Superskull85 Posted July 31, 2010 Report Share Posted July 31, 2010 I came up with the idea for this deck after fiddling around with my Archaic Wrath deck. This deck works similar to that deck, but focuses a lot more on clearing the field before charging in to attack. [spoiler=Version 1]My deck (21 monsters, 12 spells, 7 traps, 9 extra and 15 side): Monsters - 21: 1x Endymion, The Master2x Breaker, The Magical Warrior2x Magical Exemplar2x Crusader of Endymion2x Defender, The Magical Knight2x Magical Plant Mandragola1x Blast Magician2x Apprentice Magician1x Frequency Magician3x Night's End Sorcerer2x Sunny Pixie Spells - 12: 2x Magical Citadel of Endymion1x Solidarity1x Mystical Space Typhoon2x Magical Dimension2x Spell Power Grasp1x Pot of Avarice1x Magical Mallet1x Allure of Darkness1x Arcane Barrier Traps - 7: 2x Pitch-Black Power Stone1x Royal Decree2x Dimensional Prison2x Anti-Spell ----------------------Extra Deck - 9: 3x Tempest Magician3x Arcanite Magician3x Explosive Magician ----------------------Side Deck: Monsters - 4: 1x Apprentice Magician1x Breaker, The Magical Warrior1x Frequency Magician1x Blast Magician Spells - 6: 1x Pot of Avarice1x Solidarity1x Spell Power Grasp1x Magical Dimension2x Mega Ton Magical Cannon Traps - 5: 1x Magic Cylinder1x Magic Cylinder1x Dimensional Prison2x Bottomless Trap Hole [spoiler=Version 2]My deck (21 monsters, 13 spells, 8 traps, 9 extra and 15 side): Monsters - 21: 1x Endymion, The Master2x Magical Marionette3x Breaker, The Magical Warrior2x Magical Exemplar2x Skilled Dark Magician2x Defender, The Magical Knight2x Magical Plant Mandragola1x Blast Magician3x Apprentice Magician1x Frequency Magician2x Night's End Sorcerer Spells - 13: 2x Magical Citadel of Endymion1x Terraforming2x Solidarity1x Mystical Space Typhoon2x Magical Dimension3x Spell Power Grasp1x Pot of Avarice1x Magical Mallet Traps - 8: 2x Pitch-Black Power Stone1x Mirror Force3x Dimensional Prison2x Bottomless Trap Hole ----------------------Extra Deck - 9: 3x Tempest Magician3x Arcanite Magician3x Explosive Magician ----------------------Side Deck: Monsters - 6: 1x Endymion, The Master Magician1x Defender, The Magical Knight1x Frequency Magician1x Night's End Sorcerer1x Summoner Monk1x Blast Magician Spells - 7: 1x Allure of Darkness1x Cold Wave1x Magical Dimension1x Pot of Avarice1x Mega Ton Magical Cannon1x Arcane Barrier1x Magical Citadel of Endymion Traps - 2: 1x Magic Cylinder1x Pitch-Black Power Stone My deck (20 monsters, 12 spells, 8 traps, 15 extra and 15 side): Monsters - 20: 1x Endymion, The Master1x Chaos Sorcerer1x Magical Marionette1x The Tricky 2x Breaker, The Magical Warrior2x Magical Exemplar2x Skilled Dark Magician3x Defender, The Magical Knight 1x Summoner Monk2x Apprentice Magician2x Frequency Magician2x Geomancer (Feng Shui Master) of the Ice Barrier Spells - 12: 2x Magical Citadel of Endymion1x Terraforming2x Solidarity1x Heavy Storm1x Lightning Vortex3x Spell Power Grasp1x Pot of Avarice1x Allure of Darkness Traps - 8: 1x Anti-Spell1x Torrential Tribute1x Solemn's Judgment1x Mirror Force2x Dimensional Prison2x Bottomless Trap Hole ----------------------Extra Deck - 15: 3x Tempest Magician3x Arcanite Magician2x Explosive Magician3x Stardust Dragon2x Red Dragon Archfiend2x Thought Ruler Archfiend ----------------------Side Deck: Monsters - 6: 1x The Tricky1x Blast Magician1x Breaker, The Magical Warrior2x Flamvell Magician1x Magical Exemplar Spells - 5: 1x Cold Wave2x Magical Dimension1x Mystical Space Tyohoon1x Magical Mallet Traps - 4: 1x Anti-Spell1x Pitch-Black Power Stone2x Magician's Circle There are plenty of opportunities to gather spell counters, and the level 4 monsters are pretty strong in attack. Spell counters both increase attack strength, and at the same time allows you to destroy your opponents cards. Magical Citadel can be used to retain spell counters when a card is destroyed. Arcane Barrier will also allow you to gain spell counters when Spellcasters are destroyed. Solidarity gives weaker Spellcasters an edge in battle, and because there are only Spellcaster type monsters in this deck its effect will not be disrupted. Defender can protect the your monsters from being destroyed, and gives a pretty good defense monster. If you have any suggestions for the deck please feel free to post them. I will consider every suggestion, and tweak the deck accordingly. Let me know what you think. :) Link to comment Share on other sites More sharing options...
