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People need to learn to fucking read. This guy A.S.S.'d me because he thought Utopia had to be selected as the attack target to negate the attack, but he just wouldn't read the entire goddamn sentence. Fuck.
And this guy did it because he burned through my Tengu's with Bottomless, and Mirror Force, but I still managed to get Divine Wind on the field and swarm successfully.
I've had people A.S.S. me because I summoned Elemental HERO Bladedge without a sacrifice because I had Necroshade in my graveyard. And because I tell them they cant negate Fusion Summons by Fusion Gate with Solemn Warning. It can be really annoying
People need to learn to fucking read. This guy A.S.S.'d me because he thought Utopia had to be selected as the attack target to negate the attack, but he just wouldn't read the entire goddamn sentence. Fuck.
And this guy did it because he burned through my Tengu's with Bottomless, and Mirror Force, but I still managed to get Divine Wind on the field and swarm successfully.
Overall, a decent anti-meta deck. It runs smoothly and, after working out a few of the kinks, can generally counter any deck flung at it. It's supposed to be played conservatively, baiting Heavy or MST on smaller cards such as Necro or Level Limit/Bind so that you can finish the duel slowly and with aplomb. Despite this, I have found leading with Dyna or Jowgen face up first turn, with both chain-able and lasting protection to be a good play, forcing risky maneuvers that in the end don't go through. Trouble arises when I don't draw key cards during critical moments, such as Colosseum against a swarm deck, Fossil against a special summon deck, or Mallon or Reaper against a low-level/<1500 atk deck. Ostensibly enough, this is due to the fact that there are no draw cards (save "Sangan" and Sarcophagus), heavy repetition, and total that just amounts to 44 cards.
The biggest annoyance, though, probably is the lack of card advantage. Constantly, I see that I am down in terms of cards in hand. This is due to the huge commitment to the field, the dispensable nature of the cards, and the necessity of having back-up plans. Not to mention the insane amount of speed many decks have these days.
Trouble decks: "Skill Drain" (Monsters no longer work, was slow to draw into lasting protection), Gravekeepers (reliable destruction was a nuisance, not afraid of Necro), XYZ (If you don't open well, they can overwhelm with little impediment).
Trouble cards: BLS (constant removal damaging; checked by Necro, Dyna), Trish (rids the field of protection and the hand of reserves; usually checked by Dyna), Stardust (Big monster, good effect, especially for a large swarm; Destruction followed by Jowgen digs its grave), MST (three is too much, in my opinion, rather see more Heavy; no real checks, bait or bluff), Bribe (cancels important plays; not seen often).
Testing: Duality didn't quite fit the bill all the time, revealed facsimiles of cards I already had in hand. "Mask of Restrict" had its applications, but, more often than not, was a burden than an advantage (Starlight is going down the same road).
Comments? Suggestions? I really suggest the deck to anyone who is tired of the current meta.
People A.S.S. Me when they think they can destroy a set card when they summon Stratos. It even says "not including this card" right on the text. This is why I would like to play more people from smogon. :/
Seems like people here really know their stuff, so any help I could get would be quite nice. I am running a basic Skull Servant/Wight deck with a fairly decent level of success. Chose the deck type mostly because it looked interesting and usable, without being typical (horrible reason I know, but it has been alright so far).
Monsters (25):
3x King Of Skull Servants
3x Skull Servant
3x Wightmare
3x Lady In Wight
2x Armageddon Knight
2x Dark Grepher
2x Goblin Zombie
2x Zombie Master
1x Plaguespreader Zombie
1x Pain Painter
1x Blackwing - Gale the Whirlwind
1x Morphing Jar
1x Mezuki
Traps (7):
2x Gravity Bind
1x Mirror Force
1x Call of the Haunted
1x Graceful Revival
2x Chain Destruction
Spells (11):
1x Dark Hole
1x Monster Reborn
2x Book of Life
1x Level Limit - Area B
1x One For One
2x Mystical Space Typhoon
1x Foolish Burial
1x Lightning Vortex
1x Allure of Darkness
Extra:
1x Brionac, Dragon of the Ice Barrier
1x Trishula, Dragon of the Ice Barrier
1x Revived King Ha Des
1x Archfiend Zombie Skull
1x Doomkaiser Dragon
1x Black Rose Dragon
1x Stardust Dragon
1x Gaia Knight, The Force of Earth
1x Ally of Justice Catastor
Basic idea is to use Grepher and Armageddon Knight to dump Skull Servants to the grave, Goblins to bring King to the hand, Zombie Masters and Mezuki to help revive Kings if needed (Zombie Masters also helps discard Skull Servants. Gale gives me an extra tuner, another target for Allure (if needed) and a way to slow down an opponent while I set up. Morphing Jar adds a bit of draw power while also allowing more Skull Servants to be discarded. Gravity Bind and Level Limit keep the field locked down while basically leaving me free to do as I wish. Chain Destruction and Foolish Burial once again help to get Skull Servants to the grave (although, if I need to get Brionac out quicker I can also target Plaguespreader).
