So conversation on Shaddoll is kind of stale so i wanted to bring up my current theory that ive been working on with the deck itself. Again sorry for how long this post is but I wanted to get all of my thoughts out on the Seraphdoll stuff so here we go.
Here is a very base list of seraph doll that i'm currently working on, i'll go over my thought process on certain cards and where im at with main deck choices after the list.
3 star seraph scepter
3 star seraph sovereign
2 shaddoll beast
1 shaddoll dragon
2 shaddoll Squamata
2 shaddoll hedgehog
2 shaddoll falco
2 effect veiler
3 upstart goblin
3 el shaddoll fusion
2 shaddoll fusion
1 soul charge
2 shadow games
2 mind crush
2 call of the haunted
1 crush card virus
1 vanitys emptiness
1 torrential tribute
1 shaddoll core
This is 40 i'm not 100% sure it's the correct numbers and ratios, but here is where i'm at on a very base level. My main issue with this current list is that there isn't enough outs to the Djinn Lock. The key to doing well with Seraph Dolls in my honest opinion comes down to having the most consistent way to go of with the seraphs while also having a strong main deck for consistent plays. Obviously playing 3 Upstart Goblin to cut the deck down to 37 was where i wanted to be 100% of the time with Seraphs, opening up stick/chair stick/stick or stick/call is where i wanted to be. I feel like call of the haunted is best run at as a 2 of in this list the card is absolutely insane with Shaddoll monsters and any time you can get a stick chair combo off you're usually just winning the game. Things like the 2 shadow games could easily be outs to djinn lock/other strong cards depending on what matchup you're trying to beat specifically, I personally had the shadow games in there for anytime i lost the dice roll and had to go first. Below is a list of some of the cards i wanted to fit in/try additionally but haven't found the correct way to make room/had enough time to test yet. My biggest qualm outside of not enough Djinn outs in the list above is not having 10 shaddoll monsters which i think is the correct number to have, again room is the issue.
1 shaddoll Squamata
1 shaddoll beast
1 effect veiler
1 glow-up bulb
1 shaddoll hound
3 maxx "c"
1 nephe shaddoll fusion
1 foolish burial
1 book of moon
2 dark hole
1 call of the haunted
1 mind crush
So these are all additional cards I want to try and i'll do my best to explain why i want to fit/try all of these additional cards while keeping on topic with the discussion.
1 mathematician. This would put me at 3 math which is awesome for added consistency while you're trying to find combo pieces. Additionally its an Earth monster for easier shek access.
1 Squamata. Would put me at 3 squamata and would also make my 10th shaddoll monster. Obviously squamata is an awesome monster giving me access to every other shaddoll monster and core in my deck which is pretty awesome in addition to being an out to the djinn lock.
1 shaddoll beast. Would put the above list at 3 Beast. Also would add in for a 10th shaddoll monster which in my opinion from testing is currently necessary. Beast is also awesome for the reason of once it gets to siding, the monarch stormforth is one of the best outs to the djinn lock, having more tributes makes it more like to go off.
1 shaddoll hound. This is a card that has always been on my radar as being extremely underrated as far as shaddoll monsters go. 1 Hound would also put the list at the magic number of 10 shaddoll monsters. Shaddoll hound is pretty awesome against the djinn lock making it so almost all of your normal summon monsters can easily get over those clausolas. Also pseudo protection in the aspect of it basically being an E con which is usefull occasionally.
1 effect veiler. I personally think it would be most correct to have a third veiler, but with how often you draw and go through cards, so far I have had no issues finding them when necessary. I don't really feel i need to explain how good veiler is in each match-up.
3 maxx c. Maxx C is another pretty self explanitory card in itself. I love going second with seraph dolls just to see more cards and playing against nekroz or something gives me a better chance to draw my outs to the djinn lock, or to just see more cards in general which is pretty helpful when youre trying to grind them out or combo off on them. Maxx C is also the nuts against star seraphs in any kind of mirror or the tellar matchup, I think by the Cbus meta this card will be an extremely important card whether playing it or playing against it.
