Actually working on some karakuris, other than the roid deck.
Of course the roid one is meant to be only fun, while this can easily be tier 1.
You know I don't like mainstream things, but karakuris are, along with infernities, the only decks I used at least once in each banned from when they were released.
Still, against the mainstream itself, I'm playing a build focused on +1s, baiting and mind gaming.
The deck is kinda good, since it does play 3 ninishi, obviously, to go into insta synchro, 3 inashichi, to +1 at every time, 3 anatomies, +1s on the road, and baits out your opponent MSTs, 3 Cash Cache, search what you need, still a 0, but really good, since it fuels anatomy, too, and searches lots and lots of pieces for the combo, 3 safe zones, protection, on beast mainly, but even other things, and is a really useful card.
Let's just say on of my ordinary hand:
1 Anatomy, 1 Cash Cache, 1 Inashichi and 3 other random cards.
You know how many pluses this one is? NS Inashichi and search (+1) cash cache, activate anatomy, activate cash cache (+1-1=0), search random cards for your comboes next turn, usually either inashichi or ninishi (0+1=+1), activate another one and search for inashichi or ninishi, based on what you already have in your hand (+1-1+1=+1), send anatomy to the grave (+1-1=0) and draw 2 (0+2=+2).
This is a standard one. Consider that everything in this combo is searchable and played in 3 awesome copies. If you have a ninishi in your hand, too, this play goes into beast, with a set-up next turn for barkion (searchin sazank in place of inashichi) and could have made you draw a safe zone, making you sure to win that game in most cases (in this meta, the only thing I can think of that can counter this combo is lyla or ryko, or other monsters/traps that do destroy spell/traps. Still, making barkion should be a good enough protection, and having some starlight road against BRD is always useful.
And, what if we add another card to that combo?
2 Anatomy and 1 Cash Cache/1 Anatomy and 2 Cash Cache, and 1 inashichi. I think I don't even need to explain this, it's just that you draw 2 more cards losing one, so another +1, ending it up with a +3.
I actually like a lot karakuris, in the same build they can go into OTK or into control, not considering how easy is to combo doing both a giant monster that +1s you off every turn (bureido) and beast.
What's more, they're really versatile. Sazank can kill Laggia easily, improving your match-ups against Rabbit, but it's not the only thing, it can kill lots of things only to minus the opponent and making them lose their cards. And, yeah, it does send, so you can use it easily on zenmaines and maestroke, even tiras if you happen to encounter it, and even stardust that is seeing some more play with 3 teleports.
Yup, good deck, I'll use it for long time, I believe. Tomorrow I'll post the actual list.
13/09/2012
10/09/2012
Card of the Week #14: Expressroid
| When you Summon this card, you can add 2 "roid" monsters from your Graveyard to your hand, except "Expressroid". |
1.If there were only 2 roid monsters in the grave at the moment of this card's summon, and the opponent chains D.D. Crow, you'd still be able to add the remaining one to the hand.
Well, that's all, no explanation to this.
Close look, then we'll go for the true review:
"Roid" monster, quite some supports, expecially the ones we'll see during the review;
EARTH, if you insert a tele-engine (just to be original, LOL), you'd be able to go into Naturia synchros;
LV4, good level for XYZs, 3 would have been overall better, but you'd have lost the support that gear gigant x gives you. What's more, monk summonable;
Machine, again, mainly for XYZ reasons;
Stats, 400 ATK (and machine), machine duplicable, 1600 DEF, not that this other stat does really matter, lol.
Yeah, yeah, again, what about this clean +2?
Summon this, add 2 cards, +2. Machine duplicate this? -1 from machine duplication, +2 from the summon of the other two, and their effects for an overall +7. And you'd have a field of 3 machine lv4, could easily mean gear gigant that searches something good.
In terms of cards advantage, this card should never had existed, but it has some real problems.
The card itself is really huge, in the past you'd have used future fusion to fill the grave, maybe searching future with fusionist+junk synchron, but actually we've lost Future Fusion in the September 1st banlist.
If you want to use and abuse this card, the best way to fill the grave is, probably, using some random mill engine, or a merchant engine, then call of the haunted, monster reborn, limit reverse, Grandsoil [citation needed] and likes.
