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Found 38 results

  1. 2014 Ban List - This format will only include the format up until the end of North American Nationals Format In this format, we are left with the remnants of mermail-firefist format but toward the end of the format, the diversity of decks will include H.A.T, Mermail, Bujin, Sylvan, Dragon Rulers, Geargia, Infernity, Lightsworn, and Zombie FTK, . Although the format was very diluted at first with such limits and Mermail Abyssgunde and Coach Soldier Wolfbark, the format was given advancments in both creativity of diversity when the set Dragons of Legend was set to be released with defining cards such as Kuribandit, Fire and Ice Hand, Mathematician, Wiretap and the most iconic and one thetranscendant cards in the history of YGO, Soul Charge. Post Dragons of Legend, The first event was ARG Richmond (decklists here), where top the top 16 included Fire Fist, Bujin, Mermail, Geargia, Ghostrick and at last, Patrick Hoban's Dragon Rulers had won over A Loli's Dragon Rulers. Match's G1 and G2-G5. However, the meta had continued to evolve past these decks as we get a new set, Primal Origin, with such key cards being released for future meta defining decks that include Traptrix, Madolche, Sylvan and Artifact cards. However, the following event, YCS Philadelphia (Decklist's Here), the expected decks of Madolche, Dragon Ruler and Infernity would top, however would have unexpected decks making it into top 32 such as Inzektors, the newly discovered H.A.T, and even Evilswarm. A giant clusterfuck of decks and such a diverse wide array of strategies (with the top 3 decks not even playing Soul Charge). The format had only began to evolve. By the end of the format, the diversity decks at this point had began to define the format, with every deck having good and bad match-ups, and with nationals 2014 rolling around, no deck had really stuck out as the best deck. Decks like Mermail with Sehabi Kerradine and Bujins with Jeff Jones had some success in ARG's, Lightsworns being a popular deck in europe (Best Video on Youtube), but no clear deck had defined the format. So it was all up the in air as to what deck was really the best deck. Nationals 2014 was one of the diverse tournaments in the history of YGO. In stark contrast to the year before where Dragon Rulers, Spellbooks and ONE Madolche deck covered the entire 2013 Top 64, up to TEN DECKS had topped 64th the event (decklist here), however not all decklists here but I did what I could find). Decks most well known during this tournament consisted of Infernity, Sylvan, Dragon Ruler (Top 16 Duel), Lightsworn Ruler, Spellbook, Geargia (If you guys have Brandon's decklist, that would be great too), Bujin, The G.O.A.T Deck (AKA Reckless Frog OTK (video profile), Jeff Jones Koa'ki Meiru (Round 10 Duel), Fire Fist Artifact Traptrix (Semi-Final Duel), and eventual winner H.A.T (Deon and McDuffie Decklist) (Final Duel Here). In all, the format had a little of everything for every duelist and play style, from control, aggro, and stun. In my opinion, decks were still in their infancy as far as solving the format, with the format being a smaller, decks still had room to evolve and strategies to combat cards were still being discovered. Shoutout to Konami Yu-Gi-Oh! Trading Card Game http://www.yugioh-card.com/ TCGplayer.com Youtube.com TheCardGuyz Alter Reality Games Yu-Gi-Oh! Wikia TeamShockWaves MegaCapitalG TheDuelRock Vexacus4666 Timothy Bailey TheAronsChannel lfcpotter
  2. Madolche

    This is an extremely combo oriented build of madolche that uses a few performage monsters along with brilliant fusion as an engine to jump-start the hootcake combos. I feel like this could be a decent deck in the up and coming format before BOSH is released. For those who aren't aware madolche queen tiaramisu doesn't target so it can deal with both the kozmo untargetable ships along with the field spell at once. It can also clear both pendulum scales as well. The deck has some consistency issues though due to the puddingcess and the garnet's being bad to draw which may hold the deck back from topping larger events. The combos when things go well are absolutely insane though. Also one of the main issues that madolche have faced in the past is getting completely blown out by exciton knight which will soon be banned and the deck has always been forced to main-deck an excessive amount of monster effect negation to avoid this. Without exciton people will likely need to rely on castel and diamond dire wolf to out the field spell and ticket, and ticket makes them think twice about using castel on one of your monsters. Another major issue of the deck, however, which are hand traps such as maxx "C" still exists. Shaddolls were always a bad match-up for this deck though due to shaddoll dragon popping your continuous spells for free and the decks reliance on rank 4s to win but they just got neutered by the ban list. Nekroz of unicore was also a pretty big problem but nekroz also got nerfed pretty hard by the ban list as well.   I'm also hoping to spark a bit of a discussion about reviving madolche as a deck and if anyone has other ideas about how to build the deck it would be interesting to hear them. I've tried some other builds including speedroid but nothing has measured up to the power that brilliant fusion gives the deck.   Here is the decklist: [spoiler] [/spoiler]   Monsters: 21 3 Madolche Magileine 1 Madolche Puddingcess 2 Madolche Messengelato 2 Madolche Hootcake 1 Madolche Mewfeuille 3 Madolche Anjelly 1 Performage Damage Juggler 1 Performage Hat Tricker 1 Performage Trick Clown 2 Gem-Knight Garnet 2 Maxx "C" 2 Effect Veiler   Spells: 12 2 Madolche Chateau 1 Madolche Ticket 1 Raigeki 2 Mystical Space Typhoon 3 Brilliant Fusion 3 Instant Fusion   Traps: 8 2 Breakthrough Skill 1 Ring of Destruction 1 Solemn Warning 1 Bottomless  Trap Hole 1 Vanity's Emptiness 2 Phoenix Wing Wind Blast   Total = 41     Extra Deck: 15 1 Gem-Knight Seraphinite 2 Elder Entity Norden 1 Fusionist 1 Madolche Puddingcess Chocolat A-La-Mode 1 Stellarknight Constellar Diamond 1 Tellarknight Ptolemaeus 2 Madolche Queen Tiaramisu 1 Daigusto Emeral 1 Castel, The Skyblaster Musketeer 1 Performage Trapeze Magician 1 Abyss Dweller 2 Leviair the Sea Dragon   Side Deck: 15 3 Retaliating "C"  2 Flying "C" 1 Archfiend Eccentrick 2 Wavering Eyes 1 Mystcial Space Typhoon 2 Debunk 2 Imperial Iron Wall 2 Light-Imprisoning Mirror   Deck building thoughts: As for individual card choices there is some flexibility. Triple magileine might not be as good as it has been in the past, it could possibly be lowered in number to be completely honest to make room for more tech cards depending on what is strong in the meta or defensive cards. Puddingcess is there for the combos with brilliant fusion which I will explain below. 3 Anjelly is mandatory as it is one of the cards you almost always want to see. Mewfeuille I feel like should be played at 1 so you can summon a messengelato that is stuck in hand or if you want to leviair off of hootcake. One interesting play of note is to instant fusion for norden at some point in the game, banish it with hootcake, then summon it back with leviair! 1 of each of the performage clowns is just so you have barely enough to run brilliant fusion while also minimizing the amount of hands that are clogged with monsters. Veiler can also be used as a light for seraphinite if really needed. Daigusto emeral can recycle the clowns and seraphinite if you want to use brilliant fusion later in the game. Could also go up to 2 seraphinite and possibly cut something else like the second castel. Garnet is a necessary card and bricking with it is unavoidable in this build. I feel like the deck is too slow without something like brilliant fusion to speed it up though. Triple instant fusion and brilliant fusion help take away the weakness of reliance on the one normal summon in a turn. Instant fusion and double summon were already cards that have seen play in madolche in the past, brilliant fusion is double summon but much more and instant fusion now has norden as a target. For the other cards such as mystical space typhoon, fiendish chain, and mirror force, they could honestly be replaced depending on what decks end up being on top. I feel like mystical space typhoon will likely be good due to new pendulum decks coming to the meta. Mirror force I feel like could be a lot more reliable due to exciton being out of the game as they can't just rank 4 into a field wipe and might feel compelled to make multiple attackers to out your field or multiple XYZs after a combo. Finally the deck is 41 cards, a hootcake could be cut for sure to bring it down to 40.     Now to explain the brilliant fusion combos:   Brilliant fusion + anjelly/hootcake using puddingcess 1) Brilliant fusion to summon seraphinite sending damage juggler or trick clown and garnet 2) Summon anjelly and trick clown using the 2nd normal summon 3) Tribute anjelly for hootcake from deck 4) Hootcake banish garnet for puddingcess from deck 5) Overlay puddingcess and seraphinite for chocolat a-la-mode 6) Chocolat effect shuffle anjelly back into deck and special summon messengelato and activate the effect to search ticket or chateau, you have a lot of options here. Can also grab mewfeuille to make leviair to levair back damage juggler. Can also get magileine if you want to go for damage with trapeze magician.   So from two cards you end up with choco a-la mode, a performage, messengelato and a search, and hootcake, and you haven't used your 2nd normal summon if you haven't summoned the clown. Use your imagination for rank 4 plays such as castel. The way to do this with hootcake instead of anjelly is to grab anjelly off of hootcake and then tribute anjelly for puddingcess. If you had another madolche such as a magileine or messengelato you could go for a tiaramisu play into ticket effect instead of summoning trick clown. In this case hat tricker could also be used.   Brilliant fusion + magileine using tiaramisu into puddingcess 1) Brilliant fusion for seraphinite sending performage and garnet 2) Summon magileine searching anjelly 3) 2nd normal for anjelly and tribute to summon hootcake from deck 4) Hootcake banish garnet for messengelato, messengelato effect to get ticket 5) Activate ticket and overlay for tiaramisu with magileine and messengelato 6) Tiaramisu detach something to shuffle back up to 2 cards since you have anjelly in grave from when it was tributed, if you want to use chocolat a-la-mode effect in step 9 then just shuffle back 1 card 7) Ticket special summon puddingcess 8) Overlay puddingcess and seraphinite for chocolat a-la-mode 9) Chocolat shuffle back a madolche from grave and summon messengelato from deck, search for chateau. 10) You now have tiaramisu, chocolat a-la-mode, hootcake, and messengelato. You can also banish damage juggler to search hat tricker. Can grab magileine from deck in step 9 instead of messengelato if you want to make trapeze magician for damage.     This deck is a lot of fun to play and has been a bit of a casual deck for me the past few months or so but it has potential to be a more competitive deck now due to exciton and other changes in the meta-game. The deck could definitely be refined depending on how the format turns out. The major issues for the deck are maxx "C" and consistency. It has a lot of different ways to combo but also a lot of different ways to brick. It also has a lot of cute plays such as leviair for a banished norden which you don't really see very often.    Edit: Updated the build, cut mirror force and fiendish chain for 2 breakthrough skill and 2 phoenix wing wind blast. Also took out the 3rd hootcake for a ring of destruction. Also found that the 2nd leviair comes up pretty often, if you mewfeuille into anjelly you can tribute anjelly for hootcake, banish anjelly for messengelato to grab ticket, leviair with mewfeuille and hootcake to summon anjelly, then xyz for tiaramisu and effect detach 1 to shuffle back the one you detached and mewfeuille from the leviair detach, then ticket summons another madolche from deck. The above play also works with instant fusion for a level 3 fusion instead of mewfeuille.   I feel like I should also go over why I think wing blast can work. Phoenix wing wind blast seems like a pretty solid trap that outs a lot of different cards and slows down pendulum decks and kozmo if you hit the field spell. It helps you push clear backrows and outs vanity's emptiness as well. You have a lot of potentially dead cards such as garnet, a 2nd brilliant fusion, and decent targets to discard which are clowns. Sometimes if your field spell and ticket just get you a ton of monsters in hand and you can't summon them all so you can make use of them by discarding them. It can help put a monster in grave for hootcake as well. Could get cut but it has been really good so far. Brilliant fusion can dump damage juggler to get you trick clown as a discard target as well.   I also added a side-deck but I need to test it more, have no idea what to side going into the new meta. I think infernoid will be good and seems like a pretty bad match-up for this deck so I use the 3 retaliating "C" and the 2 imperial iron wall. Maxx "C" wrecks me so I use two debunk which also work against psy-frame. Light-imprisoning mirror could possibly work against psy-frame, satellarknights, and kozmo I suppose. Flying "C" is for random decks that XYZ a lot like satellars. Wavering eyes with eccentrick archfiend for crazy pendulum decks.
  3. Okay, basically I had a secondary deck about Madolches, but I didn't play Yu-gi-oh! since late 2012 and I wanted to update it. I have read the Madolche discussion and apparently I need to buy the new key cards Anjelly, Hootcake and Magileine, and support it with some kind of engine (Ghostricks, TG... refering to this post)   I won't lie to you: I like Madolches because they're freaking cute and sweet, plus I like the recycling mechanic. I will use them for playing against non-competitive friends and participating at small local tournaments. The problem I have with my current (and outdated) deck is: Outside the only Queen Tiaramisu I have and powering monsters with magic/trap cards, I don't really seem to have a strong attack power. I must clear the field with effects, mostly magic/traps, so I can deal with weak monsters or attack directly. My deck is really slow. Excepting Mewfeuille effect, I almost never summon two monsters in one turn.  First of all I'll post my current Madolche deck. I know it's pretty horrible but I don't have anything else for it, so I hope I'll update it soon with the new cards. I would like you post any recommendations or answer my questions based on the anotations I've made.   [spoiler] Extra Deck: x1 Number 17: Leviathan Dragon x2 Fairy King Albverdich x1 Queen Tiaramisu Will buy 2 more   Looking forward to have M-X Saber Invoker and Leviair the Sea Dragon, plus Downerd Magician if it's usefuld and Ghostrick Alucard if I could add some Ghostrick engine (I guess). Can't afford buying synchro stuff, maybe in the future.   Monsters: x2 Madolche Cruffssant I use them with Mewfeuille for building ATK but just because I don't have anything else lol. x3 Madolche Mewfeuille My only tool for special summoning things with ease. x3 Madolche Marmalmaide Don't really see them on online builds despite his good defense and the fact that it recycles magic/trap cards. Mind explaining me why? I think it's because most Madolche decks don't have so many Madolche magic/traps, and Tiaramisu can recycle them anyway. x3 Madolche Butlerusk Want to remove then when getting the new Madolche monsters since Messengelato can do its searching task. x3 Madolche Baaple Added them because I needed monsters. Don't really like them, but the effect is cool. I will probably remove them, like Butlerusk. x3 Madolche Chouxvalier Not that useful right now, same as Baaple and Butlerusk. x2 Madolche Messengelato My favorite monster, but right now find difficult to use its effect since I only have the SS effect of Mewfeuille   Magic cards: x3 Madolche Château Hope I can remove one when I get good search potential x2 Madolche Ticket I suppose this is for searching monsters for combos, but since I don't have any it's kinda useless to me right now. x1 Malevolent Nuzzler For powering up Madolches, piling up with Château. x1 Burden of the Mighty Always nice to have. x1 Mystical Space Typhoon   Trap cards: x1 Madolche Lesson Since I don't have more than 1 Tiaramisu and Madolches recycle themselves I don't have reasons to add more x3 Madolche Tea Break For disrupting traps when attacking x1 Karma Cut x1 Deep Dark Trap Hole x1 Compulsory Evacuation Device x1 Madolchepalooza Unless for summoning XYZ I don't really find that useful, because I have just one Tiaramisu. x1 Royal Prison Using it situationally for decks that rely on Graveyard x1 Fiendish Chain x1 Solemn Warning x1 Torrential Tribute x1 Madolche Waltz I have one 4thelulz, I guess it isn't that effective. Or is it? [/spoiler] Basically I will remove Baaple, Butlerusk and Cheuxvalier and replace them by Anjelly, Hootcake and Magileine. And I will need 3 Tiaramisu (can't afford 15 effective cards for the extra deck so the more the merrier).  I don't usually see decks including Puddincess, Madolche Nights or Madolche Tea Break. Why is this? It's because of the "having no monsters on Graveyard" part? I'm thinking that the usual ways of having Madolches there is sacrificing them, detaching from a XYZ or using your own card effects to destroy them, but you have methods for recycling them like Madolche Lesson or Tiaramisu. Also, you actually need monsters there so you can trigger Hootcake's effect, luckily can do that with "discard" effect cards (not optimal but whatever). Can you explain me if it's advisable to have them on the deck? About supporting engines, I have read about putting Maxx "C" for having a Graveyard monster to trigger Hootcake. Also it seems I can pick Ghostricks or Tech Genus. I would prefer Ghostricks because of the aesthetics, but I don't really understand what utility would they have. I would love to have that Alucard on the deck, tho, but its utility is halved if he's just a spare Ghostrick in the deck. Recommendations? What are Ghostricks used for? Also, I want to have one Downerd Magician, but I'm not sure how does it work with this deck. I'm aware some staple cards would be advisable, like Breakthrough Skill. Anyway, if you have any recommendations (numer of copies included) I would appreciate them, since my current magic/trap cars are more oriented to counter the outdated decks of my friends (plants, fairies, Nordics, I mean no Shaddoll stuff and that) and I feel they're not too "pro" oriented. Okay, just noticed that maybe I should add some Instant Fusion for level 3 Fusion monsters and Spell Striker to have a fun 3's XYZ party. Or Tour Guide From the Underworld. I don't know. Suggestions regarding this level 3 XYZ summoning strategy?   General questions: When you detach a XYZ material (which is a Madolche), does it return to the deck or it does stay in the Graveyard? Multiple Tiaramisus are used for recycling those who are in the Graveyard? Because that way you can have up to 2 Tiaramisu on the field and recycle them when they're in the Graveyard with the effect of the last Queen available.   Thanks for your time!
