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Found 6 results

  1.     [Introduction]         It seems as cards like Winda, Priestess of Gusto, Gusto Falco, and Neo Flamvell Hedgehog have turned to the dark side, and the dolls have come out to play.  But this time, they are returning as a newly refreshed team with new identities and abilities.       Shaddolls are a new archetype that received their premier in the set, Duelist Alliance.  The Shaddolls appear to be darker puppet versions of cards from other archetypes, with their strings coming from the back of El Shaddoll Construct.  The deck focuses on abusing Flip Effects, as well as Monster Effects that activate in the Graveyard.  Along with the variety of plays and advantage that the Shaddoll monsters provide, there is also Shaddoll Fusion, which allows players to summon powerful Fusion Monsters such as El Shaddoll Winda, and the previously mentioned El Shaddoll Construct.     [Monsters]   -The Shaddolls-   Shaddoll Hedgehog Dark/3/Spellcaster  800 ATK 200 DEF   FLIP: You can add 1 "Shaddoll" Spell/Trap Card from your Deck to your hand.  If this card is sent to the Graveyard by a card effect: You can add 1 "Shaddoll" monster from your Deck to your hand, except "Shaddoll Hedgehog". You can only use 1 "Shaddoll Hedgehog" effect per turn, and only once that turn.   -   The key searcher in the deck.  He allows you not only to search out other Shaddoll monsters, but gets you to Shaddoll Fusion even faster.  Hedgehog may not have a lot of attack, but he allows you to reach your key cards and generate advantage.      Shaddoll Falco Dark/2/Spellcaster Tuner 600 ATK 1400 DEF    FLIP: You can target 1 "Shaddoll" monster in your Graveyard, except "Shaddoll Falco"; Special Summon it in face-down Defense Position.  If this card is sent to the Graveyard by a card effect: You can Special Summon this card from your Graveyard in face-down Defense Position. You can only use 1 "Shaddoll Falco" effect per turn, and only once that turn.   -   The deck's "Special Summoner" and Tuner built into one. Shaddoll Falco’s interaction within the deck is especially important because it allows you to gain field advantage and summon a variety of Synchro Monsters. The archetype has an assortment of monsters with different levels, which adds even more versatility to Falco's plays. Falco's ability to special summon himself is also a very effective addition. He gives you a way to make power plays without having to use Shaddoll Fusion.         Shaddoll Squamata Dark/4/Spellcaster 1800 ATK 1000 DEF   FLIP: You can target 1 monster on the field; destroy it. If this card is sent to the Graveyard by a card effect: You can send 1 "Shaddoll" card from your Deck to the Graveyard, except "Shaddoll Squamata". You can only use 1 "Shaddoll Squamata" effect per turn, and only once that turn.   -   Shaddoll Squamata is the deck's instant monster removal.  One of the main problems that the deck faces is large established fields, or big monsters.  El Shaddoll Construct can usually solve the problem of bigger Special Summoned monsters, but you do not always have access to a LIGHT monster / Shaddoll Fusion to summon it.  Squamata allows you to take care of problem monsters that may propose a threat.  Sending it to the graveyard in order to send another Shaddoll to the grave is also an effective way to develop Soul Charge plays, and deck thin as well.       Shaddoll Dragon Dark/4/Spellcaster 1900 ATK 0 DEF   FLIP: You can target 1 card your opponent controls; return it to the hand. If this card is sent to the Graveyard by a card effect: You can target 1 Spell/Trap Card on the field; destroy it. You can only use 1 "Shaddoll Dragon" effect per turn, and only once that turn.   -   Much like Shaddoll Squamata, Dragon is an excellent source of removal.  He works extremely well in combination with Sinister Shadow Games in order to destroy Spell/Trap cards when needed. Dragon's Compulsory Evacuation Device-like effect is a useful in bouncing back annoying cards like opposing Shaddoll fusions in the mirror match.  He has the highest attack out of all the Level 4 or lower Shaddolls, which makes him a pretty decent beat stick.         Shaddoll Beast Dark/5/Spellcaster 2200 ATK 1700 DEF   FLIP: You can draw 2 cards, then discard 1 card.  If this card is sent to the Graveyard by a card effect: You can draw 1 card. You can only use 1 "Shaddoll Beast" effect per turn, and only once that turn.   -   Shaddoll Beast is the draw power of the deck.  Him being a Level 5 allows for Synchro plays with Falco into key cards like Black Rose Dragon and Arcanite Magician.  Beast's attack of 2200 is also very relevant because it makes him the strongest Shaddoll in the Main Deck, and he has the ability to clash with an opposing El Shaddoll Midrash.  His role in the mirror is also very important in playing around your opponent's Shaddoll Fusions.  You are able to use one of your own Fusions as needed, then tribute it for a set Shaddoll Beast.  This will allow you to recycle your Shaddoll Fusion, and make it so your opponent cannot use Fusion materials straight from their deck.  You will also have a set Shaddoll Beast, in which you can abuse its effect when it is flipped face up.       -The LIGHTS-         Felis, Lightsworn Archer Light/4/Beast-Warrior Tuner 1100 ATK 2000 DEF   Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. If this card is sent from your Deck to the Graveyard by a monster effect: Special Summon it. You can Tribute this card, then target 1 monster your opponent controls; destroy that target, then send the top 3 cards of your Deck to the Graveyard.   -   Only play this card if you play Mathematician. When you summon Mathematician, you can turn him into an instant Arcanite Magician or Black Rose Dragon with this card. Also, you can blow up any monster on your opponent’s side of the field with her effect and mill 3. In the mirror, this is a very efficient way of destroying Falco, potentially milling Shaddoll monsters, and then attacking the Falco to dispatch the Falco for good. The only problem playing this card is drawing it, but this can be circumvented somewhat by being able to fuse for Nephilim with it.     Effect Veiler Light/1/Spellcaster Tuner 0 ATK 0 DEF   During your opponent's Main Phase: You can send this card from your hand to the Graveyard, then target 1 face-up Effect Monster your opponent controls; negate that opponent's face-up monster's effects until the End Phase (this is a Quick Effect).   -   This is a light for Nephilim. It’s very versatile across match-ups particularly the Spellbook match-up (to stop Blue Boy), which is not a match-up in your favor. It even has applications in the mirror to stop cards like Volcasaurus, Caius, and other threats.     Other Possible LIGHT Monsters: A/D Changer Rainbow Kuribow     -Other Mentionable Monsters-         Mathematician Earth/3/Spellcaster 1500 ATK 500 DEF   When this card is Normal Summoned: You can send 1 Level 4 or lower monster from your Deck to the Graveyard. When this card is destroyed by battle and sent to the Graveyard: You can draw 1 card.   -   This card is very versatile! By himself, he sets up your plays and you can send any Shaddoll monster on demand. Turn 1, you can send Squamata and then send Beast to draw a card or send Falcon instead if you have Shadow Games! He is a spell caster, just like the rest of your deck and can make Arcanite Magician or Black Rose with Felis, Lightsworn Archer (Games 2 and 3, this outs Shadow-Imprisoning Mirror very nicely).   As if this wasn’t enough, he floats if he dies by battle and nets you a draw.     Armageddon Knight Dark/4/Warrior 1400 ATK 1200 DEF   When this card is Summoned, you can send 1 DARK monster from your Deck to the Graveyard.   -   Serves a purpose very similar to Mathematcian.  However with Armageddon Knight, you can send any Dark Monster, which means you can also send Shaddoll Beast.  Another perk of using Armageddon is that you can trigger its effect under Soul Charge, and use it for Rank 4 XYZ plays.  Another thing it has over Mathematician currently is being able to be used as a Shaddoll Fusion material.     Caius, the Shadow Monarch Dark/6/Fiend 2400 ATK 1000 DEF   When this card is Tribute Summoned: Target 1 card on the field; banish that target, and if you do, inflict 1000 damage to your opponent if it is a DARK monster.   -   This card is superb in the mirror match! Shaddolls don’t have many ways to interact with facedown monsters and this is how you do it. Resolving Caius is very devastating in the mirror and could potentially be a blowout when resolving it. Not only that, he is the biggest non-extra deck monster, which is extremely relevant. In other match-ups, he is an out to a lot of common nuisances such as Evilswarm Ophion.     Kuribandit Dark/3/Fiend 1000 ATK 700 DEF   During the End Phase, if this card was Normal Summoned this turn: You can Tribute this card; excavate the top 5 cards of your Deck, you can add 1 excavated Spell/Trap Card to your hand, also send the remaining cards to the Graveyard.   -   Used in more turbo versions of the decks.  Kuribandit allows you to send Shaddolls to the graveyard extremely quickly, while digging for key cards like Shaddoll Fusion and Soul Charge.  This card can give you a very strong opening play if you have a slow hand.  It is wise to be cautious with this card because you can easily burn through your resources, depending on how many copies of each Shaddoll Monster you run.     White Dragon Wyverburster / Black Dragon Collapserpent (Light/4/Dragon)                                    (Dark/4/Dragon) (1700 ATK 1800 DEF)                            (1800 ATK 1700 DEF)   White Dragon Wyverburster: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 DARK monster from your Graveyard, and cannot be Special Summoned by other ways. You can only Special Summon "White Dragon Wyverburster" once per turn this way. If this card is sent from the field to the Graveyard: You can add 1 "Black Dragon Collapserpent" from your Deck to your hand.   