Forum:Deck Contest 33: From the Script to Reality
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This contest will feature 4-5 archetypes that were shown in one of the Yu-Gi-Oh anime shows. The goal is to create a deck based around one of the Archetypes for the contest. Your deck must revolve around and use the archetypes to their best abilities. You must bring out the full potential. This idea was brought to you by Gadjiltron.
- You must have an account to participate.
- You may use cards from the OCG or TCG, and this contest of course includes anime-exclusive cards. But you may only use
- Must use the September 2012 ban list.
- Must use the Template:Decklist when posting.
- You must be polite.
- The due date is October 29, 2011. You will also receive 1 day for late entries.
Archetypes in this Contest
Reference the following navboxes for the anime-exclusive archetypes you may use. All anime-card card lore is from Tag Force video games if it exists or from the anime, if it dose not.
- N.B. The lore of the White Knights were used in the Phantom Beast cards, so the effects aren't overpowered.
Please add you user name to the archetype below. 2 Contests per deck.
EX: Lightsworn - User:Dark Ace SP
- LS are not being used in this contest.
- Timelord - Gadjiltron
- Clear World - Hastydemon2
- Cyber Angel - Ace
- Fossil -
- White Knight - UltimateKuriboh
- Fortune Fairies -
Also, if you have another anime archetype you would like to see, suggest it, you may have your wish granted. However if the effects of those cards are considerably overpowered, you probably won't see those cards. --Dark Ace SP (Talk) 19:25, October 21, 2012 (UTC)
I'm a bit torn on which one I want to choose, but... could we maybe add Fortune-Telling Witches? The Normal Monsters like Hikari-chan, En-chan, et cetera I mean, not the Fortune Lady cards Carly used as a Dark Signer. PHASE (talk • contribs) 20:03, October 21, 2012 (UTC)
- It seems like a Miracle Fusion to me in some regards, so go ahead and use it. ---Dark Ace SP (Talk) 01:13, October 23, 2012 (UTC)
I've noticed that Gabrion's the only Timelord that doesn't return to the Deck. Not sure if Tag Force picks up on that little flaw, but otherwise I'm personally calling hax there. --Gadjiltron (talk • contribs) 02:02, October 25, 2012 (UTC)
- Go ahead and treat it as if it had the effect to return to the deck. ---Dark Ace SP (Talk) 12:29, October 25, 2012 (UTC)
- How many users per deck? ----SharkTenjo 07:33, October 26, 2012 (UTC)
- For this contest the due date was October 29, but you can turn it in on the 30th if you need to. ---Dark Ace SP (Talk) 18:31, October 27, 2012 (UTC)
- But Kuriboh, if you're in this contest could you add your name to the registration area? I use that to create the exact number of headers in the Decks section below. Anyway, you can turn in your deck under the Archetype that you did, just remember to create a new Level 2 header and then add your deck under that. ---Dark Ace SP (Talk) 18:39, October 27, 2012 (UTC)
Please post your decks here, remember to give a short explanation of what your deck does as well.
"I am Dr. Fudo. And this... is my TARDIS. It stands at 40 cards tall and unleashes damage of up to 2000 damage a turn. You need an average of 24,000 Life Points to battle this Deck... for 12 turns."
(cue hearty laugh)
So, Timelords. Irritating lot, they are. Nobody takes damage when they battle, and they're impervious to destruction from battle or card effects. And when they battle, they screw over the opponent's field or Life Points by shuffling cards to the Deck, returning them to the hand, or doing damage. Or at least 2 of the above at once. Their main flaw, on the other hand, is that they're slow on field presence, since all of them (minus their boss Sephylon) shuffle into the Deck during their controller's next Standby Phase. Eventually, one would run out of useable Timelords to summon and get a superfluous new behind torn open by the opponent.
So, what's one to do when considering their lack of Deck thinning? Well, they already have a few options in the form of Temporal Machine Priestess, which acts as an instant search for any one Timelord I need, and Zero Machine Ain, which helps fill their Graveyard for Sephylon. Ain's upgrades, Ain Soph and Ain Soph Ohr, do a better job in giving 2 draws for 1 discard, though I can't always rely on them to be active frequently. I've noticed a number of times during Deck testing that my S/Ts aren't really needed, and as such Hand Destruction filters out what I don't need in hopes of getting better cards. Call of the Haunted serves to revive any Timelords purposely dumped by any means, or to recycle Priestess for more search power.