  4.     Monsters (14): 3 Anjelly 3 Hootcake 3 Magiliene 1 Mewfuille 2 Gelato 2 Spell Striker   Spells (12):   2 Lance 2 Instant Fusion 2 Chateau 1 Ticket 2 RotA 3 Upstart   Traps (14):   3 Breakthrough Skill 1 Compulse 3 Dimensional Prison 1 Solemn Warning 3 Trap Stun 3 Vanity's Emptiness   Side (15):   3 Veiler 3 MST 2 Gozen Match 2 LIM 3 SIM 2 Wiretap   Extra (15):   1 Fusionist 1 Karbo Warrior 1 Dweller 1 Cairngorgon 1 Castel 1 Exciton 1 Alucard 2 Leviair 1 Invoker 2 Tiaramisu 1 SHArk Knight 1 Rhapsody 1 Heartlandraco     I'm updating this after internalization of ideas mentioned in the thread. That's a fancy way of saying I'm going to main Trap Stun now and see what life is like. When we enter the official new format with 3 RotA available I am now considering running one copy of T.G. Striker, a 3rd copy of RotA, and removing the instant fusion engine in favor of the synchro plays. I would run Naturia Beast, Naturia Barkion, and Armades (unsure which Xyz I would cut. Perhaps 101). Just food for thought in case anyone wants to test that in advance. Turn 1 Beast with backrow sounds swell against Shaddolls, and all normal summoned Hootcakes from that point onward become live since I synchro'd. The Striker could be later recycled via Leviair since it would most likely be banished by Hootcake, or in fringe cases, Barkion.
  5.     Originally released in Return of The Duelist, Madolche are an archetype of all Earth attribute monsters, including Spellcasters, Beasts and Fairies and Warriors all named after various desserts and treats. Madolche are a unique take on card games, as each monster has an effect to return itself to the deck when destroyed by your opponent. After its debut in Return of The Duelist, Madolche were rather unimpressive, however with support from Abyss Rising and Lord of the Tachyon Galaxy Madolche has slowly come into their own as a viable archetype.     Monsters [spoiler] Madolche Magileine   Madolche Magileine is one of the strongest support monsters for the Madolche archetype, and arguably one of the best floaters ever printed. Due to her ability to search another copy of herself and her self-recycling effect, she saw play in decks such as Prophecy and Chain Beat for some time. For Madolche however, shes a themed Elemental HERO Stratos, instantly bringing combo pieces to hand and offering a constant stream of monster presence.   Madolche Messengelato:   Released in Abyss Rising, Madolche Messengelato is one of the most welcome additions to the Madolche deck.  A level 4 for the themed Boss monster, a Warrior type monster for Blade Armor Ninja and Heroic Champion-Excalibur, and a target for M-X Saber Invoker Messengelato offers a lot of versatility to the deck.  He also has the ability to search for the archetypes spell and trap support when Special Summoned while a Beast-type Madolche is on board.  Its important to note that Messengelato requires a Beast-type Madolche to activate and resolve his effect, so if a card is chained to remove your Beast from the field Messengelato doesnt get to search cards. Madolche Hootcake:   Hootcake is one of the cards that truly makese Madolche a viable archetype. Before Primal Origins, Hootcake isn't  extremely easy for Madolche to set up on their own because of their tendency to cycle back into the deck, but luckily there are plenty of engines that have perfect synergy with Madolche and fuel the grave to let Hootcake flood the field.   Madolche Mewfeuille: Mewfeuille is our themed Marauding Captain, and an easy enabler for Messengelato and, more importantly, Angelly. Its also useful for easy rank 3 plays such as Invoker and Leviair.   Madolche Anjelly:   Releasing in Primal Origins, Anjelly is best compared to a themed Lonefire Blosssom. Having her plus a mew in hand is an instant Tiaramisu play since she fetches Hootcake from the deck while putting a monster in grave for his effect.  This is a very welcome consistency card, and an absolute must play.    Madolche Puddingcess:   Thanks to Mewfeuille and Hootcake, its actually not too hard to get Puddingcess onto the board; however, the deck is also perfectly capable of clearing away problem cards without her so that Mewfeuille and Hootcake plays can be conserved for stronger combos.   Madolche Queen Tiramisu The boss monster of the Madolche archetype, Tiramisu is arguably one of the best removal cards in the, removing opposing threats without targeting them and, while staying true to the theme, recycling all of your resources. With the field spell in play she reaches a respectable 2700 attack, allowing her to push for decent damage after clearing away the opponents cards (especially when taking into account how often Tiaramisu is summoned alongside some other monsters, or with a Ticket in play).[/spoiler]     Spells [spoiler]   Madolche Chateau: Chateau is a unique field spell for the Madolche archetype. The 500 attack and defense boost is definitely appreciated in a deck of otherwise small monsters, but the really incredible part of Chateau is the effect that returns Madolches to the hand instead of the deck. This means that if a Madolche is run over, it returns to your hand instead. If its hit by Solemn Warning, it returns to the hand. If Madolche Queen Tiaramisu would return a monster to the deck, they go to your hand instead. If Chateau stays on the field, you essentially never lose your resources.   Madolche Ticket: Ticket is sort of a themed Black Whirlwind, except searchable. Something thats especially noteworthy is the option to Special Summon instead of searching if you control a Fairy-type Madolche monster. Madolche Queen Tiaramisu and Puddingcess currently are the only two Fairy-type Madolches in the TCG, however Queens effect will to trigger Ticket. A lot of simple boards are turned into OTKs because of Ticket putting a Hootcake directly on the field. Two things to note are that Tickets search effect is Mandatory, and that you can only use the effect once each turn, meaning it will not stack similar to Whirlwind. [/spoiler] Traps   It's worth noting that Madolche actually have a few themed Traps to support them. Most of them however are impractical and unplayable, but there is one worth your attention. [spoiler] Madolchepalooza: Madolchepalooza is a highly debated choice in Madolche decks. It is slow and situational, needing to wait an entire turn and requiring a significant number of Madolche monsters in hand to make it worthwhile. If the card fully resolves, it often results in a blowout, and its search-ability via Messengelato gives it definite merit as a one-of.[/spoiler]     Supporting Engines   Because of Hootcakes need for monsters in the graveyard, most Madolche decks will employ some sort of secondary engine to make sure Hootcake is live.   [spoiler]  Hand Traps: Aside from being useful cards in general, Maxx C and Effect Veiler are easy to put in the graveyard as Hootcake fodder. Some combination of hand traps will be played between the main and side of most Madolche decks.    Ghostricks:     Released in Shadow Spectres, the Ghostrick engine has slowly proven itself to be a reliable one. Cards like Jiangshi give the deck a reliable normal summon(or set), as well as the ability to search cards that allow you to not die while you wait to combo. Mary tutors Jianshi from the deck, while Jack Frost, Spectre, and Lantern all punish your opponents for putting cards on board that you want to put back in the deck.   Tech Genus: T.G. Striker and T.G. Warwolf are nice floaters to help get monsters in grave while maintaining resources, and both of them also offer interesting tricks to the deck. Striker opens the deck to Synchro plays, once again allowing access to the coveted Naturia Beast and Barkion, both of whom are potentially quite power in the current format. Warwolf summons himself when Mewfeuille or Hootcake resolve their effects, allowing for those Invoker plays that make summoning Tiaramisu so elementary.   CardCar D/Pot of Duality:   Cardcar is fairly straightforward: accumulate resources while putting a dead body in the grave to make Hootcake live. Duality naturally goes hand-in-hand with Cardcar, letting the deck dig even deeper to ensure that combos happen as quickly as possible. A deck utilizing Cardcars requires extra protection since it doesnt provide the field presence that Serene Psychic Witch or T.G. Warwolf do, but it really allows the Madolche cards to shine in their own right.   Instant Fusion:   Instant Fusion very simply puts a body on board to go straight into Xyz plays. One has to be careful with Instant Fusion, though, because Madolche is already rather weak to Maxx C and a Maxx being chained to Instant Fusion can put you in a horrendous position. The most common targets for Instant Fusion are the Level 3 Fusionist and the Level 4 Karbonala Warrior.   Spell Striker:   Spell Striker can be utilized in turbo builds to put even more level 3s on board, which leads to more Invoker plays and therefore more Tiaramisu plays. Hes most effective with cards like Upstart Goblin and Reinforcement of the Army (which coincidentally can search Messengelato, if you're ever so inclined to have him in your hand).   Tour Guide From the Underworld:   Sometimes you really just can't get enough level 3s, and Tour Guide is useful if you find yourself wishing you could summon Rank 3 monsters even more often than you already do. In a combo-based deck like Madolche, its sometimes nice to have a decent standalone card that will do something while you wait to draw combo pieces, and Tour Guide does that while putting bodies in the grave for Hootcake.  [/spoiler]   Extra Deck [spoiler] Mechaquipped Angineer:     Seving as a replacement for the ever-popular Zenmaines, Angineer is a powerful utility card, not only allowing you to stay alive for an extra turn or two, but also ensuring that cards like Tiarmisu stick around an extra turn to help seal wins.   Ghostrick Alucard:     Alucard is a reliable rank 3 monster who can force out backrow or deal with pesky set monsters like Geargiarmor. His stats aren't terrible either, and his ability to recycle cards like Specter and Mary when he dies give him a lot of utility.   M.X-Saber Invoker:   His stats might not be great, but Invoker is a necessary combo-piece in the Madolche extra deck. Typically made with a used Hootcake and another level 3, Invoker pulls Messengelato from the deck to help facilitate rank 4 plays.   Leviair the Sea Dragon:   Leviair is a great utility card, allowing you to recycle banished Madolches and helping to further facilitate combo plays. Post Prio, it serves as a way to recycle Angelly in the Queen combo, giving you a bigger body on board that, if protected, allows for more plays the following turn.   Abyss Dweller   Since its release in Abyss Rising, Dweller has become a near staple in almost any deck that could make it. With Artifacts, Mermail, and Bujins being popular choices for the format, Dweller should continue to find itself in the Extra Deck.   Gagaga Cowboy:   Once the Madolche deck establishes its board, it is capable of doing a tremendous amount of damage in one turn, including the occasional OTK. There are times however when you just cant deal enough, and for when that happens theres this guy. The 800 burn damage can easily steal games for you, and his first effect means he can crash with or run over almost any big monster your opponent puts on the board. Other Options: Diamond Dire Wolf Blackship of Corn Evilswarm Exciton Knight Number 101 Silent Honors Knight Number 49: Fortune Tune Temptempo the Percussion Djinn Maestroke the Symphony Djinn Soul of Silvermountain Naturia Beast, Naturia Barkion, Black Rose Dragon, Arcanite Magician (depending on which Tuners, if any, are run) [/spoiler]     Side Deck Options [spoiler]   Gozen Match: With the entire deck being EARTH-attribute monsters, Gozen Match gives the deck an edge post-side against multi-attribute decks.   Trap Stun/Royal Decree: Against Trap-heavy decks, both of these options can lock down their backrows while you make a big play to put yourself in a winning position.   DNA Surgery: With many decks in the format revolving around keeping 1 specific type of monster on the field, Surgery is a one card way to disrupt many strategies. Depending on your hand and the game state when you flip it, your best bets to call are Beast or Fairy with this card.   Soul Drain: Soul Drain is an interesting choice for Madolche, as it stops all of the archetypes monsters from recycling themselves. While this does mean you wont be triggering Ticket as often, it does mean you will be able to make Hootcake live much easier, so its not a terrible trade-off, especially since it can still shut down other decks completely.   Other side deck options: -Dust Tornado -The Transmigration Prophecy -Thunder King Rai-Oh -Mind Crush -Fossil Dyna Pachycephalo/Vanity's Emptiness [/spoiler]     Combos [spoiler] Most of the combos in Madolche are pretty straightforward. However a basic "Queen Combo" could look something like: In Hand: Madolche Mewfuielle + Madolche Angelly In Deck: At least one copy of Madolche Hootcake and Messengelato   First you summon Mew, using it's effect to summon Angelly your hand. Activate Angellys effect, tributing herself to summon Madolche Hootcake from the deck. Activate Hootcakes effect, targeting your in-grave monster. Once he resolves, summon Madolche Messengelato from your deck. Use Messengelatos effect to search Madolche Ticket from the deck. Activate Madolche Ticket Overlay Mew+Hootcake for M-X Saber Invoker OR Leviair the Sea Dragon Either use Invoker to summon a messengelato from deck, or Leviair to revive Angelly. Overlay the 2 Madolche for Madolche Queen Tiaramisu. Use Queens effect to target 2 Madolche cards in your grave (usually the materials of both Invoker/Leviair and Queen) to return to your deck. Return targets to your deck or hand(If you have Chateau on board). Spin two cards your opponent controls. On resolution of Queens effect, Madolche Ticket will activate, allowing you to search any Madolche monster from your deck. Because you control a fairy, you have the option of summoning whatever monster you search.[/spoiler]     Rulings [spoiler] Targeting your in-grave monster with Hootcake is a cost to activate his effect, banishing it is a part of his effects resolution.   Madolche Queens effect does not target your opponents cards on the field, only up to two in your grave. You select which of your opponents cards are returned at resolution of her effect.   For players using the Ghostrick Engine: you may summon a Specter searched by a Jiangshi that was attacked and destroyed by an opponents monster.   Ghostrick Jackfrost does not target when activated in the hand, meaning cards like Bujingi Turtle can not be chain to his effect. In order for Messengelato to both activate and resolve his effect, there must be a beast-type Madolche on your field. If you SS him and your opponent uses a card like Compulsory Evacuation Device on your only beast-type monster, he will resolve without effect("fizzle").   If you summon Messengelato off of Hootcake or Mewfueille and have a copy of T.G. Warwolf in hand, you may summon the Warwolf and still search with Messengelato.  See SEGOC.   Similarly, if Messengelato is summoned during the damage step, he can still activate his effect.   Madolche Queen Tiaramisu can return cards that were attached to her as XYZ materials to the deck IF there is already a legal target in your grave when you activate her effect(similar to Zombie Master and Lumina, Lightsworn Summoner).     If Necrovalley is on the field and your opponent destroys one of your Madolche monsters, they will return themselves to the deck.   If a Madolche should be destroyed by Solemn Warning/Judgment, its effect to return to the deck will trigger.   If your opponent has control of your monster and you destroy it by battle or card effect, that monster will not return to the deck. [/spoiler]   Thoughts on How to Pilot the Deck [spoiler] After some extensive playing and eventually putting the deck down, I was helping a friend learn how to play this deck, and I came up with this as a teaching tool. Not sure if it'll help anyone here, but may as well post it:     Think of Madolches not as a combo-heavy glass cannon deck, but more as a grindy pressure deck that has Xyz options (more similar to Fire Fists than Wind-Ups, honestly). The mindset of "Don't Xyz summon anything unless you absolutely have to" helps make this deck less fragile and more of a threat. Too many people play this deck as a crazy combo deck that hits really, really hard and not as the sturdy grind deck that it's meant to be. Sure, the deck has a ton of Xyz options - its combos open up rank 3 and rank 4 plays very easily. But that in-and-of-itself is a double-edged sword; especially in this meta. Good opponents try to save their disruption for your Xyz plays, where they'll get the most value for their cards. Right now, those cards are Fiendish Chain, Breakthrough Skill, Traptrix Trap Hole Nightmare, Black Horn of Heaven, Bottomless Trap Hole, Solemn Warning, and Compulsory Evacuation Device. This is the great majority of all backrow in the current meta, and it's not advantageous for them to use it on your regular Madolche monsters, since they'll just go back to your hand anyway while you have Chateau up on the board. Take advantage of that. Use that as your method of applying pressure. Force them to waste backrows on monsters that you just recycle over and over and over, then finish them off with your Xyz summons when you know for sure that it's safe to.   