Black Dragon Collapserpent: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 LIGHT monster from your Graveyard, and cannot be Special Summoned by other ways. You can only Special Summon "Black Dragon Collapserpent" once per turn this way. If this card is sent from the field to the Graveyard: You can add 1 "White Dragon Wyverburster" from your Deck to your hand.   -   Can be played in a more chaos variant of the deck.  These little dragons allow you to make neat plays with Eclipse Wyvern, giving you the chance to also abuse Dark Armed Dragon.  They can be used as Synchro materials, which can get you the opposite colored Dragon from the deck.  White and Black Dragon can be used to make Rank 4 XYZ plays, and be used as fuel for Shaddoll Fusion.       [Spells]         Shaddoll Fusion Normal Spell    Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster(s) that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Materials. You can only activate 1 "Shaddoll Fusion" per turn.   -   The most important Spell Card in the deck, warping the Meta basically on its own.  Shaddoll Fusion allows you to bring out your boss monsters, El Shaddoll Construct and El Shaddoll Windia.  One of the best things about this card is that it triggers the effects of the Shaddoll monsters, meaning you are able to keep card advantage while putting a strong monster on board.  Shaddoll Fusion is very accessible due to it being searchable by Hedgehog, and recycled with the Fusion Monsters' effects.  Its second effect allows players to capitalize off of their opponent's Special Summoned monsters as well, which is huge.  One of your main objectives in the mirror match is to play around your opponent's copies of this card, and making sure you are maximizing the value of using your own.       Super Polymerization Quick-Play Spell   Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either side of the field as Fusion Materials. Cards and effects cannot be activated in response to this card's activation.   -   Another way to make your Shaddoll Fusions, but with a twist.  Super Polymerization gives you a way to get rid of your opponent's Fusions in the mirror match, and potentially give you a way to clear the board.  It is also good against any deck that is LIGHT/DARK based, as well as against problem cards like Majesty's Fiend.  Being able to use it in the End Phase or any point of surprise is extremely powerful.  When used at the right time, it can be extremely game changing, especially in a simplified game state where your opponent may not have a comeback play.        Soul Charge Normal Spell   Target any number of monsters in your Graveyard; Special Summon them, and if you do, you lose 1000 Life Points for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Soul Charge" per turn.   -   Just like in many decks, Soul Charge allows for endless possibilities of power plays.  Especially in a deck that plays Tuners and a variety of monster levels, the viability of this card is immense.  The fact that you can bring back Shaddoll Fusions (that were already successfully summoned) is ridiculously powerful.  Soul Charge is great insurance and also gives you the chance to take advantage of all the Shaddolls that have been dumped in the Graveyard.  This card just adds to the versatility of the deck in the amount of plays you can make.       Other Mentionable Spells   Foolish Burial Allure of Darkness     [Traps]           Sinister Shadow Games Normal Trap   Send 1 "Shaddoll" card from your Deck to the Graveyard, then you can change any number of face-down Defense Position "Shaddoll" monsters you control to face-up Defense Position.   -   This card is a great accelerant for Shaddolls. It helps you get over the shortcomings of the deck being somewhat reliant on flip effect monsters in that it allows you to flip monsters face-up on your opponent’s turn (be wary of yarded Breakthrough Skills) or right away on your own provided you had this card set. Not only that, you can select a Shaddoll monster in your deck and send it to the graveyard for whatever the situation calls for. The card is very versatile! You can set up a Falcon play, have it function like an end phase MST (Through Dragon), or just deck thin with Squamata and gets some draws in with Beast. Another thing that’s great about this is you can flip a Hedgehog on your opponent’s turn and if it survives the turn, you can fuse with it on your own turn and still get to trigger its effect.   (The artwork features Pulao, Wind of the Yang Zing and Suanni, Fire of the Yang Zing viewing their shadows.)           Shaddoll Core Continuous Trap    Special Summon this card as an Effect Monster (Spellcaster-Type/DARK/Level 9/ATK 1450/DEF 1950). (This card is also still a Trap Card.) If Summoned this way, you can substitute this monster for 1 Fusion Material that lists an Attribute, on a "Shaddoll" Fusion Monster Card. If this card is sent to the Graveyard by a card effect: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard, except "Shaddoll Core"; add it to your hand.   -   This card is an interesting card. It is like Metal Reflect Slime in that it is a trap monster. It has a pretty high defense as well. The main use you will be getting out of the card though is the effect to add a Shaddoll spell or trap to your hand when it is sent to the graveyard by any means. This means you can send it with Squamata, Construct, and even Sinister Shadow Games! It is also worth mentioning you can substitute this for a Light monster when you are fusing for Construct and you can use it to fuse for the other attribute Shaddoll monsters when they release!      Vanity’s Emptiness Continuous Trap    Neither player can Special Summon monsters. Destroy this card when a card is sent from the Deck or the field to your Graveyard.   -   This tech choice nearly defined the first Dragon Ruler format and is here to stay. The best use out of it is to stop opposing special summons while you control ideally a Fusion, a Caius, or a Beast. It is particularly good in the mirror for stopping opposing Shaddoll Fusions, but a lot of duelists opt to not use it due to the opponent simply being able to have Dragon destroy it before the opponent gets any real value out of it.     Needlebug Nest Normal Trap    Send the top 5 cards of your Deck to the Graveyard.   -   This very simple card is very devastating if you hit even just one or 2 Shaddoll monsters (or Core while you have Fusion in grave adding the Fusion back). This card was even limited to 1 in Japan because of this deck! This card can be a hard -1, but you decide if that trade-off is worth potentially overwhelming your opponent.     Compulsory Evacuation Device Normal Trap    Target 1 monster on the field; return that target to the hand.   -   This card has been on and off in deck lists to this day, but it’s a very efficient way of outing Fusions in the mirror match without letting your opponent recycle Shaddoll Fusion. It’s also pretty versatile in that you can bounce monsters affected by Breakthrough Skill and use their effects again.     Breakthrough Skill Normal Trap    Target 1 face-up Effect Monster your opponent controls; negate the effects of that opponent's face-up monster, until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Effect Monster your opponent controls; negate that target's effects until the end of this turn.   -   This card is great all around and lets you stop a lot of threats in a lot of match ups like Blue Boy in Spellbooks. In the mirror, you stop the Flip Effects and Construct. The secondary effect can turn off Winda when you want to special summon more than once to try to break the opponent’s board. The graveyard effect can hinder Sinister Shadow Games plays on your turn if they choose to flip their monster face-up.     [Extra Deck]       El Shaddoll Winda Dark/5/Spellcaster/Fusion 2200 ATK 800 DEF   1 "Shaddoll" monster + 1 DARK monster Must first be Fusion Summoned. Cannot be destroyed by an opponent's card effects. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.   -   Your  lockdown boss monster. This card is Summon Limit on legs. Boasting a decent 2200, overcoming her without special summoning will be pretty difficult for a lot of decks. As if that weren’t enough, she can’t be destroyed by your opponent’s card effects making her a pain to deal with. In addition to all of this, she adds a “Shaddoll” spell or trap back from the graveyard when she dies so you can just make her or another fusion again (All of the Shaddoll fusions have this effect) and it will never miss timing. (She is Winda, Priestess of Gusto riding on Pulao, Wind of the Yang Zing.)         El Shaddoll Construct Light/8/Fairy/Fusion 2800 ATK 2500 ATK   1 "Shaddoll" monster + 1 LIGHT monster Must first be Fusion Summoned. If this card is Special Summoned: You can send 1 "Shaddoll" card from your Deck to the Graveyard. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.   -   Arguably the deck’s best fusion. She has an overwhelming 2800 and a Catastor-like effect for Special Summoned monsters. But the best part of her effect is her ability to send a Shaddoll monster from your deck to the graveyard. This makes her a very versatile choice; you send whatever Shaddoll monster the situation calls for. (In the lore, The Shadoll core gave birth to Shadows that Absorb Light. Construct uses her shadow strings to control the manifested shadows. The strings on her back are connected to all of the other Shaddoll monsters.)     Arcanite Magician Light/7/Spellcaster/Synchro 400 ATK 1800 DEF   1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters When this card is Synchro Summoned: Place 2 Spell Counters on it. This card gains 1000 ATK for each Spell Counter on it. You can remove 1 Spell Counter from your side of the field to target 1 card your opponent controls; destroy that target. -   For some reason all the Shaddoll monsters are Spellcasters, so you can make this guy. You usually make this with Falcon and Beast/Winda. He’s great for helping to clear the field after you resolve the Beast you brought back with Falcon. It is also worth noting that he is a Light, so you can make Nephilim with him as well.     