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Guide To Building a God Deck: Based on the Creator Vol. 1


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This is thanks to Cakes Reptilliane Version. Check it out if you want to run reptillianes.

 

The creator deck type is focused on summon The Creator and to use his effects to special summon. Many times, people misplay with him and I have to shake my head in disbelief. So I am making a Guide to what should be in a creator deck and what shouldn't be in a Creator deck.

[spoiler=First Monsters]

1. The Creator-Duh the base of the deck. Discard one card to special special summon one monster from the graveyard. Great way to have Field Advantage. Run 3 always.

 

2. The Creator Incarnate- A way of special summoning the creator. You can pri-o his effect, so bottomless won't be a issue. I run 3 in my deck, but 2 can work equally as well.

 

3. Summoner Monk- Great at getting The Creator Incarnate out to summon The Creator. It is also a great monster to synch into arcanite or stardust or any synchro monster. Run it.

 

4. Honest- Great with it's high defense, though not it's main use. It helps by keeping The Creator on the field. In builds, Run 2

 

5. Herald of Creation- Helps recycle the Creator. Should only run in Solid Creator Builds. in those, run 2-3. In regular builds or variants, run either 2 or side 1.

 

6. Ryko The lightsworn Hunter- Helps destroy obstacles. Also helps in filling graveyard with monsters for SS. Run 2.

 

7. Lyla- This card helps get rid of backrow. Also helps milling Important things. Run 1.

 

8. Kuraz The Light Monarch-Only run in his Build. Helps with draw power and destruction purposes. If running this build, run 2-3.

 

9.Dandylion- Token summoning and tribute Fodder. Synchro material as well. Run 1-2 depending on build.

 

 

[spoiler=Spells Next]

1. Trade-In- Draw card in creator decks. Main one. Run 2-3

 

2. Pot of Avarice- Contray to popular belief, Pot of A. is great in this deck build. Also better in deck variants. run 1-2

 

3. Book of Moon- great defensive tech. Enough said. run 2-3, though preferably 2

 

4. Cold Wave- Helps protect your monsters from traps and all other spells. Run one.

 

5. Monster Reincarnation- Same as JD. run 1. 2 if lightsworn variant.

 

6. Charge of the Light brigade- Help mill important stuff into the graveyard. Also searches out Lightsworn cards. Run 1.

 

7.Enemy Controller- tribute a monster to gain a monster. Easy tribute fodder and synchro material. Run 1.

 

 

[spoiler=Traps]

1. Beckoning Light- Recycle the Creator, Incarnate, and honest into your hand. run 1-2.

 

2. Starlight Road-Protects Your monsters and back-row. Stops Gyazarus. sorry, I'm not a big fan of glad beast. run 1-2. Depends on build.

 

3. Dark Bribe-Negates many spells and traps that destroys your monsters and protects them. run 2-3

 

4. Trap Stun-Negates Trap activation so you can do silly crazy s*** during your turn. run 2-3 in a deck.

 

5. Divine Wrath- Fills grave yard with special summoned things. Negate monster effect like Glad beast and Ryko.

 

6. Blast with A Chain- Only ran in Kuraz Variants. Helps with draw engine and destroying cards on the field. Run 2.

 

 

Where are the Staples? I don't need to include them because they are staples. They are obvious.

 

Extra Deck=Whatever you want.

 

[spoiler=Good Variants]

Mix with

1. Lightsworn-The mill makes drawing them much easier to get at.

2. Flamvells- The Synching is crazy. Rekindling is awesome.

3. Geminis- Nice to bring out beat-sticks and additional effects is awesome

4. Plants-Adds to the special summoning that makes them more awesome

5. Zombies-Same with Plants.

6. Warriors-One of my favorite deck types. It revives it.

7. Dragons-Blue Eyes is the best, but other dragon builds are okay with it.

 

 

[spoiler=Good Plays]

1. One Good play for this deck is the set-up of the graveyard. Primary, depending on the variant of creator deck you run, You must be able to send things to the grave. Zombie master, Foolish Burial, Future Fusion, burial from a D.D., and Draw cards like Trade-In are great to get things in the grave.