Your monsters provide pressure when combined with Chateau, as their attack points go from "nothing spectacular" to "relevant to the current meta."   Relevant attack modifiers: Hootcake: 2000 ATK - large enough to push over Geargiarmor in defense, but not big enough to push over a Komushroomo. Messengelato: 2100 ATK - large enough to push over any non-tribute or special summoned monster. Can suicide with a Silent Honor ARK with no materials and go back to hand, allowing the extra search when combined with Mewfuille. Magiliene: 1900 ATK - can't push over Geargiarmor or Komushroomo, but can attack over most all other relevant normal summons. Can push over all normal summoned Lightsworn monsters, or suicide with a boosted Raiden to go back to hand and grant another search. Mewfuille: 1000 ATK - suicides with Lumina and returns to hand if the attack goes through.     Anjelly and Magiliene are your single best standalone cards in the deck. If you open Mewfuille + Anjelly going first, the full combo is NOT your best play. You're setting yourself up to get board-wiped and lose out on a lot of tempo. Hold the Mewfuille in your hand and just summon Anjelly. Hootcake -> Messengelato -> Chateau applies so much pressure on its own and doesn't leave you weak to counter plays on your opponent's turn. Not to mention, a Hootcake that can't be destroyed by battle is a very powerful tool that can sometimes even grant an additional summon on your following turn. If your opponent answers your board without destroying Chateau, you have a Mewfuille -> Messengelato play setup for the next turn to give you a Ticket and continue applying pressure. If they didn't answer the Hootcake but did answer the Messengelato, you get the same play the next turn, but it allows you to make a rank 3 with Hootcake so it doesn't return to deck (Mechquipped Angineer comes to mind). This doesn't even include the other 4 cards you opened with or the card you drew for the next turn. Magiliene applies pressure by granting you access to every single card in your entire engine, including more copies of herself. She ensures that you never run out of monsters (read: threats), and gives you the pieces to make that last-second aggressive push when you know you can win.   When searching with Magiliene, a flow chart of search priorities has been helpful for me (pardon the sloppiness - I'm not that good at making these): [spoiler] [/spoiler]     Messengelato is a very key part to the deck, but he is absolutely horrible to draw. If one is in your hand, searching a Mewfuille earlier in the flow chart can sometimes be more beneficial. Change based on the scenario. The flowchart is just a general rule of thumb.   Since Messengelato is such a key piece of the deck, it's important to never shut yourself off from it. Chateau provides a great deal of utility and pressure, and opponents will often make it the target of their backrow hate. As such, it's always important to keep that card available to you. Always try to keep the second one either in your deck for you to search with Messengelato or in your hand for you to play when the first one gets destroyed. This is much easier to manage when the new rules take effect. Also remember to return Chateau from the grave to your deck with Tiaramisu so you never run out of them. This point is equally true of Messengelato. You should always have one in your deck so that you have the monster to summon with Hootcake/Invoker (depending on the scenario). You never want to shut that option off. Sometimes this means returning monsters to your deck instead of your hand with Chateau - in the long run, it's much more valuable to do so if you don't have a Messengelato in the deck anymore.   Playing additional engines alongside Madolches is a very popular method of making them competitive. 13 monsters does not a good deck make when your most relevant and powerful plays are dependent on drawing them either in specific orders or alongside other monsters. Trying to grant more standalone plays to allow you to make a decent turn 1 play is a great way to help correct this. Most people are opting to play Fire Hand and Ice Hand to make up for this, but the meta has shifted toward less backrow and more power plays (Lightsworn, Mythic Rulers, Sylvans, Mermails), making Ice Hand dead frequently. This makes that engine fall apart and can turn it into a big clogging clusterfuck in your hand. Exploring new avenues regarding this (such as the approach of Traptrix monsters, the Artifact engine, or perhaps even just hand traps) can help improve your results.   On Instant Fusion and Double Summon: Think of your Extra Deck as your Toolbox - each monster in it is a different tool that you can use for different situations. Instant Fusion is useful in allowing you to access this toolbox more regularly, but the trade-off is that you have to run 2 fusion monsters as targets for it (which are otherwise useless). In respect to the toolbox analogy, you're giving up 2 types of wrenches in order to have a toolbox that's easier to open. Is that trade-off really worth it? On the one hand, Instant Fusion allows you to make more explosive plays, and it also allows you to recover a combo that is disrupted. It also allows you to turn a single Hootcake into a Tiaramisu (Hootcake -> Messengelato -> Instant Fusion -> Invoker -> Messengelato -> Tiaramisu). But it adds to the fact that the deck's combos are fragile. With the method of play that the deck is meant to have (as described in the sections above), you should never be combo'ing off when you can be disrupted anyway. Instant Fusion is a waste in the sense that you shouldn't have any problems combo'ing off or winning the game if you play the deck properly. Instant Fusion also makes your bad hands worse and your good hands better - our general definition or a "win-more" card, otherwise known as a "poor choice." Double Summon is a similar two-headed beast. While not taking away from your toolbox of having to play fusion monsters in your extra deck, Double Summon still has similar weaknesses. Double Summon is only useful when you have a monster-heavy hand. Granted, this does happen with this deck while you have Chateau up, but if you have Chateau up and are playing your monsters correctly, you won't need Double Summon. You just summon those monsters all over again and keep applying pressure with them. You don't need to spam the board and make a ton of Xyz plays to win the game. Stick to the basics of "summon big monster and attack." Why waste your space/resources to make bigger plays when they're completely un-needed. This is also another card that makes your good hands better and your bad hands worse. Again, a "win-more" card, otherwise known as a "poor choice." Madolchepalooza can be looked at similarly as well.     On Trap Stun and Wiretap: A lot of your more aggressive plays will either put you so far ahead in the game (the potential +4 from Tiaramisu) that the opponent can't recover, or will downright win you the game right there. Timing them properly is the important point. Against a lot of backrow-heavy decks, it becomes difficult to be able to make that push to actually jump ahead. Most of the time you're either walled by something that's bigger than your 2100 Messengelato, or they'll just grind right alongside you until they're at a good point to push ahead. Trap Stun and Wiretap are your main methods of clearing the way to jump ahead. The meta has shifted a bit, however, which makes this a more difficult choice. Before Lightsworn broke out of their shell and suddenly leaving imprints of the fear of boardwipes everywhere, almost every deck in the format was heavy with backrow. Playing 3 Wiretap and 3 Trap Stun was more than acceptable. Now, it's more likely for half of that to be the more optimal ratio. Make sure you're strongly considering the pros and cons of both of these cards before you make your decision, but the key lesson behind this is to make sure you're timing it properly based on what the opponent has. If you can make solid reads on their backrow, you'll be able to tell when a good time to push comes up.           That's basically all the advice I can give on how to play the deck. Actual deckbuilding choices should come down to what the meta looks like at the time, but I did at least point out the ones that come up frequently because they're terrible. I'm also assuming that anyone reading that already knows the combos of the deck and has a rough idea of how to play it. Hopefully this is useful to someone.[/spoiler]
  6. Top 64 NAWCQ - T.G. Madolche

    Rode out to Detroit with Nate Forte and some other friends from Cleveland, staying at a friend’s uncle’s house which was really nice. Nate and I had been working closely together on T.G. Madolche since Anjelly was announced, and played very similar builds. I had also been tutoring Diego Haltom to play the deck for around two hours a day the week leading up to the event, and all three of us managed to make top 64.   Since ARG Philly, I had decided to main the two Maxx C’s and take wiretap out of the main in anticipation of Sylvans, which I predicted would be one of the most popular decks and my hardest matchup. Interestingly enough, I had to play against 4 Sylvans day 1 while Nate and Diego barely played any. Admittingly, the main decked maxx definitely won me several game 1’s, and I didn’t lose a single match to Sylvans. The build I played was as follows:     Have a really hard time remembering some of my matchups day 1, but have recorded them to the best of my ability.   [Round 1] [Madolche vs Madolche]   Game 1: He wins the die roll and opens with anjelly. I have the tiramisu combo with lance in my open and win from there. Game 2: I flip trap stun when he has two backrow, but because I’m paranoid about book of moon I chain full house to blow up my field spell and set mst. They were both traps but he couldn’t come back from my tiramisu play. Current record: 1-0   [Round 2] [Madolche vs Sylvan]   Game 1: Have the maxx for his first turn lonefire play with hootcake in hand, and win from the advantage. Game 2: I open something like double crow, double veiler, spell striker messengelato. When he goes to soul charge for Sage and Hermitree he complains that I have the double crow even though I negged. Eventually draw into anjelly, but he has the rivalry. I just start beating him down with a messengelato and a spell striker and win without using the second veiler.    Current record: 2-0   [Round 3] [Madolche vs Sylvan]   Game 1: Lost. Game 2: Won.   Game 3: This game he locks me down with a rivalry for so long that I’m left with 15 cards in deck without having drawn one out of the three mst. He plays charity without sylvans in hand and spins his 5 card hand back to deck. Eventually I top the space and he doesn’t have the second rivalry.    Current record: 3-0   [Round 4] [Madolche vs Madolche]   This round was funny because I get paired with someone from my locals, whom I knew wasn’t an exceptionally good player. He wins the roll and I see he’s playing the mirror, then he plays tenki and I realize it’s the SUPER mirror. I ask him if he copied the build Nate used to win ARGCS DC and he laughs and says pretty much. He get’s 2-0’ed fairly quickly and is a good sport about it, saying he didn’t expect to beat me since I was much more familiar with the build.   Current record: 4-0   [Round 5] [Madolche vs Darkworld]   Game 1: Won. Game 2: He opens up deck dev and I open double messengelato.   Game 3: Game goes into time and I misplay by not reading dark smog and banishing anjelly off hootcake instead of a level 3, which he banishes with smog. Would have had a leviar acid golem play to get over grapha and attack for game, but he makes giant grinder the next turn and burns me for game instead.    Current record: 4-1   [Round 6] [Madolche vs Sylvan]   Can’t really remember anything about this match, besides that I had the handtraps for his opening plays.    Current record: 5-1   [Round 7] [Madolche vs Bujin]   This match was on some bullshit because we get deck checked and I get a game loss for writing “Number 101: Blackship of Corn” on my decklist. Completely my fault I know, but it seems I’m always getting game losses for things like showing up late and this is the first I’ve ever lost a match because of it.   Game 2: He loses because he didn’t power shuffle after the deck check, and all his cards are organized by type. He shows me a hand of double turtle double hare and his deck has 3 kaisers stacked together. Game 3: He opens with Yamato and Kaiser, with a decree the next turn. I played my ass off this game, but just have a hard time dealing with it because I never draw mst. He drops majestys fiend on me with an xyz on board, and I have to go into barkion to answer it. Next turn I normal hootcake and make a tiaramisu play by crashing hoot with anjelly and ticket out. We go into time, and I spin his XYZ and decree for fear of the bujincarnation. Unfortunately this made his set fiendish live, and with a fiendished Tiaramisu under Kaiser I couldn’t do any damage.    Current record: 5-2     [Round 8] [Madolche vs Sylvan]   Game 1: He wins the die roll and sets mushroomo, flipping it next turn to mill princessprout and cherubsprout. He activates sage in hand as link 3, and I chain maxx C to draw 3 cards and win from there. Game 2: This game there is an issue when my opponent uses felgrand on my hootcake which I’d specialed off anjelly, saying it would be destroyed by battle. The judge I call over sides with me, but my opponent calls for a head judge who rules in his favor saying anjelly was a continuous effect. I lose because of it, which really put me on tilt because this kind of thing always happens to me whether it’s a locals or a premier event.   Game 3: I open anjelly, warwolf, and the field spell which lets me put leviar on board and get a ticket search off the field spell. On his turn I veiler his lonefire, which he tributes and soul charges back. I have the warning too, and he scoops it up.    Current record: 6-2   [Round 9] [Madolche vs Mermail]   Game 1: Won Game 2: Lost.   Game 3: Have the torrential for one of his pushes, and when we go into time I make acid golem with spell striker and warwolf to creature swap for his tidal. He can’t get over my monsters summoned off anjelly, and it burns him for game.   Current record: 7-2   [Round 10] [Madolche vs Bujin] This guy was pretty nice and recognized me from ARG Columbus, saying he played Evilswarms at the time and looked up to me for topping with them. Unfortunately I can’t remember much from the match, besides that we went into time and I barely won game 3.   Current record: 8-2   [Round 11] [Madolche vs FAT (Steve Silverman)] Didn’t know what Silverman looked like, but recognized the name. I’d only played against FAT a few times. Interestingly, he was the third player on the ARGCS Philly mat I played at a premier event.   Game 1: I win the die roll and open with anjelly. He tenkis into bear and gets over hootcake, and I search out anjelly off ticket. On my turn I summon anjelly off mewl. He ignitions my set bottomless to search bealg, and then flips the second ignition to pop it. At this point I realize he cheated because he couldn’t activate ignition on my backrow when he had 5 sets, but the judge ruled it as an accepted gamestate because I saw his second ignition. Another issue comes up when he brings out the bealg and flips two moraltechs he had set without waiting for a response. When I try to breakthrough his bealg, he says it was too late and that I didn’t say anything when he asked (I did not remember him asking). Judge rules in my favor. I play tenki to search out warwolf and he answers my hootcake. Then I play mind control on his bear and use it to pop bealg and xyz with it into 101, winning shortly after. Game 2: He opens up with myrmeleo and set 4. He answers my anjelly, then flips full house on my  endphase later on to clear my backrow, bring out 2 Moraltechs, and attack for game next turn with a normal summon.   