Tempest Magician Dark/6/Spellcaster/Synchro 2200 ATK 1400 Def   1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters When this card is Synchro Summoned, place 1 Spell Counter on it. Once per turn, you can discard any number of cards to place 1 Spell Counter on a monster(s) you control for each card you discarded. You can remove all Spell Counters on the field to inflict 500 damage to your opponent for each removed Spell Counter.   -   You can make this with Falcon and either Squamata or Dragon. With enough cards in hand, you can devastate your opponent and end games with the burn damage. It is also worth noting you can use the spell counters from Arcanite Magician for an extra 1000 burn damage for her nightmare-fueled rage.     Armades, Keeper of Boundaries Light/5/Fiend/Synchro   1 Tuner + 1 or more non-Tuner monsters If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.   -   You usually make this with Falco and Hedgehog or Mathematician. It’s pretty simple effect that can let you render your opponent’s Shaddoll flip effects useless in the mirror. Be careful about leaving him out in that match-up though, because they can fuse from their deck now.     Black Rose Dragon Fire/7/Dragon/Synchro 2400 ATK 1800 DEF   1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant-Type monster from your Graveyard to target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and reduce its ATK to 0 until the End Phase.   -   After a Falcon/Beast play, clear the field!     Leo, the Keeper of the Sacred Tree Earth/10/Beast/Synchro 3100 ATK 1900 DEF   1 Tuner + 1 or more non-Tuner monsters This face-up card on the field cannot be targeted by your opponent's card effects, except during your Main Phase 2.   -   You can make this with a Falco and a Construct. This card is fairly difficult for the Dragon match-up to get over with and even less so when there is a Skill Drain on the field.     Number 61: Volcasaurus Fire/5/Dinosaur/XYZ 2500 ATK 1000 DEF   2 Level 5 monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls; destroy that opponent's monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK. This card cannot attack your opponent directly during the turn you activate this effect.   -   Any combination of Beasts and Windas make this guy and he’s there to steal games. You usually make him via a Soul Charge play.      Other Mentionable Extra Deck Cards:   Beelze of the Diabolic Dragons Number 101: Silent Honor ARK Evilswarm Exciton Knight Castel, the Skyblaster Musketeer Goyo Guardian Constellar Pleiades (If you run the Artifacts) Tiras, Keeper of Genesis Vulcan the Divine Abyss Dweller Lavalval Chain Daigusto Emeral     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~   Co-Writer:  L0rdAceX Special thank you to both Sherwin and James Morton!  They both helped a tremendous amount with the OP.
  2. Hey Now

        Monsters:   2 Jar of the Forbidden 1 Black Luster Soldier - Envoy of the Beginning 2 Shaddoll Beast 1 Shaddoll Dragon 2 Shaddoll Squaaaaaa 3 Shaddoll Hedgehog 2 Shaddoll Falco 3 Maxx "C" 3 Manju of Ten Thousand Hands 3 Performage Hat Tricker 1 Mathematician 1 Glow-Up Bulb 3 Prediction Princess Tarotrei   Spells:   3 Shaddoll Fusion 3 Prediction Ritual 2 Instant Fusion 1 El Shaddoll Fusion   Traps:   3 Sinister Shadow Games 2 Shaddoll Core   Extra Deck:   3 El Shaddoll Shrekn'Niggaz 1 El Shaddoll Anoyatyllis 2 El Shaddoll Winda 2 Elder Entity Norden 1 Daigusto Emeral 1 Castel, the Skyblaster Musketeer 1 Abyss Dweller 1 Phantom Fortress Enterblathnir 1 Herald of the Arc Light 1 Trishula, Dragon of the Ice Barrier 1 Star Eater   Card Choices:   Princess Engine:   With the lost of Construct, the deck cannot utilize the cards they used to play as well, because the deck cannot be Construct turbo anymore.  The Princess engine allows you to grind through the game and reuse the flip effects of the Dolls a lot more than standard builds ever did.  A lot of games, you draw into advantage and combo plays by reusing Beast, and ultimately you would like to land a Jar of the Forbidden on the field to disrupt your opponent's plays with his broken effects (Raigeki, Forceful, etc.)   Performage Hat Tricker:   Hat Tricker was easily the worst of the clowns in the standard clown doll builds from pre Constructs banning.  However, it being an Earth lets you go into shreknniggaz easier, and also it makes use of random Manjus that land on the field, since you can no longer fuse them away.  Tricker is still currently an idea that is being tested, but in the first draft it seems like a decent choice.   Glow-Up Bulb:   Being able to go into Herald of Arc Light with Mathematician is still a strong play, it is an Earth for Shreknniggaz plays, and can go into Star Eater.  Bulb opens up plays that weren't necessarily possible before.  It can also go into Leo with the princess or the jar but i haven't found room for Leo yet.    3 Shekhinaga:   The New bae.
  3. 52 Card Satellardolls!

    Hey guys! I'm new here and I've heard a lot about DG, so much so that I decided to join here in order to get some help and ideas on a deck I've been testplaying recently.   Essentially, I wanted to make a Shaddoll deck that didn't use the Artifact stuff for two reasons 1) I don't have enough money to shell out the extra £90 and 2) I wanted to play around with something a little different. I also really missed being able to splash Rank 4's like last format, as I believe they still have a lot of utility. After picking up some Satellarknight stuff on the cheap, I decided to make this:   MONSTERS (26):   3x Shaddoll Beast 3x Shaddoll Dragon 3x Shaddoll Squamata 2x Shaddoll Falco 2x Shaddoll Hedgehog   3x Satellarknight Altair 2x Satellarknight Deneb   3x Kuribandit 3x Mathematician 1x Black Luster Soldier - Envoy of the Beginning 1x Glow Up Bulb   SPELLS (9):   3x Shaddoll Fusion 2x El Shaddoll Fusion 1x Allure of Darkness 1x Foolish Burial 1x Reinforcement of the Army 1x Super Polymerization   TRAPS (17):   3x Breakthrough Skill 3x Call of the Haunted 3x Sinister Shadow Games 3x Vanity's Emptiness 2x Trap Stun 1x Compulsory Evacuation Device 1x Shaddoll Core 1x Wiretap   EXTRA (15):   3x El Shaddoll Construct 2x El Shaddoll Winda 1x El Shaddoll Shekhinaga   1x Arcanite Magician 1x Armades, Keeper of Boundaries 1x Goyo Guardian   1x Cairngorgon, Antiluminescent Knight 1x Castel, the Skyblaster Musketeer 1x Daigusto Emeral 1x Evilswarm Exciton Knight 1x Lavalval Chain 1x Starliege Paladynamo   SIDE (15):   1x Neo Spacian Grand Mole   2x Mystical Space Typhoon 1x De-Fusion 1x Raigeki   2x Chain Disappearance 2x Different Dimension Ground 2x Fairy Wind 2x Mind Crush 1x Malevolent Catastrophe 1x Wiretap   The deck has testplayed moderately well so far but I'm having issues working out some of the minor faults in it; I've been so busy with university and stuff recently that I haven't had a chance to sit down and properly work things out. I would like to discuss some card choices though.3 Kuribandit - I enjoy being able to power through the deck and dig for the Fusions or key Traps to stay in the game. Resolving multiple Shaddoll effects is awesome, even if it is a bit reckless. Playing 50 cards makes up for that too.3 Squamata - Coincides with Kuribandit to make sure you have targeted milling. I'm really enjoying playing Squamata at 3 as well as it makes it so much easier to dump Shaddoll Core and keep combos flowing.The Satellarknight Engine - This engine is really self sufficient, as you guys already know. Summon Altair, fetch Deneb, add an Altair and overlay to make a Rank 4. Not being able to attack with other monsters is a bit annoying but I try to either use Call of the Haunted in the Battle Phase or make this play in Main Phase 2 to attack with non-Satellarknight cards first and then respond with Paladynamo/Castel. Normally I don't mind forgoing attacking if it is to deal with a huge threat on the board; say, a Dante or a El Shaddoll.1 Glow Up Bulb - Bit more relevant now NECH is legal. I have mixed feelings on this card; I've pulled some cool combos involving Armades and Goyo before but drawing this card really does suck. 3 Call of the Haunted - This card is so sweet. You net pretty big plusses with the Satellarknights and using Call to bring back Construct is pretty sweet too as it has the potential to bait out bad Fusion plays (see Jeff Jones). 2 Trap Stun, 1 Wiretap - Currently fooling around with the ratio of these. I like how Trap Stun can lock down boards and trap your opponent under their own Emptiness but at the same time Wiretap is able to send Breakthrough Skill back to the deck, which is a VERY important card this format.Extra Deck - The Fusion and Synchro line-up is pretty standard. While I like Leo, I wasn't too fussed about not playing him. Cairngorgon makes up for the lack of Leo too, being able to deflect PWWBs and Karma Cuts against Burning Abyss. Paladynamo is new, replacing Dweller (was too small) and seems to be okay. Chain and Emeral are MVP here, allowing me to combo up and go to the grind.  I also wanted some advice on potential card choices:Stellarnova Alpha - Something I really want to try in this deck. However, I might need to expand the Satellarknight engine a bit more. Any ideas?50 cards or more? - Do you think this deck should bulk up and play more than 50 cards? There's so much stuff I want to fit in.No Soul Charge? - Personally I'm not the biggest fan of Soul Charge, as paying 1000 LP a monster is a pretty high cost to essentially replicate what I can do with Altair and Deneb anyways.Y NO ARTIFACT - I'm strapped for cash as it is, guys. Any help would be appreciated. I'd love some in-depth analysis on card choices and PLEASE go to town on this deck! I enjoy critisism of any kind and sparking discussion. Hope my comments have proven to be helpful! Thanks guys!  
