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Spellcaster quick summon (Phoenix deck)


FGR

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This is my actual deck and it uses spellcasters and their effects to quickly get out powerful cards like Sacred phoenix, and negate opponents attacks and spells as much as possible. So...a little less on that pansy spell counter collection then most spell caster decks I've seen use and more about rushing the field with strong monsters.

I would also like to point out that getting all these cards was quite a pain, such as buying 2 red nova dragon tins for the Valkyries. And the dark paladin and Arcanite Magicians (which I hardly use anyway) cost me way more then they should have. I did get lucky finding two very cheap copies of the phoenix, I had a harder time finding the second hand actually. Sadly one characteristic of this deck, is one of the phoenix cards (the secret rare variant) I found had been torn in half when I found it. I patched it up with tape, in placed in in a sleeve in my deck. Its stayed there ever since, and inspired me to make this deck. Magicians valkyria is another card that inspired me to make the deck, I found it in a shonen Jump my sister bought, and I immediately wanted to play the game again, at which point it was the only card I possessed. The magazine advertised many cards old spellcaster structure deck, so I found a box and later a starter box. and got my original dark magician back from a friend, and used that along with the torn Phoenix as my base. One question though, is that poenix card legal, in its current condition (torn in half)? I've been continually improving the deck for some time now, and would like to continue doing so, mostly I only buy singles, or certain boosters, such as the duelist pack yugi I ate up.

onto the deck!

Please Rate the deck and tell me what I can improve. Also I'm not all that up to date on the forbidden limited list, so if I made a mistake, tell me what I need to replace.
I would really like to hear of any weaknesses the deck might have.

[b]Main Deck(50):[/b]

Monsters(29):
Dark Magician x3 (3 different variants :3)
Buster Blader
Dark Magician girl (the Duelist pack yugi variant :3)
Chaos sorcerer
Sacred Phoenix of Nephthys x2 (super rare, AND secret rare variant :3)
Hand of Nephtys x2
Apprentice Magician x3
Magician's Valkyria x3 (Jump AND tin rarity variants)
Arcane Apprentice x2
Skilled Dark Magician x3
Skilled White Magician
Night's end sorcerer
Frequency Magician
Copycat
Breaker the Magical Warrior
Defender the Magical Knight
Marshmellon
Gemini Elf

Spells (12):
Polymerization x2 (one of which is the super rare variant from legend of blue eyes)
Magical dimension x2
Mage Power x2
Secret Village of the Spellcasters
Monster Reborn (rare variant, duelist pack yugi maybe?)
Smashing Ground
Lightning Vortex
creature Swap
Mystical Space Typhoon

Traps(9):
Sakuretsu Armor
Dark Bribe
Trap hole
Bottomless Trap Hole
Torrential tribute
Widespread Ruin
Magician's circle
Seven Tools of the Bandit
Magic Jammer


[b]Extra Deck (15):[/b]

Fusions(3):
Dark paladin
Supreme Arcanite Magician
Arcana Knight Joker

Synchros(12):
Arcanite Magician
Explosive Magician
Tempest Magician
Black Rose Dragon
Stardust Dragon
Colossal Fighter
Red Dragon Archfiend x2
Red Nova Dragon x2
X-Saber Urbellum
Flamevell Uruquizas

[b]Side Deck(15):[/b]
Arcanite Magician Assault Mode
Stardust Dragon Assault Mode
Colossal Fighter Assault Mode
Assault mode activate x3
Night wing Sorceress
Dark Valkyria
Magical Dimension
Polymerization
Jacks Knight
Queens Knight
Kings Knight
Dark Magic Curtain
Pitch Black Power Stone
[b]
Strategies:[/b]
General Deck strategy is using apprentice magician to pull out the Hand of the phoenix or a tuner to get a big monster out fast, a majority of the spell and trap cards exist primarily to negate and counter the opponent from stopping me or pulling a bigger monster. If the opponent does manage to get a monster stronger then my own I can use apprentice to instead pull out copycat to stall as I wait for a spell or trap to come in handy.

Since the deck is primary spellcasters and most of my spells are only useful when I have them out on the field, secret village of the spellcasters, and magical dimension can come in handy to further counter monsters (dimension) or spells (secret village).

I also have a few cards to help get Dark magician on the field by using Magical dimension or skilled dark, and since there are three copies of him, Dark magician girl can be powered to 2900 attack, who can be brought out with a simple flip of Magician's circle.

If I'm lucky I can bring out dark paladin, but I don't think I've ever actually done this, nor is he necessary to the overall strategy, its just cool knowing that I can.

When I get get down on my luck, I can use Mage power to give my monsters a boost to take out a beatstick if needed, however doing that often means placing all my spells and traps down, leaving me in a tough spot if the opponent has a Heavy storm.

The magician's Valkyries, while at first glance are decent cards to protect, say, my tuners, Have a much more potent effect when two of them are on the field. Once I have two or more on the field all of my spellcasters can not be attacked! This is similar to Leo's Magnets which made him 'invisible' in Y5D's, however these don't need to be in defense position. The only downside to them, is I don't have any card to search out 2 of them from my deck, so only by sheer luck will I get two of them.

The side deck can increase my options, with my assault Mode cards, and the jack queen king combo. While not to great to the deck as a whole, the cards can be fun to play with. Especially if I find myself going up against an easy opponent

[b]
Weaknesses-/-Room for improvement[/b]
I know its terrible against Different Dimension decks or monster effect negating cards, like nobleman of cossout and such. Without being able to activate the effects of the phoenix or apprentice, the deck falls apart, becoming nothing more then a typical high attack deck that's terrible at forming a defensive stall, which is the opposite of what I need once I've been countered. Typically I can get enough spells and traps to counter a simple removal or two, but if I don't, or the whole deck is based on removal, I can get in some serious trouble. I think its the only reason Chaos is in the deck, just so I can give those decks a taste of their own medicine.

I've also had trouble against defensive decks, as this deck is all about countering attacks, and retaliating with an even bigger attack. But if I can't attack this deck becomes pretty useless, though there are enough cards to counter simple defensive strategies, and normally I will eventually break through that wall of Marshmellon's my friend will place down.
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