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 All about Shaddolls

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MonteTribal

MonteTribal



Posts : 76
Location : Southern Ohio

All about Shaddolls Empty
PostSubject: All about Shaddolls   All about Shaddolls EmptyFri Aug 15, 2014 12:25 pm

So... Shaddolls. I got the request to do this archetype this week. I actually had to do some research on them, because I haven't played them to much. But I knew the basic gist of what they did, so this was a very enlightening experience for me.

This is every Shaddoll in the TCG. The 4 in the side are the OCG only, for now. So I will only cover the TCG ones. Sorry for the size, DN only does so much. And I gotta have my Amphibian Beast with me.

https://i.imgur.com/ktmW9tn.png
All about Shaddolls KtmW9tn

In Order:

[Monsters]

Shaddoll Beast
Level 5/Dark
Spellcaster/Flip/Effect
FLIP: You can draw 2 cards, then discard 1 card.
If this card is sent to the Graveyard by a card effect: You can draw 1 card. You can only use 1 "Shaddoll Beast" effect per turn, and only once that turn.

Shaddoll Dragon
Level 4/Dark
Spellcaster/Flip/Effect
FLIP: You can target 1 card your opponent controls; return it to the hand.
If this card is sent to the Graveyard by a card effect: You can target 1 Spell/Trap Card on the field; destroy it. You can only use 1 "Shaddoll Dragon" effect per turn, and only once that turn.

Shaddoll Falco
Level 2/Dark
Spellcaster/Tuner/Flip/Effect
FLIP: You can target 1 "Shaddoll" monster in your Graveyard, except "Shaddoll Falco"; Special Summon it in face-down Defense Position.
If this card is sent to the Graveyard by a card effect: You can Special Summon this card from your Graveyard in face-down Defense Position. You can only use 1 "Shaddoll Falco" effect per turn, and only once that turn

Shaddoll Hedgehog
Level 3/Dark
Spellcaster/Flip/Effect
FLIP: You can add 1 "Shaddoll" Spell/Trap Card from your Deck to your hand.
If this card is sent to the Graveyard by a card effect: You can add 1 "Shaddoll" monster from your Deck to your hand, except "Shaddoll Hedgehog". You can only use 1 "Shaddoll Hedgehog" effect per turn, and only once that turn.

Shaddoll Squamata
Level 4/Dark
Spellcaster/Flip/Effect
FLIP: You can target 1 monster on the field; destroy it.
If this card is sent to the Graveyard by a card effect: You can send 1 "Shaddoll" card from your Deck to the Graveyard, except "Shaddoll Squamata". You can only use 1 "Shaddoll Squamata" effect per turn, and only once that turn.

[Spells]
Shaddoll Fusion
Normal Spell
Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster(s) that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Materials. You can only activate 1 "Shaddoll Fusion" per turn.

Curse of Shadow Prison
Field Spell
Each time a "Shaddoll" monster(s) is sent to the Graveyard by a card effect, place 1 Spellstone Counter on this card for each sent monster. All monsters they control lose 100 ATK for each Spellstone Counter on this card during your opponent's turn only. Each time you Fusion Summon a "Shaddoll" Fusion Monster, you can remove 3 Spellstone Counters from this card to use 1 appropriate face-up monster your opponent controls as 1 of the Fusion Materials.

[Trap]
Shaddoll Core
Continuous Trap
Special Summon this card as an Effect Monster (Spellcaster-Type/DARK/Level 9/ATK 1450/DEF 1950). (This card is also still a Trap Card.) If Summoned this way, you can substitute this monster for 1 Fusion Material that lists an Attribute, on a "Shaddoll" Fusion Monster Card. If this card is sent to the Graveyard by a card effect: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard, except "Shaddoll Core"; add it to your hand.

Sinister Shaddoll Games
Normal Trap
Send 1 "Shaddoll" card from your Deck to the Graveyard, then you can change any number of face-down Defense Position "Shaddoll" monsters you control to face-up Defense Position.

[Fusions] that we have
El Shaddoll Construct
Level 8/Light
Fairy/Fusion/Effect
1 "Shaddoll" monster + 1 LIGHT monster
Must first be Fusion Summoned. If this card is Special Summoned: You can send 1 "Shaddoll" card from your Deck to the Graveyard. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.

El Shaddoll Winda
Level 5/Dark
Spellcaster/Fusion/Effect
1 "Shaddoll" monster + 1 DARK monster
Must first be Fusion Summoned. Cannot be destroyed by an opponent's card effects. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.

So that is every Shaddoll card we will have. Just reading them, there are a few things I noted about them.

Cardwise:
1. Focus is the Fusion Summon of the more powerful monsters, which restrict or punish Special Summons.
2. Main Deck monsters all have Flip Effects that focus on searching and field advantage.
3. Main deck monsters also have secondary effects that focus on regaining advantage whenever they are sent to the Graveyard.

Artwise:
They are mostly all reincarnations of other cards. Possessed by 'Shadow Core', they have been zombified and controlled. Very much like the Evilswarms. Cool. The wiki has what card is the original of each Shaddoll card.

First Impressions: Damn.

