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Ghostrick Jiangshi


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Well they cemented the whole Flip effect thing and can be reused over and over again. Getting rid of Ghostricks relies on Banishing face-downs or directly sending to the Graveyard. They are extremely annoying, especially when you are running a Deck that relies on destruction by battle to pop their effects.

 

Luckily there is a few monsters out there that can destroy before flipping face-up so at least there is a viable Counter.

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I mean, the entire thing with Ghostricks is you just have to force through them.

 

Letting them turtle is more likely to kill you than setting them off early on.

 

Only time this isn't true is when they have Parade up. That's just a terrible situation and means you need removal immediately.

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I mean, the entire thing with Ghostricks is you just have to force through them.

 

Letting them turtle is more likely to kill you than setting them off early on.

 

Only time this isn't true is when they have Parade up. That's just a terrible situation and means you need removal immediately.

 

Sometimes, you just cant break through.

 

So many damn scares :c

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Ghostricks:
Aim: Cockblocking
Result: Severe frustation
Conclusion: Should have been made differently.

Or, you know, just have Skeleton/etc NOT be cards, and leave them as chip-damage direct-attackers.
I mean, Ghoul, at the time, was a step in the right direction. Then they added a bunch of weird shit and turned the deck into something else.
.....
'Course, I'm likely wrong, and just assuming they became Skeleton.dek when you can easily play other variants.
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The best build of ghostricks was a build centered around Rank-Up-Magic Astral Force and R3. You used Jiang/Crane Crane/TGU as your main forces with the hand traps as back support.

Alucard became a floater that could help a lot in certain matchups, whole being a great floater itself. Angineer became Tiras. Grenosaurus became Volcasaurus.

You used astral force to boost a consistent engine. The issue was that it was quite consistent or good enough. Both Dorklord and Scarm help the deck out in spades... But the schtick is better for Burning Abyss, and they're exclusives for the OCG and TCG, respectively. Even more to hurt REDRUMtricks is that astral force only targets the highest rank on the board... So Dorklord has to be timed properly or she conflicts.

Dante into Pleiades also helped the deck a lot... But again, that's a burning abyss.

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The best build of ghostricks was a build centered around Rank-Up-Magic Astral Force and R3. You used Jiang/Crane Crane/TGU as your main forces with the hand traps as back support.

Alucard became a floater that could help a lot in certain matchups, whole being a great floater itself. Angineer became Tiras. Grenosaurus became Volcasaurus.

You used astral force to boost a consistent engine. The issue was that it was quite consistent or good enough. Both Dorklord and Scarm help the deck out in spades... But the schtick is better for Burning Abyss, and they're exclusives for the OCG and TCG, respectively. Even more to hurt REDRUMtricks is that astral force only targets the highest rank on the board... So Dorklord has to be timed properly or she conflicts.

Dante into Pleiades also helped the deck a lot... But again, that's a burning abyss.

 

If only Dorklord was a Spellcaster, then you could Magi-Magi/Norito for days.

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Or, you know, just have Skeleton/etc NOT be cards, and leave them as chip-damage direct-attackers.
I mean, Ghoul, at the time, was a step in the right direction. Then they added a bunch of weird s*** and turned the deck into something else.
.....
'Course, I'm likely wrong, and just assuming they became Skeleton.dek when you can easily play other variants.

the point of the other ones was to help on finding a way to win for the deck, being that they are a super defensive thing, they want answers.giving them werewolf and skeleton techincally give them that. and playing a one off of skeleton, can help a stalemate become a win for the deck, but you only need one, otherwise you can happily just smack away with little hits.


The best build of ghostricks was a build centered around Rank-Up-Magic Astral Force and R3. You used Jiang/Crane Crane/TGU as your main forces with the hand traps as back support.

Alucard became a floater that could help a lot in certain matchups, whole being a great floater itself. Angineer became Tiras. Grenosaurus became Volcasaurus.

You used astral force to boost a consistent engine. The issue was that it was quite consistent or good enough. Both Dorklord and Scarm help the deck out in spades... But the schtick is better for Burning Abyss, and they're exclusives for the OCG and TCG, respectively. Even more to hurt tricks is that astral force only targets the highest rank on the board... So Dorklord has to be timed properly or she conflicts.

Dante into Pleiades also helped the deck a lot... But again, that's a burning abyss.

 yeah pretty much the rum deck was taken over by the burning abyss, they just do the job so much better, while ghostricks want to move back into disruption style.

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