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The Weirdest™ Igknight Deck Ever [TCG/SHVI]


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Main Deck x40


 


Monsters x25


3x Igknight Paladin


3x Igknight Templar


3x Igknight Cavalier


3x Igknight Margrave


3x Igknight Gallant


3x Igknight Veteran


2x Archfiend Eccentrick


2x Gendo the Ascetic Monk


1x Majesty's Fiend


2x Kuraz the Light Monarch


 


Spells x9


1x Upstart Goblin


1x Reinforcement of the Army


2x Summoner's Art


3x Card of Demise


1x Igknight Phoenix


1x Reasoning (Will probably sub for another Phoenix or a Reload)


 


Traps x6


3x Fiendish Chain (Will probably sub w/ Scolding)


1x Echo Oscillation


1x Solemn Warning


1x Starlight Road


 


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Extra Deck x15


1x Number F0: Utopic Future


1x Number 47: Nightmare Shark


1x Number 49: Fortune Tune


1x Number 86: Heroic Champion - Rhongomyniad


1x Blade Armor Ninja


1x Abyss Dweller


1x Castel, the Skyblaster Musketeer


1x Majester Paladin, the Ascending Dracoslayer


1x Number 61: Volcasaurus


1x Artifact Durendal


1x Photon Strike Bounzer


1x Number 39: Utopia Beyond


1x Beatrice, Lady of the Eternal


1x Dante, Pilgrim of the Burning Abyss (will sub with Utopia/UTL)


1x Stardust Dragon


 


Side Deck x15


2x D.D. Crow


2x Gameciel, the Sea Turtle Kaiju


1x Gendo the Ascetic Monk


1x Holding Legs


1x The End of Anubis


3x Twin Twister


1x Raigeki


1x Chaos Trap Hole


1x Ferret Flames


2x Imperial Iron Wall


 


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[spoiler=Explanation]


 


The Deck's main goal is to summon Rhongomyniad as fast as possible and beat the opponent down with it and several other Igknights. Given it only takes a couple searches to summon Number 86, even with 3-4 mats, there's little room to mock. That said, though, the player may find it sacky, since one is often required to have 3 level 4s in hand in order to make Rhongomyniad on the first turn. Even so, though, the Deck does have other pathways, or can just burn through very quickly.


 


Kuraz


I love, love, LOVE Kuraz. Its effect is so versatile and fun to use, since you can either get rid of your opponent's pesky threats or you can draw a few cards yourself. Usually, the latter is the better option, since your opponent drawing cards usually isn't very good for you, but even drawing 2 free cards on the Pendulum Summon is very helpful, since you can always just target the Pendulum Monsters who will come back anyways.


 


Gendo


As gimmicky as it looks, Gendo is usually a walking Skill Drain with protection. Pendulum Summoning it in defense grants you negation of all attack-position monsters, and protection of said negation from Dark Hole/Raigeki/Slumber. Or, if you don't need him, you can use him as an Xyz material.


 


Majesty's Fiend


I mean, I thought this one was basically logic. Locking out Kozmo if player turn 1 and Burning Abyss just about any time, there's not much of a reason not to use this card.


 


Card of Demise


Whaaaaat!!?!??!?!? Demise in a Special Summon Deck???? Preposterous!!!!!!!


Not so. Demise is an easy, usually guaranteed +3 when drawn, considering every card in the Deck can either go in the S/T Zones, Pendulum Zones, or be Pendulum/Tribute Summoned. You won't always want to play it immediately, and should save it for when you have at least one defense on board, since you won't be able to Pendulum Summon that turn.


 


Echo Oscillation


This card isn't exactly vital, but it's extremely fun. Netting up to 2 free draws is really fun, but you have to be careful you don't put too much on the line.


 


​Starlight Road/Stardust Dragon


Twin Twisters, anyone? Demise needs a couple traps, so I'm sure this will do the trick against people who instinctively try and snipe your many Spells.


 


D.D. Crow


MVP tbh. It's mediocre sometimes, but there's not much more gratifying than banishing a pesky Pantheism or ship, or Dante if you're feeling ballsy.


 


Holding Legs


I dunno, seemed necessary against Demise Decks, which would be a world of pain to fight.


 


Ferret Flames


Ever complained about OTKs? Don't underestimate this card. It can single-handedly send back up to 5 monsters--regardless of whether they're unaffected by card effects or not--and keep you alive and kicking. I wouldn't play too many, but this card is way underrated.


 


 


 


So yeah, this is the most fun I have ever had playing Yugioh outside of maybe Qliphort or Madolche.


 


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If you want the Level 4s, Painful Decision?

 

hhhhnnnnnnGGGGGGGGGGGG!!!!!!!!!!™™™™™™

 

I tried painful decision in the original build, but it was so bricky. I'd draw it late/mid game, and it would be a totally dead card, since I only play 6 level 4s, 3 of each name, so since I'm searching for them really quickly early game, the card just wouldn't work.

 

Also, I don't play the 3s because they're mostly useless outside of being targets for that card, what with low stats and a common level with access to not-so-amazing Xyzs.

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