If there's a clear weakness in the Timelords, it's Skill Drain, or Dimensional Prison. That's why Mystical Space Typhoon is maxed out to clear out these threats, while Forbidden Lance provides temporary immunity. The 800 ATK drop doesn't matter because nobody's taking any Battle Damage anyways.
For the Timelords themselves, my ultimate goal is to destroy the opponent as fast as possible. Thus Sandaion is run in triplicate because of its consistent damage (not to mention ability to destroy monsters in battle), while Michion guts the opponent early in the game, and Raphion benefits off the opponent's massive beatsticks. The others are a little situational, so one of each.
The Extra Deck makes for a finishing move when I have Ain Soph (Ohr) active. Overlay any 2 Timelords during the Main Phase 2 and I get Gustav Max and a free 2000 points of damage. Combined with Michion and Sandaion (providing I get Michion to activate first) and it's an OTK.
When I first noticed the Clear archetype was in this contest I quickly took it. Why? I believe its a cool archetype and that it should be completed.
Now onto the deck. It all Dark so adding Allure was an obvious choice. Tour Guide can grab the other one of herself, Sangan, or Clear Phantom. And sicne Phantom's effect activates in the grave you can afford to keep him in attack mode, to destroy that monster and mill 3 off your opponent's deck. Sangan can search out just about the entire monster line-up. Armageddon Knight sends either Clear Vice Dragon or Vicious Kknight to be revived later with Call or Reborn, or if Dragon or Knight are stuck in your hand thats when Sacrifice come in, you remove from play Clear monsters from your grave to summon it without a tribute, so Cube comes in handy with that since he replaces himself with another from the deck. And that is where Good Goblin comes in, not only does it give you draws it puts a card that you don't need at that time (or mostly for Cube) back to the deck. Clear World can really mess with your opponent, Clear Wall won't destroy your Clear monsters which could help with Golem, Dragon, and Knight. Compulsory gets rid of your opponent's Synchro/Xyz monsters.
The extra deck is composed mostly of rank 3's due to Tour Guide having 5 targets, and the rank 4's are just in case I have the monsters, which most likely not last that long if they're not a Clear monster with Clear Wall activated. The Synchros are for situations when your opponent has the correct level tuner in their grave. The rest of the cards I didn't talk about are staples.
I wanted to add Malefic Stardust but couldn't find room for him, since I would have to lose my attacks with Clear Vice Dragon which would take care of my opponent's monsters that could run over Malefic Stardust.
So why did I do the Cyber Angels? Basically, I loved how Benten could do some serious damage, but it was mostly the art that had me hooked.
Anyway, let's cover our 4 bases. The main deck monster line-up consists of the standard Manju and Senju line-up for consistency purposes. Then we have 3 Cyber Angels in total, 2 of Benten and 1 of Idaten, just because she resembles Magician of Faith, who is banned for good reason. Next we have a set of 2 Tour Guides, 3 Releaser, and 1 Sangan. Tour Guide serves as a quick way to create the necessary 6 levels of tribute needed to summon either Benten or Idaten, and at the same time can also be used for a Rank 3, and set up the graveyard with Releaser for later in the game. Sangan and Reaper serve as extra Level 3 DARK monsters, who can search or stall, respectively. Finally, we have Caius, Chaos Sorcerer, and of course the daddy of all things evil, Black Luster Soldier - Envoy of the Beginning. Caius and Sorcerer serve as an exact level 6 offering, as well as providing possible outs to big monsters. Envoy should require no explanation. Effect Veiler is another trap card (Hand Trap), and it serves as another LIGHT and can make Level 4, 5, or 7 Synchro Summons if need be.
Next we have our Spells. I included Machine Angel Ritual, which was obvious, and 2 Rites. The Rites make it easier to Ritual Summon later, but without having to rely on drawing into Manju and Senju, and successfully summoning them. Next we have a few oddities. Forbidden Lance, Enemy Controller, and Axe of Despair, were all included to help Benten run over other monsters. One of the biggest challenges to this deck is the fact that Benten has only 1800 ATK points for a Level 6 Ritual, which isn't very impressive, as common beaters like Thunder King Rai-Oh or Elemental HERO Neos Alius can just run it over. So, Lance helps to make battle against higher ATK monsters easier, as well as cover for things like Bottomless Trap Hole. Enemy Controller is to help manipulate positions, so that Benten can kill things, and Axe of Despair is just cool as it makes Benten into a much more formidable 2800 ATK, as well as making most other monsters in the main deck have 2000 ATK or more. Yes, in general Equip Spells aren't great, but the deck just needed extra power, that wouldn't rely on other combos from 2 or more cards, and Axe was a answer to that.