Game 3: I open up with double messengelato but draw the anjelly as my 6th. Go into hootcake and special anjelly, set 2 trap stuns and pass. He opens up with tenki and clears my monsters with bear. Next turn I draw into warwolf and summon messengelato. He flips sanctum when I go to crash with bear, and I trap stun. Next turn he summons another bear, attacks, and searches out wolfberk. On my turn I topdeck into hootcake and flip the second trap stun. Summon hootcake with no monsters in grave, and pitch D.D crow to banish his only bear. Go into tiramisu and leviar, adding anjelly off ticket and spinning back 1 of two backrow + bear to make the wolfberk in hand dead. On his turn he summons fire hand and starts crashing, leaving me with no cards on field. He’s at 3100 lp at this point, so I go leviar off of anjelly and special back his bear to search my tenki and attack for game.   Current record: 9-2   [Top 64] [Madolche vs Lightsworn Ruler]   Game 1: I open pretty good with anjelly, warwolf, and the field spell. I go into hootcake then leviar to bring back anjelly, and play chateu to get a ticket search. On his second turn he otks me by specialing JD to clear the board, specialing redox to banish wyvern and add + special Diablos, then normaling a wyvern to attack for game. Game 2: He uses xyz universe on my tiramisu and leviar, but I have the torrent for his draco and a follow up tiramisu later on.   Game 3: I open really dead with mewl, the field spell, spell striker, light pris, torrential, and black horn. He sets wyvern on his first turn, and on his second turn I torrent when he summons raiden. He has the lance, and I chain light pris to his wyvern effect. For some reason he forgets he can mill with raiden, and just attacks for 900. On my turn time is called, and we only get 3 turns in top 64. I decide to set mewl and pass, and black horn his black rose the next turn. He specials a redox and sits on it. I have to game him the next turn and topdeck the anjelly. He has one card set which I knew was xyz universe because he set it his first turn and it wasn’t decree or lance. Unfortunately I have no spells for striker and am forced to make tiramisu and play into his xyz universe. Later I realized I would have won if I just set or normaled spell striker, which would have allowed me to go into alucard and acid golem to attack for game.     I felt I misplayed an unforgiving number of times at the tourney, punting several matches while Nate watched. Especially since I’d previously took pride in not misplaying at past premier events. I attributed this a few reasons:   1.    Madolches were far less linear than the previous decks I’d been playing (Evilswarms, worms, etc), and taking too long to think of my plays led me to lose in time. 2.    I was very unused to playing in time, which almost never happened in previous events. My mentality was not accustomed to making optimal plays under those circumstances, and I was left a bit on tilt.   Even though I missed out on getting Giant Hand, I still had a great weekend and was happy that both Nate and Diego were able to move on to top 32. Also got to meet up with a lot of friends I hadn’t seen in some time, and I’m pretty satisfied with top 64 knowing I was lucky enough to topdeck out of several games and make day 2.   Slops: -No Giant Hand -Lost to misplays -Lost to deck check/bad rulings -Wasted $12 on a regional flight because we had to leave in the middle   Props: -Always had the maxx/veiler -Won vs my hardest matchups -Made top 64 with my friends
  7. Preface First of all, I'd like to say that I've actually been lurking around this site ever since I got back into the game in Sept 2013. I've typically avoided posting things because I actually wanted to accomplish something before diving into the discussions here.   Pre-event My buddy Kevin and I have been working on this deck for almost a month now after testing out calculatinginsect's regional topping build. We’ve made tiny tweaks here and there to try and fix up the problems we’ve been having with it. The day before we fly out, I find out he’s dropped the Hands for Myrmeleos. I thought about trying it as well, but the Hands have just been doing too well for me to be able to cut them.   Here's the list I decided to go with: http://imgur.com/5flC28Z   LCQ        Round 1: Inzektors Game 1: I open Magileine with some mediocre sets (black horn, TTHN, Warning, and Fiendish.) He has centipede and hornet and has the soul charge and hornet. I'm unable to create an actual board with XYZs and he overwhelms me with Dragonfly shenanigans. Game 2: Open Anjelly and make him use a bad Warning. After resolving a Ticket search, I just spam the field with and he dies to the beaters. Game 3: We trade damage and he gets me down to3700 while he has 5100 along with Dragonfly and Hornet in hand for next turn. I play Mew + combo starter and decide to take the Maxx C challenge. I end up making Leviair, Tiaramisu, and a Hootcake from triggering Ticket and game him.  Round 2: Exodia Game 1: He resolves multiple Tri-and-Guess’ putting me at 15000. I save my Wiretap his first Hope for Escape and he desperately tries and resolves another, as I’m swinging for game, but doesn’t get Exodia. Game 2: He only resolves 1 Tri-and-Guess and utterly draws into nothing to stop the beatdown. Round 3: Fire Kings  Game 1: We trade damage until he is down to 3900. I just Compulse his Garunix and attack with Mew, Anjelly, and Gelato for 31 and Cowboy for game.  Game 2: He opens set monster, Kaiser Coliseum,and sets 3 backrow. We continually draw and pass while I'm waiting to draw the MST, but I unfortunately lock backrow out for a while with unusable cards until he did something. Eventually I MST the Kaiser and go for Exciton with my 11 total cards to his 12. Wiretap pushes Exciton through and then I just resolvemy +1’s to take the match.   Round 4: Geargia (Alex Reynolds) Game 1: I resolve the Hands thanks to Lance toget rid of his GGXs and his backrow. From there I get advantage off my Hootcakes and our resource him to take it. Game 2: He baits out my Torrential and then Soul Charges for 4. I have no way to get rid of his board so we go to a third game. Game 3: I open Angelly into Hootcake, Gelato, and Ticket. He normal summons Accelerator and specials another and goes for an Exciton, but gets Black Horned. That immediately tells me his hand is just full of backrow so I put on heavy aggression to close out the game before he gets anything going.  Made it in to the main event! As of then, I had already met my expectations since all I really wanted was the sleeves and mat (sorta.) The rest of the day is spent relaxing and I don't playtest at all for tomorrow.   NAWCQ  Round 1: Spellbooks  Before we even begin, I made the mistake of shuffling my deck before my opponent arrives at the table and he sees what I'm playing. A good lesson learned.  Game 1: He has no monster and a ton of backrow,but I have the wiretap and resolve multiple Anjellys. His tower also kept falling to my Chateau. He got nothing going and just loses. Game 2: He opens decently, but his one Fate isn't enough to stop my +1’s.    1-0 Round 2: Water  Game 1: He opens the nuts with Dragoons, Teus, and Soul Charge. I look at my hand and just scoop without showing anything.  Game 2: He sides Black Horns, but I don't make any XYZs and beat him with them Madolche monsters.  Game 3: He starts with set monster + 4 backrowand I set an Ice Hand and 4 backrow to counter. He attacks into the Ice Hand and then reveals Megalo, dumping 2 Infantries. I completely forgot that Hands die to chain links and I don't use my set Transmigration to stop the Infantries from activating. I don’t draw enough stuff to clear his board and that one mistake costs me the match.   1-1   Round 3: Lightsworn Rulers  Game 1: I continually interrupt his monsters and he doesn't get to mill anything while I'm pumping out monsters and he gets beaten down.  Game 2: He opens Charge + Recharge and just blows me out after some godly mills. Game 3: I open a Magiliene with a either Mew or Angelly and search the other. He opens pretty slowly, so I take the Maxx C challenge on my next turn and game him from 6000. He apparently sides Trags as well.    2-1 Round 4: MAT  Game 1: His Kuribandit mills tons of artifacts, but he doesn't have soul charge, so the only thing that I needed to stop was Dionea that I have Fiendish for. I eventually just game him with Palooza from 6600 by summoning Hootcake and Gelato out a Hootcake and Gelato out already. Game 2: He draws pretty terribly and doesn’t have answers for Tiaramisu.   3-1   Round 5: Infernity Game 1: Game starts with us just playing defensively. He continues to set monsters and backrow while I keep resolving Anjellys and waiting for Wiretaps. Eventually, I have enough advantage to push through all his backrow and he tries to resolve Archfiends and Necromancers,but my traps stop them all. I get him down to 400 just with just beaters and make Cowboy for game.  Game 2: He doesn't open well again and has totry and slowly roll out his Infernity advantage. Maxx C stop him from going for a huge board and eventually just gets blown out after I slowly set up my play with either Leviair or Invoker (I forget) + Tiaramisu.    4-1 Round 6: Bujin Game 1: He opens Yamato with turtle in grave and the only monsters I see this game are the hands and a gelato. All I can do is try and throw damage at him while going neg to keep his monsters off the board or from attacking my Heartlandraco. I eventually get broken and lose. Game 2: Quick game where I just overwhelm him with multiple Anjellys. His Maxx Cs don't net him any advantage and Bujins can’t deal with defense position Anjelly’d Hootcake. With no Maxx C, I just push through since he only has one Crane. Game 3: He starts with Yamato and sends Hare to grave. I open Magileine, Mind Control, and Light Mirror and make an ARK withhis Yamato. I take the Maxx C challenge later with Mew + Anjelly and successfully clear his board and take the match. His next draw was actually Veiler, but that’s two draws too late.   5-1 Round 7: Bujins Game 1: He opens Yamato and just slowly beats me down. My only Anjelly gets has Warning used on her and I don't see any other monsters.  Game 2: Quick game where I resolve an Anjelly on turn 1 and then proceed to just end the game the following turn since he had no monsters.        Game 3: I luckily open the same thing as I did last round except with Anjelly instead of Magileine. I take his Hirume hostage under my ARK and proceed to just beat him down with it and a Hootcake.   6-1   Round 8: Water Game 1: Honestly don’t remember much of this game, apparently tried to just go for game at some point (wrote down a bunch of numbers.) I pull it out in the end somehow. Game 2: He opens Pike and searches Undine, sets stuff and passes to me. I have a hand of 4 Madolches, Chateau, Palooza, and bring out Mew + Gelato with Chateau,Ticket, and Palooza. He spams out a board and drops Moulinglacia and I chain Palooza to avoid getting my hand discarded. He makes a board with Gaios and Angineer that I can’t get over. Game 3: I open Magileine set 4 and he responds with Undine sending Infantry to pop Magi. We were approaching time so I assume he just wanted to throw damage onto me. We continually trade damage until we’re at a state where he has a face up ARK with no attachments with 4 cards in hand to my Chateau, Hootcake, Gelato,Torrential, and a Gelato in hand. He tributes ARK for Majesty’s Fiend and I decide to respond with Torrential in hopes that he didn’t have any other followup. He passes turn, so I guess his hand was full of Marksman and Infantries. I rip a Hootcake off the top and he doesn’t draw any answer.   7-1   Round 9: HAT Game 1: This game goes by pretty quick as I have TTHN and Fiendish for his Artifacts. He uses Warning on the first Anjelly but has no answer to the next one next turn and he just prematurely scoops. Game 2: He runs his Fire Hand into my set Fire Hand so I pop his Ice Hand and bring out my own Ice Hand. The following turn I bait a Fiendish with Ice Hand and then proceed to resolve a Hootcake. He prematurely scoops this game as well because he’s exhausted.   8-1   I made Day 2! I honestly wasn’t even sure if I was going to be able to make it out of LCQ but to make it through Day 1 exceeded anyone’s expectations of me. I finish Day 1 in 29th place, the bottom of all the x-1’s. We just end up chillin for the rest of the day, so I move into the next day with no extra playtesting.   Round 10: MAT (Elvis Yu) Game 1: It was honestly too early in the morning, so I don’t remember the fine details of this game. I know we constantly trade resources til the game gets into a simplified game state. I rip Hootcake and summon it with Mew for game. Game 2: He owns me with Hands and Moralltach and my only monster gets Warning’d. Game 3: Game turns into a simplified game state again where he summons a Tiras and runs over my Fire Hand, leaving me with some level 4 Madolche. He has double Wiretap for my Fiendish and TTHN, but I believed in the Heart of the Cards and rip another Hootcake. 9-1   Round 11: Water (Juan Moroyoqui) Game 1: He opens Teus with Dragoons and generates tons of advantage. He’s able to wipe my board of Hootcake, Gelato, Ticket, and Wiretap and I can’t come back. Game 2: Don’t actually recall what went on in this game. I guess it involved me slowly rolling out Anjellys and just swinging with big Madolche monsters since we trade a lot of damage. Game 3: I’m almost certain this game involved me taking another Maxx C challenge and dropping him down from 4100 for game.   10-1   And just like that, I get my first top at my first event! I spend the next while just waiting around until they announce the standings. At the end of swiss, I’m 8th place!   Top 64: HAT (Deon Akridge) Game 1: I lose the dice roll and he opens Myrmeleo set 4. All I do is just continually set Hands and he swings into my Fire Hand. Unfortunately, D prisons the Ice Hand I brought out and I actually lose because he Warnings my Anjelly and I don’t see any other monster but a Gelato for the rest of the game. Game 2: I sit on a set Hand and continuously use Anjelly to fetch another Anjelly to stall until I can draw some Wiretaps or I can try and activate a Full House on him. Unfortunately, I don’t draw chainable cards for a while, but once I end up with a two MSTs in the back on his end phase, I use both MSTs two of his backrow and chain Full House to his the other three. He immediately scoops and we’re off to game 3. Game 3: He opens with another Myrmeleo and expends his Bottomless to stop my first Anjelly push. We go into time and just then, I’m informed that we’re only given 3 extra turns during top cut. I actually require an additional turn since I need to resolve a Magileine effect for Anjelly to be able to clear his board and throw enough damage on him to win. If it were 5 extra turns, I’d probably have a chance, but it’s not so I lose.   Unfortunately, that ends my NAWCQ tournament. No Giant Hand for me, but I’m left with the desire to go to more of these events now! All of my opponents were pretty chill and fun to play against. Thanks for all the support from my Calgary and Edmonton homies! I probably wouldn’t have been able to do it without you guys pushing me on!   Pros: Getting my first top at my first event Wong also making it through LCQ Chillin with the Edmonton and Calgary players Finally having success with Madolches   Cons: Not getting a Giant Hand Frank losing to Frogs Sean not making out of LCQ or win a regional
  8. Undefeated Madison Regionals

