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Ariadne the Absolver


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Fairy/Pendulum/Effect

Pendulum Effect: You do not pay LP to activate Counter Trap Cards. You do not discard cards to activate Counter Trap Cards.
Monster Effect: If this card is destroyed by battle or card effect: You can reveal 3 Counter Trap Cards from your Deck, have your opponent add 1 of them to your hand, also shuffle the rest back into the Deck.
 
Aside from how this card was obviously strong from day 1, the combos I discover as I play it are just nuts. If you use it twice in a turn, you've pretty much won.
 
  1. Set Ariadne (3) and Luster (5) as scales.
  2. Use Luster, pop Ariadne #1, search Ariadne #2.
  3. Ariadne searches a counter trap.
  4. Set Ariadne #2. If you have Joker, NS it and search Sorcerer.
  5. PS Ariadne #1 and Sorcerer.
  6. Sorcerer effect targets Ariadne #2 and Luster (Or both Ariadne, if you have enough counter traps in deck. Or, if you have an extra Level 4, pop Ariadne #1 and Luster, so Ariadne #2 eats LP costs), destroys them and searches setup for later and/or Skullcrobat, if you didn't have it previously.
  7. Optional, NS Skullcrobat to find more setup and put a level 4 body onto the board.
  8. Ariadne(s) activate, find 1-2 more counter traps.
  9. Overlay into either Ptolomaeus -> Nova -> Infinity or make Majester Paladin with Sorc + Level 4 Pendulum. Majester's search effect factors in here.
  10. Optional, detach Sorcerer from Majester to SS Luster from the Extra Deck. Making Ignister here is an option, as well, as it find you more fodder for the future, but wasting an ignister is a big risk.

 

Note that, at step 9, Ariadne likely has no targets left in deck, so she's a vanilla 1700, and is a fairly optimal Xyz material at that point.

 

Point remains, she can accelerate you into a controlling position really quickly, as mass removal is hard to come by. Sure, Twin Twister may help, but this is literally a 3-card combo that can give you a +2 opening with a negator (Infinity) or +5 opening (Majester), and that leaves 2-3 other cards to do even more with/set for defense to outplay Twin Twister.

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It's actually the same percentage of seeing Mascot + Slayer (which by itself was deemed inconsistent) with the additional requirement of needing 1 more card.

 

Assuming 5 cards in hand, 3 Ariadne + 3 Slayer + 6 Sorcerors that's 6.575%

Of course I haven't factored in Wavering Eyes searching a piece.

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It's actually the same percentage of seeing Mascot + Slayer (which by itself was deemed inconsistent) with the additional requirement of needing 1 more card.

 

Assuming 5 cards in hand, 3 Ariadne + 3 Slayer + 6 Sorcerors that's 6.575%

Of course I haven't factored in Wavering Eyes searching a piece.

9 Sorcerer, Monkeyboard 

 

Something has got to give OCG side and it sure as hell ain't Shock 

 

People, if they exist, that defend Wizard are cancerous 

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Oh massive oversight I'll correct that, that bumps the raw draw percentage to 8.54%

SwPcQDU.jpg

 

I wonder how long till Veiler gets the ax. You could fit in Ignite Reload to make the deck even more consistent.

 

Bulb and no Trish infuriates me to no end though hahaha

Monkeyboard means you can't play Ariadne.

I'm assuming Wavering Eyes is in Play, I'd cut Veiler for Ignite to make that that much more of an assurance 

 

This deck is literally TCG ready.

 

- Duster

- Judgment

 

+ Raigeki

+ Instant Fusion

 

-Shock

-Chain

-Utopia

-UtopiaS

-Nyarla

-Azathoth

 

+Trishula

+Ptolo Engine

+Noden

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It's actually the same percentage of seeing Mascot + Slayer (which by itself was deemed inconsistent) with the additional requirement of needing 1 more card.

 

Assuming 5 cards in hand, 3 Ariadne + 3 Slayer + 6 Sorcerors that's 6.575%

Of course I haven't factored in Wavering Eyes searching a piece.

I'm not saying this is what every game is going to be. Just that, when this happens, funk if you don't win the game right there if there's no veiler/etc. Mascot also isn't scale 3, which changes the interaction somewhat.

 

Another difference here is how the Counter Traps give you defensive capabilities, beyond Damage Juggler, and a means to keep the opponent down.

 

Ariadne has good interactions with the cards involved in general, and this being a 3-card combo, achieved with a 2-3 of, a 3 of, and 2 different 3 ofs, it's a very real situation. It's not something to build around, just a power play to acknowledge and be ready to execute/defend against, if possible.

 

Even 1 resolution can put you far ahead, unless the opp has the backrow removal. If you had other backrow in addition, only Twin Twister really helps, barring multiples.

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And Voltanis is also this strange robotic form of fairy! It must be some kind of conspiracy.

4 (Ariadne) + 4 (Aretemis) = 8 ( Voltanis)

 

They form a TRIangle with Voltanis as the top peice

 

TRI=> TRY

 

Try to play? Konami is mocking us

Illuminati confirmed. Three, wait, Half-Life three? Three cards, you're only going to live half a life if you play against this deck

 

 

Light Fairy (Olympic Gods) I would assume.

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As good as this card is my pure counter fairy deck still feels lacking.

I assume what you feel is lacking is another pendulum scale. the card's amazing, but without another side to the scale, it's not going to help counter fairies as much as it could. not saying it won't help at all, just that as a single scale, it won't be all that useful outside of it's (admittedly powerful) free costs.

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