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 Good Stuff.dek (repost from old site)

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MonteTribal

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Posts : 75
Location : Southern Ohio

PostSubject: Good Stuff.dek (repost from old site)   Fri Aug 08, 2014 12:08 am

Hey everyone. Welcome to Frindge Fridays, where I, Monte, shall be discussing decks that aren't meta. What they are: fun and unique, and work. Most of the time. This week, I shall be showcasing another odd brain child of mine. In Magic the gathering, there is a archetype called Junk. It was named such for a few reasons. 1. There is a color combination called Jund, and Junk had a similar color scheme that was currently unnamed. 2. The deck first called Junk had no visible synergies. It was just a deck full of good cards. Made to combat the top deck at the time, which was Jund. Now, I can't use the same name, because Yugioh has a Junk archetype. So...

May I present: Good Stuff.dek
http://i.imgur.com/R1QZH66.png


I took some time to think about the necrovalleys. It was between them or Zombie World. Looking at it now, I kind of want Zombie Worl more. Zombie World hurts monster type archetypes a lot more. And I already have Imperial Iron walls for nonbanishing. Necrovalley makes a 2500 wall that summons a 2000 beatstick with a great effect. I guess it's just preference, and mine has changed sinse this deck was conceptualized.

This deck does a little of everything. And I mean everything.
Chaos/graveyard reliant special summoning.
Mills to set up the graveyard summons.
Free monsters.
Free draws.
Hand traps.
Tutors for answers.
Prevents tutors.
Special summon from the grave.
Flip effects.
Consistent XYZ and Synchro plays.
Crazy boss monster plays.
And can Win from crazy angles.

Pros:
Nonarchetypal decks are harder to side for
Lots of play routes.
Decent Recovery from wipes.
Easy to side stuff out based on matchups.

Cons:
Mildly difficult to play if you don't understand the decks plays
Non-archetypal means no OP archetypal support.

So decklist time:

Monsters: 30
1 Black Luster Soldier - now just a boss, THE boss. If you can splash BLS, you should splash BLS. Just wipes up anything in front of it.
2 Chaos Sorcerer - The Original Chaos Gangster. Baby BLS, if you will. Also great.
1 Dark Armed Dragon - Very easy to summon in this deck. You can manipulate the grave pretty easily. Can pop up to 3 things the turn he shows up.
1 Thunder King Rai'oh - Some anti-meta never hurt anyone. Oh... wait...
1 Genex Ally Birdman - Reuse some creature effects. The high number of level 4 creauture's means this makes an easy Black Rose.
2 Card Trooper - Fills the grave for you. 1900 isn't a bad attack stat. Draws a card.
2 Lyla, Lightsworn Sorceress - Fills the gravy for you. Pop back row.
2 Ryko, Lightsworn Huter - Fills the grave a little. Pops anything.
3 Dekoichi the Battlechanted Locomotive - Free cards?
2 Black Salvo - Pulls Dekoichi for Burei plays
3 Gravekeeper's Spy - Flip, summon, pop or XYZ
1 Gravekeeper's Descendent - pop for the low, low price of a Spy
1 Machina Cannon - Monster Reborn for cannon
2 Machina Fortress - easy to summon, hard to remove
2 Machina Gearframe - find the stronger guys and keep them alive
2 Effect Veiler - Stop stuff, make Catastor
2 Maxx "C" - More cards
Spells/Traps: 10
1 Dark Hole - reset button
1 Book of Moon - protection, disruption
1 Charge of the Light Brigade - find some friends
2 Mystical Space Typhoon - because backrow
1 Emergency Evacution Device - because XYZ
1 Solemn Warning - because creatures
1 Bottomless Trap Hole - because big creatures
1 Torrential Tribute - because anything
1 Call of the Haunted - because value

Side deck: subjective as always
2 Genex Ally Duradark - what is this? who invited this guy? seriously, what does this do
1 Redox - Dracossack?
3 Necrovalley (Zombie World) - fields aren't as good as they used to be, but Necrovalley buffs some of your dudes/zombie world wrecks some decks
1 Mystical Space Typhoon - just in case
2 Imperial Iron Wall - this hurts 4 of our things. could hurt someone else a lot more
1Traptrix Myrmeleo - get more value
2 Trap Hole - the value. also hits some relevant things
2 Nobleman of Crossout - there are a lot of things that are set now-adays
1 Black Horn of Heaven - more summon stoppers

Extra:
Ally of Justice Catastor - removal
Karakuri Shogun mdl 00 "Burei" - changes positions
Black Rose Dragon - dark hole++
Scrap Dragon (Scarp Dargon) - pop pop
Stardust Spark Dragon - soft lock
Number 17: Leviathan Dragon - meh
Leviair the Sea Dragon - reuse those banished things
Gear Gigant X - fetch that gearframe
Diamond Dire Wolf - generic removal
Meastroke, the Symphony Djinn - super wall. book of moon 2
Gagaga Cowboy - cowboy for game
Number 66: Master Key Beetle - very nice. protection is cool
Number 101: Silent Honor ARK - OP
Number 11: Big Eye - steals your friends and makes them my friends
Mecha Phantom Beast Dracossack - doesnt die, kills things instead

Jokes aside, there is some nice synergies going on here. And some very powerful cards.