Superskull85 Posted August 3, 2010 Author Report Share Posted August 3, 2010 I changed the deck list with some major changes. I upped the deck to 42 card so that I could include the cards that I felt the deck needed right now. I have been play testing this deck a lot, and the changes I made were due to those play tests. My explanation is quite long so I will summarize the aspects that I need suggestions on for those that don't have a lot of time to read the explanation: - I am thinking about removing my two Magical Plant's in favor of another Defender, and another tuner. What do you think?- Also I would like to summon Arcanite a little more frequently. The problem is I don't have a good balance of levels in the deck. Having Marionette in the deck helps, but that would be a 2 in 42 chance of drawing it. I don't really want to add a non-Spellcaster tuner into the deck because I don't want to mess up my Solidarity cards. Any suggestions?- I think I may add Anti-Spell back and maybe move Arcane Barrier or Typhoon to the side deck. I find that I am unable to negate magic cards that destroy my monster. Defender helps, but he will take away most of spell counters. Suggestions?- I haven't really worked on the side deck much. It is kind of all over the place at the moment. Any suggestions would be helpful. -----------------------------------Monster Changes----------------------------------- First of all I removed the crusader's in favor of Skilled Dark Magician. Skilled offers the same attack points, but it can gain spell counters quicker than crusader, as it doesn't need to be summoned twice, and doesn't rely on my field card. His other effect is pretty much useless in this deck, but he does rack up spell counters. If anyone knows a card similar to Skilled, but more useful feel free to post it. I added another Breaker and another Apprentice. Breaker gives me an instant spell counter, and can be a very good attack, and I felt the deck needed more offensive power. Apprentice gives me a spell counter as well, and is an ideal sacrifice for Magical Dimension. At the same time it will allow me to search for my tuners. I cut my tuners down to three; two Night's End and one Frequency. I am thinking about replacing the Night's End's for two Frequency's because I want to add more light attributes so that I could side Chaos Sorcerer. This would also help the deck by giving me a chance to rack up more spell counters if I needed to. Because the deck needed more offense I added two Magical Marionette's. It is easy to summon using Magical Dimension, gives me another storage container for spell counters, gets attack points with more spell counters and helps me summon Arcanite. In terms of monsters, I am thinking about removing my two Magical Plant's in favor of another Defender, and another tuner. What do you think? Also I would like to summon Arcanite a little more frequently. The problem is I don't have a good balance of levels in the deck. Having Marionette in the deck helps, but that would be a 2 in 42 chance of drawing it. I don't really want to add a non-Spellcaster tuner into the deck because I don't want to mess up my Solidarity cards. Any suggestions? -----------------------------------Spell Changes----------------------------------- I found that in order to make this deck effective I needed to rely on Magical Citadel a lot more. So I added another Citadel and a Terraforming. By doing this I draw Citadel a lot more, and I find that it really helps the deck. I added another Power Grasp so that I could gain more spell counters per turn, which was needed. I also added another Solidarity for more offensive power. I took out Allure because it wasn't really effect for me, and I lost a lot of important Spellcaster's by using it. My other draw cards work a lot better for my purposes. -----------------------------------Trap Changes----------------------------------- I added another Dimensional Prison, and moved Mirror Force from my side deck. I needed more defense and this worked out perfectly. The only problem with doing that is I lost both Anti-Spell's and Royal Decree. I think I may add Anti-Spell back and maybe move Arcane Barrier or Typhoon to the side deck. I find that I am unable to negate magic cards that destroy my monster. Defender helps, but he will take away most of spell counters. -----------------------------------Side Deck Changes----------------------------------- I haven't really worked on the side deck much. It is kind of all over the place at the moment. Any suggestions would be helpful. Sorry that my explanation was so long, but any help would be appreciated. :) Link to comment Share on other sites More sharing options...