The traps are all defensive in nature to help stall for a little more time to get the pieces together.
Finally, the Extra deck. The first thing you see is 5 Rank 3 Xyz monsters, this is because the Rank 3 monsters have a good coverage of effects, but they are also the most easily made Extra deck monster in this deck, because a good chunk of the deck is made up of Level 3 monsters, as well as 2 Tour Guide. I didn't include many Rank 4 monsters, as I felt getting 2 Manju or Senju on the field was unlikely, but could happen. I included 3 Rank 6 Xyz monsters, because the deck has a total of 5 main decked Level 6 monsters. Finally, we have a few Synchro monsters, because we can Synchro Summon with Effect Veiler.
As you can see here, this Deck is all centered around the LIGHT Warrior-Types. The aim here is to bring out the boss monster, "White Knight Lord". Stall cards such as "Messenger of Peace" and "Threatening Roar" are quite useful, especially if you bait out a "Heavy Storm" with a face-up "Messenger" and a Set "Roar".
Cards like "Photon Thrasher" and "Photon Crusher" serve as beatsticks, but also as Tribute fodder for the Lord, as they are normally strong enough to last a turn or two. "Tasuke Knight" can be used to stall out your opponent in a pinch, but unless your next draw is the Lord, you probably will be Xyz Summoning rather than Tributing it. The "White Knight Swordsmen" are basically treated as Vanillas, until they are in the Graveyard! From there on, they can be used to boost your "White Knight Lancers" and "White Knight Lords". I would prefer to Set these, dump them with "Hand Destruction", or wait until you have a Field Spell or a "Forbidden Lance" to help them in battle.
Cards such as "The Seal of Orichalcos" and "Luminous Spark" can help the Swordsmen to stand up to bigger monsters. Since "Luminous Spark" decreases DEF, I only put 1 "White Knight Gardna" in, as its DEF won't be effective if they are in play at the same time, but also because its effect is only useful for the Swordsmen and the White Knight Lancers (and barely at that). "Honest" and "Freed" are both self-explanatory.
"Forbidden Lance" helps to protect the Lord once it is out, and doubles as protection for the weaker monsters. "Photon Sanctuary" doubles as stall and Tribute fodder. "Hand Destruction" helps dump the Gardna, Swordsmen, "Tasuke Knight", and an unwanted "Terraforming" to the Graveyard. "Gozen Match" works wonders for this Deck, but could easily be replaced by "Rivalry of Warlords". The remaining cards are just staples.
Of course, there is the Extra Deck to take into consideration. With 4 exceptions, they are all LIGHT monsters, which won't interfere with "Gozen Match". Of those LIGHT monsters, only 2 are not Warrior-Type. Those monsters in question are 2 copies of "Constellar Omega", which can be used to attack fearlessly and also attack under your own "Messenger of Peace". "Number 10" is just in there for the lulz. "Radiant Photon Paradios" (or "Photoknight Paladius", as DN named it) is VERY good for taking down boss monsters, as well as netting you that extra card upon destruction.
When I look back now, there are many directions you could take this Deck. "Light Laser" would make a pretty cool combo with "White Knight Lord", but that would take more protection. "Lightray Gearfried" could VERY easily be put in this Deck, but that would take away attention from the original boss monster in this Deck ^^. The same applies for "Lightray Daedalus", which has a very nice combo with "The Seal of Orichalcos". I hope you take these possibilities into consideration when you vote! --UltimateKuriboh (talk • contribs) 01:17, October 30, 2012 (UTC)
Please add your signature under the name of the deck you think was best made for it's anime archetype. Add 4 tildes (~~~~) to make a signature, you must have an account to add your signature to a vote.
Honestly, I'm just sold by the Team Fortress reference that was put in the beginning. That, and I've tried Timelords in games that use Anime cards. Makes me wish Gimmick Puppet was put up, or that I could have suggested it on time. Vote for Timelord. Adamtheamazing64 (talk • contribs) 03:40, October 31, 2012 (UTC)