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Magician Pendulum - Discussion

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Magician is a pendulum based archtype that revolves around incremental card advantage, high damage outputs or combinations that lead into hard to break boards. The core of the deck works around the interactions that wisdom-eye magician, oafdragon magician, nobledragon magician and dragonpit magician create. The deck saw OCG success until pendulum decks evolved into EMEm and finally died when OCG limited wisdom-eye magician.

 

The magicians come in groups of two and all of them serve specific purposes, so let’s begin with the most basic ones:

 

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Pendulum Effect.  Once per turn, if you have a "Magician" card in your other Pendulum Zone: You can discard 1 Pendulum Monster, then target 1 face-up monster on the field; destroy it.

 

The purpose of this card is to create openings that give you avenues for direct attacks. However, this deck has plenty of low scales already, so card comes as a surplus as it gets in the way of oafdragon magician, which is the card you want to have as your low scale. Card might see play if stuff like vanity’s fiend and similar monsters start storming the meta. However, keep in mind that eccentric archfiend fills a similar role (despite not being easily searchable) and can take care of other annoying cards like naturia beast, that this card cannot. This card might not see much play unless the build is focused on level 4 or uses Ebon Illusion magician as a centerpiece of a combo.

 

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Pendulum Effect.  Once per turn, if you have a "Magician" card in your other Pendulum Zone: You can discard 1 Pendulum Monster, then target 1 Spell/Trap Card on the field; destroy it.

 

Unlike it’s counterpart, dragonpit magician is an important piece for the deck as it has a high scale (8, which is the highest scale in the whole game for non-restricted pendulum summons) and a perfect level 7 for deck’s combos with odd-eyes, all while boasting an impressive 2700 defense which is sometimes important to stall games. Moreover, his pendulum effect allows us to clean set cards before pushes (so they better have multiple set cards or it is going to be a problem) or annoying lockdown cards like lose 1 turn or mistake.

 

The next couple of magicians focus in combos and give resiliency to the deck by providing easy card advantage or transforming the pendulums into more threatening cards.

 

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Pendulum Effect .If you have a "Magician" card in your other Pendulum Zone: You can add 1 face-up "Magician" or "Odd-Eyes" Pendulum Monster from your Extra Deck to your hand, except "Oafdragon Magician". You can only use this effect of "Oafdragon Magician" once per turn.

 

Monster Effect. If this card is Normal or Special Summoned: You can target 1 "Magician" Pendulum Monster or 1 "Odd-Eyes" monster in your Graveyard, except "Oafdragon Magician"; add it to your hand. You can only use this effect of "Oafdragon Magician" once per turn.

 

Oafdragon magician boasts 2 effects that contribute to gain incremental card advantage. The first one allows us to retrieve a “magician” or “odd-eyes” pendulum monster from our extra deck to our hand to fuel dragonpit magician or to set-up a small “loop” with “sky iris” and “wisdom-eye magician” that fills the extra deck for free.The second effect of the card assists in recovering the lost magician monsters that we used to fuel dragonpit or xyz summons; It can recover an odd-eyes monster aswell, but those monsters are easier to recover with odd-eyes absolute dragon. Oafdragon is a low scale and is the one you want to pair with dragonpit as much as possible

 

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Pendulum Effect. If you have no "Magician" cards in your other Pendulum Zone, destroy this card.

 

Monster Effect. If this card is in your hand or Graveyard: You can target 1 Level 7 or higher "Odd-Eyes" monster you control; reduce its Level by 3, and if you do, Special Summon this card. Cannot be used as a Synchro Material, except for the Synchro Summon of a Dragon-Type Synchro Monster. If this card is used for a Synchro Summon, and the other Synchro Material(s) is not an "Odd-Eyes" monster, place this card on the bottom of the Deck.

 

Nobledragon magician is a vanilla (and in most cases worse) as a pendulum card, so she should not be used as a scale if possible (and as a 5 scale, she is only going to enable half of the deck with dragonpit or level 4 monsters with a low scale). Her second effect is what makes the card good as you can dump it with dragonpit and not have to worry about recovering her with oafdragon, as a single odd-eyes dragon puts her back in play while setting up the synchro summon of a level 7 dragon monster (which is going to be meteorburst  usually to create the "ladder").

 

The next 2 magicians are not important for the flow of the deck and provide options to summon odd-eyes rebellion:

 

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Pendulum Effect. Once per turn: You can target 1 face-up Xyz Monster you control; this turn, you can use it as an Xyz Material for an Xyz Summon using its Rank as if it were a Level (even if this card leaves the field).

 

Monster Effect. Once per turn, during either player's turn: You can target 1 LIGHT monster on the field; negate that face-up monster's effects until the end of this turn.

 

Xiangke magician packs 2 effects that while not entirely important add to the toolbox by providing an easy to search beater, otk options with odd-eyes rebellion and defense against the now extinct exciton knight. While the first effect can be used to summon multiple rank 4 by using the spent ones (for example you could overlay daigusto emeral with performapal skullcrobat joker to summon castel), his main purpose is to summon odd-eyes rebellion dragon to make it kick it’s multi attack effect. It is a scale 3, so it is somewhat redundant in that regard because deck already packs many low scales.

 

The second effect is irrelevant now that we do not need exciton defense but can still create easy locks alongside vortex dragon against kozmo because of their normal summon reliance (they summon a light one that can be switched, then you use xiangke to force the banish and finally, vortex blocks the effect).