Tronta Posted August 3, 2010 Report Share Posted August 3, 2010 thank you god, a real deck. the standard number for endymion v terraforming is 2 v 1 your trap lineup needs work too. pitch black is mediocre at best. Link to comment Share on other sites More sharing options...
Superskull85 Posted August 3, 2010 Author Report Share Posted August 3, 2010 thank you god, a real deck. the standard number for endymion v terraforming is 2 v 1 your trap lineup needs work too. pitch black is mediocre at best. I was thinking about removing one of the field spells, but even with three and Terraforming I still find it hard to draw Citadel, and it can be a very good sell counter generator/storage. Pitch-Black was put in for another storage container, and because I get to work with three new spell counters which could combo with Anti-Spell during my opponents turn. Any suggestions for the trap lineup? I was actually looking for a card that is spell counter based and would help protect my spell/trap cards better. Is there a card that could do this? The deck has been running pretty good so far. Link to comment Share on other sites More sharing options...
Tronta Posted August 3, 2010 Report Share Posted August 3, 2010 decree. bottomless. who cares. 2:1 is the generally accepted balance for endymion, mostly because once you get it out, you don't need another. Link to comment Share on other sites More sharing options...
Superskull85 Posted August 4, 2010 Author Report Share Posted August 4, 2010 decree. bottomless. who cares. 2:1 is the generally accepted balance for endymion, mostly because once you get it out, you don't need another. I removed one of the Citadel's, and it seems to work well enough now. I don't know about using Decree though as I wouldn't be able to use my defensive traps very effectively. I moved two of my Bottomless' from my side in exchange for Arcane Barrier and the other Citadel. Do you have any suggestions to replace the Pitch-Black? They are helpful, but they could be replaced by other more useful cards. Also any suggestions for the side deck? Link to comment Share on other sites More sharing options...
PokemonCardGuy Posted August 4, 2010 Report Share Posted August 4, 2010 This is so much better than that other deck. -2 Magical Marionette-2 Magical Plant-1 Blast Magician-1 Apprentice Magician-2 Night's End +1 Chaos Sorcerer+1 Magical Exemplar+1 Monk+2 The Tricky+2 Frequency( Night's end is better, but this is for Chaos) -2 Magical Dimension-1 Magical Mallet-1 Pitch-Black Power-1 Dimensional +1 Heavy Storm+1 Lightning Vortex+1 MST+1 Allure of Darkness Now you're deck is faster, and 40 cards. Link to comment Share on other sites More sharing options...
Superskull85 Posted August 4, 2010 Author Report Share Posted August 4, 2010 @PokemonCardGuy: Thanks for the suggestions. I'll play test the deck with your suggestions to see how it works out. Are there any cards you think I should add to the side deck at all? Link to comment Share on other sites More sharing options...
PokemonCardGuy Posted August 4, 2010 Report Share Posted August 4, 2010 @PokemonCardGuy: Thanks for the suggestions. I'll play test the deck with your suggestions to see how it works out. Are there any cards you think I should add to the side deck at all? I'm no good at side decks, but yeah, tell me how it works out. :) Link to comment Share on other sites More sharing options...