    I had quit the game in January after I topped Madison with Hunders and honestly never kept up with the game since, so when my bro Andrew asked me a week before this event if I wanted to play, I was honestly super lost. I didn’t have a thing to my name but my bro Clay said I could borrow whatever I wanted to play so I decided why not. The week before this event my mind was made up on a really weird water deck with the hands and beautunaful princess in the main, but after getting salvagely wrecked at lolcals I decided maybe I may want to try a different deck.   I looked at all the decks that were available and I saw Clay playing madolche deck. After reading Anjelly for the first time I really thought it was the single best one card play in the game so I decided to make the deck. So I borrow the deck four days before the event and take it back home to test the hat matchup with Andrew. The first six games I absolutely got wrecked. I noticed though that what was causing me to lose was exceeding with the deck or not being able to get my plays to go off through backrow. So I proceeded to try a different playstyle with the deck and do my best not to exceed unless absolutely necessary. My win percentage went up dramatically. Trying the same deck against Bujin and Gears I was honestly surprised at how good the deck is if you just don’t exceed unless you absolutely have to.  What was awesome about this was it made so many main decked cards such as traptrix trap hole and black horn absolutely useless against me. But also it just made it to where I just focused on setting up a hootcake/messengelato/ticket/chateau/ backrow turn one instead of going ham. So I decided to register this list at the event.   3 Madolche Anjelly 3 Madolche Magiliene 3 Madolche Hootcake 2 Madolche Messengelato 2 Madolche Mewuifuille 2 Ice Hand 2 Fire Hand   2 Madolche Chateau 1 Madolche Ticket 1 Forbidden Lance 1 Dark Hole 1 Book of Moon   3 Wiretap 3 Trap Stun 2 Breakthrough Skill 2 Fiendish Chain 2 Dimensional Prison 1 Solemn Warning 1 Bottomless Trap Hole 1 Black Horn of Heaven 1 Torrential Tribute 1 Compulsory Evacuation Device   3 Maxx “C” 2 D.D. Crow 3 MST 2 Nobleman of Crossout 1 System Down 2 Black Horn of Heaven 2 Xing Zen Hu   I wanted to have at least 12 defensive cards in the main, so the first thing I cut to make room was the hand traps, which generally are absolutely awful game one against half of the decks right now. I also decided to run 7 backrow hate which was perfect. I wish I could run 7 wire taps but I couldn’t so I went with trap stun just for its synergy with tiaramisu. In the side I was just hoping I didn’t play Bujin honestly so I sided heavily for gears, the mirror, hat, and dragons. Xing Zen Hu was for the Hat and gear matchup as well as the general bad player matchup. I felt confident how the deck would do against good players but if I went against an overly aggressive player I wanted something for that as well and Hu covered it perfectly.   Got to the event about 9 and made the misplay of eating McDonalds for breakfast and had the craps for the rest of the day. Literally in between rounds I had to destroy the toilet every round, but that is good luck right? Pairings went up about 11 and we were ready to roll.   Round 1 – Fire Fist Traptrix – Lose Dice Roll (1-0) Game 1: He opens really strong and has a bunch of backrow along with a bear. I eventually get an ice hand on board against his three monsters and it gets compulsed which I follow up with a dark hole and just beat him down with hands for the rest of the game. He never sees my madolche part of the deck so I just sided in MST for the aggression game two.   Game 2: I open anjelly, ticket and four backrow so I just ride a hootcake/messengelato backrow to victory along with a magiliene I drew later. Guy was super chill and was threw off by madolche game 2 for sure.   Round 2 – Dragons/HAT – Win Dice Roll (2-0) Game 1: I open really strong and for the only time of the day I combo off on him. He really cant do anything and tries to pwwb my tiaramisu but I had stun. The only cards I seen was tidal, card car, and pwwb so I proceed to side for Dragons.   Game 2: I open Maxx C and D.D. Crow and Anjelly so I feel confident. But he opens Myrmello (WTF??) and blows me out because he transition sided to hat and I drew three hand traps. Little did I know this would be only one of two games I dropped on the entire day.   Game 3: I open Magiliene and backrow. Eventually grind his backrow out and hit a clutch wiretap on his torrential to stay alive. He pokes me down to 1200 with his hands but I eventually get him down to 4500 and have a hootcake and a messengelato stalling in defense against his hands. I draw the second mesengelato for the tiaramisu for game.   Round 3 – Dragons – Win Dice Roll (3-0) I see this guy every time I go to Madison and love him to death. He is a great player and honestly I wish I could play him more often. Game 1: I open wiretap two backrow and mag. He opens consonance set 2. I summon a second mag which got skill drained but I just wiretapped and proceeded to grind out his dragons with my backrow.   Game 2: He opens really awfully and I have the maxx c when he soul charges and draw into enough backrow to live until I can land a tiaramisu for game.   Round 4 – Fire Kings – Lose Dice Roll (4-0) Game 1 – Guy opens up a set monster and three backrow. I summon mag run over a yaksha and was impressed this guy was undefeated. He then proceeds to activate a Kaiser colleseum and I realize why he was undefeated. I can’t draw into my only main boarded out of ice hand and get railed.   Game 2 – I open anjelly and backrow and just ride a hootcake and messengelato the distance. I had the d.d. crow on his fire circle for the blowout.   Game 3 – He opens a yaksha and three backrow. I set an ice hand and backrow. He attacks and I clear one. I summon mag on my turn into anjelly. Overlay the fire hand and mag for a blackship to send the yaksha. He onslaughts one on his turn (giving away he has two garunix in hand) and I book of moon to keep the garunix in hand. I somehow get it off the board and he summons a third and finally sends the garunix, but by this time I have the crow and just go the distance.   This guy was really awesome and played the deck super well. Found out he is from around my locals so hopefully I will see him around if I play again.   Round 5 – Artifact Traptrix – Lose Dice Roll – (5-0) Game 1 – He opens Kuribandit and adds a sanctum so I realize I am playing the Majesty Fiend version of the deck. I just proceed to summon an ice hand and start getting in there. He finally is forced into sanctum which I breakthrough. He summons bls and I chain it. I eventually am able to slow roll the hands and get him. He was really surprised I never exceeded against him, so I realized he must have mained black horns and nightmares.   Game 2 – He opens well but I open stun and wiretap and proceed to just grind out with a hootcake that goes the entire distance because of ticket and chateau. He reveals at the end of the game two dead backrow because apparently I am the only Madolche player that doesn’t like to combo off. Xing Zen Hu also clutched this match.   Round 6 – HAT – Lose Dice Roll – (6-0) Game 1 – I open my first bad hand of the day and he opens really strongly. At one point he has a plus two and blind msts my trap stun which would have let me go off on my turn…. He makes a ragnazero and a fire hand and passes. I have a chateau ticket up so I set a mew and set a compulse as my only facedown backrow. He msts it and I chain on the ragnazero. He attacks my mew which I add back and search a messengelato. Summon both and go the distance from there. I honestly couldn’t believe I won this one.   Game 2 – I drew anjelly ice hand and backrow. Everytime he sanctumed I had either the stun, tap, or breakthrough and just blow him out this game. Xing Zen Hu really got in there in this match as well by basically guaranteeing my chateau would not get blown up for the rest of the game and allowing my dweller to do work.   Guy was really awesome though and still proceeded to top, even if he mst’s a bit too freely…   Round 7 – Geargia – (7-0) Win Dice Roll Game 1: I open Mag and backrow. He opens four backrow. I get in for 29 with mag and a hootcake (I didn’t activate because I read a nightmare which I was right) and endphase warning a geargia gear he activated. I trap stun him and summon mew off hootcake for the alucard and proceed to pick off the set armor and his last backrow the next turn.   Game 2: He sets 4 and passes. I set Ice hand and three backrow expecting to get geared but it didn’t happen. He sets one more and passes. I summon a mag with a chateau and proceed to ride them to victory because he couldn’t draw any monsters. But this guy finished second though.   Round 8 – Artifact Traptrix – (8-0) Win Dice Roll At this time I am starting to feel the pressure because out of 11 top 8’s I had never gotted an undefeated event under my belt. Me and this guy played beside each other in the feature match room so we knew what each other was playing. He had 3-0’d madolche on the day and I had 3-0’d artifacts on the day so something had to give. I am also the only true undefeated at this point as he is x-0-1.   Game 1: I proceed to open anjelly backrow and sit on hootcake and messengelato. Eventually it gets down to where we both only have 3 cards total and the guy knows I am running hands. I read a traptrix trap hole and just drew a wiretap. So I set the anjelly facedown and the wire tap. He sets the monster and about four turns later I win the game because I finally get through the fire hand. I win this game without exceeding and he says that I play the deck much different than everybody else he had faced on the day.   Game 2: I opened my favorite hand of the day, messengelato and five backrow. I get in a few attacks before he was forced to handle it. Both of us were playing the grind game but he is one card up on me. I have a breakthrough and chain for everything he plays and stay in the game. He eventually dualities into a dionea and does some plays and summons the dionea which I tell him can’t activate. He runs into my fire hand and I slowly take over. He tries to make a last ditch exciton play but I have wiretap fiendish chain and just win on my turn.   I finally did it!! Finally got my undefeated regional and got the stupid deckbox and mat. The store also gave everybody who topped a deluxe edition which I pulled an anjelly and moraltech out of. Sold the mat for 30 and artifact stuff and got enough congratulations to last a life time. Three of the guys I beat on the day made it to the top 8 as well which made it awesome knowing I beat pretty good players.   Props: Undefeated Only dropping 2 games Messengelato being a boss Trap Stun, Wiretap, and Xing Zen Hu No hand traps Perfect decklist Only bricking once on the day and still winning My friend noah got his invite and almost topped Game is actually super fun again. Nobody apparently knowing how to play madolche correctly Making the toilet lose 8 rounds in a row Pulling 2 secrets out of my packs to begin the day   Slops: Got caught in hour and a half traffic afterwards Ate taco bell after wards and got wrecked Got home at 3 and had to work at 8 in the morning
  9. 'Dolche for Euros

    No vid cause I cba   Deck List for the lazy  [spoiler][/spoiler]   Main - 40 Monsters - 14 3x Madolche Anjelly 3x Madolche Hootcake 3x Madolche Mageline 2x Madolche Messengelato 3x Madolche Mewfeuille   Spells - 10 1x Book of Moon 1x Mind Control 2x Instant Fusion 2x Madolche Chateau 1x Madolche Ticket 3x Upstart Goblin   Traps - 16 1x Phoenix Wing Wind Blast 2x Dimensional Prison 3x Breakthrough Skill 1x Torrential Tribute 1x Bottomless Trap Hole 1x Solemn Warning 3x Wiretap 2x Madolche Palooza 2x Traptrix Trap Hole Nightmare   Extra 1x Fusionist 1x Mavelus 2x Leviair 1x Mechquipped Angineer 1x M-X Saber Invoker 2x Madolche Queen Tiarmisu 1x Abyss Dweller 1x Number 50: Black Ship of Corn 1x Diamond Dire Wolf 1x Evilswarm Exciton Knight 1x Number 101: Silent Honor ARK 1x Gagaga Cowboy 1x Cairngorgon, Antiluminescent Knight   Side 2x Fire Hand 2x Ice Hand 3x Mystical Space Typhoon 2x Light-Imprisoning Mirror 2x Debunk 2x DNA Surgery 2x Black Horn of Heaven     Right, some explainin'2 Messengelato; I tried 3 and I found I always drew him, he is recyclable anyway so he isn't a 1-and-done kinda thing. Found 2 to be a much better number for me anyway.Mind Control mained; card is just too good, considering most decks run lvl 4's it just opens up so many options. Not to mention forcing an effect like Pleiades.Upstart Goblin; 37 is better than 40 blah blah. Found it overall made the deck flow better and faster (my original build din't run them).Phoenix Wing Wind Blast; good card is good, but I found with 2+ I was having to discard cards I wanted to keep. It disrupts plays like a mofo while potentially setting up a Hootcake play early game. Mainly there to screw up Fire/Ice Hands + GG Armor or decks that run shit like TRoar or Waboku -_-Wiretap over Trap Stun; Overall I found Wiretap to do a better job. I found it clogged less too. I know it's a bit rubbish that they get the potential to use their card again, but with something like Solemn Warning will they even have enough LP to make it worth it?2 Palooza; Found 3 clogged, and it is recyclable and searchable so I found 3 unnecessary.TTHN; I run this (along with PWWB) over Black Horn in the Main, as Horn is just ass against Geargia and Artifacts which I'm assuming there will be a lot of at Euros. Found this does a similar job, but better.  Fusionist + Mavelus; both targets for Dire Wolf, not really much else to say...Cairngorgon; good against Artifacts, that's it...  Fire/Ice Hand; Screws your Opponent up Game 2, they never expect it. Fuels Hootcake plays while also being good against Artifacts/Bujin/Mermail/ESwarm.MST sided and not mained; TBH there isn't much Madolche need to MST G1 and I'll usually side it in G2 as a counter-side usually.   I want to make room for Acid Golem, but more importantly No.103 Ragna Zero. Thinking of cutting a Leviair but been a bit to busy to test.
  10. oh and here's a song or whatever   https://www.youtube.com/watch?v=B_pQDpsjNHE     3 Anjelly 3 Mew 3 Mageliene 3 Hootcake 2 Messengelato 2 Maxx "C"   2 MST 2 Chateau 2 Ticket 2 Instant Fusion 1 Mind Control 1 Book of Moon   3 Breakthrough Skill 2 Wiretap 2 Palooza 2 Black Horn 2 D-Prison 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole   2 D.D. Crow 2 Effect Veiler 2 Debunk 2 DNA Surgery 2 Light-Imprisoning Mirror 1 MST 1 Full House 1 Dust Tornado   2 Nicki Minaj Queen Cupcake bitch 1 Darkfire Dragon 1 Level 3 flaming zombie shit 1 Abyss Dweller 1 Diamond Dire Wolf 1 Exciton Knight 1 Gagaga Gunman 1 Leviair 1 Alucard 1 M. X-Saber Douche 1 Ragna Zero 1 Heartland Draco 1 Zenmaines 1 Number 101   I don't have to explain shit really. This deck (Not my deck, madolches in general) is probably gonna win the next event/argcs shit/whatever the fuck is coming up due to the sheer power/constant pressure it can exert. Making a Leviar + Nicki Minaj and backrow is so devastating for decks that don't open up any good chainables.   So some of my options:   I opted for 3 Mew instead of 2 because: I play instant fusion I want to see this card almost all the time S/he's the true combo enabler for the deck lel Mind Control is really good in a meta where level 3/4s are prevelant. I'm testing wiretap over trap stun because I feel the card is better when it comes to mid-late game grinds and also solidifies pushes while trap stun can still be chained over. I'm probably going to drop Diamond Dire Wolf for another Leviair. I realize I never use Diamond Dire at all.
  11. Trick or Treat

    This is the Madolche deck I've been playing since the beginning of the format. It has served me fairly well on DN and IRL, but it's time to retire it. With DGLG releasing this weekend, I don't know if such a passive deck can keep pace with Soul Charge boosted Dragons, Mermails, and the like. Additionally, there's bound to be a better variant going forward utilizing those newer cards as well. RIP Trick or Treat. You were pretty fun for a while.      40   20   3 Ghostrick Jiangshi 3 Ghostrick Mary 3 Ghostrick Specter  3 Madolche Magileine 3 Madolche Hootcake 3 Madolche Messengelato 2 Madolche Mewfeuille   9   3 Pot of Duality 3 Mystical Space Typhoon 2 Madolche Chateau 1 Madolche Ticket   11   3 Divine Wrath 2 Black Horn of Heaven 2 Trap Stun 1 Torrential Tribute 1 Bottomless Trap Hole 1 Solemn Warning 1 Compulsory Evacuation Device    2 D.D. Crow 2 Maxx "C" 2 Twister 2 DNA Surgery 2 Overworked 2 Fossil Dyna Pachycephalo 1 Soul Drain  1 Dark Hole 1 Black Horn of Heaven    2 Madolche Queen Tiaramisu 2 Ghostrick Alucard 2 M-X-Saber Invoker 1 Abyss Dweller 1 Number 101: Silent Honor ARK 1 Evilswarm Exciton 1 Diamond Dire Wolf 1 Ghostrick Dullahan  1 Leviar the Sea Dragon 1 Mechquipped Angineer 1 Number 30: Acid Golem 1 Gagaga Cowbow       I feel like Ghostrick was the best engine for this deck early in the April format. The deck attempts to do 4 things: (1) Get a monster to the graveyard; (2) Put a Level 3 on the field; (3) Summon Hootcake; (4) Ensure your Tiara play resolves.   Ghostricks take care of 1 and 2 relatively well. Moreover, they actually DO something as the game progresses. A hand full of Spell Striker, T.G. Warwolf, and Instant Fusion isn't doing you anything. A handful of Ghostricks is blocking attacks, thinning your deck, and drawing cards.    Admittedly, the Mermail match-up isn't great b/c of Marksman. (Another reason to abandon this deck after Mermail's strong showing at Vegas.) It's to the point where I am not opposed to maindecking Soul Drain.   The trap line-up is designed to disrupt your opponent's plays as much as possible while you turtle. This is why I used Wrath over Chain. Jian keeps the cost of Divine Wrath pretty manageable. And the higher than normal Madolche count along with Divine Wrath works to put Madolches in the graveyard for Hootcake and/or Tiaramisu. Mirror Force went in and out of the deck (3rd Wrath/Compuls), and Trap Stun flipped with Lance a few times. Those things were pretty fluid.   Since your early game is mostly turtle-ing or normal summoning Magileine, Duality works as the best draw engine.    Everything else is pretty standard. All in all, I think it's a pretty clean list. Room for change in a few places, but the bulk is legit.   Goodnight Halloween themed deck!