  4. [size=12]       Hey guys. For those who don't know me, my name is Collin. I'm 17 years old and live in Northern Virginia. Anyways, this past weekend, at the Frederick, MD regionals, I went 9-0. In fact, I only lost 3 games in total over the corse of the entire day. I was the only undefeated after swiss, making me 1st place. I'm going to show you my decklist, explain the important card choices, then get into the actual tournament.[/size]   [size=12]---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------[/size]   [size=12]DECK EXPLANATION:[/size]   [size=12]       First off, I want to explain why I decided on this version of Shaddolls. Last format, I played Lightsworn Shaddolls. This was because Soul Charge was at 3, and I wanted to play the deck that abused Soul Charge the best. The Lightsworn version did that more than any other deck. When Soul Charge became limited, this completely changed what would define what the best deck is.[/size]   [size=12]       At first, I thought that Burning Abyss would be the best deck. However, I quickly found out that I was wrong. The major problem about the deck was that it had literally zero auto wins. The best deck isn't going to have literally zero hands where you can look at your opening hand and say "I win". If you look at the best decks ever since Plant format, they all have opening hands where they just automatically win.[/size]   [size=12]       Another problem I had with the deck was that it had to run way too many cards that conflict with each other. Yes, the Burning Abyss monsters can special summon themselves you don't have backrow. Other than that though, the decks had monarchs, Tour Guides, Maths, etc. In order to make Mathematician good, they had to add Shaddoll Dragon, making the deck even worse. You can start to see the problem[/size]   [size=12]       The last huge issue I had with the deck is what Patrick Hoban wrote his second latest article about. If you haven't read it, I suggest you do. It's called "The Problem With Burning Abyss". Anyways, he talks about the deck having a "low ceiling". This means that if the deck's initial play got stopped, it couldn't continue. Shaddolls have a very high ceiling, meaning that if the opponent stops the initial play, they can keep going that turn. This is very important to a deck as you can bait out backrow while still being able to further your play, letting you purposefully lose "fights" to traps cards that you actually wanted to lose, so you can save your more relevant plays for after. I didn't actually know what to call it when I was testing Burning Abyss, but I knew something was off when I was losing to trap cards because I could only do one thing per turn.[/size]          Anyways, this lead me to continue to play Shaddolls. After testing the Mathematician Dark Armed version, I felt that the Lightsworn version was just worse than it. If you didn't open good, Burst Rebirth is just an awful card. Also, I didn't like how it didn't have nearly as a control over the outcome of the game as the Mathematician version did. Being able to immediately turn on the White and Black Dragons turn 1 is really important, and this version could do that. It could best use Shadow Games, and would always have the most options available. In addition, Dark Armed made for literally an infinite amount of games that I would just automatically win because of that card, a lot I probably shouldn't have won otherwise. Lastly, this version overall had near zero brick hands, whereas the Lightsworn version had quite a few. Those factors lead me to run this version over the Lightsworn version; however, I still think the Lightsworn version is the second best.[/size]   [size=12]       Also, Artifacts were never an option, as they were just subpar against everything. It created more brick hands, and the cards themselves didn't do nearly as much as Eclipse, the Dragons, or the Lightsworns. I definitely think that the Artifact version is the worst by far, and would never consider playing them. Anyways, on to the deck now.[/size]   [size=12]This is the list I ended up playing:[/size]   [size=12]Monsters: 23[/size] [size=12]3 Mathematician[/size] [size=12]3 Shaddoll Beast[/size] [size=12]2 Shaddoll Hedgehog[/size] [size=12]2 Shaddoll Squamata[/size] [size=12]2 Shaddoll Dragon[/size] [size=12]2 Shaddoll Falco[/size] [size=12]2 White Dragon Wyverburster[/size] [size=12]2 Black Dragon Collapserpent[/size] [size=12]2 Effect Veiler[/size] [size=12]1 Eclipse Wyvern[/size] [size=12]1 Dark Armed Dragon[/size] [size=12]1 Black Luster Soldier - Envoy of the Beginning[/size]   [size=12]Spells: 10[/size] [size=12]3 Upstart Goblin[/size] [size=12]3 Shaddoll Fusion[/size] [size=12]1 Super Polymerization[/size] [size=12]1 Soul Charge[/size] [size=12]1 Foolish Burial[/size] [size=12]1 Allure of Darkness[/size]   [size=12]Traps: 7[/size] [size=12]3 Sinister Shadow Games[/size] [size=12]3 Vanity's Emptiness[/size] [size=12]1 Solemn Warning[/size]   [size=12]Extra Deck: 15[/size] [size=12]2 El Shaddoll Construct[/size] [size=12]2 El Shaddoll Winda[/size] [size=12]1 Castel, the Skyblaster Musketeer[/size] [size=12]1 Lavalval Chan[/size] [size=12]1 Daigusto Emeral[/size] [size=12]1 Evilswarm Exciton Knight[/size] [size=12]1 Abyss Dweller[/size] [size=12]1 Armades, Keeper of Boundaries[/size] [size=12]1 Goyo Guardian[/size] [size=12]1 HTS Psyhemuth[/size] [size=12]1 Black Rose Dragon[/size] [size=12]1 Arcanite Magician[/size] [size=12]1 Leo, the Keeper of the Sacred Tree[/size]   [size=12]Sideboard: 15[/size] [size=12]2 Puppet Plant[/size] [size=12]1 Caius the Shadow Monarch[/size] [size=12]1 Effect Veiler[/size] [size=12]3 Mystical Space Typhoon[/size] [size=12]2 Forbidden Lance[/size] [size=12]1 Mind Control[/size] [size=12]3 Royal Decree[/size] [size=12]2 Pulling the Rug[/size]   [size=12]       First off, I'm going to explain 2 Hedgehog. In the Lightsworn version, I think that 1 Hedgehog is correct. The 3 Raiden take the spot of the 3 Math, but they still run 2 Lyla and 1 Charge. That's 3 more normal summons. Also, the Lightsworn version relies less on Shaddoll Fusion and more on chaos monsters and Burst Rebirth. However, this version relies more on Shaddoll Fusion. Hedgehog is usually the second best normal summon in the deck behind Math. Sometimes, Hedgehog can actually be better for the monster heavy hands.[/size]   [size=12]       In addition to Hedgehog being one of the two best monsters to open with, it's also essential in your deck. You want to be able to send Hedgehog off Squamata to search Beast in the mirror match when you Shaddoll Fusion. Also, when you open with Shaddoll Fusion, you have to open a Squamata, a Hedgehog, or a light monster so you can tribute set Beast. I understand you can do all this with 1 Hedgehog; however, if you use the first Hedgehog to search Fusion, then having the second is essential.[/size]   [size=12]       In addition to searching Beast for the mirror or for going first against an unknown deck, the ROTA effect of Hedgehog is still extremely important. I send Hedgehog to add Squamata or Dragon at LEAST once per match to have a beater or a level 4. Also, if you have Allure in hand, using Math, Foolish, or Shadow Games to send Hedgehog and add an irrelevant Shaddoll monster that you don't want to draw. This turns Allure into essentially Pot of Greed. Also, when you open Fusion against non-Shaddoll match-ups, using Math or Foolish to send Hedgehog allows you to make a turn 1 Construct or Winda consistently. I know all these uses seem kind of self-explanatory, but with so many uses for Hedgehog, you can see why 2 is essential in this version. If anything, I would add a third before I'd ever cut 1.[/size]   [size=12]       With this, I think running 1 Armageddon Knight as a "fourth Mathematician" is terrible. Armageddon is 1400 attack making it awful for battling Deneb and Falco. As said above, the second Hedgehog is way more essential than Armageddon Knight. This deck runs a total of 11 good turn 1 normal summons, which is where this deck wants to be. These include: 3 Mathematician, 2 Hedgehog, 2 Squamata, 2 Dragon, 1 Falco, and 1 Foolish. The reason I only put down 1 Falco is because Falco is only a good turn 1 normal summon if you have a Foolish or a Shadow Games. That will be about 50% of the time. So 50% of 2 Falcos is 1 Falco. So for statistics stake that's how I'm going to write it. Adding Armageddon is just bad and unnecessary, as you don't always even summon Mathematician turn 1 anyways, and it's the 12th turn 1 normal summon.[/size]   [size=12]       The next thing I'm going to talk about is 2 Falco. I think that 2 is definitely not necessary. However, when I was testing certain match-ups, especially the mirror, when the kill the first one, this deck often wants a second one. It came in useful several times, and I would not cut it. Like I said, I started with 1 Falco and put it to 2 for a reason.