I admit to being a fan of Satellarknights. The cards are aesthetically pleasing; the
theme is noble; and the design is balanced.
While the stalwart will point out that today’s balanced is yesterday’s broken,
the archetype is not overrunning the current meta. In fact, I don’t anticipate that it ever
will. Though Stellarknight Trihiver will
be a welcome XYZ addition, the knights fail because of the clause that limits game
actions to only tellarknights.
I call my current build “Stars and Cars” because it combines
Tellarknights and Geargia. While
eclectic, the deck is one of the most consistent that I have ever played. It maintains hand advantage, provides
flexibility, and rarely produces dead hands …
… it also consistently loses to Shaddolls. In brief, the deck reliably makes Shaddoll
Fusion live, which leads to Winda, which leads to tears. Given the lack of recent Tellar tops, this
problem can’t be easily overcome.
The low moments in Yugioh give doolists a choice: Join ‘em
or Screw ‘em. Since I have already
invested too much money, I opted for screw
‘em. Though zeal and salt may be on
my side, successful construction of an anti-meta deck is a bit of a long
shot. The list of positive features in a
Shaddoll deck is formidable. Consider
the following:
- Flip effects
- Graveyard Effects
- Search Effects
- Anti-Meta Effects (e.g. Winda)
- Spell Effects
- Large Boss Monsters (particularly when combined with dragons or Lightsworns)
Most anti-meta decks specialize in stopping one or two game
mechanics. Shaddolls gives us six. Furthermore, some of these mechanics are very
difficult to stop. Graveyard effects are
negated by only a few cards, a fact that also causes problems when playing Burning
Abyss as well.
Inspired by ROTA’s promotion to three, I took another look
at my Harpie Hanzo deck. The deck list
is given below:
Monsters:
Friends: Hanzo x 3; D.D. Warrior Lady x 1, Evilswarm Hraesvelg x 2, Dark Simorgh x 2
Spells: Soul Charge x 1, D
Fissure x 1, Raigeki x 1, Elegant Egotist x 1, Hysteric Sign x 3, Hunting
Ground x 3, ROTA x 3
Traps: Hysteric Party x 3, Art of Transformation x 2,
Fiendish Chain x 3, Soul Drain x 1
Extra: Castel x 2, Chidori x
2, Zerofyne x2, Abyss Dweller x 2, Silent Honor Ark x 2, Dire Wolf x 1, Exciton
x 1, Blackship x 1, Beserk x 1, Heartlandraco x 1
Side: Anti-Spell Fragrance x
3, Stygian Dirge x 3, Emptiness x 3, Soul Release x 3, Creature Swap x 3
While this deck won’t stop every aspect of the Shaddoll deck, it does
have several devilish features:
No Setting! Dark Simorgh keeps opponents from setting any cards on the field. Good luck if you are playing the Jonesian 20
trap card deck. Thanks to the triple
ROTA, doolists have six cards in their deck that will get them to the big
bird.
Big Body: Not only does
Simorgh hinder opponents play, he is also something of a beater. While Hunting Ground is active, Dark Simorgh
has a 2900 attack. More importantly, he
is not summoned from the extra deck, which lowers the effectiveness of Shaddoll
Fusion.
Decreasing the Graveyard Threat:
There are 13 cards that take away graveyard activation: Warrior Lady x 1, Hraesvelg
x 2, D Fissure x 1, Soul Drain x 1, Castel x 2, Chidori x 2, Abyss Dweller x 2,
Silent Honor Ark x 2.
The best XYZ ever! Ice Beast
Zerofyne is the single most broken and most unknown card in the game. It negates monster effects and gains 300 for
each face up card on the field. This
latter property is the reason for the 16 continuous spells and traps.
I will post my predictions for all of the archetypes for the next format in the coming days.
I have invited haou judai to become an author for this esteemed blog. This invitation also goes out to anyone over the age of 40 who plays this game with passion. Who knows, maybe I will change the name of the blog to "The Minds of the Yugiold".
I have invited haou judai to become an author for this esteemed blog. This invitation also goes out to anyone over the age of 40 who plays this game with passion. Who knows, maybe I will change the name of the blog to "The Minds of the Yugiold".
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