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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