  12. I'll leave you with the video http://www.youtube.com/watch?v=6IJCFc_qkHw
  13. Gaga for Dolche?

    Ok duelistgroundz, make me proud. I was challenged to build gagaga-madolche. I went to locals with this deck list and went 3-2 ( not great). I lost to firefist and geargia. It does have some potential so lets hear some ideas.   Monsters:21 3 Madolche Magileine 3 Madolche Hootcake 3 Madolche Messengelato 2 Madolche Mewfeuille 2 Gagaga Magician 1 Gagaga Girl 3 Effect Veiler 2 Maxx "C" 2 Tour Giode From The Underworld   Spells:14 2 Madolche Chateau 1 Madolche Ticket 3 Mystical Space Typhoon 2 Forbidden Lance 3 Gagaga Academy Emergency Network 2 Gagaga Revenge 1 Book Of Moon   Traps:5 1 Torrential Tribute 1 Bottomless Trap Hole 1 Fiendish Chain 1 Mirror Force 1 Divine Wrath
  14. 3 Madolche Magileine 3 Madolche Hootcake 3 Madolche Messengelato 1 Madolche Cruffssant 1 Madolche Mewfeuille 2 Effect Veiler 2 Cardcar D 2 Spell Striker   2 Madolche Chateau 1 Madolche Ticket 3 Upstart Goblin   1 Instant Fusion 2 Pot of Duality 1 Mystical Space Typhoon 1 Reinforcement of the Army 1 Dark Hole   1 Solemn Warning 1 Compulsory Evacuation Device 1 Bottomless Trap Hole 1 Torrential Tribute 2 Mirror Force 2 Fiendish Chain 1 Trap Stun     EXTRA: 2 Madolche Queen Tiaramisu 1 Flame Ghost  1 Kamionwizard 1 Mechquipped Angineer 1 Number 30: Acid Golem of Destruction 1 Number 101: Silent Honor ARK 1 Wind-Up Zenmaines 2 M-X-Saber Invoker 1 Gagaga Cowboy 1 Leviair the Sea Dragon 1 Number 17: Leviathan Dragon 1 Evilswarm Exciton Knight 1 Downerd Magician   Basically, if I open Magileine and Instant Fusion victory is almost assured within the next few turns. This has been through extensive testing and I believe it to be one of the best builds out there right now. Now, let's debate about it! Madolches is my deck this format.   Mods delete this please: http://duelistgroundz.com/index.php?showtopic=158837
  15.   Originally released in Return of The Duelist, Madolche are an archetype of all Earth attribute monsters, including Spellcasters, Beasts and Fairies and Warriors all named after various desserts and treats. Madolche are a unique take on card games, as each monster has an effect to return itself to the deck when destroyed by your opponent. After its debut in Return of The Duelist, Madolche were rather unimpressive, however with support from Abyss Rising and Lord of the Tachyon Galaxy Madolche has slowly come into their own as a viable archetype.     Monsters [spoiler]   Madolche Magileine Madolche Magileine is one of the strongest support monsters for the Madolche archetype, and arguably one of the best floaters ever printed. Due to her ability to search another copy of herself and her self-recycling effect, she saw play in decks such as Prophecy and Chain Beat for some time. For Madolche however, she’s a themed Elemental HERO Stratos, instantly bringing combo pieces to hand and offering a constant stream of monster presence   Madolche Messengelato: Released in Abyss Rising, Madolche Messengelato is one of the most welcome additions to the Madolche deck.  A level 4 for the themed Boss monster, a Warrior type monster for Blade Armor Ninja and Heroic Champion-Excalibur, and a target for M-X Saber Invoker Messengelato offers a lot of versatility to the deck.  He also has the ability to search for the archetypes spell and trap support when Special Summoned while a Beast-type Madolche is on board.  It’s important to note that Messengelato requires a Beast-type Madolche to activate and resolve his effect, so if a card is chained to remove your Beast from the field Messengelato doesn’t get to search cards.   Madolche Hootcake: Hootcake is the card that truly made Madolche a viable archetype. Hootcake is actually not extremely easy for Madolche to set up on their own because of their tendency to cycle back into the deck, but luckily there are plenty of engines that have perfect synergy with Madolche and fuel the grave to let Hootcake flood the field.     Madolche Mewfeuille: Mewfeuille is our themed Marauding Captain, and an easy enabler for Messengelato. He’s also useful for easy rank 3 plays such as Invoker and Leviair.     Madolche Cruffsant:     Cruffsant is less straight-forward than the other Madolche monsters, but his applications are definitely valid. If his effect is used a couple times he becomes a sizable beater, something that the other Madolche monsters cannot do without the aid of Spells or Xyz summons. He also triggers Madolche Ticket, which can help to search out missing combo pieces and set the deck in motion. The fact that Cruffsant doesn’t function as a standalone card limits his playability, but he can certainly be a valid option.   Madolche Puddingcess:   Thanks to Mewfeuille and Hootcake, it’s actually not too hard to get Puddingcess onto the board; however, the deck is also perfectly capable of clearing away problem cards without her so that Mewfeuille and Hootcake plays can be conserved for stronger combos.   Madolche Queen Tiramisu The boss monster of the Madolche archetype, Tiramisu is possibly the best removal card in the game not named Spellbook of Fate, removing opposing threats without targeting them and, while staying true to the theme, recycling all of your resources. With the field spell in play she reaches a respectable 2700 attack, allowing her to push for decent damage after clearing away the opponent’s cards (especially when taking into account how often Tiaramisu is summoned alongside some other monsters, or with a Ticket in play).   [/spoiler]     Spells [spoiler]   Madolche Chateau: Chateau is a unique field spell for the Madolche archetype. The 500 attack and defense boost is definitely appreciated in a deck of otherwise small monsters, but the really incredible part of Chateau is the effect that returns Madolches to the hand instead of the deck. This means that if a Madolche is run over, it returns to your hand instead. If it’s hit by Solemn Warning, it returns to the hand. If Madolche Queen Tiaramisu would return a monster to the deck, they go to your hand instead. If Chateau stays on the field, you essentially never lose your resources.   Madolche Ticket: Ticket is sort of a themed Black Whirlwind, except searchable. Something that’s especially noteworthy is the option to Special Summon instead of searching if you control a Fairy-type Madolche monster. Madolche Queen Tiaramisu and Puddingcess currently are the only two Fairy-type Madolches in the TCG, however Queens effect will to trigger Ticket. A lot of simple boards are turned into OTK’s because of Ticket putting a Hootcake directly on the field. Two things to note are that Tickets search effect is Mandatory, and that you can only use the effect once each turn, meaning it will not stack similar to Whirlwind. [/spoiler]     Trap It's worth noting that Madolche actually have a few themed Traps to support them. Most of them however are impractical and unplayable, but there is one worth your attention [spoiler] Madolchepalooza: Madolchepalooza is a highly debated choice in Madolche decks. It is slow and situational, needing to wait an entire turn and requiring a significant number of Madolche monsters in hand to make it worthwhile. If the card fully resolves, it often results in a blowout, and its search-ability via Messengelato gives it definite merit as a one-of. [/spoiler]     Supporting Engines:   Because of Hootcake’s need for monsters in the graveyard, most Madolche decks will employ some sort of secondary engine to make sure Hootcake is live.   [Spoiler]   Hand Traps: Aside from being useful cards in general, Maxx “C” and Effect Veiler are easy to put in the graveyard as Hootcake fodder. Some combination of hand traps will be played between the main and side of most Madolche decks.   Psychic Engine: Teleport offers several things to the Madolche deck. Serene Psychic Witch is a decent floater, maintaining level 3’s on the board for Xyz Summons, and access to Naturia Synchros via one of the Psychic EARTH tuners is appreciated. Teleport instantly putting level 3’s on the board makes summoning Invoker considerably easier, letting the deck go into Tiaramisu with a much higher level of efficiency.   Tech Genus:   T.G. Striker and T.G. Warwolf are nice floaters to help get monsters in grave while maintaining resources, and both of them also offer interesting tricks to the deck. Striker opens the deck to Synchro plays, once again allowing access to the coveted Naturia Beast and Barkion, both of whom are potentially quite power in the current format. Warwolf summons himself when Mewfeuille or Hootcake resolve their effects, allowing for those Invoker plays that make summoning Tiaramisu so elementary.   CardCar D/Pot of Duality: Cardcar is fairly straightforward: accumulate resources while putting a dead body in the grave to make Hootcake live. Duality naturally goes hand-in-hand with Cardcar, letting the deck dig even deeper to ensure that combos happen as quickly as possible. A deck utilizing Cardcars requires extra protection since it doesn’t provide the field presence that Serene Psychic Witch or T.G. Warwolf do, but it really allows the Madolche cards to shine in their own right.   Instant Fusion: Instant Fusion very simply puts a body on board to go straight into Xyz plays. One has to be careful with Instant Fusion, though, because Madolche is already rather weak to Maxx “C” and a Maxx being chained to Instant Fusion can put you in a horrendous position. The most common targets for Instant Fusion are the Level 3 Fusionist and the Level 4 Karbonala Warrior.   Redox, Dragon Ruler of Boulders: Redox is often discussed as a possibility in Madolche because of his ability to turn dead Madolches in hand into useful bodies on-board, and because of his interactions with Hootcake banishing him from the grave. In a deck that’s specifically designed to keep Monsters out of the graveyard, though, it’s sometimes hard to make efficient use of either of his effects.   Spell Striker: Spell Striker can be utilized in turbo builds to put even more level 3’s on board, which leads to more Invoker plays and therefore more Tiaramisu plays. He’s most effective with cards like Upstart Goblin and Reinforcement of the Army (which coincidentally can search Messengelato, if you’re ever so inclined to have him in your hand).   Tour Guide From the Underworld: Sometimes you really just can’t get enough level 3’s, and Tour Guide is useful if you find yourself wishing you could summon Rank 3 monsters even more often than you already do. In a combo-based deck like Madolche, it’s sometimes nice to have a decent standalone card that will do something while you wait to draw combo pieces, and Tour Guide does that while putting bodies in the grave for Hootcake. [/spoiler]   Extra Deck [spoiler] Wind-Up Zenmaines   Zenmaines is a staple rank 3 in most extra decks that can make it. It has a decent defense that can buy you some time and its destruction effect is still quite powerful. Outside of cards like Number 50: Blackship of Corn and the limited Compulsory Evacuation Device, once Zenmaines hits the board, he will likely stick until your opponent can find an easy way over him.   M.X-Saber Invoker His stats might not be great, but Invoker is a necessary combo-piece in the Madolche extra deck. Typically made with a used Hootcake and another level 3, Invoker pulls Messengelato from the deck to help facilitate rank 4 plays.   Leviair the Sea Dragon Leviair is a great utility card, allowing you to recycle banished Madolches and helping to further facilitate combo plays.   Abyss Dweller Since its release in Abyss Rising, Dweller has become a near staple in almost any deck that could make it. With Mermail and Bujins being popular choices for the current format, Dweller should continue to find itself in the Extra Deck.   Gagaga Cowboy Once the Madolche deck establishes its board, it is capable of doing a tremendous amount of damage in one turn, including the occasional OTK. There are times however when you just can’t deal enough, and for when that happens there’s this guy. The 800 burn damage can easily steal games for you, and his first effect means he can crash with or run over almost any big monster your opponent puts on the board. Other Options: -Diamond Dire Wolf -Blackship of Corn Evilswarm Exciton Knight Number 101 Silent Honors Knight Number 49: Fortune Tune Mechaquipped Angineer Temptempo the Percussion Djinn Maestroke the Symphony Djinn Soul of Silvermountain -Naturia Beast, Naturia Barkion, Black Rose Dragon, Arcanite Magician (depending on which Tuners, if any, are run) [/spoiler]     Side Deck Options [spoiler]   Gozen Match: With the entire deck being EARTH-attribute monsters, Gozen Match gives the deck an edge post-side against multi-attribute decks.   Trap Stun/Royal Decree: Against Trap-heavy decks, both of these options can lock down their backrows while you make a big play to put yourself in a winning position.   DNA Surgery: With many decks in the format revolving around keeping 1 specific type of monster on the field, Surgery is a one card way to disrupt many strategies. Depending on your hand and the game state when you flip it, your best bets to call are Beast or Fairy with this card.   Soul Drain: Soul Drain is an interesting choice for Madolche, as it stops all of the archetypes monsters from recycling themselves. While this does mean you won’t be triggering Ticket as often, it does mean you will be able to make Hootcake live much easier, so it’s not a terrible trade-off, especially since it can still shut down other decks completely.   Other side deck options: -Morphing Jar #2 -Dust Tornado -The Transmigration Prophecy -Thunder King Rai-Oh -Kycoo the Ghost Destroyer [/spoiler]     Combos [spoiler] Most of the combos in Madolche are quite situational and pretty straightforward. However a basic "Queen Combo" could look something like: In Hand: Madolche Mewfuielle + Madolche Hootcake In Grave: Any monster In deck: 2 copies of Madolche Messengelato   First you summon Mew, using it's effect to summon Hootcake from your hand. Activate Hootcakes effect, targeting your in-grave monster. Once he resolves, summon Madolche Messengelato from your deck. Use Messengelatos effect to search Madolche Ticket from the deck. Activate Madolche Ticket Overlay Mew+Hootcake for M-X Saber Invoker Use Invoker to summon another Madolche Messengelato from the deck. Overlay the 2 Messengelato for Madolche Queen Tiaramisu. Use Queens effect to target 2 Madolche cards in your grave (usually the materials of both Invoker and Queen) to return to your deck. Return targets to your deck or hand(If you have Chateau on board). Spin two cards your opponent controls. On resolution of Queens effect, Madolche Ticket will activate, allowing you to search any Madolche monster from your deck. Because you control a fairy, you have the option of summoning whatever monster you search. [/spoiler]   Rulings [spoiler] Targeting your in-grave monster with Hootcake is a cost to activate his effect, banishing it is a part of his effects resolution.   In order for Messengelato to both activate and resolve his effect, there must be a beast-type Madolche on your field. If you SS him and your opponent uses a card like Compulsory Evacuation Device on your only beast-type monster, his effect will fizzle.   If you summon Messengelato off of Hootcake or Mewfueille and have a copy of T.G. Warwolf in hand, you may summon the Warwolf and still search with Messengelato.  See SEGOC.   Similarly, if Messengelato is summoned during the damage step, he can still activate his effect.   Madolche Queen Tiaramisu can return cards that were attached to her as XYZ materials to the deck IF there is already a legal target in your grave when you activate her effect(similar to Zombie Master and Lumina, Lightsworn Summoner).     If Necrovalley is on the field and your opponent destroys one of your Madolche monsters, they will return themselves to the deck.   If your opponent has control of your monster and you destroy it by battle or card effect, that monster will not return to the deck.   [/spoiler]     Sample Deck Lists: [spoiler] Top 8 Frankfurt Germany Regional (Jaunary 2014): Monsters(17) 2 Cardcar D 3 Madolche Hootcake 3 Madolche Magileine 2 Madolche Messengelato 3 Madolche Mewfeuille 1 Spell Striker 2 T.G. Warwolf Spells(11) 1 Book of moon 2 Madolche Chateau 2 Madolche Ticket 3 Mystical Space Typhoon 2 Pot of Duality 1 Reinforcement of the Army Traps(12) 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 3 Fiendish Chain 2 Madolche Palooza 2 Mirror Force 1 Solemn Warning 1 Trap Stun 1 Torrential Tribute Side-Deck(15) 2 D.D. Crow 2 Effect Veiler 2 Maxx “C” 2 System Down 2 Debunk 3 Dust Tornado 2 Light-Imprisoning Mirror   Extra Deck(15) 1 Abyss Dweller 1 Diamond Dire Wolf 1 Blade Armor Ninja 1 Gagaga Cowboy 1 Ghostrick Alucard 1 Leviair the Sea Dragon 2 M-X Saber Invoker 2 Madolche Queen Tiaramisu 1 Maestroke the Symphony Djinn 1 Mechaquipped Angineer 1 Number 50: Blackship of Corn 1 Steelswarm Roach 1 Wind-Up Zenmaines       Top 32 YCS Toronto 2013 David Wu (Madolche Psychic)   Monsters (20) 3 Madolche Magileine 2 Madolche Messengelato 2 Madolche Hootcake 1 Madolche Baaple 1 Madolche Mewfeuille 2 Tour Guide from the Underworld 2 Giant Rat 2 Serene Psychic With 1 Psychic Jumper 2 Maxx "C" 2 Tragoedia   Spells (10) 2 Madolche Chateau 1 Madolche Ticket 2 Emergency Teleport 2 Forbidden Lance 2 Mystical Space Typhoon 1 Book of Moon   Traps (10) 1 Solemn Warning 1 Compulsory Evacuation Device 1 Bottomless Trap Hole 1 Torrential Tribute 1 Dimensional Prison 2 Mirror Force 2 Fiendish Chain 1 Madolchepalooza   Side Deck (15) 1 Neo-Spacian Grand Mole 2 D.D. Crow 2 Effect Veiler 2 Fossil Dyna Pachycephalo 2 fencing Fire Ferret 1 Mystical Space Typhoon 1 Mind Control 1 Dimensional Prison 2 Light-Imprisoning Mirror 1 Needle Ceiling   Extra Deck (15) 1 Naturia Beast 1 Narutia Barkion 1 Mechquipped Angineer 2 Madolche Queen Tiaramisu 1 Abyss Dweller 1 Number 17: Leviathan Dragon 1 Number 30: Acid Golem 1 Number 39: Utopia 1 Maestroke, the Symphony Djinn 1 Diamond Dire Wolf 1 Wind-Up Zenmaines 1 M-X-Saber Invoker 1 Leviair, the Sea Dragon 1 Gagaga Cowboy   [/spoiler]
  16. Madolchay

    3 Madolche Anjelly 3 Madolche Magileine 3 Madolche Hootcake 2 Madolche Messengelato 2 Madolche Mewfeuille 3 Maxx "C" 2 Fossil Dyna Pachycephalo 2 Madolche Chateau 1 Madolche Ticket 3 Upstart Goblin 3 Mystical Space Typhoon 1 Dark Hole 3 Breakthrough Skill 2 Traptrix Trap Hole Nightmare 2 Trap Stun 1 Bottomless Trap Hole 1 The Transmigration Prophecy 1 Torrential Tribute 1 Solemn Warning 1 Madolche Palooza 1 Gaia Dragon, the Thunder Charger 2 Madolche Tiaramisu 1 Number : Crazy Box 1 Number 50: Blackship of Corn 1 Downerd Magician 1 Heroic Champion - Excalibur 1 Diamond Dire Wolf 1 Abyss Dweller 1 Gagaga Cowboy 1 Number : Acid Golem 1 Mechquipped Angineer 1 Ghostrick Alucard 1 Levair the Sea Dragon 1 M-X Saber Invoker 3 Ally of Justice Cycle Reader 3 D.D. Crow 3 Effect Veiler 3 Electric Virus 3 Puppet Plant My deck for YCS Paris.