Think of a deck with a good mill engine, this card along with roids, cyber dragon and Power Bond, Chimeratech would easily reach 800x4x2=6400, but I suppose you have other cards, just another one and it would be 8000.
But this card gives its best in some comboes. Just see Ambulanceroid and you should get everything.
Summon this with ambulanceroid on the field, add 2 and SS them. Possibily XYZ them in something, leaving ambulance on the field, and use Express with another monster to go into Gear Gigant, use its effect detaching expressroid, add it back from the grave, SS it via Ambulanceroid, use its effect, add two more and SS 'em. Theorically speaking it's a loop, but, yeah, we've got something like 5 monster zones, they're not enough.
Still, it would make you end the turn with 2 gear gigant x, 1 R4 XYZ, 1 R3 XYZ, if the opponent is still alive, of course.
I know that could look like a little field, but don't forget the main point, "this isn't a combo deck, but a deck that goes into wild +1s, and sometimes comboes to go into field advantage, too".
Going into big card advantage is one of my dreams since I started playing madolches, so this card really does fit me.
Once you have a giant hand, and possibily a giant field, the already named Power Bond should make a giant beast ready to follow you.
Ambulanceroid on the field, in hand Cyber Dragon, power bond and expressroid, in the grave double expressroid and some targets.
Virtually summoning Expressroid should do:
Add double expressroid, SS them via ambulance,
eff expressroids, add 4 targets and SS 1 lv4 (3 monsters in hand added via them),
express+express into gear gigant x, express+lv4 into gear gigant x#2,
eff first gear gigant, detach and add express, SS it via Ambulance, add 2 monsters and SS one LV4 (4 monsters),
Express+LV4 into Gear gigant#3/another R4 monster, I'd suggest another machine monster,
Eff geargiganto#2, detach and retrieve express, SS it via ambulance and add 2 cards (6 monsters).
You now have Ambulance+2 gear gigant+1 machine XYZ+1 Express, power bond and cyber dragon in hand and 6 other machine monsters in hand, using power bond on everything (if you want to, maybe you have some other card to combo and then you'll keep something) would mean having a overdragon with 12x800x2 ATK, 19200 ATK, then. Virtually.
Still, this card is a clear +2, that can be used and abused, just think that with ambulance on the field and monster reincarnation you'd be able to pull off this combo if you have got some grave set-up.
Monk into this is a +2 that can XYZ into a R4.
This then Teleport is a Barkion/Landoise/random synchro.
Good and versatile card, I'm actually building something, if it's successfull I'll post it here.
Stay Tuned, I'll post something tomorrow or the day after tomorrow, probably.
07/09/2012
More About Madolches: Teleport-less Psychic Build
Yet again, don't think of me as a mad scientist that works with cards in place of strange liquids, but hear what I'm about to say before.
What about a build that plays some psychic, but no teleports? Let me explain:
This, played in 3 copies, and Magileine, played in 3 copies, will be good starting hands, because they let you set-up your game and stabilizing it all.
So, the little engine I was talking about is:
3x Serene Psychic Witch
1x Esper Girl
1x Psychic Commander
It gives you access to synchros, naturias too, and to easier R3, stabilizing your game and starting hand, and provides some more Mind Crush to the opponent because he's probably expecting Emergency Teleport, too, making him keep his negation cards for teleport and derivated sheningans. (Read this post for more explanations on Mind Crush and psychological game)
So, so, why am I not playing this already if it is that good? Because I haven't tested it yet, while I tested a lot the other one.
What's different between this engine and the T.G. one? The T.G. one usually explodes at once and does extreme comboes, this one is slower, but stabilizes the game alot, expecially against bad hands.
So, shouldn't teleport be played in here? If you've got slots, why not, I'm talking about builds with few slots free.
I believe this engine is kinda good, plays a little different, it's more for control builds. If you want to try it out, take the other build I linked before and do:
-1 Striker
-2 Warwolf
-1 Reinforcement of the Army
-1 Thunder King Rai-Oh
However the other build isn't exactly the most appropriate for this engine, but it's still good enough to try it out. I'll post something once I have time to build that.
Stay Tuned, I'm trying a couple of things lately.