 

2. Summoning 2 Creators. The summoning of two creators, while depleting hand, is also a good way of setting up a possible end game. Allow for more special Summoning per turn. Plus it also sets up a nice defense play.

 

3.Summoner Monk. Really, I shouldn't have to explain The Monk to you.

 

 

[spoiler=Bad Plays]

1. Summoning two creators on the first turn. This, not only makes you lose hand advantage, but also field advantage. now the opposing player know what your going to do before you do it. Pretty much your setting up for failure.

 

2. Relying on topdeck. If you build your creator deck right, you shouldn't need to rely on it. You should be able to work with what you draw. Relying on topdeck will cause you to lose focus.

 

3. Pot of A. Early. Especially with Flamvells and LS, this is a bad thing to do early game. You wait until the right moment, which would be when going for game to do so.

 

 

[spoiler=Important Rulings]

1. The Creators Effect. You must have a monster in the grave before using it. Also You can't send a monster, and then summon the monster you just sent. The Target has to be in the grave.

 

2. Incarnate's effect. Incarnate get prio before bottemless or trap hole and other things like that.

 

 

[spoiler=How to Counter Anti-Meta]

1. Necrovalley-You must add One for one destruction at any cost. Gravekeepers will oppress the deck, so you will want to add stuff like Ancient Fairy Dragon and Divine Wrath, which takes care of most of the deck.

 

2. Thunderkings- Again, one for one destruction is good here. Fissure or smashing is good. Bottomless is also a very good option.

 

3. Doomcailber Knights- Not much you can do to them except one for one destruction. Don't waste a normal summon on them. It will be a bad play.

 

4. Royal Oppression- Royal Oppression really hurts the deck. MST and Heavy will get rid of it quickly.

 

 

Will add more Later

Edited.

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What is Prio-o ?

 

You could also get maybe Hardened Armed Dragon, and/or a variant where you get to remove from play the Creator and get it back.

 

Also, since Cold Wave is limited, Trap Stun would be a good suggestion.

 

I happen to have 3 Creators in my stuff along with most of what you said. I might try to do something but don't really have any solid ideas..

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Creator was God back in the time when he was first released.

 

But nowadays ... NO

Creator can never see play in compettive decks again' date=' ever.

[/quote']

 

I use creator in my builds and I got to locals and top with him.

 

@ cake. I've got some builds in my signature.

 

Trap stun is a good Idea.

 

Dragons is also a good use for the creator.

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Things that you can learn from this "guide":

 

- Creator should be used in a Creator deck.

- *insert a staple here* is good.

- *insert a popular engine here* should probably work.

 

EDIT:

 

Add stuff like:

- How does the deck work

- Tech cards. (Not obvious ones)

- Good plays

- Bad plays

- Important rulings

- How to counter popular decks

- How to protect yourself from popular anti-meta cards

etc ....

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Things that you can learn from this "guide":

 

- Creator should be used in a Creator deck.

- *insert a staple here* is good.

- *insert a popular engine here* should probably work.

 

EDIT:

 

Add stuff like:

- How does the deck work

- Tech cards. (Not obvious ones)

- Good plays

- Bad plays

- Important rulings

- How to counter popular decks

- How to protect yourself from popular anti-meta cards

etc ....

 

This is solid advice. I'ma apply it to my guide.

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Guest PikaPerson01

I used to run a Creator Deck back when Disk Commander was legal (before PTDN).

 

I tell ya, that deck was SOOO good. It was like Perfect Circle, except Treeborn Frog revived with a discard, but gave me a +2.

 

 

Edit: However, this was 3 years ago, when Disk Commander was actually still around. I'd not recommend you run this again, until Disk Commander were legal again, I guess? o_0

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? Raigeki' date=' Harpie's Feather Duster, and Dark Hole, [b']CED, BLS, Tribe Infecting Virus, ...[/b] would like a word with you.

 

 

Well yeah in the old Days when we didn't have Dark Counterparts or Judgment Dragon or actually any of these cards that Nuke the field.

 

Believe me dude, CED days were alot more worse than JD days.

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