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Artifacts' *10 Most Wanted*


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Ok the aim of this topis is clear. List your 10 Most Wanted support cards that are MUST for an Artifact Deck.

You can list less of 10 too, and list only Main Deck cards and, of course, don't list Artifact cards themselves. When we have kinda 10 lists i can make some kind of classification too, giving placements to cards that have been listed by you more often

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1. Absorbing Jar

2. Absorbing Jar

3. Absorbing Jar

4. Absorbing Jar

5. Absorbing Jar

6. Absorbing Jar

7. Absorbing Jar

8. Absorbing Jar

9. Absorbing Jar

10. Tie between Absorbing Jar and Absorbing Jar

Honorable Mentions: Absorbing Jar, Absorbing Jar, and Absorbing Jar

 

You forgot Morphing Jar.

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1. Absorbing Jar

2. Absorbing Jar

3. Absorbing Jar

4. Absorbing Jar

5. Absorbing Jar

6. Absorbing Jar

7. Absorbing Jar

8. Absorbing Jar

9. Absorbing Jar

10. Tie between Absorbing Jar and Absorbing Jar

Honorable Mentions: Absorbing Jar, Absorbing Jar, and Absorbing Jar

Thx! Note on the great variety of cards you named, good work!

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Thx! Note on the great variety of cards you named, good work!

No, seriously, Absorbing Jar is amazing in this deck.

It may give your opponent a card or two, but any Artifact you destroy with this gets Summoned, and you get to draw a card for each of them.

Run at 3. You will NEVER go wrong...unless you don't have Artifacts in your hand.

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Yes i've just tried it in an unrated, defintely good card for facts' ...overlay booster is very good and golden jet too. Malevolent catastrophe is good but i rarely have it when i need it. what about sentinel ? (p.s.: what are malcat, aj and mj? rappers of harlem?)

Malevolent Catastrophe:

300px-MalevolentCatastrophe-SDCR-EN-C-1E

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1. Absorbing Jar

2. Absorbing Jar

3. Absorbing Jar

4. Absorbing Jar

5. Absorbing Jar

6. Absorbing Jar

7. Absorbing Jar

8. Absorbing Jar

9. Absorbing Jar

10. Tie between Absorbing Jar and Absorbing Jar

Honorable Mentions: Absorbing Jar, Absorbing Jar, and Absorbing Jar

 

Absorbing Jar actually isnt even great in the deck.

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All artifacts really have going for them is surprise factor and stupid opponents.

 

Provided you don't play into them they only do, well, anything if they get Theosophy/Movement. Even Movement or MST or whatever are only really good if you get Beagalltach as well. And when they get those, you should probably have an answer because you both probably stockpiled a few turns before they go off.

 

if they open the nuts that's just ygo and you're probably not winning, but like dark world that's in no way consistent

 

Not to mention that they're insanely easy to side against, seeing as many good things to side in a post-PRIO format shut them down completely.

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I must report, with a certain pain, that jar hardly flips....Fire fists always pop it before attacking just to name the more frequent case

 

that being said, it seem a waste to add in the deck if it hardly produce results until idiots ram into it with their monsters. because setting it and having a lot of back row would scream "I am running artifact, hahahaha!"time to time. opponents who able to go around jar are obviously very conscious of them if not at all.  

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that being said, it seem a waste to add in the deck if it hardly produce results until idiots ram into it with their monsters. because setting it and having a lot of back row would scream "I am running artifact, hahahaha!"time to time. opponents who able to go around jar are obviously very conscious of them if not at all.  

even so, if I didn't know that my opponent are playing artifact, y would I destroy only the monster? the first thing come into my mind when see backrows and a set is obviously Exciton

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that shi*ty exciton truly made this game childish and lame......unless i have set that artifact blue-coloured that pop a face-up when s.summoned...and even in that case i wonder if exciton can re-use its eff, or it got popped by that artifact first

if you happened to spam too much and your cards are outnumber your opponent's again; yes, it can reuse its eff b4 popped by Moral

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But...

 

You shouldn't T1 Exciton unless you're going to be getting +s by wrecking them.

 

And even then, they might have an answer to Exciton, so you're going to hope they were bluffing.

 

And even then, if they set a full backrow give-or-take a couple cards, chances are it's Artifacts, which makes T1 Exciton even worse.

 

Exciton shouldn't be used T1 in the majority of cases, unless they stupidly devote a ton and you know they aren't playing Artifacts... which still isn't enough criteria 9/10.


Exciton is once per turn and once per chain though

It's not once per turn. Read the damn card.

 

And Moralltach SSs on a second chain after its destruction, so yes, Exciton can respond to Moralltach's pop and murder-suicide.

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Level 4 monsters
Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and their side of the field than you do: You can detach 1 Xyz Material from this card; destroy all other cards on the field, also your opponent takes no further damage this turn (this is a Quick Effect).

yea it's a once per chain, unfortunately, not an OPT, and that is why it's so broken

 

edit: maybe I'm too sleepy to thought carefully...

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... Are you guys truly fucking serious

 

Being more than once per turn isn't why it's broken, considering it's once per chain.

 

Breakthrough Skill/Fiendish Chain stop it and give no fucks.

 

It's an unfair, overly powerful card because it punishes the opponent for being in a winning or decent position and singlehandedly can turn the duel around for no reason other than 2 level 4s.

 

This also means you want to stop those 2 level 4s, but if you do that might not be all they can do and then they have a 1 mat exciton left.

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... Are you guys truly f***ing serious

 

Being more than once per turn isn't why it's broken, considering it's once per chain.

 

Breakthrough Skill/Fiendish Chain stop it and give no f***s.

 

It's an unfair, overly powerful card because it punishes the opponent for being in a winning or decent position and singlehandedly can turn the duel around for no reason other than 2 level 4s.

 

This also means you want to stop those 2 level 4s, but if you do that might not be all they can do and then they have a 1 mat exciton left.

It's awfully unfair for many reasons, and you can experience those many reasons in different situations. However going back to  the thread's argument, i must say that happen kinda often that i'm stuck due to lack of s\t popping cards or lacking of artifacts. I have 16 artifacts in my deck all x 2 except moral x3. What artifacts you put in x3? Currently i'm running 2 jars, 3 cyclones, 1 mal cat (2 in side), 3 haunted (which appears to be kinda useful)

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It's awfully unfair for many reasons, and you can experience those many reasons in different situations. However going back to  the thread's argument, i must say that happen kinda often that i'm stuck due to lack of s\t popping cards or lacking of artifacts. I have 16 artifacts in my deck all x 2 except moral x3. What artifacts you put in x3? Currently i'm running 2 jars, 3 cyclones, 1 mal cat (2 in side), 3 haunted (which appears to be kinda useful)

I would 2 Mal and 2 Cyclone.

 

I honestly need to test which Artifacts to run at three. So far I am guessing the Orange one and the Red one at 3.

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