Tuesday, 24 April 2012

Chaos Gallis


Not come up with anything I feel is really notable this week, so I’m going to post a deck I said I would I while back but never got around to. This is kind of old, but I tested it fairly recently and it is still powerful and really fun to play.



2 Tragoedia
1 Gorz the Emissary of Darkness
1 Black Luster Soldier – Envoy of the Beginning
3 Chaos Sorcerer
1 Caius the Shadow Monarch
3 Dimensional Alchemist
3 Gallis the Star Beast
3 Genex Ally Birdman
3 Tour Guide from the Underworld
3 Ryko, Lightsworn Hunter
3 Maxx “C”
3 Effect Veiler
2 Lyla, Lightsworn Sorceress
2 Card Trooper
2 Necro Gardna
1 Witch of the Black Rose
1 Blackwing – Zephyrus the Elite
1 Sangan
1 Tour Bus from the Underworld
1 Plaguespreader Zombie

1 Mist Wurm
1 Locomotion R-Genex
1 Red Dragon Archfiend
1 Scrap Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 T.G. Hyper Librarian
1 Ally of Justice – Catastor
1 Armory Arm
1 Number 39: Utopia
2 Wind-Up Zenmaines
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon

Something I think I’ll mention first off as a running trend of mine is I often make bad choices in terms of the side deck, so I’ll generally leave that out of these lists. If I do include it, it’s because I’m very confident in it. This side deck though is frankly bad though, so I advise you to disregard it.

So this is an all monster chaos deck built around Gallis the Star Beast, a card which I first decided to mess with a while back and absolutely loved. It is a three star monster that can be special summoned by sending the top card of your deck to the grave, then deal damage equal to the sent monster’s level multiplied by 200. Although, it is destroyed if the card you sent is not a monster. As a result I think it is only really a good choice in pure monster builds (although I occasionally see it being run in Windzectors alongside spells for some reason.)

Anyway, Gallis at three and Genex Ally Birdman at three is the foundation. They can be used in combination with each other or various other cards for devastating effect. Adding Gallis back to hand to special summon Birdman allows for easy rank three plays, and potentially some rather hefty burn damage and mills, depending on how your luck is. I get good and bad with it, but the bad rarely bothers me and milling a Tragoedia for 2000 damage is very satisfying when it happens.

There are the standard chaos cards in here in the form of Black Luster Soldier and Chaos Sorcerer. Both have fantastic synergy with Genex Ally Birdman, although especially in the case of Chaos Sorcerer – not only can it allow for double removal very fast, but it can also synchro with it for Locomotion R-Genex. This means Sorcerer and Birdman together can effectively eliminate any three monsters before the battle phase has even come up. Milling is almost never a problem, stuff goes to the graveyard very fast in this deck, so playing these cards is very easy.

Hand traps exist in the form of three Effect Veiler, three Maxx “C”, two Tragoedia, and one Gorz. Maxx “C” is starting to prove a little more dead as of late, but I’m still happy with it at three. Veiler is useful against so many things, Tragoedia is extremely versatile, and Gorz will never have problems being dropped because you play no backrow. You need these really, because aside from Necro Gardna, the deck has no way of actually defending from attacks.

Tour Guide at three, Sangan at one, and Tour Bus at one makes for another rank three engine. The engine is backed up by Gallis and Birdman, which provide some rather useful outs in case of Veiler. Gallis can simply special summon and make for a rank 3 anyway, and Birdman can add the Guide back for another go next turn.

Tour Bus is tech really, not strictly needed, but I find it useful because this deck has a habit of milling my other Tour Guide targets, and milling a little random graveyard control is rather nice. Drawing into it is rarely a problem, again you can just use it with the Gallis or any other level three, its pretty easy to have one out.

Dimensional Alchemist is run at three for a couple of reasons. First off its effect will always hit a monster if used, so he will be able to get something back every time. This can make him useful from turn one; summon Alchemist, banish, pass. Even without that though, the chaos monsters among other things mean that you’re banishing like crazy anyway, and that makes Alchemist a very useful recycling card that the opponent isn’t that willing to kill a lot of the time.

The mill engine of three Ryko, Lightsworn Hunter, two Lyla, Lightsworn Sorceress, two Card Trooper, and the Gallis’, is pretty fast, and because every possible target for your milling is a monster, even more so. Ryko at three was something I’d originally declined, but the deck needs it as outs to certain problematic cards, and three mained is best from my testing. Lyla is great bait for certain backrow, something that you’ll want to get rid of before you drop your big boss monsters, and Trooper mills and lets you draw when destroyed, so you don’t lose a thing.

Random benefits from the milling can be found in the form of Necro Gardna, Plaguespreader Zombie, Blackwing – Zephyrus the Elite, and Tour Bus from the Underworld. None of these are really dead in hand either, at worst you can just throw them out when you have nothing better to play. Gardna is fantastic for controlling the tempo of the game, Plaguespreader is great for random synchro shenanigans, and Zephyrus serves a similar role to Birdman in recycling cards back to hand.

The last two cards in the main deck are just my personal tech choices, Caius the Shadow Monarch and Witch of the Black Rose. Witch is a level four dark tuner, and with its effect to self-destruct no longer being a risk, becomes a plus one on summon. Caius is used as additional control, taking out anything that’s being pesky and blocking your plays.

The extra deck consists for the most part of fairly standard stuff. The usual synchros are there, and there’s the rank three xyzs for the deck to make use of. I’ve wanted two Leviair but cannot find the space for it at this time, might take out Hyper Librarian for it but Librarian is actually pretty good in this build, if only as a beater.

Locomotion R-Genex can put things heavily in your favour, and the opponent will struggle quite a bit to recover from it. I usually treat summoning it as a win condition, as, even if the win isn’t instant, it’ll leave the opponent tapped out of resources while you can just keep going.

Bit of a WTF factor in there though is Red Dragon Archfiend run in place of Stardust Dragon. This is something I opted for to help me against Skill Drain decks, which are a very, very difficult match-up. A 3000 beater can help a great deal, and Stardust is something I have never needed here anyway – this deck recycles so much that destruction really doesn’t bother me even when I overextend.

Similarly hated match-up alongside Skill Drain is Macro, or any deck that banishes excessively. Best hope really there is to take out the banishing cards with Ryko and Lyla. Although, fun little ruling, Macro Cosmos will not stop Gallis effect. The mill for its effect is not a cost, and it will just be banished instead, while damage will still be inflicted.

Might add more on this later, but that’s it for now.

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