Speed is a major problem, even with constant discarding. The extra deck I feel also could use a little work, but with the limited number of tuners and general lack of level diversity, it is often hard to get the right cards out. Problem decks are generally the faster paced decks, but Gravekeepers are also something of a problem if my Kings get locked in the grave.
Pravinoz: Most anti-meta decks today are either Hero Beat or some variation of STUN using Fossil Dyno and similar cards. I would HIGHLY recommend 3 copies of Thunder King Rai-Oh and 2-3 copies of Legendary Jujitsu Master, as well as 1-3 copies of Doomcaliber Knight.
Your deck isn't really anti-meta. It's a stall deck with anti-meta components put in there. You run 3 Reaper and 1 Marshmallon, which is one reason why you're so vulnerable to destruction.
Take out the Gravity Bind, Waboku, T-Roar, Kaiser, Wave-Motion, Messenger, and Level Limit. In a format with triple MST, Heavy Storm, and myriad other opportunities for destruction, Wave-Motion is not by any means a reliable tool.
In addition, take out Stealth Bird and a few Spirit Reaper/Marshmallon. I'm also not too sure about Necrovalley since it seems more like a really weird tech that you don't rely on.
Dualities are very good in anti-meta. They only ever help to make a deck more consistent. I feel like one of the reasons you don't like it is because you don't seem to like getting cards revealed that are already in hand. Now the problem with this is that you have a lot of redundancy in this deck - you stall, but too much, and there's not really enough of a reliable win condition nor is there enough of a lockdown to call this anti-meta or a stun deck.
Solemns, Torrential, Mirror Force, Monster Reborn, etc would all be nice to see.
Well, I guess I got my terminology wrong then.
No, I aim for the more passive play style; cynically rooting for the opponent to draw into destruction cards.
It's more fun to stall, you see. Making somewhat of a soft-lock that can easily built up again the next turn.
That being said, I think I'll make a true anti-meta deck sometime. It seems more like a "screw you" than "can you win in time" deck (as mine is now).
You guys are good with decks, right? Can anybody think of something abusing either Sorciere de Fleur, Chevalier de Fleur, or both? I'm thinking some kind of Quickdraw Plant deck is the key to using them.
Chevalier sucks. It's a really bad Shi En. Sorciere, on the other hand, you could probably tech a copy or two into any spellcaster deck running Magical Dimension. You could go Dimension, summon Sorciere, pop a monster, special summon said popped monster (It works since Sorciere can't miss the timing).
Chevalier sucks. It's a really bad Shi En. Sorciere, on the other hand, you could probably tech a copy or two into any spellcaster deck running Magical Dimension. You could go Dimension, summon Sorciere, pop a monster, special summon said popped monster (It works since Sorciere can't miss the timing).
Shi En is just a broken version of Chev. I splashed a copy of Chevalier in my Quickdraw deck with great results. Junk Destroyer is for when they have a high attack monster or a facedown while Fleur is great against backrow heavy decks, and can help me get game. I'm trying to decide whether to use a plant engine or a t.g. engine. Quickdraw in general expends your hand so rapidly that I never go for the heavy synchro plays until I have game. Fleur + Shooting Quasar Dragon/Halberd Cannon can be really fun. I suppose I'll just keep a copy of her in my extra deck.
Sorciere has an amazing effect, but it really depends on your opponent and what they're running. I tried it out in a tengu plant deck (limited reverse + 2 call of the haunteds means lots of Necro Fleur spam). It's really fun to tribute a tengu and a dandylion or something than revive an opponent's tuner. Because Sorciere is an immediate +1, tributing doesn't hurt... as much.
I'd like Sorciere in spellcasters, but Blizzard Princess is better as a boss.
If I'm tuning Quickdraw + a monster then Chevalier... if it's a couple level eaters and a dandy token, then Destroyer. I have no idea what kind of quickdraw builds are good.
I'm in the process of making Watts IRL actually. Currently at about half the deck and need to buy staples mostly and other random things. Mostly waiting for Cobra to be legal.
That duel was like 2-3 weeks ago, so I forget the details. Judging by the number of cards in his deck, I assume that was really early in the duel (I think I just set Hopper and Call, he MSTed it or something, did nothing, then I set up the lock).
But Watts are a good way to get A.S.S.ed by crybabies...:p