[/size]   [size=12]       The baby dragons are what make this deck good. They allow for a constant supply of pressure, with also making insane synchro and XYZ plays. The deck just flows so smoothly and better when you draw these cards. I started with 3 white and 2 black, but I soon found that 3 white would get cloggy and bad, so I cut 1. I played 2 and 2 for a while, but at first I often found myself siding 1 black out a lot in testing. Everytime I would do this, I would kick myself. I found out quickly that 2 and 2 is the perfect number, and I never side any out.[/size]   [size=12]       The next thing I'm going to talk about is probably the most important thing in the deck: the Eclipse and Dark Armed. These cards literally finished every single match for me. The entire deck searches Dark Armed, and can make it live. These 2 cards allow you to brick less, as it allows you to use the Black Dragon in your hand early on by sending Eclipse to the grave. Then, the baby dragons return the favor by complementing the Dark Armed. They remove and add lights and darks to the grave, while most importantly, being able to make Lavalval Chain and Daigusto Emeral. You can also make Lavalval Chain to send Eclipse to search Dark Armed if you have a BLS (which I didn't draw very much at all) or Black Dragon. Literally, the entire deck searches and sets up Dark Armed. The engine adds consistency and auto-wins, it's literally the best of everything.[/size]   [size=12]       Effect Veilers overperformed all day. I felt that the only protection card better than Veiler this format that this deck can run are Vanity's Emptiness, Solemn Warning, Super Poly, and Breakthrough Skill. I felt that Veiler and Breakthrough are significantly worse than the other 3, but unfortunately 2 of those 3 are limited. This only leaves 5 protection cards in the deck. Based on tons of statistics I've done (which I won't go into cause this report is already way too long), a deck should have at least 7 protection cards. This means that I need at least 2 more in the deck. Although Breakthrough is slightly better than Veiler, as it can hit Vanity's Fiend, Artifacts, Winda, Construct, and Dweller, I never actually used Breakthrough's second effect. I played against infinite amounts of those cards, but it just never came up. I needed room in my side deck, so I cut 2 breakthroughs from the main and replaced them with 2 veilers from the side. I'm so glad I played Veiler, as it's a lot harder to make reads on. Most importantly though, the card is a light, making Shaddoll Fusion, Black Dragon, and BLS a lot better. This came up so many times throughout the tournament I can't count. Like I said before, this card over preformed for me and I'm glad I played this over Breakthrough Skill.[/size]   [size=12]       Something you might have noticed is that I decided not to include Compulsory Evacuation Device anywhere in the 55. I felt this card was only good in the mirror. Against Burning Abyss and Satellars, it never really did anything. It just delayed the inevitable and never progressed the game. I was siding it for just the mirror for a while, but I also found that it didn't do anything here. Players don't keep an extra deck monster on board in the mirror, making this card completely useless. This is why I think this card is extremely bad this format.[/size]   [size=12]       I most literally wrote a 7 page paper to why 3 Upstart should be played in every deck. I'm not going to go into specifics. The idea is that most literally the deck becomes 37 cards if you don't take into account life points. If you're playing a 40 card deck, why not play 37? Also, if you say life points matter more than your deck being the minimum size, here's what I have to say:[/size]   [size=12]Is Soul Charge a bad card?[/size] [size=12]Is Solemn Warning a bad card?[/size] [size=12]Why isn't your deck 60 cards and filled with burn cards, if you think life points are more important than running the minimum, right?[/size]          Anyways, you get the point. There's no logical reason to not be playing 3. Also, with this, never side any out. If you side 1 out, your deck becomes 38 cards. This completely goes against the point of running any to begin with. Remember, there's obviously no bad cards in your deck, or else you wouldn't run them; however, there is always a worst card in your deck until your deck is 1 card.[/size]   [size=12]       If your not running Soul Charge, your insane. That's all I have to say. I mean, have you read the card?[/size]   [size=12]       Solemn Warning. I can see the theory behind not playing it. I didn't really like having to run it myself. However, it's the only card that stops all the relevant threats in all match-ups. After this tournament, this card is the literal MVP (besides Dark Armed of course). It was so amazing, I can't even explain. It won me an uncountable number of games. Anyone who doesn't like this card is format is just wrong. I understand that the card is bad against established boards; but, unless emptiness is on board, this entire deck is built to deal with established boards. This format, you need protection cards that stop your opponent from doing something rather than dealing with established boards because once a player has an established board, they have already gotten value and done it's job.[/size]   [size=12]       In the extra deck, the most made card was actually Lavalval Chain. I made it infinite amounts of times to send Dragon then drop Dark Armed, or send Eclipse to search Dark Armed. I didn't make Daigusto Emeral much that day, but I've actually made it more than Lavalval Chain in the past.[/size]   [size=12]       One card I ran that I don't see many lists running is HTS Psyhemuth. It's extremely important for different reasons in all match-ups. Against Satellars, it can banish Deneb so they can't Altair. Against Burning Abyss, it removes Dante and the BA monsters. Against the mirror, it removes the fusions so they can't add back Shaddoll Fusion. Also, in the mirror, this card creates a good out to any threat presented without having to leave an extra deck monster on the field. I think Goyo is still better than this card, but it's still very important to have for the situations it can swing the game heavily in your favor.[/size]   [size=12]       The last thing in the extra deck I would like to talk about is no Volcasaurus. I had this in my extra deck for a while, but it never came up. The only time it does is with Soul Charge for 2 Beasts. I usually only have 1 Beast in grave because of White Dragon or DAD, there has literally been 0 times when I Soul Charge for 2 Beasts. The only time i can see this bing relevant is when you Soul Charge for 2 Beasts, and making Volcasaurus is game. This almost never comes up, as you USUALLY do a lot of damage in 1 turn, rather than a lot of small damage that adds up. So obviously, the situation for Volcasaurus never came up, and will continue to never come up. If I ever need to get over a monster, I can just make Castel or Arcanite Magician, both of which you can make without having to Soul Charge. The only things I'd ever consider cutting for it are Exciton or Dweller, both of which are a lot more vital than Volcasaurus.[/size]   [size=12]       The last thing I need to discuss is the side deck. I just focused on making my side deck for the 3 best decks, as anything else would be a free win for this deck. So, this is how I side for each match-up and why:[/size]   [size=12]Shaddolls:[/size] [size=12]+2 Puppet Plant[/size] [size=12]+1 Caius[/size] [size=12]-2 Effect Veiler[/size] [size=12]-1 Soul Charge[/size]   [size=12]       In the mirror, I always ask to keep out Mind Control. The card is degenerate and unfair in the mirror. There is literally 0 logical reasons to keep it in. Puppet Plant is obviously amazing. I decided to side Caius over Vanity's Fiend for many reasons. First off, the mirror relies heavily on tempo. Both players are trading off back and forth swings of set Falcos and Beasts. Caius allows you to completely change the game in your favor by getting rid of Beast or Falco, then doing a lot of damage. Also, there are a lot of outs to Vanity's Fiend. If they play smart, they can out Fiend and then still play their cards. The 1 turn tempo swing is usually good enough and actually better than trying to sit on Vanity's Fiend. In addition, it's an out to Emptiness or additional Vanity's fiends.[/size]   [size=12]       I think siding out Veiler is obvious in the mirror, as it does literal nothing. Veilering a flip effect is never where you want to be, and can be a losing strategy. Caius just does the same thing, but a million times better, as well as more things. I also side out Soul Charge in the mirror. Since you can't use the extra deck, Soul Charge can never be used to its fullest potential. You just bring back a bunch of guys, usually which your opponent can just capitalize on next turn. For example, during the last round of swiss, my opponent Soul Charged in the mirror. I didn't even care of feel pressured. Next turn I just set up Dark Armed and killed him. The card just doesn't apply the pressure it does in other match-ups, unless of course you draw Emptiness. If you have Emptiness in the mirror, you should already have a way to win though. Soul Charge just becomes a win more card at that point.