FLIP effects have always been underwhelming to me. At least since synchros came out. They are a slow effect. They usually don't have the most impactful effect on the board. This changes that. A 'Flip- archetype' has been made before (see Worms), and archetypes have utilized flips before (Lightsworns with Ryko, Gravekeepers with Spy). But this seems to have taken the best of both worlds. While Worms flip, they have "okay" effects. And while Gravekeepers and Lightsworns have a few flip effects, you know what to expect. There is only a few things it could be.

This is what I see.

You attack me, I get too:
- generate value
- bounce a creature
- special summon a buddy
- tutor something awesome
- destroy something (-1 for you, or generate some value for me)

You try to remove me, I get to:
- still get to generate some value
- destroy a different thing
- brings its self back. Then probably summon a buddy.
- tutor for something else
- get any of the above effects

That creates a fear. A fear of attacking into the unknown. If I attack you, you benefit in some way. If I try to remove you without attacking, you STILL benefit from it. And that's just by looking at their main deck monsters, without their support or extra.

Their support says:
- Make a boss that limits your opponent. And if your behind a little, don't worry about it, we'll make it easier to summon something.
- Slowly make your opponents cards worse. Or just eat their stuff.
- summon a boss, and/or refill your hand. Not always the best effect because it can be useless at times, but it can also be a surprise attacker.
- Get any effect you want. Seriously, any of them. Then, get more.

Strategies:

The strategy of the deck is pretty straight forward. Set a monster, Win. They are very strong. And every card works well with each other.

And once you successfully get a Fusion out, your opponent can't really do anything until it is gone.



Cards that go with Shadolls:

Hey, Allure of Darkness is back with a vengeance. An all dark archetype and free cards is awesome.

Foolish Burial now has a bigger and better effect in here.

You know those new cards that came out, Kuribandit and Mathmatician? They are better now. And they were good before.

I can see these being used with Lightsworns. Lightsworns add a Turbo button to the deck, as at the end of your turn you can hit these and trigger them all. Open up more Extra deck plays with more creatures with similar levels. Provide more protection. Trigger all of your own effects with Judgement Dragon, so nuke then free summons for you. But, with Lightsworns comes the chance of milling bricks and just losing from bad mills/top decks.

Dark + Light = Black Luster Soldier.

How to Fight:

As with any archetype, they have similar effects, so they all get similarly shut down.

Nobleman of Crossout: Seems really good to me. Prevents all of their effects from working. Basically takes out a piece of their engine, and if it's the right piece, that could hurt a lot. And while it hurts a lot, they still have a lot more answers for it.

Macro Cosmos/Dimensional Fissure/Banishers: Here we go. Makes removing their stuff infinity better. Shuts down half of their engine. Sadly, this also hurts a lot of other decks, which probably includes yours.

Neo Spacian Grandmole: I like this option more than I should. It doesn't trigger any effect. And who doesn't special summon these days? I remove something without a consequence, while having more dudes to attack with without having to worry about you gaining ridiculous advantages over me.

Shadow-Imprisoning Mirror: Stops their effects cold. Probably

Light of Intervention: No sets mean no flips. Meaning you can attack freely. But this is really only good against this and Ghostricks. And it really doesn't do anything productive for you.

Cursed Seal of the Forbidden Spell: Breaks their Fusions, which kills their default extra deck. So you can keep summoning, which is nice. Can also stop some other relevant things too.

I would like to build this deck, but I can forsee all of their cool pieces ( ie: Fusion monsters, Shaddoll Fusion, and Sinister Shaddoll Games) being no less than $30 each for a while.
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Pepchoninga

Pepchoninga



Posts : 232
Location : In you Dreams! MUHAHAHAHA

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PostSubject: Re: All about Shaddolls   All about Shaddolls EmptyFri Aug 15, 2014 3:04 pm

wow monte that is a great one!!! ^^
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MonteTribal

MonteTribal



Posts : 76
Location : Southern Ohio

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PostSubject: Re: All about Shaddolls   All about Shaddolls EmptyFri Aug 15, 2014 3:47 pm

Thanks Pep. I'll be testing the deck on DN for a bit, to see how it works. Might follow this one up
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Pepchoninga

Pepchoninga



Posts : 232
Location : In you Dreams! MUHAHAHAHA

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PostSubject: Re: All about Shaddolls   All about Shaddolls EmptyFri Aug 15, 2014 3:52 pm

I am going to make one of these to the other big archetype - Satellarknoght ^^
Oh and if you want help testing i have some experience whit Shaddolls - may be good to test it Shaddolls vs Shaddols!! Tell me if you are intrested
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F0rtunate Chaos

F0rtunate Chaos

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PostSubject: Re: All about Shaddolls   All about Shaddolls EmptyFri Aug 15, 2014 4:16 pm

Awesome job Monte. 200 DP for this work.
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MonteTribal

MonteTribal



Posts : 76
Location : Southern Ohio

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PostSubject: Re: All about Shaddolls   All about Shaddolls EmptyFri Aug 15, 2014 4:19 pm

@Pep: that's be great lol. Thanks. Now, we just need to be on DN at the same time >.>

@Evoker: Cool! Thanks
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Pepchoninga

Pepchoninga



Posts : 232
Location : In you Dreams! MUHAHAHAHA

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PostSubject: Re: All about Shaddolls   All about Shaddolls EmptyFri Aug 15, 2014 4:20 pm

Great you can Pm me tomorror when you are on ^^
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