ninth copy of each card.

Target 1 face-up Spellcaster-Type monster you control; until the End Phase, it gains 1000 ATK. Also, until the End Phase, each time it destroys an opponent's monster by battle: You can add 1 "Spellbook" Spell Card from your Deck to your hand. You can only activate 1 "Spellbook of Power" per turn.
Actually, 1000 ATK booster, giant one, and searcher, too. Notice how it's kinda generic. If you don't want to play the full engine, you can even play 3 of this in a spellcaster deck, since one can search the other. However in the full engine it's easily searchable and retrievable.

Target 1 face-up Spellcaster-Type monster on the field and activate 1 of these effects; ● It is unaffected by other Spell effects this turn. ● It is unaffected by Trap effects this turn.
Even more specific, how good. This is a themed lance-like card. Since it hasn't any other connection to the archetype except the name and the art, you can play this in how many copies you like as generci protection. It's kinda funny how you can use this card against spellbook deck to avoid the 1000 ATK boost from power. As always, it's better in the full engine since it's searchable.

Banish 1 Spellcaster-Type monster from your Graveyard and reveal 1 other "Spellbook" Spell Card in your hand to target 1 Spellcaster-Type monster in your Graveyard; Special Summon that target in face-up Attack Position and equip it with this card. The equipped monster's Level is increased by the Level of the monster that was banished for this card's activation. You can only activate 1 "Spellbook of Life" per turn.
Personal reborner, raising the number of reborn you can play to a maximum of 4(+3 batel+3 secret=10). Really good, kinda generic, but still needs the full engine to work.

Spellbook Institute - La Maison
Once per turn, during your Standby Phase, if you have 1 or more Spellcaster-Type monsters in your Graveyard or on your side of the field: You can return 1 "Spellbook" Spell Card from your Graveyard to the bottom of your Deck, except "Spellbook Institute - La Maison"; draw 1 card. When this card is destroyed by your opponent's card effect and sent to the Graveyard: You can Special Summon 1 Spellcaster-Type monster from your hand or Deck whose Level is less than or equal to the number of "Spellbook" Spell Cards in your Graveyard.
Not really needed, since it's from abyr you are not obliged to use it, and you can't in TCG, yet, but still, recycles, draws, SS batel (even if pointless, but it can summon other spellcasters, so it's really good), and makes your opponent think a lot before activating some field spell or killing this with MST or Heavy Storm. Good card, since it's searchable, but not indispensable.

So, actually, what's the full engine?
3 Batel
3 Secrets
2-3 Power
1-3 Wisdom
1-3 Life (probably 2-3, but depends from the build)
0-2 Maison (I'd say 0-1, but still, depends from the deck, could even be 3)

0-3 Apprentice (not really needed, but speeds-up even more)
0-2 Monk (well, more than a card of the engine, is a card that already should be there if we're playing this engine, I'll explain exactly why later)
0-2 Magical Exemplar (SS, gets counter really easily and can be summoned easily via monk, other than being spellcaster and work good with apprentice)

The last three are the less-needed ones, but really good.
Basically, the main purpose of this engine is just 2 things: Speed-up the deck with generic supports that increase ATK, reborn monsters, protects and let you draw AND adding spells for cards that require spell counters or discard fodder for Monk.
Yeah, really, discard fodder isn't a bad idea, it's actually the one I'd use more if I was to build something, I would build it mainly to abuse of monk. Remember the deck I named before? The next week I'll post it, you'll see what I meant.
Spell Counters, actually, not a bad idea, abuse of exemplar and magical citadel of endymion and we can have fun. Monk into pathfinder into citadel, then just do the usual secret, batel, add power, ATK, rinse and repeat.
Since you can protect your monsters keeping field presence with both life and wisdom, a village build isn't bad, and don't forget that monk is a spellcaster, meaning that if we do as up here to search village in place of citadel, we'd have a setted-up village, with just one card and a random spell. Good enough, uh?
I'm talking mainly of for fun, but some can reach higher levels.

As always, if you have some other ideas, post them down here in the comments.
See ya tomorrow, with the card of the week.