There are 7 cards in the main that rely on the grave: BLS, 2 Chaos Sorcerer, DaD, 2 Black Salvo, and Call of the Haunted. 4 of them are boss monsters. BLS, Chaos Sorcerer and Dark Armed Dragon are huge threats. Period. They are strong and very versatile. Black Salvo is very much like Debris Dragon, with a more restrictive restriction on what it brings back, but not what it goes into. And Call brings back some of your dudes. It's just nice.

7 cards mill yourself. Fills up that grave for Chaos,DaD, Salvo, etc. And they have useful effects. Trooper is more valuable for the card draw than the grave filling, but its nice. Being a machine also let's it go into Fortress. Lyla is MST on legs. Ryko is generic removal. The Lyla usually doesn't get to mill, because people negate her or she goes into an XYZ. Ryko usually gets his mills off, which is nice.

There are 8 Flip effects. Ryko, see above. Dekoichi is a classic. Set, flip, draw. It is also the reason for Black Salvo. Black Salvo is something that makes a good top deck mid/late game. Draw it, instantly gets you another creature, and can synchro instantly. It also goes into Machina Fortress and Gear Gigant X as a bonus. Black Salvo also makes Gigant.

Now Gravekeepers are a little odd. It's not usually an engine you see on it's own. But they summon themselves pretty well, have decent stats, and an easy pop effect. They are dark, which is the main route to Master Key Beetle, who's protecting ability is very strong.

The Machina are another engine being utilized. Although this one is card advantage into strong monsters. There are 10 machines that can go into Fortress, which is a pretty consistant amount. Gearframe is a good draw, fetching you a Fortress or Fortress Reborn (aka: Cannon).

Hand traps are pretty standard. Everyone has monsters with effects, and everyone special summons now-a-days. Veiler also lets you go into Catastor.

The sideboard is kind of unique here. As always, a sideboard should be very flexable, and can be tweaked for individual play groups based on what to expect.

Genex Ally Duradark http://yugioh.wikia.com/wiki/Genex_Ally_Duradark
This is probably the only non-standard thing to see here. But it fits PERFECTLY. It's a dark, level 4 machine. Works with Black Salvo, Master Key Beetle, Gigant X, Fortress, Dark Armed Dragon, and Chaos. And it has a (situationally) awesome effect. Once per turn, destroy a dark monster. Sick. Normally I'd use Shadow-Imprisoning Mirror, but this is just to perfect.

Redox is a iffy choice, I'll admit. It can be used for Big Eye/Dracossack, but normally it's for if I need a wall for some reason. And 9-10 earth monsters is a decent enough amount for him. Plus, monster reborn  like effect can be relevant.

Necrovalley or Zombie World were my choices. At the time, I chose Necrovalley because my friends ran Inzektors, Junk, Chaos, and some other grave based stuff. And it buffed some of my things. Now, I'd rather have Zombie World.

MST is for those times when backrow is over relevant. Iron Wall is for banish heavy decks.

Traptrix Myrmeleo and Trap Holes are for more disruption. Firefist normal summons a lot. So do Hunders. And monarchs. As do Hands. And XSabers. And Madolche. And just about every deck I can think of normal summons something at some point.

Nobleman of Crossout is something I've been teching recently. Plenty of things to hit. Hands and GeargiArmor being the first to come to mind.

Black Horn of Heaven is for the decks where you don't want trap hole. Stops the special Summons.

So, I hope this was a fun deck for you all. Comments and critiques are always welcome. I love improving myself and my decks. So let me know.

Until next time. Keep playing, keep brewing. See you all in the future. And my the dealer ever be in your favor Wink

========== EDIT: ==========

Some things to change. Looking at the deck, there are a few things I wouldn't mind changing. Having played with it a bit more recently.

-1 Effect Veiler
-1 Ryko

+2 Breakthrough Skill

Like I said above, Ryko can be slow and underwhelming. And Veiler, while good, is useless when it's milled by Trooper/Lyla. I still want 1 because of Chaos and Catastor, But Breakthrough works when milled, and ruins some people's days.


Last edited by MonteTribal on Tue Aug 19, 2014 10:31 am; edited 3 times in total (Reason for editing : post post update)
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F0rtunate Chaos

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PostSubject: Re: Good Stuff.dek (repost from old site)   Fri Aug 08, 2014 12:29 am

Well this deck looks fun. Very informative too! I vaguely remember Junk though.
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Pepchoninga

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PostSubject: Re: Good Stuff.dek (repost from old site)   Fri Aug 08, 2014 5:27 am

Well done Monte verry original and creative deck Smile
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MonteTribal

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Location : Southern Ohio

PostSubject: Re: Good Stuff.dek (repost from old site)   Fri Aug 08, 2014 9:12 am

You know. Junk. The archetype used in almost every episode of 5Ds by the main archetype. Synchro based.
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