  17. What's for dessert?

    3 Madolche Magileine 2 Madolche Hootcake 2 Madolche Messengelato 2 Madolche Mewfeuille 1 Madolche Cruffssant 2 T.G. Striker 2 T.G. Warwolf 2 Maxx "C" 2 Effect Veiler   2 Madolche Chateau 1 Madolche Ticket 2 Forbidden Lance 2 Mystical Space Typhoon 1 Dark Hole 1 Book of Moon 2 Pot of Duality   1 Madolchepalooza 2 Trap Stun 2 Mirror Force 2 Fiendish Chain 1 Solemn Warning 1 Compulsory Evacuation Device 1 Bottomless Trap Hole 1 Torrential Tribute
  18. Madolche Deck Regionals

    Hey guys this is my madolche deck ill be running at an upcoming regional so far ive used it at 2 regionals placing 5th and 12th respectively any advice/tips are appriciated   XVII   III Madolche Magileine III Madolche Hootcake  II Madolche Messengelato II Madolche Mewfeuille II Effect Veiler II Maxx "C" II Cardcar D I Madolche Cruffssant (Pretty much just in for the combos)   XI   III Mystical Space Typhoon II Forbidden Lance II Pot of Duality II Madolche Chateau I Madolche Ticket I Book of Moon   XII   III Fiendish Chain II Divine Wrath II Trap Stun II Mirror Force I Bottomless Trap Hole I Solemn Warning I Torrential Tribute   XV   II Madolche Queen Tiaramisu II M-X-Saber Invoker (I realise you dont need two but Id rather run two and not need it then run one and not have it) II Leviair The Sea Dragon (Same as above) I Wind-Up Zenmaines I Mechquipped Angineer I Ghostrick Alucard I Downerd Magician I 101 Silent Honors ARK I Diamond Dire Wolf I Lavalval Chain I Abyss Dweller I Gagaga Cowboy   (Excluded Acid golem because if skill drain IS up how the hell am I going to make it anyway)   XV   II D.D. Crow  II Fencing Fire Ferrets  II Twister II Mind Crush II DNA Surgery II Light-Imprisoning Mirror  I Soul Drain  I The Transmigration Prophecy   I White Duston
  19. Madolche Anjelly

    [spoiler][/spoiler]     Basically the deck now has a tutorable way to get to your Hootcake, whilst actually putting a monster in the grave (and a level 4 at that, which means that Leviair plays are be a thing) without having to either draw into Cardcar/a hand trap or xyzing with Madolches that you'd much rather float with Ticket/Chateau. Like Cat + Jelly is essentially Cat + Hoot without having to set up a monster to banish. That's nuts. Like I can easily see this card replacing Spell Striker/Instant Fusion/other random shit like the T.G. Engine just cause it's tutorable and it's actually infinitely better than those cards by itself.   It's also a Fairy for Ticket which is pretty neat.
  20.   Originally released in Return of The Duelist, Madolche are an archetype of all Earth attribute monsters, including Spellcasters, Beasts and Fairies and Warriors all named after various desserts and treats. Madolche are a unique take on card games, as each monster has an effect to return itself to the deck when destroyed by your opponent. After its debut in Return of The Duelist, Madolche were rather unimpressive, however with support from Abyss Rising and Lord of the Tachyon Galaxy Madolche has slowly come into their own as a viable archetype.     Monsters [spoiler]   Madolche Magileine Madolche Magileine is one of the strongest support monsters for the Madolche archetype, and arguably one of the best floaters ever printed. Due to her ability to search another copy of herself and her self-recycling effect, she saw play in decks such as Prophecy and Chain Beat for some time. For Madolche however, she’s a themed Elemental HERO Stratos, instantly bringing combo pieces to hand and offering a constant stream of monster presence   Madolche Messengelato: Released in Abyss Rising, Madolche Messengelato is one of the most welcome additions to the Madolche deck.  A level 4 for the themed Boss monster, a Warrior type monster for Blade Armor Ninja and Heroic Champion-Excalibur, and a target for M-X Saber Invoker Messengelato offers a lot of versatility to the deck.  He also has the ability to search for the archetypes spell and trap support when Special Summoned while a Beast-type Madolche is on board.  It’s important to note that Messengelato requires a Beast-type Madolche to activate and resolve his effect, so if a card is chained to remove your Beast from the field Messengelato doesn’t get to search cards.   Madolche Hootcake: Hootcake is the card that truly made Madolche a viable archetype. Hootcake is actually not extremely easy for Madolche to set up on their own because of their tendency to cycle back into the deck, but luckily there are plenty of engines that have perfect synergy with Madolche and fuel the grave to let Hootcake flood the field.     Madolche Mewfeuille: Mewfeuille is our themed Marauding Captain, and an easy enabler for Messengelato. He’s also useful for easy rank 3 plays such as Invoker and Leviair.     Madolche Cruffsant:     Cruffsant is less straight-forward than the other Madolche monsters, but his applications are definitely valid. If his effect is used a couple times he becomes a sizable beater, something that the other Madolche monsters cannot do without the aid of Spells or Xyz summons. He also triggers Madolche Ticket, which can help to search out missing combo pieces and set the deck in motion. The fact that Cruffsant doesn’t function as a standalone card limits his playability, but he can certainly be a valid option.   Madolche Puddingcess:   Thanks to Mewfeuille and Hootcake, it’s actually not too hard to get Puddingcess onto the board; however, the deck is also perfectly capable of clearing away problem cards without her so that Mewfeuille and Hootcake plays can be conserved for stronger combos.   Madolche Queen Tiramisu The boss monster of the Madolche archetype, Tiramisu is possibly the best removal card in the game not named Spellbook of Fate, removing opposing threats without targeting them and, while staying true to the theme, recycling all of your resources. With the field spell in play she reaches a respectable 2700 attack, allowing her to push for decent damage after clearing away the opponent’s cards (especially when taking into account how often Tiaramisu is summoned alongside some other monsters, or with a Ticket in play).   [/spoiler]     Spells [spoiler]   Madolche Chateau: Chateau is a unique field spell for the Madolche archetype. The 500 attack and defense boost is definitely appreciated in a deck of otherwise small monsters, but the really incredible part of Chateau is the effect that returns Madolches to the hand instead of the deck. This means that if a Madolche is run over, it returns to your hand instead. If it’s hit by Solemn Warning, it returns to the hand. If Madolche Queen Tiaramisu would return a monster to the deck, they go to your hand instead. If Chateau stays on the field, you essentially never lose your resources.   Madolche Ticket: Ticket is sort of a themed Black Whirlwind, except searchable. Something that’s especially noteworthy is the option to Special Summon instead of searching if you control a Fairy-type Madolche monster. Madolche Queen Tiaramisu and Puddingcess currently are the only two Fairy-type Madolches in the TCG, however Queens effect will to trigger Ticket. A lot of simple boards are turned into OTK’s because of Ticket putting a Hootcake directly on the field. Two things to note are that Tickets search effect is Mandatory, and that you can only use the effect once each turn, meaning it will not stack similar to Whirlwind. [/spoiler]     Trap It's worth noting that Madolche actually have a few themed Traps to support them. Most of them however are impractical and unplayable, but there is one worth your attention [spoiler] Madolchepalooza: Madolchepalooza is a highly debated choice in Madolche decks. It is slow and situational, needing to wait an entire turn and requiring a significant number of Madolche monsters in hand to make it worthwhile. If the card fully resolves, it often results in a blowout, and its search-ability via Messengelato gives it definite merit as a one-of. [/spoiler]     Supporting Engines:   Because of Hootcake’s need for monsters in the graveyard, most Madolche decks will employ some sort of secondary engine to make sure Hootcake is live.   [Spoiler]   Hand Traps: Aside from being useful cards in general, Maxx “C” and Effect Veiler are easy to put in the graveyard as Hootcake fodder. Some combination of hand traps will be played between the main and side of most Madolche decks.   Psychic Engine: Teleport offers several things to the Madolche deck. Serene Psychic Witch is a decent floater, maintaining level 3’s on the board for Xyz Summons, and access to Naturia Synchros via one of the Psychic EARTH tuners is appreciated. Teleport instantly putting level 3’s on the board makes summoning Invoker considerably easier, letting the deck go into Tiaramisu with a much higher level of efficiency.   Tech Genus:   T.G. Striker and T.G. Warwolf are nice floaters to help get monsters in grave while maintaining resources, and both of them also offer interesting tricks to the deck. Striker opens the deck to Synchro plays, once again allowing access to the coveted Naturia Beast and Barkion, both of whom are potentially quite power in the current format. Warwolf summons himself when Mewfeuille or Hootcake resolve their effects, allowing for those Invoker plays that make summoning Tiaramisu so elementary.   CardCar D/Pot of Duality: Cardcar is fairly straightforward: accumulate resources while putting a dead body in the grave to make Hootcake live. Duality naturally goes hand-in-hand with Cardcar, letting the deck dig even deeper to ensure that combos happen as quickly as possible. A deck utilizing Cardcars requires extra protection since it doesn’t provide the field presence that Serene Psychic Witch or T.G. Warwolf do, but it really allows the Madolche cards to shine in their own right.   Instant Fusion: Instant Fusion very simply puts a body on board to go straight into Xyz plays. One has to be careful with Instant Fusion, though, because Madolche is already rather weak to Maxx “C” and a Maxx being chained to Instant Fusion can put you in a horrendous position. The most common targets for Instant Fusion are the Level 3 Fusionist and the Level 4 Karbonala Warrior.   Redox, Dragon Ruler of Boulders: Redox is often discussed as a possibility in Madolche because of his ability to turn dead Madolches in hand into useful bodies on-board, and because of his interactions with Hootcake banishing him from the grave. In a deck that’s specifically designed to keep Monsters out of the graveyard, though, it’s sometimes hard to make efficient use of either of his effects.   Spell Striker: Spell Striker can be utilized in turbo builds to put even more level 3’s on board, which leads to more Invoker plays and therefore more Tiaramisu plays. He’s most effective with cards like Upstart Goblin and Reinforcement of the Army (which coincidentally can search Messengelato, if you’re ever so inclined to have him in your hand).   Tour Guide From the Underworld: Sometimes you really just can’t get enough level 3’s, and Tour Guide is useful if you find yourself wishing you could summon Rank 3 monsters even more often than you already do. In a combo-based deck like Madolche, it’s sometimes nice to have a decent standalone card that will do something while you wait to draw combo pieces, and Tour Guide does that while putting bodies in the grave for Hootcake. [/spoiler]   Extra Deck [spoiler] Wind-Up Zenmaines   Zenmaines is a staple rank 3 in most extra decks that can make it. It has a decent defense that can buy you some time and its destruction effect is still quite powerful. Outside of cards like Number 50: Blackship of Corn and the limited Compulsory Evacuation Device, once Zenmaines hits the board, he will likely stick until your opponent can find an easy way over him.   M.X-Saber Invoker His stats might not be great, but Invoker is a necessary combo-piece in the Madolche extra deck. Typically made with a used Hootcake and another level 3, Invoker pulls Messengelato from the deck to help facilitate rank 4 plays.   Leviair the Sea Dragon Leviair is a great utility card, allowing you to recycle banished Madolches and helping to further facilitate combo plays.   Abyss Dweller Since its release in Abyss Rising, Dweller has become a near staple in almost any deck that could make it. With Mermail and Bujins being popular choices for the current format, Dweller should continue to find itself in the Extra Deck.   Gagaga Cowboy Once the Madolche deck establishes its board, it is capable of doing a tremendous amount of damage in one turn, including the occasional OTK. There are times however when you just can’t deal enough, and for when that happens there’s this guy. The 800 burn damage can easily steal games for you, and his first effect means he can crash with or run over almost any big monster your opponent puts on the board. Other Options: -Diamond Dire Wolf -Blackship of Corn Evilswarm Exciton Knight Number 101 Silent Honors Knight Number 49: Fortune Tune Mechaquipped Angineer Temptempo the Percussion Djinn Maestroke the Symphony Djinn Soul of Silvermountain -Naturia Beast, Naturia Barkion, Black Rose Dragon, Arcanite Magician (depending on which Tuners, if any, are run) [/spoiler]     Side Deck Options [spoiler]   Gozen Match: With the entire deck being EARTH-attribute monsters, Gozen Match gives the deck an edge post-side against multi-attribute decks.   Trap Stun/Royal Decree: Against Trap-heavy decks, both of these options can lock down their backrows while you make a big play to put yourself in a winning position.   DNA Surgery: With many decks in the format revolving around keeping 1 specific type of monster on the field, Surgery is a one card way to disrupt many strategies. Depending on your hand and the game state when you flip it, your best bets to call are Beast or Fairy with this card.   Soul Drain: Soul Drain is an interesting choice for Madolche, as it stops all of the archetypes monsters from recycling themselves. While this does mean you won’t be triggering Ticket as often, it does mean you will be able to make Hootcake live much easier, so it’s not a terrible trade-off, especially since it can still shut down other decks completely.   Other side deck options: -Morphing Jar #2 -Dust Tornado -The Transmigration Prophecy -Thunder King Rai-Oh -Kycoo the Ghost Destroyer [/spoiler]     Combos [spoiler] Most of the combos in Madolche are quite situational and pretty straightforward. However a basic "Queen Combo" could look something like: In Hand: Madolche Mewfuielle + Madolche Hootcake In Grave: Any monster In deck: 2 copies of Madolche Messengelato   First you summon Mew, using it's effect to summon Hootcake from your hand. Activate Hootcakes effect, targeting your in-grave monster. Once he resolves, summon Madolche Messengelato from your deck. Use Messengelatos effect to search Madolche Ticket from the deck. Activate Madolche Ticket Overlay Mew+Hootcake for M-X Saber Invoker Use Invoker to summon another Madolche Messengelato from the deck. Overlay the 2 Messengelato for Madolche Queen Tiaramisu. Use Queens effect to target 2 Madolche cards in your grave (usually the materials of both Invoker and Queen) to return to your deck. Return targets to your deck or hand(If you have Chateau on board). Spin two cards your opponent controls. On resolution of Queens effect, Madolche Ticket will activate, allowing you to search any Madolche monster from your deck. Because you control a fairy, you have the option of summoning whatever monster you search. [/spoiler]   Rulings [spoiler] Targeting your in-grave monster with Hootcake is a cost to activate his effect, banishing it is a part of his effects resolution.   