Bringerofcake Posted August 4, 2010 Report Share Posted August 4, 2010 I note that while the deck generates counters like mad, it doesn't do a whole lot with them. Sure, Breaker can knock off a few Spells and Traps, and Defender...well...defends, but not much else. To get at that field clearing aspect, you want to Summon Arcanite. -2/3 monsters (I know that you're testing changes, and I will edit this once the changes are posted)+2/3 Junk Synchron/Geomancer of the Ice Barrier Junk Synchron can pull back your Apprentices for more search, or one of your Night's End/Frequency Magicians in the case of additional Synchro. However, he is Warrior-type, which screws with Solidarity, which is why I suggested Geomancer. A Level 3 Spellcaster Tuner (giving it support in the form of Magical Exemplar) that can lock Attributes is pretty handy in my book. The choice is up to you, but for a deck about field clearing, I don't see too much of it. Link to comment Share on other sites More sharing options...
Superskull85 Posted August 4, 2010 Author Report Share Posted August 4, 2010 @Bringerofcake: That's why I was trying to find a way to summon Arcanite easy and more frequently. I actually just found Geomancer today while looking through the deck library on YVD, and I was going to test the balance of tuners that way. Doesn't Junk Synchron negate the effect of a monster that it summons? Wouldn't that negate the effect of Apprentice entirely? Or does Junk's effect only apply when the monster is face-up on the field? It could be good card to add to the side deck just in case, and I could remove it from play using Chaos, thus restoring Solidarity's effect. PokemonCardGuy's suggestions should help with clearing the field a bit. Also do you think I should add Cold Wave into the main deck so that I could ensure the safe summon of my synchro's? Or would that card negate Citadel's effect? The downside of using the card would be that I would be leaving myself open to attack by stronger monsters. However, if I used Defender I could stop the destruction of my monsters, and suffer mostly minor life point damage (depending on how strong the monster(s) are). Edit: This is just a random thought, but what about adding Legendary Flame Lord? I could clear my opponents field of spell/trap cards, use his effect to clear his monsters and defend my monsters using Defender. Downside of using the card would be that it will most likely end in a dead draw, and I would need to add the accompanying ritual card. Mega Ton could be used too, but its high cost would make it hard to play. I would also be prone to the pesky Starlight Road and Stardust Dragon. Link to comment Share on other sites More sharing options...
Bringerofcake Posted August 4, 2010 Report Share Posted August 4, 2010 Flame Lord isn't worth it. You would need to re-vamp the deck to accommodate Rituals, and it's fine as is. Link to comment Share on other sites More sharing options...
Superskull85 Posted August 4, 2010 Author Report Share Posted August 4, 2010 Flame Lord isn't worth it. You would need to re-vamp the deck to accommodate Rituals, and it's fine as is. It was just a idea I had while browsing some card libraries. I haven't really gotten a chance to use the changed cards in a duel that much yet, but I will keep testing. Link to comment Share on other sites More sharing options...
Dr. Cakey Posted August 4, 2010 Report Share Posted August 4, 2010 I personally don't like the Apprentice Engine. Here's what you do intead: 1 Summoner Monk, 1-2 Flamvell Magician. Stardust, RDA, Colossal Fighter, Thought Ruler in the Side Deck. You'll have to drop Solidarity, but it's worth it. Now, let's see, if you removed the 3 Apprentice Magicians along with Mandragola, you have 5 empty spaces, 3 of which are filled by the Monk/Flamvell combo. That leaves two spots for 2 Crusaders of Endymion. Next take out two of your Level 2 Tuners and put in two Geomancers. This I'm not as sure about...you may only want one...or not. Spells are good, but if you're using Flamvell Magician to sync Level 8s, Solidarity will need to go. In its place, Giant Trunade and Heavy Storm. Then, lose the Pitch-Black Power Stones for Torrential and...Solemn? Yeah, I think Solemn Judgment. Hm...if you can find space for a Magician's Circle or two, that might be nice. It basically gets anything you want out, from a high-attack Marionette to Flamvell Magician for a quick Synchro in Main Phase 2. Link to comment Share on other sites More sharing options...