What about a build that plays some psychic, but no teleports? Let me explain:
This, played in 3 copies, and Magileine, played in 3 copies, will be good starting hands, because they let you set-up your game and stabilizing it all.
So, the little engine I was talking about is:
3x Serene Psychic Witch
1x Esper Girl
1x Psychic Commander
It gives you access to synchros, naturias too, and to easier R3, stabilizing your game and starting hand, and provides some more Mind Crush to the opponent because he's probably expecting Emergency Teleport, too, making him keep his negation cards for teleport and derivated sheningans. (Read this post for more explanations on Mind Crush and psychological game)
So, so, why am I not playing this already if it is that good? Because I haven't tested it yet, while I tested a lot the other one.
What's different between this engine and the T.G. one? The T.G. one usually explodes at once and does extreme comboes, this one is slower, but stabilizes the game alot, expecially against bad hands.
So, shouldn't teleport be played in here? If you've got slots, why not, I'm talking about builds with few slots free.
I believe this engine is kinda good, plays a little different, it's more for control builds. If you want to try it out, take the other build I linked before and do:
-1 Striker
-2 Warwolf
-1 Reinforcement of the Army
-1 Thunder King Rai-Oh
However the other build isn't exactly the most appropriate for this engine, but it's still good enough to try it out. I'll post something once I have time to build that.
Stay Tuned, I'm trying a couple of things lately.
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.
05/09/2012
After-Birthday Post///Some Random Thoughts
Yesterday was my birthday, 15th one, to be precise. I had an Ikea chair named Fingal (for those who don't know, the Ikea is a big store for furniture, but it sells them to-be-assembled, DIY FTW!) as a present, I really like it, even after losing an entire morning assembling it, had few problems.
Going on today's topic, some random thoughts:
-Why, just why Konami does have to make OCG and TCG more and more different? I already don't like that we have 2 big game zones, and some other, in terms of cards, but they even change the text of some cards to change the rulings, I just can't get it. Madolches lost their ability to avoid warning and be bounced back to hand/deck (and even DDV), now they'll get hit heavily by both. Sad thing is sad.
If I were in charge of Konami, I'd try to unificate totally the game in all the world, I'd create an expansion for TCG and one for OCG that contains the OCG-only or TCG-only cards to unificate them, and then I'd wait for the OCG release of a pack till the TCG one is ready too, so, Vote Leodip, LOL.
-Next Meta? Good one. I know I already said that, but I'll like the next meta. As you all should know, I like doing crappy deck, I'm actually working on a toon one, just guess my limits. A control meta is what persons like me should like a lot, with a slower pace, even crappy decks, if fully charged on backrows can play really good. This'll take me to the next thought.
-Low Monster Count, for the next meta, I'd like to go into this style. I'm already trying it, the Toon thing plays 9 monsters. I'd really like it.
-Random Control Thingies, actually I'm trying everything with a random control style, even OTKs and likes. This is the future. Have an idea and don't know how to develop it? Before everything, try it controllish, then try everything else. The Toon thing actually won me quite a few games.
-Next posts, I'd like to talk about a new madolche build, Psychological, with a full guide to it, and this toon thing. but I'm actually running out of ideas, if you want to read about something in particular, even a little guide to some archetype or deck, I'm open to everything.
Stay Tuned.
Going on today's topic, some random thoughts:
-Why, just why Konami does have to make OCG and TCG more and more different? I already don't like that we have 2 big game zones, and some other, in terms of cards, but they even change the text of some cards to change the rulings, I just can't get it. Madolches lost their ability to avoid warning and be bounced back to hand/deck (and even DDV), now they'll get hit heavily by both. Sad thing is sad.
If I were in charge of Konami, I'd try to unificate totally the game in all the world, I'd create an expansion for TCG and one for OCG that contains the OCG-only or TCG-only cards to unificate them, and then I'd wait for the OCG release of a pack till the TCG one is ready too, so, Vote Leodip, LOL.
-Next Meta? Good one. I know I already said that, but I'll like the next meta. As you all should know, I like doing crappy deck, I'm actually working on a toon one, just guess my limits. A control meta is what persons like me should like a lot, with a slower pace, even crappy decks, if fully charged on backrows can play really good. This'll take me to the next thought.