[/size]   [size=12]Burning Abyss:[/size] [size=12]+2 Forbidden Lance[/size] [size=12]+2 Pulling the Rug[/size] [size=12]-1 Shaddoll Beast[/size] [size=12]-1 Shaddoll Falco[/size] [size=12]-1 Allure of Darkness[/size] [size=12]-1 Sinister Shadow Games[/size]   [size=12]       Forbidden Lance is probably the best card for this deck to see against Burning Abyss. The deck heavily relies on its discard traps to remove threats like Winda, Construct, Dark Armed, BLS, etc. When your playing against Burning Abyss, Lance can just completely turn the game around In your favor in an instant. If you have Lance, you can just be hyperly aggressive against them, and overwhelm them really fast. They can deal with everything your throwing at them and just lose. Also, you literally can't lose when you're setting up Dark Armed and have Lance.[/size]   [size=12]       Pulling the Rug is like a worse Solemn Warning against them; however, Solemn Warning is just amazing against them. Like Hoban said in his article, Burning Abyss have a "low ceiling". They can only do one thing per turn. Once you stop their normal summon, they can't do anything else. When you Pulling the Rug a monarch, TGU, or Math, you almost literally win because you stopped their entire turn.[/size]   [size=12]       Against non-mirror matches, I side out 1 Beast and 1 Shadow Games. Shadow Games is only gold early game. So, against decks where you're not trading back and forth flip effects (aka, non-mirrors), you never want to see Shadow Games past mid-game. You'd rather have the Shaddoll monsters in your deck for the long game and for Fusions. As for Shaddoll Beast, against non-mirrors, you rarely tribute set Beast. You mainly want to use him for Fusion and to send to grave. So, the third isn't necessary.[/size]   [size=12]       I side out 1 Falco because the card is more situational against Burning Abyss. They often out it with Phoenix Wing, Raiza, or Alucard, so setting Falco isn't always good. By having 2 Falcos in your deck, you're only setting yourself up to get blown out by one of the cards I listed above.[/size]   [size=12]       The last card I side out is Allure. I'm siding out 2 dark monsters, so the card obviously becomes worse. Since I'm siding down to 9 Shaddolls, removing 1 isn't always where you want to be. Keeping it in isn't bad, and if I was only siding 3 in I would. I just think it is next worst card, and there's nothing better to side out.[/size]   [size=12]Satellars:[/size] [size=12]+1 Effect Veiler[/size] [size=12]+3 Mystical Space Typhoon[/size] [size=12]+3 Royal Decree[/size] [size=12]-3 Sinister Shadow Games[/size] [size=12]-3 Vanity's Emptiness[/size] [size=12]-1 Solemn Warning[/size]   [size=12]       Against Satellars, they best you with trap cards. That's literally the only way they win. If you have Veiler + Decree or Winda + Decree, you can't lose. They aren't expecting it, so they just board normally for Shaddolls, siding in all their floodgates, and get even more blown out by Decree. This sideboard plan worked really well against this deck, and I'd suggest testing it (though test multiple games, as if you do a really small sample size, it doesn't really mean anything).[/size]   [size=12]       Lastly, I just want to say I don't side the third Veiler against Burning Abyss because I don't want too many protection cards. I feel like 2 Veilers is fine, but 3 is overkill. Pulling the Rug is strictly better as it gets rid of Mathematician or Monarchs, as a 1500 floater or a 2400 body is still very useful. I also don't side in Decree because Veiler + Decree or Winda + Decree isn't just game against them like it is Satellars or rogue decks. Monarchs are a real thing, and you often need Emptiness, Pulling the Rug, or Solemn Warning to fully stop the deck. Thus why siding into Lances and Rugs are better than the Decree side against Burning Abyss.[/size]   [size=12]---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------[/size]   [size=12]THE TOURNAMENT:[/size]          The day started off with the usual suspects: Desmond, the Leveretts, and myself. We all got into the card, where we drove an unusual amount of hours just for a yugioh tournament, when I’m pretty sure other people would just fly or stay at home. On the way there, Mrs. Leverett got pulled over for speeding. When the cop looked inside the car, he had the most confused face when trying to figure out why our group of people would be traveling in the same car. In a short time, Mrs. Leverett ended up getting out of the ticket. I’m not quite sure how, but it sounded like it involved a lot of clapping. Anyways, after we got back on the road, we continued to talk about how strangely and hilariously related Desmond’s life is to the blind side.[/size]          Oh wait, ummmmmm……….I’m pretty sure that is the wrong tournament report………..[/size]   [size=12]       Okay, sorry. I just had to do that. For real though, the real tournament report. First off, I want to say that the regionals wasn't the first tournament I went to this past weekend. On Saturday, I went to a local tournament in Maryland, where the winner got a real millennium puzzle. It was in a nice Plexiglas case, with a display placard and everything. Apparently it’s worth about $100. Anyways, that morning, my brother and I went to Calvin Tahan’s house, where we met him and departed for the tournament. An hour later, we found ourselves at Thanks for Playing in Ijamsville, MD. I entered the tournament with the same deck I would eventually win the regionals with. I went 4-0 during swiss, then won out top 4 and top 2, to become the winner of the millennium puzzle.[/size]   [size=12]       Funny story about this tournament was when I faced Calvin during swiss. He was playing the 60 card Billy Brake shit deck. I win game 1. Then, I’m about to kill him game 2, but he sharks me for the win. What happened was that I flipped summon Beast, drew 2 and discard a Squamata. I used its effect to send Dragon and pop Calvin’s backrow. Then, I normalled Mathematician. This was literally game on board. I got so caught up in excitement knowing I had the 2-0 that when I sent Squamata off Mathematician, I had forgotten I had used its effect so I sent Beast and drew a card. Calvin didn’t say anything about it until I declared an attack with Beast, and he realized it was game. He then called judge where a big dispute happened. I laid the cards in my hand on the table, as it was literally completely irrelevant. I had game, and he was blatantly sharking me cause otherwise I’d win the match. The judge obviously didn’t have a choice but to side with him, since I shuffled my hand and we couldn’t prove anything. It was my fault, but it was still kind of gay how a friend would shark me for something I obviously won that turn. Anyways, we proceeded to game 3, where I won regardless. This 3-0 is the reason Calvin didn’t play the 60 card shit deck at regionals the next day.[/size]   [size=12]       Anyways, we all went out to dinner at Buffalo Wild Wings that night where I got the second hottest wings on the menu, and it was delicious. At dinner, I told everyone that I might not even go to regionals, as I just wanted to stay home, relax, sleep in, and watch the season premiere of the Walking Dead. Everyone convinced me to go to the regional though, and I’m glad they did.[/size]   [size=12]       Waking up Sunday morning was a struggle, as I got less than 5 hours of sleep. This seems like a lot for some people, but I always try to get a good night’s sleep before an event.  Anyways, I wake up with just enough time to shower, get dressed, and leave. However, what I didn’t plan for was the side effects of the extremely spicy wings of last night to kick in. After being 15 minutes off schedule, I was worried I had kept Dilan waiting, so I didn’t get any breakfast. I was all ready to go, when I look outside and Dilan wasn’t there waiting. I was so excited that I could eat breakfast when Dilan calls me and says he’ll be there in less than a minute. I get sad again. I look to see if there’s anything good to take with me, aaaaaaaaannnnddd there wasn’t. So I go without food all day.[/size]   [size=12]       When Based Dilan picks me up, we start talking about basic shit. I forget to bring the broken modeling picture of Dilan that I was supposed to give to Calvin at home, so Dilan and I just hope Calvin forgets (which he does, and probably never did until he reads this). Anyways, the drive continues with Dilan complaining about his eyes way too many times. The normal Escape the Fate and Falling in Reverse don’t get played immediately because Dilan is too tired for that, so we listen to some softer stuff on the way to the dreaded and awful place of Springfield, VA.[/size]   [size=12]       Once we get to Calvin’s, we have to wait for Daniel D to get there, which takes several minutes. Finally, we all get in the car on our way towards Arlington to pick up the legendary Jessy Samek. Since I’m sitting in the back, it’s very uncomfortable once Jessy gets in between me and Double D. We get used to it, and we’re off to regionals.