Superskull85 Posted August 4, 2010 Author Report Share Posted August 4, 2010 I personally don't like the Apprentice Engine. Here's what you do intead: 1 Summoner Monk, 1-2 Flamvell Magician. Stardust, RDA, Colossal Fighter, Thought Ruler in the Side Deck. You'll have to drop Solidarity, but it's worth it. Now, let's see, if you removed the 3 Apprentice Magicians along with Mandragola, you have 5 empty spaces, 3 of which are filled by the Monk/Flamvell combo. That leaves two spots for 2 Crusaders of Endymion. Next take out two of your Level 2 Tuners and put in two Geomancers. This I'm not as sure about...you may only want one...or not. Spells are good, but if you're using Flamvell Magician to sync Level 8s, Solidarity will need to go. In its place, Giant Trunade and Heavy Storm. Then, lose the Pitch-Black Power Stones for Torrential and...Solemn? Yeah, I think Solemn Judgment. Hm...if you can find space for a Magician's Circle or two, that might be nice. It basically gets anything you want out, from a high-attack Marionette to Flamvell Magician for a quick Synchro in Main Phase 2. I'd rather keep Solidarity if I can. I will try your suggestions out, but I can't promise I will incorporate every suggestions though. I am testing using Geomancer's now. I may consider Crusader once I start using the deck more in real duels (I don't have all the cards that I need yet) as I can't find Crusader in Tag Force 4. I know I could use another virtual duel system, but I don't have a DS for WC2010, and the other systems are slow for setting up duels. Solem can be a hit or miss really. Yes it can negate any card, but paying half your life points can leave you open if used at the wrong point. Plus it's not exactly the easiest card to get a hold of. Either way I'll see what your suggestions do to the deck. Thanks. :) Link to comment Share on other sites More sharing options...
Superskull85 Posted August 5, 2010 Author Report Share Posted August 5, 2010 Alright I think I found a good combination of cards that combines the good suggestions from everyone. I will post the changes latter today or tomorrow once I make some final tweaks. Also is there a card that would allow me to freely transfer counters from one card to another? It could help strengthen Exemplar's usefulness a bit, and give an added attack bonus to Arcanite after the field is cleared. Link to comment Share on other sites More sharing options...
Bringerofcake Posted August 5, 2010 Report Share Posted August 5, 2010 Aside from Pitch-Black, none that I know of. Link to comment Share on other sites More sharing options...
Superskull85 Posted August 5, 2010 Author Report Share Posted August 5, 2010 I updated the deck list. @PokemonCardGuy: Your changes helped a lot with clearing the field. Thanks. Heavy Storm and Lightning Vortex were added to help clearing the field and countering. I didn't add MST to the main deck because I really didn't need to. However, I did add it to the side deck. I took out one Magical Marrionette for one The Tricky, but I added another Tricky to the side deck just in case I need that extra summoning power. Marrionette is still useful, and helps clear monsters if I can't summon Arcanite for some reason (maybe not the most efficient method though, but it works). I also added an Allure of Darkness to help with draw power. @Bringerofcake & Dr. Cakey: Your suggestions to add some Geomancer's helped a lot for summoning Arcaite. Thanks. @Dr. Cakey: I liked your suggestions for adding more offensive power to the deck, but I do want to keep the main deck all Spellcaster's. However, I added the Flamvell's to the side deck just in case I do need more offensive power. I didn't add a Giant Trunade because if I do have citadel out I would lose all of those counters. Heavy Storm works better, and I can remove one counter from Citadel to keep it on the field. I added Torrential Tribute to help clear monsters, and a Solemn's Judgment to help couter. I am not entirely keen on using Solemn's but I do realize that it is a good so I added it. I added the Magician's Circle's to the side deck. I didn't really have much room in the main deck, but I could replace the Solidarity's for two Circle's when I make the swap for the Flamvell's. Thanks. The revised version is working quite well. Anymore suggestions are welcomed, and thanks to everyone for making the suggestions they did. :) P.S. I added the other two versions in spoilers just for reference. Link to comment Share on other sites More sharing options...
Superskull85 Posted August 6, 2010 Author Report Share Posted August 6, 2010 Any remaining suggestions? Link to comment Share on other sites More sharing options...
Superskull85 Posted August 7, 2010 Author Report Share Posted August 7, 2010 Last bump and than I will let the thread die. Thanks for looking at the deck regardless, and if you made a suggestion thanks! :) Link to comment Share on other sites More sharing options...
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