-Low Monster Count, for the next meta, I'd like to go into this style. I'm already trying it, the Toon thing plays 9 monsters. I'd really like it.
-Random Control Thingies, actually I'm trying everything with a random control style, even OTKs and likes. This is the future. Have an idea and don't know how to develop it? Before everything, try it controllish, then try everything else. The Toon thing actually won me quite a few games.
-Next posts, I'd like to talk about a new madolche build, Psychological, with a full guide to it, and this toon thing. but I'm actually running out of ideas, if you want to read about something in particular, even a little guide to some archetype or deck, I'm open to everything.
Stay Tuned.
03/09/2012
Card of the Week #13: Queen Dragun Djinn
Back with the regular card of the week, well, let's see some rulings and then we'll continue:
1.This card's effect to special summon a monster from the grave targets.
2.Costs and effects that work in the grave will work however even if the monster was summoned via Queen Dragun.
There isn't much to explain, however:
1.It clearly says that in the text of the card, remember you can then use D.D.Crow on the monster that would be special summoned.
2.The costs can be payed since djinn negates the effects of the monsters she summons, but costs are still available. Second one is just like veiler, if you veiler a sangan, that sangan's effect will work.
So, taking a closer look:
"Djinn" monster, works with the other djinn, maestroke mainly since they're both R4 and then have the same materials;
DARK, awesome, really awesome supports, and another thing we'll see later;
Rank 4, easily summonable, and it's generic with only 2 materials;
Dragon, some good supports over here and there;
Effect, reborner that protects other dragon from being destroyed by battle, just think of block golem for some fun, lol;
Stats, nice, not even good, but still not bad, 2200 ATK and 1200 DEF. Being both DARK and 2000+ ATK, we can go into some virus. Yeah, you heard right, this card is basically generic virus fodder.
So, so, what's about this card? This card is awesome, Deck Devastation Virus generic fodder and reborner for dragons. Dunno why, I really like this card. Just consider you can reborn a darkflare dragon with this card's effect, then discard a dragon and send another one from the deck, or summon lightpulsar and SS red-eyes darkness metal dragon when it's destroyed, special summon a tefnuit, tribute it for su, get a normal monster, go into atum, SS redmd, special summon tefnuit from the grave and overlay gaia over atum and so on.
Good card is good.
However, listing various uses this card has will make this a way too big post, so I'll just jump to deck ideas and things like that.
Consider how debris that SS block golem can go into this easily, just for something pure-ish. But I believe I'll like a lot using Monk to go into armageddon that sends something (I'd say Darkflare Dragon), go into Dragun, SS Darkflare, use its effect to send something from the hand and something from the deck (I'd say Lightpulsar, if possible send even REDMD), next turn just SS Lightpulsar too and we're already going good.
Another funny use could be using the old and never-considered hieratic trap cards. I always loved them, tribute a monster, do something. Well, let's say we summon Tefnuit with Queen, attack with queen and opponent tries to activate mirror force, activate Hieratic Seal of Reflection, tribute tefnuit and negate, SS a LV6 (if you want to try a hieratic dragun) or a blue-eyes/Hieratic Seal of the Sun Dragon Overlord (the last one will just be called seal dragon from now on) (if you want to try a control build) and use champion's vigilance when needed. Just funny ones, of course, if you want something serious just play something that can easily do a R4 in hieratics and you're ready.
And what about summoning a Darkflare with this card's effect and then tribute it for deck devastation virus? Wouldn't that kill actually every deck? I really like DDV, it's the stronger one, I believe that CCV isn't anymore any good if compared to DDV, except for the tribute that's actually easier to get, but, hell yeah, we've got a generic tribute fodder, I'm ok with this.
I think I'll try a control build, I don't like the hieratic dragun since it's really similar to regular hieratics, and I don't like them.
Sorry for the fast post, it actually was just a bunch of ideas put together, since I'm doing some works, and tomorrow's my birthday, I actually had only a bit of time, just enough to write this.
Don't forget to vote in the poll (right side of the layout, know, the text is grey and it hides itself, but I wrote the code wrong, lol). 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.
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.
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.
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.
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.
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. |
| When this card is Normal Summoned or flipped face-up: Add 1 "Spellbook" Spell Card from your Deck to your hand. |
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 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. |
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.
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