1 felis. Felis is just something i wanted to try solely because of math, in this list I havent actually needed any additional Light monsters for construct, and i've already found that Felis isn't needed, but I cant help but feel naked without this card in shaddoll.
1 pero pero. Don't really need any kind of explanation here, this card is nuts and should probably make it into the main, again, my big issue is room and this guy is kind of slow. I look to fit him back in eventually.
1 glow up bulb. You guys just discussed glow-up a little bit ago but this guy is nuts, especially being able to make cards like crimson blader (if you have the room) or serving as 2 sheks. I also like that you can go into Sky Dragon/Leo with core using this guy.
1 nephe shaddoll fusion. At first i thought this card was completely awful and wanted nothing to do with it. That changed when i realized how awesome this card is at getting you out of 4-5 shaddoll monster hands and not forcing you to make winda. Not to mention since there is no main decked water monsters, lets us go into turn one Anomalilith which is pretty useful. (still actually undecided on if im playing water fusion guy, need to do more testing because right now it doesnt seem worth it.)
1 foolish. Foolish is basically a quality of life card that gives me access to any monster in my deck, I dont really need to explain how useful that can be.
1 book of moon. Its a Djinn out, it lets me reset my monsters. Overall just a useful card. My issue is that it is one of the worst outs to the djinn lock with all of the lances/scoldings going around. I think this is a card that offers too much utility to not play but i think its best to decide once we get closer to the event.
2 dark hole. I personally find that this card sucks :( However this card outs diamond and can also out large boards and djinn. So yea there's that.
1 call of the haunted. Realistically the third call is overkill but it is something i wanted to try out. I do understand how cloggy it can be tho.
1 mind crush. Since i don't feel comfortable playing mistake with star seraphs i find this card to be the absolute best replacement. This card is obscene in almost every single matchup in the format and would like to get the third one in the main, either way its in the side currently.
So i'm gonna quickly outline the cards I deem to be best in according to my playtesting so far and that I personally feel most comfortable playing.
6 Seraphs (obvious seraph build)
10 shaddoll monster
2 effect veiler minimum
2 mathematician (maybe, i've also had great success testing a list without math, but currently I have it in there)
3 upstart (I will not play the seraph build without these, no reason to have bricky stick/chair hands. I understand you can just use them as a light but I want to combo off as often as possible)
5 fusion spells (minimum. Side note a 6th fusion would be awesome i would love to fit Neph in once the next set is out)
1 raigeki (djinn out, overall solid card and enables you to otk with little effort.)
1 soul charge (you play star seraphs this card is the nuts)
2 mind crush (minimum. without playing mistake i want to see this card as often as possible)
2 call of the haunted (minimum. in any kind of star seraph build i want to see this card as often as possible. also serves greater utility by triggering any shaddoll monster)
1 crush card (maybe. So at first i thought this card was the stone cold nuts, and it still might be, but recently I never get a chance to flip it in an ideal situation and have to force flip it and lose falco effects which i absolutely hate. I understand that this card is a free win in so many matchups but i'm personally still not sold on it)
1 emptiness (the nuts)
1 shaddoll core (want to try a 2nd one still)
Like these aren't 100% necessary but I think they're the better cards. Going off of that, that puts us at a roughly 37 card deck with little room to mess around with. Again this is strictly Seraph Shaddoll theory here and I'm not even taking into consideration stun shaddoll/mistake shaddoll. Seraphs might not be the best way to run this deck but i'm still looking at trying to make the most optimal build out of it and would love to here your guys opinions. Again nothing is final in this list and it is just a proto-type but its where i'm at in my testing. Also my theory could be completely off, but this is where im currently at.
TLDR: Seraph Shaddoll theory, not interested in playing the seraphs, dont read it.