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[HELP] E-T.A.T.


Darj

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[spoiler=Decklist]

Monsters:

x1 Beagalltach

x3 Moralltach

x2 Psychic Jumper

x2 Commander

x2 Dionaea

x3 Myrmeleo

 

Spells:

x1 Ignition

x3 E-Tele

x2 MST

x1 Dichotomy

x2 Duality

x2 Soul Charge

 

Traps:

x3 Sanctum

x1 BTH

x2 Call of Haunted

x1 Compulsory

x2 Dimension Prison

x2 Fiendish Chain

x1 Warning

x1 Torrential

x2 Hole Nightmare

x1 Void Trap Hole

 

Extra Deck:

x1 Black Rose

x1 Goyo

x1 Michael

x1 Barkion

x1 Stardust Dragon

x1 Scrap Dragon

x1 Dweller

x1 Durendal

x1 Castel

x1 Pleiades

x1 Verzbuth (Exciton)

x1 S.H.Ark

x1 Volcasaurus

x1 Heartlandraco

 

Side Deck:

x2 Veiler

x2 Majesty's

x2 Maxx C

x1 MST

x2 Debunk

x1 Dust Tornado

x2 Shadow Mirror

x1 Soul Drain

x2 Wiretap[/spoiler]

 

E-T.A.T. stands for "E-Teleport.Traptrix.Artifacts". I have not tested the deck at the moment, but the idea is to use E-Tele as an engine for access to Synchro monsters with non-destruction removal effects, such as Michael and Underground Arachnid. However, I don't know much about ".A.T." engines so I'm not sure if I should be going for an "extended" Artifact engine with more Beagalltach and Ignitions, or actually drop them instead.

 

I'm running 1 more Trap Hole Trap than Myrmeleos because I'm uncomfortable with running the same number of X cards as their searchers, but if this is a suboptimal choice I will change for a 3:3 Myrmeleo/Trap Hole ratio. The same goes for the 4th Psychic monster in the deck.

 

I want to test Psychic Jumper as it gives access to Naturia Barkion and in theory it can be used as an emergency problem solver in case I, let's say, draw a Psychic and a E-Tele but no other monsters, of revive it along another Psychic through Soul Charge.

 

Finally, I feel the Extra and Side deck could need some work, and there are some monsters that I would like in the Extra (e.g. Tiras) but don't know what to drop, so I will appreciate any suggestions.

 

Thoughts?

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Well, as I mentioned in the OP, one of the deck goals is to have access to Synchros like Arachnid and Michael, and you need Krebons for that. It is true that 7 & 8 have more options, but still, it's not like I have space in the Extra Deck for all of them and I'm already struggling even with the 6 & 7 options; I guess I could run 1 Commander as the 4th Psychic for access to those Level 8s, but Extra Deck space is an issue.

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bump

 

-3 Krebons

 

+1 Jumper

+1 Re-cover

 

Extra:

-1 Moonlight Rose

-1 Arachnid

 

+1 Naturia Beast

+1 Armades

 

 

Dropping Barkions and swapping Psychics feels so good, which is why I am running a 2nd copy of Jumper. Testing Re-Cover for access to Beast and Armades: the latter being somewhat relevant for its ability of bypassing Shaddolls and Hands, and the former should be self explanatory. I might test Commanders later for access to Stardust Dragon and I don't know what else. Scrap Dragon perhaps?

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bump

 

-2 Re-Cover

 

-1 Naturia Beast

-1 Vulcan

-1 Armades

 

+2 Commander

 

+1 Stardust Dragon

+1 Scrap Dragon

+1 Crimson Blader

 

Tested the Commander for access to Synchro 8s and so far they are more effective than the Synchro 5s, or at least Stardust seems to do better than Armades/Beast. Also Commander can beat with its pseudo 1900-ATK so it is not as dead as Re-Cover, plus it can make Black Rose along a Traptrix. Currently running Scrap Dragon but will swap it for Hot Red Dragon once it is officially released.

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