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Magigirl archetype - how to play it


Surge77754

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Magigirl (now renamed ColorGal) is an archetype of Level 4 Spellcaster Union monsters with various Attributes.  They can combine in various ways to form various tactics to overcome their enemies, as well as access their contact fusions to do even more shenanigans that make the opponent enjoy dueling against this deck!! Embrace the fighting spirit of the Magigirl archetype.  Equip and unequip with their union tactics and unleash their effects!

What you will need

Here is the decklist of 1 copy of each card: Magigirl archetype decklist

Keep in mind that the Castle recycles your cards and has a union hangar like effect (but you can ONLY use 1 of the bulleted effects given a situation), plus the oceans allows you to use the GY as a secondary resource as well as act as an extender once it's active. 

Here are the combos you can do - depending on what you'd like to do

Going 1st

Combo 1 - Parfait control I

  • Special Summon Summer via her inherent ss condition (but you are locked to Magigirl monsters)
  • Repeat the previous step for Papaya - now that you have ss'ed Summer, you can ss her by inherent special summon
  • If possible activate Magigirl Oceans and/or the field spell 
  • Normal summon a Magigirl monster that isn't Summer or Papaya
  • Contact fusion Summer and Papaya into Parfait.  You now have a 2500 ATK monster that can be used to control how the opponent plays the game, and depending on the cards you have in your hand or on your field, can be used to slow down the opponent. 

If you have the field spell activated before, you should have enough counters to protect your monsters from destruction/banishment (which include negates that destroy/banish)

Combo 2 - Parfait Control II

  • Normal Summon Magigirl Scarlet.  
  • Use her 1st bulleted effect to excavate the top three cards of your deck.  If they are Magigirl monsters,  all 3 of them, you can equip one of them onto her.  You will now have two Maggirl monsters in the GY you can use for further plays if that is the case (otherwise look at your GY and see what you have).  Then unequip the Magigirl monster and contact fusion into Parfait so that she can watch the opponent.  Depending on what the opponent plays, you can strike them like a ninja planning a surprise attack. Be very careful here, as you may be throwing away good cards to use for later, which comes at the risk of excavation.  
  • However, if Scarlet's 1st bulleted effect gets negated by Ash Blossom, you can ss Papaya via her inherent ss effect and then go into Parfait.   

Going 2nd

Combo 3 - Unlovely Insurrection (The Calamity Ganon) - the strategy here is to use your opponent's troublesome monster as well as two of your Magigirls to summon her, and then close the game as quickly as possible, with the intent of simulating an OTK based approach. This is the hidden dark power used by the Magigirl archetype to close a game.  

  • Special Summon  Summer and Papaya using their inherent Special Summon conditions. Use lightning storm to blow the opponent's backrow  if possible. 
  • Look at the opponent's board for something called an Extra Deck omni-negate that was special summoned from the extra deck.  Use that monster as material along with Summer and Papaya to summon Unlovely. 

Keep in mind that Echo can make Unlovely attack directly, and Flamingo prevents your opponent from activating S/Ts until the end of the Damage Step. You can also use Flamingo's 1st effect to bring back one of your Magigirl materials to put another body on the board in case.  Also keep in mind that if the opponent's Extra Deck monster that you find troublesome has a GY effect, they can use it to further their own advantage.  

In all cases, you'd want to figure out when to use Parfait, or Lovely ... as hitting the right cards against the opponent can mean them ending if they have no more move(s) left.  The converse is true if the Magigirl archetype gets hit by Imperm or Ash Blossom. 

 

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The Magigirl archetype is non-linear in design, as you can make multiple interaction(s) depending on the situation.  

You won't be using the same end board over and over again.  Parfait's equip effect is essentially a united we stand (great for an attempt to OTK).

Then with the field spell castle and oceans ... you can literally grind 

 

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  • 1 month later...

Baiting 

ColorGal is good for baiting the opponent's hand traps.  (e.g. Ash Blossom, Infinite Impermanence, Psy-Framegear Gamma). 

Baiting Gamma 

Try these steps to bait out Gamma.  

  • Activate the field spell Magigirl Castle. Now each time you Summon, you get a counter that provides a small boost and protection to your Magigirl monsters from destruction/banishment effects.  
  • Special Summon Summer and Papaya via their inherent Special Summon effects.  Now you have 2 Counters on the Castle, so choose which Magigirl monster effect to activate.  Your opponent will then see this and attempt to stop this, but in the end, you will have a monster whose effects are negated that can either be recycled by the field or be used as contact fusion material. 

 

Also keep in mind that it is literally impossible for the opponent to have more than 2 hand traps in their opening hand at one time, as the chances of that are very low. 

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  • 3 weeks later...

Tips:

  • When the ColorGals encounter a Extra Deck monster with a negate effect on the opponent's side, use that to your advantage and Summon Unlovely.  This is because the opponent will try and stop your play.  You can also use this on a problematic Extra Deck monster with high levels of protection.  If done correctly, your opponent will have to deal with a 2600+ beatstick (2900+ with Oceans on the field), as well as any stat boosts provided by the equipped ColorGal monsters, and not to mention the "minions" (which are possible ColorGal reinforcements) once Unlovely arrives.  
  • Decide when to Summon/use Parfait, Lovely and Unlovely.  The first two can control plays when combined with a negate like Imperm.  The last can break an opponent's board and go for a OTK attempt which forces the opponent to secure their next turn.  Parfait/Lovely can control what the opponent is about to do (the former does not target while the latter targets) so keep this in mind. 
  • Princess when equipped to a ColorGal monster prevents that monster from being Tributed.  However, they can still summon a Kaiju by Tributing another valid target, so keep this in mind as well.
  • The Field Spell ColorGal Castle not only prevents destruction/banishment effect removal by removing 3 counters on them, but also can be used as a warning sign if you think your opponent is about to Nibiru you as the Counters indicate how many times you have summoned monsters if it was the 1st card that you activated and it resolved successfully. 

 

 

 

 

 

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