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Dark Simorgh Deck


Hrash0

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I've been out of the game for about 9 months now. Now that I'm back, a bunch of things have happened to the meta. I mean, they brought Monster Reborn back?! And [i]Dark Hole?!![/i]
Well, figures that something major has happened to the meta and my old deck doesn't work anymore. I'm offering 5 points to whoever can construct a good deck using the Dark Simorgh Lock (with Anti-spell Fragrance.) It's a fun deck to use with friends.
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Well, here is my Dark Simorgh Deck that has won 5 matches out of 7.

Monsters: 23
2x Dark Simorgh
2x Mist Valley Apex Avian
2x Mist Valley Thunderbird
3x Mist Valley Soldier
2x Mist Valley Falcon
2x Kalut
2x Shura
2x Bora
2x Sirroco
2x Elphin
2x Vayu

Spells: 11
1x Allure
2x Swallow's Nest
2x Future Visions
2x Mausoleum
2x Terraforming
1x Giant Trunade
1x Black Whirlwind

Traps: 8
2x Anti-Spell
1x Oppression
3x Icarus Attack
1x Summon Limit
1x Delta-Crow

Extra Deck: 15
2x Armed Wing
2x Armor Master
2x Thunder Lord
2x Stardust
2x BRD
2x Ancient Fairy Dragon
2x Dark End Dragon
1x Scrap Archfiend

Side (3 unless if you can add more)
1x Gale
2x Discord

Yea it still is a bit rough around the edges, but it still can win games. With a bit more editing, it can do even better. What do you think?
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Hmm.. I must say that looks more like Blackwings with Simorgh mixed in... but I'll try the build. My current (outdated) deck is as follows:

Monsters: 19
Caius: 3
Raiza: 3
Dark Simorgh: 3
Gale: 1
Grepher: 2
Armageddon Knight: 2
DAD: 1
Mist Valley Soldier:3
Summoner Monk: 1

Spells: 10
Soul Exchange: 3
Monster Reincarnation: 2
Allure: 1
Lightning Vortex: 1
Dark World Dealings: 2
Mind Control: 1
Pot of Duality: 1

Traps: 11
ASF: 3
Dark Bribe: 2
Bottomless Trap Hole: 2
Mirror Force: 1
Solemn Judgement: 1
Call of the Hunted: 1
Return from the Different Dimension: 1

Extra: 15
Mist Wurm: 3
Colossal Fighter: 3
Stardust: 3
Red Dragon Archfiend: 3
Black Rose Dragon: 3 (eh, why not?)
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Here is one major lesson with Dark Simorgh: Dark Simorgh doesn't mix well with Monarchs. Also, the deck I posted is a Black Valley (Blackwings + Mist Valleys with Dark Simorgh as boss) in case if you were just wondering. It is ironically a form of anti-meta that focuses on locking your opponent's Spells, Traps and Monsters (Ironic because Blackwings are still in the higher metagame).
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They do, actually. Monarchs work quite well with Dark Simorgh if you know how to use 'em. They usually end up as fodder for Synchro Summons I tested out your build and it doesn't work as well as mine (mine actually [i]focuses[\i] on the lock while yours throws it in if possible.) This may be because I'm not used to it but okay.
Mine's pretty fast, too, I usually have the lock working with Stardust, Simorgh and ASF out by turn 3 (usually.) but there have been times when I had the luck to draw ASF, Simorgh and Monk and some spell on the first turn. I use Monk, of course, to immediately get Mist Valley Soldier out, Synchro for Stardust and then remove Monk and Soldier for Simorgh. Set ASF and wait till the opponent's MP1, activate it ASAP (hell, even during the Draw Phase. No rule against it.)
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This is a build used at a Shonen Jump event, it went fairly well and had some strengths and weaknesses to it.

3 Broww, Huntsman of Dark World
3 Dark Simorgh
3 Fortune Lady Wind
3 Dekoichi the Battlechanted Locomotive
1 Morphing Jar
1 Night Assailant
1 Fortune Lady Dark

2 Gold Sarcophagus
3 Upstart Goblin
2 Hand Destruction
3 Fortune’s Future
1 Allure of Darkness
1 Dark Hole
1 Card Destruction
3 Dark World Dealings
1 Monster Reborn

2 Anti-Spell Fragrance
2 Divine Wrath
2 Bottomless Trap Hole
1 Royal Oppression
1 Solemn Judgment
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My deck still does need more work to it. However, it still has wonderous potential (That is if you are able to tap into it well). I guess the number of monsters were what made it inconsistent. Some fixes are needed. Usually however, when I draw the right hand (Simorgh + Anti-Spell + Future Visions + Falcon) I usually am led to a win, even against Sabers. Maybe I should make a perfect lock (It's a gamble. Future Visions + Anti-Spell + Simorgh + Falcon + Fossil Dyna).
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Um.. anyway, I was basically looking for a way to get rid of a few of those Monarchs in favor of some better monsters, without upsetting the DARK-WIND balance. Fodder is good, but too much isn't.
A few of those Spells have to be ousted too, because once I have the lock out there's not much good in using them without sacrificing Hand Advantage.
And the Synchro deck? Any suggestions?
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