[/size]   [size=12]       On the way there, Jessy is the most hilarious person on Tinder. Calvin and Dilan are having their own conversation while Double D and I are witnessing the brokenness of Jessy on Tinder. Somehow, word that Calvin has a sister comes up, and we are all wondering if she is attractive. To our surprise, she looks nothing like Calvin, meaning that she’s actually pretty hot. We’re all freaking out, and we notify Alfonso Yamakawa via text right away. If you want to judge for yourself, look at Facebook if you’re friends with Calvin Tahan.[/size]   [size=12]       We continue to listen to Escape the Fate, when Jessy says “Hey, can you put on some nigger music? Like straight nigger. You all can put your screamo back on afterwards.” Dilan and Calvin jump on it. At this point, Dilan says “On a scale from 1 to 10, with Kanye West being a 5, how nigger do you want it?” Jessy responds with telling us that a 8 or 9 will suffice. Dilan plays something that’s a 7 or 8, but me and Calvin are freaking out because we have the perfect song. If Kanye West is a 5, this is at least a 12. The song is called Dreams and Nightmares by Meek Mill. The song is literally insane. Just listen to it, and read the lyrics while you’re listening. It’s not the same unless you read the lyrics. Also, listen to the entire thing, it gets better. I hate rap music myself, but this song is just straight up fucking broken man. If you aren’t inclined to listen to it yet, I’m going to quote two lines from the song. If this doesn’t give you the incentive to listen to it, I don’t know what does: “When I bought the Rolls Royce they thought it was leased[/size] [size=12]Then I bought that new Ferrari, hater rest in peace[/size] [size=12]Hater rest in peace, rest in peace to the parking lot[/size] [size=12]Phantom so big, it can't even fit in the parking spot”[/size]   [size=12]“If you ain't about that murder game then pussy nigga shut up”[/size]          Anyways, after the broken ass drive there finally came to an end, we got to the regionals. Apparently we got there like five minutes too late, because the vendor had Pulling the Rug for $1, but I was too late. So, I had to take the really big neg and buy one for $5. Doesn’t matter though, I didn’t care. I entered the tournament and resleeved my deck, ready for round 1. Now, to the actual tournament. I didn’t keep record of the tournament, so I’m going based on my memory. There’s very little details of the actual tournament I remember, so bear with me.[/size]       [size=12]ROUND 1: Burning Abyss (2-0)[/size]   [size=12]Game 1: He doesn’t open enough protection cards, so I bait out what he does have and drop Dark Armed very early for game.[/size]   [size=12]Game 2: I don’t remember much of this game. I just remember at one point I was going for game, so I drop Dark Armed. He Book of Moons it. I couldn’t game him, so I attack with Construct and Black Dragon, then set Super Poly. He adds Tour Guide at the end phase with Scarm. He then activates Raigeki, in which I’m really surprised. I decide to chain Super Poly to my face down Beast and Construct to make Winda. I decided to do this so he couldn’t kill me, and so I could add back Fusion for next turn due to Construct being sent to grave. He didn’t have an out for Winda, so he just sets a trap and passes. I end up beating him down with Winda, Shaddoll Dragon, and White Dragon. When he activates a Wind Blast on Winda, I Lance it to seal the game.[/size]       [size=12]ROUND 2: SATELLARKNIGHTS (2-1)[/size]   [size=12]Game 1: I remember this entire match very vividly. Game 1, I opened very poorly. He wasn't the greatest player in the world, be he did know how to open the foolish burial guy + call of the haunted + sanctum + 2 other traps. I lost this game essentially from the gate. One turn though, I had a White Dragon in defense. I was at really low life points. His board is the foolish burial guy and a Moralltach. He asks me the defense of the white dragon, and I say "1800". He sits there, and thinks for a while. Finally, he declares an attack with the foolish burial guy. I say okay. He looks at me confused to why I'm not sending my white dragon to grave. I thought he might have purposefully done it so he can Chalice or something in damage step because he specifically asked and then thought for a while. He then shakes his head and says sorry, attack with Moralltach. My dragon dies, and I search for the black one. He then says he's going to do Moralltach first then the other guy. I tell him "sorry, you already attacked with that one first". He then shakes his head, very pissed off, and says "Wow, it's way too early for this shit." Normally, I wouldn't have sharked him for something like this, but he took a while to think after he specifically asked the defense of white dragon. Next turn, I flip Falco to get a Squamata set, summon Black Dragon, then synchro for goyo and add another white dragon. I summon White Dragon and then Shaddoll Fusion into another Winda so my board is Goyo, Winda, and White Dragon. I kill both monsters, taking the Moralltach, to seal the game.[/size]   [size=12]Game 2: I open Dragon, both Falcos, BLS, and 2 decree. He opens Deneb set 2. Although I resolve a decree, he's able to make a Delteros to just pop my Shaddoll Dragon and kill me the following turn after.[/size]   [size=12]Game 3: I open a monster heavy hand again. I set Hedgehog and pass. He double ROTAs for Vega and Deneb and makes turn 1 Dweller (like I said, not the best player in the world). He then kills my Hedgehog, letting me add Shaddoll Fusion. He sets 1. On my turn, I activate Shaddoll Fusion. He activates Emptiness, I then chain MST. I ask him for a response after that. He specifically says no. Then I most literally ask him "Are you sure?" He thinks for a while, then still says no, and then sends Emptiness to the graveyard. I send Eclipse and Squamata and summon Construct. He then says that he would like to activate Dweller as chain link 4 in response to MST. I'm like "no, you can't activate Dweller after you send Emptiness to the graveyard AND saw what I was sending to grave." He then agrees, and Construct is summoned. I say Eclipse CL1, Squamata CL2, Construct CL3. He activates Dweller as CL4. I say okay, then go to resolve all their effects. He thinks that the Eclipse and Squamata would be negated, so I have to call over a judge to explain. Once everything resolves, I have Eclipse and 3 darks in grave, and DAD banished. I have a Black Dragon, so I just kill him that turn. He was really salty, but literally everything was his fault for not knowing rulings nor paying attention. I apologize for how the match went, and he says in a very salty and mad tone "It's a card game dude, you don't have to say sorry." I sign the match slip and move on with my life.[/size]       [size=12]ROUND 3: Burning Abyss (2-0)[/size]   [size=12]Game 1: This guy is someone from my locals. He wins the die roll, but he knows what I'm playing. He isn't sure whether to go first or second. After a good 30 seconds of thinking, he decides to go second. I open Mathematician and Shadow Games, punishing him for making the wrong choice about the die roll. I grind out of all his backrow. Then, I Soul Charge for a bunch of guys guys and drop Dark Armed to literally kill his entire field leaving him 1 card in hand. Although he's searching Tour Guide, he still can't get over everything and concedes.[/size]   [size=12]Game 2: He learns from the mistake game 1 and takes first. He makes first turn Dante + Scarm and sets some backrow. This game I again grind out of his backrow, but this time a lot slower than the first game because he has the Dante loop going. I eventually stop the loop with a Winda. I have a Lance to protect Winda. I Pulling the Rug his Raiza on his turn. He sets a trap or 2, and passes. I summon Falco to make Arcanite Magician, then do something (can’t remember exactly what it was) to make Dark Armed live. I drop Dark Armed and just kill him.[/size]       [size=12]ROUND 4: SATELLARS (2-0)[/size]   [size=12]Game 1: I don’t remember much of this game, but I remember that it was very grindy. I eventually stuck a Winda that he didn’t have an out to. I made a read that one of his 3 backrow was a D Prison based on the very specific way he was playing the game, so there was many turns of attacking with either a baby chaos dragon (can’t remember which one) and Squamata, without attacking with Winda. After many turns went by of grinding without attacking with the Winda, he had 1 backrow left. At this point, I was like now 99% sure it was a D Prison, but this turn I could afford to attack into it. He Prisons my Winda. Then, main phase 2 I do some stuff so I can drop Dark Armed. I then pop his foolish burial guy on board and set Emptiness to take over the game.[/size]   [size=12]Game 2: He opens with the foolish burial guy and sets backrow. I summon Dragon and kill his guy. On his turn, I Veiler his Altair and chain Decree to Call of the Haunted for the complete blowout. I kill him on one of the following turns.