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Galaxies (evilfusion I need you ;-;)


Eury

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You called?

 

Okay, Photon Lead isn't the best idea. It's a -1 in terms of card advantage, and Galaxy struggles to compensate for card advantage, so needless and conditional cards will slow the Deck down. I'd probably run no more than 1, and that's just as a tech. Your only real targets are Satellite and Wizard, and while Wizard likes Photon Lead, you're not really doing anything with Lead to make it a worthwhile investment.

 

I would consider teching it because of Galaxy Knight combos by SSing a Satellite/Wizard and then Normal Summoning Knight to revive Galaxy-Eyes.

 

3 Satellites is overkill, in a bad way. The only Photon monsters you have is Galaxy-Eyes (to make Dyson Sphere) and Thrasher (lot of good targets there), but giving up Galaxy-Eyes for Sphere rarely helps, and...Thrasher's totally legit, so no issue with that. But 3 Satellites with no way to guarantee a Thrasher or combo it with Machine Dupe or similar makes them potentially useless draws.

 

I've tried using Galaxy Queen's Light builds before. They don't work as well as you'd like. It's a conditional -1, similar to Lead, but in this type of build, the times when Light is most useful, you either don't have the Field investment, or your monsters are ALREADY the Level you want them to be. Galaxy-Eyes, BLS, and Galaxy Knight are ALREADY Level 8. Wizard can become Level 8 on a whim. That means the only time you want to modify Levels is with Tour Guide (good combo, never actually happens when you want it to) or a Thrasher that you SSed before NSing Galaxy Knight. Unfortunately, it's unlikely Neo Galaxy is actually NEEDED for the situation that Tachyon or a different 2 Material Rank 8 can't handle equally well without running the potential dead draw of Light.

 

While Wizard can search Light...you should never want to. You either want Expedition, a Galaxy Zero, a Galaxy-Eyes, or a Galaxy Knight, depending on situation and the cards you have on hand. Searching Light is usually counterproductive in the sense it doesn't actively do anything to aid your win condition. Whereas Expedition or Zero will help your combos, Light wants you to have a combo, THEN it'll make the combo better. Except it usually won't make it better, because you're using an extra card and risking bad draws for something only somewhat superior.

 

As tempting as Heart-eartH Dragon is, you'll never Summon it without going absurdly far out of your way. You'd need to use Photon Satellite on Galaxy-Eyes, have another monster out, and play Galaxy Queen's Light. For similar investment, you could drop Neo Galaxy-Eyes, which will kill the opponent much faster and reliably than Number 92. Again, awesome as Heart-eartH is...all the combos that can feasibly Summon it usually rely on investment that can bring out something just as good or better for less effort.

 

For Extra Deck, I'd definitely use Constellar Pleiades over Zenmaioh. Satellite and Thrasher into Pleiades is amazing, especially if you run Call of the Haunted. Which for some reason, you're not.

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I'm not as good at the deck as Evilfusion is, but I can still add some helpful stuff from my testing over two formats.

 

Personally, I prefer Trag in here over Gorz. Trag is far more versatile in what it can do for you, and early game not having to commit resources whilst still building up a great hand can be an amazing asset. Especially since well... you should only be commiting resources when you are happy not to lose them, and Gorz counteracts that a bit.

 

One thing I would say it's worth trying is Debris Dragon. It sounds silly (But then some builds I've seen run masked Chameleon by adding Crusher in ¬_¬) but the ability to make a +0 Rank 4 in this deck is an amazing asset when the deck struggles to regain resources any other way. With Wizard, you have an easy set-up for it, and even at worst a 2k wall can stall for a while if needs must.

 

I'm also personally a fan of LaDD in here because being able to drain out resources your opponent has and get something back when they kill it can be amazing. Also you know, it's a LIGHT level 8 dragon, which means you have Sanctuary to get it out easily, and it's an extra trade in target. I've also found the deck to be an attrition like deck, so LaDD is a great way to help that.

 

Main deck changes I'd make:

-2 Sattalite

-2 Photon Lead

-2 GQL

-1 Pot of Avarice

-1 Gorz

-2 Starlight Road (I've never liked it here personally, especially not in multiples)

-1 Accel Light (It's ded any time past opening hand normally, and I like running more useful stuff)

 

+2 Trag

+2 Debris Dragon

+2 Forbidden Lance (Galaxy-Eyes with this thing backing it up is a pain to get around)

+2 LaDD

+3 CED

 

Extra deck line-up seems off to me... Namely the lack of Rank 4's, which you can make pretty well. Since you've got tour guide in as a tech, which I don't hugely love, I normally try something like:

2 Sun Dragon of Heliopolis (The second best rank 8 in here, given it's non targeting destruction)

1 Felgrand.

1 Giant Grinder

1 107

1 NEGPD

1 Photoknight paladus

1 Constellar Omega

1 Maestroke

1 Photon Papi

1 Blackship of Corn.

1 Constellar Plieades

1 Constellar M7

2 Rank 3's, assuming I've counted right.

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I also am a fan of Tragoedia. The addition of Call will make Gorz less likely to be live, and Tragoedia's flexibility is often a crucial deciding factor in some Duels. However, I do like keeping Pot of Avarice, as it is a +1 that can refresh the Deck with solid cards like Thrasher, Tour Guide, Xyz, etc.

 

LADD is a staple of most of my Galaxy Decks, however, recent testing for me has found it to be annoying at times. It's a great card, but it sticks around in the hand for too long sometimes, and opponents can usually play around it without an absurd level of difficulty. Getting Galaxy-Eyes back as compensation is perfectly fine, but it sometimes eats up your investment too quickly without really slowing the opponent down. Depending on your build and your opponent's Deck, it might range from being amazing to being worthless.

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