In order for Messengelato to both activate and resolve his effect, there must be a beast-type Madolche on your field. If you SS him and your opponent uses a card like Compulsory Evacuation Device on your only beast-type monster, his effect will fizzle.   If you summon Messengelato off of Hootcake or Mewfueille and have a copy of T.G. Warwolf in hand, you may summon the Warwolf and still search with Messengelato.  See SEGOC.   Similarly, if Messengelato is summoned as Chain Link 2 or higher or during the damage step, he can still activate his effect.   Madolche Queen Tiaramisu can return cards that were attached to her as XYZ materials to the deck IF there is already a legal target in your grave when you activate her effect(similar to Zombie Master and Lumina, Lightsworn Summoner).     If Necrovalley is on the field and your opponent destroys one of your Madolche monsters, they will return themselves to the deck.   If your opponent has control of your monster and you destroy it by battle or card effect, that monster will not return to the deck.   [/spoiler]     Sample Deck Lists: [spoiler] Top 8 Frankfurt Germany Regional (Jaunary 2014): Monsters(17) 2 Cardcar D 3 Madolche Hootcake 3 Madolche Magileine 2 Madolche Messengelato 3 Madolche Mewfeuille 1 Spell Striker 2 T.G. Warwolf Spells(11) 1 Book of moon 2 Madolche Chateau 2 Madolche Ticket 3 Mystical Space Typhoon 2 Pot of Duality 1 Reinforcement of the Army Traps(12) 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 3 Fiendish Chain 2 Madolche Palooza 2 Mirror Force 1 Solemn Warning 1 Trap Stun 1 Torrential Tribute Side-Deck(15) 2 D.D. Crow 2 Effect Veiler 2 Maxx “C” 2 System Down 2 Debunk 3 Dust Tornado 2 Light-Imprisoning Mirror   Extra Deck(15) 1 Abyss Dweller 1 Diamond Dire Wolf 1 Blade Armor Ninja 1 Gagaga Cowboy 1 Ghostrick Alucard 1 Leviair the Sea Dragon 2 M-X Saber Invoker 2 Madolche Queen Tiaramisu 1 Maestroke the Symphony Djinn 1 Mechaquipped Angineer 1 Number 50: Blackship of Corn 1 Steelswarm Roach 1 Wind-Up Zenmaines       Top 32 YCS Toronto 2013 David Wu (Madolche Psychic)   Monsters (20) 3 Madolche Magileine 2 Madolche Messengelato 2 Madolche Hootcake 1 Madolche Baaple 1 Madolche Mewfeuille 2 Tour Guide from the Underworld 2 Giant Rat 2 Serene Psychic With 1 Psychic Jumper 2 Maxx "C" 2 Tragoedia   Spells (10) 2 Madolche Chateau 1 Madolche Ticket 2 Emergency Teleport 2 Forbidden Lance 2 Mystical Space Typhoon 1 Book of Moon   Traps (10) 1 Solemn Warning 1 Compulsory Evacuation Device 1 Bottomless Trap Hole 1 Torrential Tribute 1 Dimensional Prison 2 Mirror Force 2 Fiendish Chain 1 Madolchepalooza   Side Deck (15) 1 Neo-Spacian Grand Mole 2 D.D. Crow 2 Effect Veiler 2 Fossil Dyna Pachycephalo 2 fencing Fire Ferret 1 Mystical Space Typhoon 1 Mind Control 1 Dimensional Prison 2 Light-Imprisoning Mirror 1 Needle Ceiling   Extra Deck (15) 1 Naturia Beast 1 Narutia Barkion 1 Mechquipped Angineer 2 Madolche Queen Tiaramisu 1 Abyss Dweller 1 Number 17: Leviathan Dragon 1 Number 30: Acid Golem 1 Number 39: Utopia 1 Maestroke, the Symphony Djinn 1 Diamond Dire Wolf 1 Wind-Up Zenmaines 1 M-X-Saber Invoker 1 Leviair, the Sea Dragon 1 Gagaga Cowboy   [/spoiler]
  21. Key Plus Words

    http://www.youtube.com/watch?v=Y8IwLZkdFVg   [spoiler] [/spoiler]         So, I went to WCQ Nice in France with this deck and ended in 4-2 in top 8 (for only 38 people, unfortunately...) I beat a DW, a Mermail, a Fire Fist and a Reptile Xyz (that uses a Gentlemander Lock: http://yugioh.wikia.com/wiki/Gentlemander). I lost to a Fire Fist that drew absolutely everything and won 2-0 at round 3 (Full trap for the first game with  0 Typhoon/0 Stun for me and 2 Maxx + 3 Veiler for game 2.) and the second loss is against a Garden Control (with Bear, Wind-Up Rabbit, Evilswarm Thunderbird, Tenkis, Compulsory Escape Device etc.) with full-ST hands to struggle in grind games.   --   I was first reluctant to play Instant Fusion at first because of the cost; however, after some days testing, I think I won't be able to play another card, since this is both a LV3 and a LV4 topdeck. I hadn't enough LP to activate it only once during the tournament round 6 against the Garden Control.   2 Gelatos were enough. I hadn't any problem with this ratio; especially since Palooza and Mewfeuille are at 2 as well. I nearly always managed to get a Palooza/Mew when I drew a Gelato. This made the moves pretty fluent and allowed to avoid most bad hands.   I was first playing 41 with 2 Effect Veiler, but after a few games, 2 Veiler were really cloggy and most of the time, 1 copy was clearly enough since the deck can OTK very quickly. I just moved a Veiler to the side and the tests after that were really pleasant.   For the side deck, I tried Chain Destruction to get rid of some deck's boss monsters, like, Yamato, Medraut, Bear, Wolfbark etc. It does not destroy the summoned one, but this card still appeared to be pretty game breaking; especially since Forbidden Lance does not even work against it. I dropped it against the Fire Fist I beat on his Dragons and the Reptile Xyz (I aimed to use it on Masked Chameleon, but ended to use it on Gentlemander.)   --   In the end, except for the 2 matchs I lost, the whole deck was working without any difficulty. I'm just mad I didn't play any Bujin, Noble Knight or Geargia since I was waiting for them.   I think I'll remove the 2 Mind Crush for Mind Drains, but I'm not sure yet. Also considering to move the Chain Destructions out if I find a more interesting side card.   Thoughts?
  22. Walk

    http://www.youtube.com/watch?v=ax6UXyAXSZo 3 Madolche Magileine 3 Madolche Hootcake 2 Madolche Mewfeuille 2 Madolche Messengelato  2 Cardcar D 2 Spell Striker 3 Maxx "C"   2 Madolche Chateau 1 Madolche Ticket 3 MST 2 Pot of Duality 2 Forbidden Lance 1 Dark Hole 1 Book of Moon 1 ROTA   2 PWWB 2 Trap Stun 2 Mirror Force 1 Warning 1 Bottomless Trap Hole 1 Torrential 1 Compulse   2 Madolche Queen Tiaramisu 2 M-X-Saber Invoker 1 Heroic Champion Excalibur 1 Blade Armor Ninja 1 Abyss Dweller 1 Gagaga Cowboy 1 Blackship of Corn 1 Maestroke 1 Crazy Box 1 Leviair 1 Acid Golem 1 Soul of Silvermountain 1 Wind-Up Zenmaines   2 Kycoo the Ghost Destroyer 1 Thunder King 2 D.D. Crow 1 Effect Veiler 3 Imperial Iron Wall 2 Gozen Match 2 DNA Surgery 2 Dust Tornado   Some things: I'm really happy with the 3-3-2-2 ratio between the Madolche monsters, although I'm considering dropping the cat down to one cause drawing it without a way to get Messengelato is aids PWWB has been ridiculous in testing. Pitching dead Messens to set up Leviair plays while turning off colors and just being chainable removal in general is just nuts. It's also very easy to just get a bunch of dead monsters in hand off of Chateau and Ticket, so PWWB can really help mitigate that problem My side is kinda aids atm, my gameplan against Dragons is to just side into a bunch of Stun monsters and floodgates  while siding out combo pieces. Kinda wanna find something to side for dumb decks like Constellar and Evilswarm that's actually worthwhile, but idk yet There have been some very occasional spots where I wished that I played 2 Ticket, but I really don't wanna play 40 cards and there really isn't anything that I actually want to cut from the main to fit the 2nd one in
  23. Holy shit, it's been almost a year to the day since my last report and first regionals. I'm a poor college student so Regionals are my only chance to show everyone how not bad I am. The night before I scramble to get everything and have about everything except 2 Dracosac, Big Eye, 2 Emptiness, and a Trigon. Play a little with friends but no one is playing a serious deck, which turns out to be the theme of the whole event.   I drive up with my bud Gavin, and 3 others, they put me in the middle, I'm 6'3 wtf -_-. Day of I scramble to find 2 Dracosac, friends lend 1, I buy another, and someone lends me a Big Eye, and some chill fuck just gives me a Trigon. Lots of notables are out of state for the YCS, and the usual crowd of notables from out of state aren't here either, so it's looking to be an easy day.   Also Funny Picture [spoiler] [/spoiler] Decklist [spoiler][/spoiler]   R1 - Water G1 He seems very confused the whole time, and we just trade cards, but I don't see a Cowboy play coming and he steals the game. He takes a while, at least 5 minutes to side which ends up fucking me later on. G2 Dragons is a better deck, and I win with Vanity/Blader. G3 I'm in decent control, but we go into time which prompts him to drop double Abysstrite somehow, and I just get walled out of game, as I'm sitting with 2 dead Cards of Consonance.   So I'm pretty bummed because I lost R1 at nationals and ended up missing the top cut due to losing R11(also R7),  so I was not excited at the prospect of grinding out to R8 and then losing, but I tried anyway. All my friends won R1, just like nats too.   0-1   R2 - Dark World Anyone who knows me well knows I hate children, this kid would not shut up and I stomped as fast as possible because he was so annoying and I was legit 5 seconds away from exploding. He makes a comment about some guy's Pokemon mat, calling it so 90's, I'm like, were you even alive in the 90's brat? Anyway easy win, ego boost, etc.   The Head Judge makes an announcement about bears being in the area, because they have regionals in butt fuck CO Springs instead of Denver, ensue bad FF Bear Jokes. We go to lunch, me and my only black friend and Gavin get lunch at Popeyes, there some confusion about round start time we end up starting a little late.   1-1   R3 - ????? It's quite possible I played another Water, but this entire round is a blur, I recall getting hit by that 2200 Atlantean at some point during the day, it may have been this round. I won though.   2-1   R4 - Evilswarm G1 I saw BTH, Book, and Fiendish while he was shuffling, he did it on a slant, but nothing else, I figure Thought Ruler is the best course of action going first. Turns out it was Evilswarm, and Thought Ruler/Scrap just win it for me. G2 Evilswarm is real and I can't do a damn thing. G3 He can't put Ophion on board and I beat him down quickly with Synchros.   I regret siding E-Virus, and not investing the spot for Terminus after the fact, and pray that I don't come up against any more Swarms for the day.   3-1   R5 - Madolche G1 He wasn't very good and just loses because Dragons is better, and he can't stabilize under Maxx C G2 I Trap Stun 5 of his backrow, and summon Black Rose Dragon.   4-1   R6 - Madolche G1 Madolche Tea Break rapes my set return and I get wreck'd G2 I Flip Skill Drain to which he replies he has no outs. G3 I side in my 3rd Skill Drain cause apparently he had no outs.   5-1   R7 - Water G1 I know this guy from tournaments and he sometimes comes to YGO Friday's @ Canes, which is basically a bunch of YGO players with not so good decks, and we hang out, and they eat shitty Canes' chicken. Oh i guess I should talk about the game I win with Blader/Vanity. G2 I misplay and send my Tidal to the grave when my Scrap get's Veiler'd he either didn't notice or didn't say anything, and rams his Gaois into Scrap and them attacks with his only 2 other cards for game, both smaller than tidal. I hate myself because if I lose Game 3, I'll know i got knocked by my own misplay. G3 We get really close to time and I have to rush him because I didn't want to lose the same way I did R1, I win after flipping Return and some other stuff. 4000 /3800.   I actually get paired against a dude I know is playing Dragons and was excited to play a mirror instead of some randy jank, but we get repaired and I end up playing Blackwings.   6-1   R8 - Blackwings G1 This guy looks like the guy I played first round's twin, he had the same confused demeanor too, anyway I win because this isn't 200whenever Blackwings were relevant. G2 He makes Zerophyne twice locking my Ravine down for 2 turns straight, he miscalculates life and attacks me for what he thinks is game, when he realizes his mistake he concedes.   7-1   I get 5th. So Jonny Nagel tops with freaking Gravekeepers -_-, but the rest is Dragons and 1 Infernity and maybe 1 Evilswarm. Leo Anaya 8-0s our regionals with a deck he built 10 minutes before(Infernity). I told my friend Luke that I was going to play Debunk, before the event started, while he played Refpanel cause it was also good against Burn/Stall, can blow out Dragons, and also is good against Water, worked out well. I'm kinda bummed as all I played was rogue despite how hard I practiced for the Dragon Mirror. Most of my not bad friends get their invites at least, I sell the mat for 65 and a Draccosac for the same(the same I paid for it) putting me in the green for the day. We go to BWW (yeah more chicken). My friend Kenny (darkblaze557) tells us he's being promoted to Head Judge, and we're having another Regionals next month if they can find a venue.   Gavin warpspeeds back to Fort Collins, good day overall.   Props -Trap Stun -Trigon -Black Rose Dragon -Chicken -Winning 7 straight -.Sean being at the YCS   Slops -No Meta -Potheads -Backseat -Losing R1 -My mexican friend playing a lot of mirrors and losing R8
  24. - Welcome to the Bakery ! -

    Hi guys !       [spoiler] [/spoiler]     Monsters [15]   3 Madolche Magileine 3 Madolche Hootcake 3 Madolche Messengelato 1 Madolche Mewfeuille 3 Maxx "C" 2 Effect Veiler     Spells [14]   3 Upstart Goblin 3 Mystical Space Typhoon 2 Instant Fusion 2 Pot of Duality 2 Madolche Chateau 1 Madolche Ticket 1 Dark Hole     Traps [11]   3 Waboku 2 Mirror Force 2 Phoenix Wing Wind Blast 1 Compulsory Evacuation Device 1 Bottomless Trap Hole 1 Solemn Warning 1 Madolchepalooza       Some explanation now,   For the Monsters, I chose 3 Maxx "C". Good against Ruler, and for Hootcake. For the Spells, 2 Chateau and one Ticket. I tried more Chateau but it was often dead. For the Ticket, I don't know. It seems to me that 1 is ok because I can get it with Messengelato. 3 Typhoon, because I want to pass the OTK. But I can try 2 if I need place. 2 Instant for the loop. I tried it since a few weeks, it revealed to be really good. Mew/Hootcake + Instant and let's go ! Next I tried 2 POD and 3 Upstart because I wanted to add speed to the deck. For the Traps, Waboku is here to keep on the field the Madolche monsters.       So, I don't know if there are enough monsters, but I don't know what I could add. I thought about Kycoo to improve the Ruler match-up. But there is no real synergy ...       Thanks for your help !
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