[/size]       [size=12]ROUND 5: BURNING ABYSS (2-0)[/size]   [size=12]Game 1: This game was extremely grindy in the beginning. He’s beating me down with Shaddoll Dragon while I’m trying to stabilize. I set a Hedgehog, and he attacks it with the Dragon. I add Fusion. In my draw phase, he Mind Crushes it. He gets to see my hand of 2 white dragons, 1 black dragon, and some other cards. I don’t remember exactly what happened in between the Mind Crush and the next thing I’m going to tell you. What I do know though is that during this time, I activated all 3 of my Upstart Goblins, so I felt very behind. However, I got him down to 1 backrow. I make Lavalval Chain with White Dragon and a Squamata to send Eclipse. I drop Black Dragon to add DAD. At this point I’m like 99% sure that his backrow is something irrelevant, like a Trap Stun, MST, or bluff. I drop Dark Armed and pop his backrow. It is a Trap Stun. I don’t remember what my exact board was, but I remember I had some way to make a Construct (it was either a Fusion or Super Poly) to do exactly 11,000 damage in one turn for exact game.[/size]   [size=12]Game 2: He bricks this game. He draws trap cards, but no way to get an engine going. I don’t remember any other details from this game, just that I win from drawing a playable hand and later killing him. If they aren’t getting value from their trap cards, then they aren’t really that good.[/size]       [size=12]ROUND 6: MADOLCHE (2-0)[/size]   [size=12]Game 1: I wonder how my opponent got 5-0 with Madolches. He laughs and responds “I’ve been getting very lucky”. This is where my opponent proceeds to summon Anjelly, and I literally thank God that I opened with Effect Veiler. So ya, I mean it’s Madolches. Game 2: I literally opened the most broken hand in the history of Yugioh. I open BLS and a way to make DAD live and just kill him on turn 2. Wish I could’ve used it against a non-Madolche opponent, but whatever.[/size]       [size=12]ROUND 7: MERMAILS (2-1)[/size]   [size=12]Game 1: We both know what each other is playing, so he lets me go first. I open Falco + Shadow Games, so I start off with a huge lead. After I bait out some of his backrow, I Soul Charge for a complete blowout.[/size]   [size=12]Game 2: I don’t remember much of this game, but just that my hand was very subpar. I mean, it’s not like I bricked this game. It’s just that he opened Linde into Pike, so I was under constant pressure. I had no way to stop his special summoning since I never drew Fusion. I later drew a Fusion, making a Construct. I attack over his Leed, but he has Compulse. I’m not dead yet, but I’m at 3800. I literally lucksack the top deck Soul Charge. I attempt to make Castel, but he has Breakthrough Skill. Next turn he summons Undine to send Tidal for game.[/size]   [size=12]Game 3: I open Shadow Games + Mathematician again, so I mean ya… I end up being able to drop DAD and kill him sometime during the early game and he gets very upset at the loss. I’ve played him in multiple events before and he’s never won, so that’s why he got even more upset. He still made Top 8 with Mermails though, so congrats to him.[/size]       [size=12]ROUND 8: LIGHTSWORN SHADDOLLS (Tom Mak, 2-0)[/size]   [size=12]Game 1: I know what he’s playing since we’ve been sitting next to each other all day, so I go set Squamata + Shadow Games. Like I predicted, he summons Raiden and gets blown out by Squamata’s effect off the Shadow Game flip. I drop DAD early game to kill him.[/size]   [size=12]Game 2: He opens with set 2 pass. This game I literally open DAD again, so it’s really easy. On my first turn of the game, I foolish burial to send Squamata and Hedgehog to add Dragon. I summon Dragon, then summon White Dragon. I make Lavalval Chain, detaching Dragon to send Beast and draw a card. I have exactly 3 darks, so I drop DAD. I then pop one of his two sets. He chains Shadow Games, sending Squamata and the Falco (I’m guessing he did this so he didn’t get OTK’d that turn). I then activate DAD again to pop his other face down, he chains Burst Rebirth to bring back Squamata. He’s already activated both effects, so I attack both with Lavalval Chain and Dark Armed. Main Phase 2 I then use Dark Armed to pop my own Lavalval Chain, then set Vanity’s Emptiness (Ya, this game and game 2 against Madolches I opened the complete nuts). He Compulses my Dark Armed, but I have Veiler for his Lyla. I have beaters to just to keep beating him down for game. Since he already used Lyla and Shadow Games, he has very limited outs to Emptiness left to draw and obviously doesn’t draw them.[/size]       [size=12]ROUND 9: SHADDOLL MIRROR (2-1)[/size]   [size=12]Game 1:  I was playing around the entire time since I had already locked up top 8. I just know that he Soul Charged, but I don’t care. I drop Dark Armed and just kill him.[/size]   [size=12]Game 2: My opponent dropped Dark Armed on turn 3 and gamed me, literally the same thing I’ve been doing to people all day.[/size] [size=12]Game 3: I don’t remember how I got to this point, but I know I thought I had lost since I drew all monsters. Some point in the game, he ends with Winda + Vanity’s Fiend. He thought he was so fly and won the game. This next turn was the most legendary way to win regionals. I Puppet Plant his Winda. Then, I tribute it for Caius, removing Vanity’s Fiend. I then do something so I can drop Dark Armed and kill him that turn.[/size]     [size=12]And that’s the story of how I won regionals everybody, thanks for reading![/size]       [size=12]Pros: -Dreams and Nightmares[/size] [size=12]-Jessy being broken[/size] [size=12]-being able to check the 1 top 8 club of Ryan, my brother, and Jorge -not falling off the mountain[/size] [size=12]-Dark Armed Dragon[/size] [size=12]-only losing 3 games all day[/size] [size=12]-the Red Robin waitress saying the most broken thing ever[/size] [size=12]-me topping so Calvin couldn’t make fun of me for bubbling my 8th regionals[/size] [size=12]-Dilan and Calvin being awesome by driving me everywhere like always[/size] [size=12]-Dilan letting me borrow dinner money[/size]   [size=12]Cons:[/size] [size=12]-David Benjamin[/size] [size=12]-less than 5 hours of sleep[/size] [size=12]-my backpack breaking[/size] [size=12]-awful judge staff (not Ryan and Sunny though)[/size] [size=12]-not being on Mrs. Leverett’s McChicken list[/size] [size=12]-not being able to watch the Pro Tour live[/size] [size=12]-not being able to get a Monster[/size] [size=12]-my Phantom being so big that it can't even fit in the parking spot[/size] [size=12]-not being about that murder game[/size]   [size=12]PS - I posted a deck profile of the deck, but it's literally just a worse and less thorough version of what I said in the top section, so there's not much point in watching it unless you want to: [/size]http://youtu.be/IvhD95Lt18o
  5. Shaddoll Post-NECH

      With the new set right around the corner I thought I would post my decklist and hopefully get some feedback. I am torn between the artifact variant and this one but what made me really like this variant was due to this card Burning Abyss along with Qilphorts will be the most popular and decks to beat along with the different shaddoll variants, artifacts are good what they do in disrupting your opponents plays and playing the defensive game but this card is really popular in the ocg and I feel its a real solid answer to Burning Abyss's discard traps along with the icarus card they just obtained. You can just summon her and go on the offensive end with summoning your chaos bosses and shaddoll fusions for an otk enabler with out the worry of your opponents traps. I feel el shaddoll fusion though can be a defensive card but more on the aggressive end and benefits this variant more so. With the introduction to El Shaddoll Shekinaga, glow up is a new addition along side mathmatician to summon her. Is there anything you guys think I should change or believe the artifact variant(which is the most played variant atm) will still be the way to go post nech. thanks
  6. Tier 0

    40 Monsters (17) 3 Shaddoll Hedgehog 3 Shaddoll Beast 3 Shaddoll Squamata 2 Shaddoll Falco 1 Shaddoll Dragon 2 Artifact Moralltech 3 Kuribandit   Spells (8) 3 Shaddoll Fusion 2 Soul charge 2 Mystical Space Typhoon 1 Foolish Burial    Traps (15) 3 Sinister Shadow Games 2 Breakthrough Skill 2 Fiendish Chain 1 Bottomless Trap Hole 1 Memory of an Adversary 1 Compulsory Evacuation Device 1 Torrential Tribute 1 Solemn Warning 3 Artifact Sanctum   Side (15) 2 Malevolent Catastrophe 3 Soul Release 3 Maxx "C" 2 Debunk 1 Mind Control 2 Fire Hand 2 Ice Hand   Extra (15) 2 Shaddoll Winda 2 Shaddoll Construct 2 Arcanite Magician 1 Black Rose Dragon 1 Goyo Guardian 1 Scrap Dragon 1 Armades, Keeper of Boundaries 1 Ally of Justice Catastor 1 Diamond Dire Wolf 1 Blackship of Corn 1 Constellar Pleiades 1 Number 101: Silent Honor Ark   Card Choices    Kuribandit: Getting +2's and +3's while digging for soul charges/sanctums makes this the most powerful milling option. I honestly can't understand anyone's logic who's actually tested this card and still decides not to run it. Silly. Artifact engine: Moralltech is the best light.    Shaddoll ratios: Always under constant performance review in this deck, however, the ratios reflect their value to the deck in my opinion. maxx out on the best ones. duh.