 

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Pendulum Effect  Once per turn: You can target 1 face-up Xyz Monster you control, and 1 Level 5 or higher monster you control; that Xyz Monster's Rank becomes equal to the Level of that Level 5 or higher monster, until the end of this turn (even if this card leaves the field). While you control more cards than your opponent does, this card's Pendulum Scale becomes 4.

 

Monster Effect. Your opponent takes no battle damage from attacks involving this card. Once per turn: You can target 1 other face-up monster you control; this card's ATK becomes equal to that monster's current ATK, until the end of this turn.

 

Xiangsheng Magician’s pendulum effect helps to summon odd-eyes rebellion dragon by transforming a low rank monster (mainly 4) into a material. She packs a useful 8 scale, however she boasts enough restrictions that make her undesirable as a scale aswell. Her second effect is not exactly useful either as she is meant to copy another monster’s attack so she can run over an opponent’s monster while your other monster is free to attack directly, creating bigger damage outputs.

 

The last magician has yet to have his partner released (oversight magician sucks anyway, so no problem) but he is one of the most important cards in the deck.

 

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Pendulum Effect. If you have a "Magician" or "Performapal" card in your other Pendulum Zone: You can destroy this card, and if you do, place 1 "Magician" Pendulum Monster from your Deck in your Pendulum Zone, except "Wisdom-Eye Magician".

 

Monster Effect. You can discard this card, then target 1 card in your Pendulum Zone whose current Pendulum Scale is different from its original value; its Pendulum Scale becomes its original value until the end of this turn.

 

Wisdom-eye magician is a fantastic card with a very important pendulum effect that sets-up the pendulum zone with any magician card you want while providing a body or another card in hand (you will set-up oafdragon and dragonpit as your scales usually). It should be noted that the effect is not restricted to once per turn only, so it is possible to pop multiple wisdom-eye magicians per turn.  The monster effect is basically useless and only helps with xiangsheng and other gimmicky cards.

 

The basic play sequence goes:

Play dragonpit/oafdragon in one pendulum zone.

Play wisdom-eye magician to use his first effect and grab the other one. Now, use oafdragon’s effect to grab wisdom-eye magician to hand.

If you have sky iris, pop dragonpit with sky iris to add odd-eyes pendulum dragon to your hand, play wisdom-eye magician into your other pendulum zone and use his effect again to put dragonpit in play again. Pendulum summon odd-eyes and dragonpit to xyz summon odd-eyes absolute dragon. This combo will be expanded later, when I introduce the odd-eyes synchro and xyz cards.

 

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Pendulum Effect. You cannot Pendulum Summon monsters, except "Performapal" monsters, "Magician" Pendulum Monsters, and "Odd-Eyes" monsters. This effect cannot be negated.

 

Monster Effect. When this card is Normal Summoned: You can add 1 "Performapal" monster, 1 "Magician" Pendulum Monster, or 1 "Odd-Eyes" monster from your Deck to your hand, except "Performapal Skullcrobat Joker".

 

Performapal skullcrobat joker is another stratos retrain that ties together magicians, odd-eyes and performapal strategies. His main purpose is to complete combos by looking for specific cards like wisdom-eye, odd-eyes pendulum dragon, etc. It has no restrictions to be pendulum summoned back as an 1800 beater and level 4 body either, so he is great. He will rarely be used as a scale, but his restriction doesn't affecty the deck a lot (blocks a limited amount of stuff like dracoslayer and eccentrick). 

 

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Pendulum Effect  You can reduce the battle damage you take from an attack involving a Pendulum Monster you control to 0. During your End Phase: You can destroy this card, and if you do, add 1 Pendulum Monster with 1500 or less ATK from your Deck to your hand. You can only use each Pendulum Effect of "Odd-Eyes Pendulum Dragon" once per turn.

 

Monster Effect  If this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled.

 

Odd-eyes pendulum drtagon is your basic beater in this deck. Both of it´s effects are not going to come in handy most of the time (although they ocasionally help), as they are really situational or slow. However, he is the centerpiece of combos that involve the summoning of odd-eyes absolute dragon and odd-eyes meteorburst dragon.

 

There is the possibility of using magician cards as an engine for other pendulum based strategies, so not playing it with stuff like sky iris and his extra deck related cards is possible, but there are a lot of advantages attached to doing so though.

 

Odd-eyes and magician count with 3 relevant spell cards as support:

 

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Discard 1 card; add 2 "Magician" Pendulum Monsters with different names from your Deck to your hand. Until the end of your opponent's next turn after this card resolves, "Magician" cards in your Pendulum Zones cannot be destroyed by card effects. You can only activate 1 "Pendulum Call" per turn. You cannot activate this card if you activated the Pendulum Effect of a "Magician" Pendulum Monster this turn.

 

Pendulum call is a simple card with a powerful effect. This card allows for hand fixing by trading a discard for whatever 2 scales you want/need. Unfortunately, it blocks wisdom-eye magician’s effect until your next turn, making the early turns where you activate the card weaker (it is not a problem once you are set-up though). On the bright side, it protects your scales for 1 turn, so it makes sure that your attempt to pendulum summon is not disturbed. It is important to note that you can blow your scales as you see fit (with dracoslayer/wavering eyes/sky iris) before activating the card and that you won’t have any issues as long as you don’t activate a “magician’s” effect beforehand. 

 

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Your opponent cannot target "Magician", "Performapal", and "Odd-Eyes" cards in your Pendulum Zones with card effects. You can target 1 other face-up card you control; destroy it, and if you do, add 1 "Odd-Eyes" card from your Deck to your hand. You can only use this effect of "Sky Iris" once per turn.

 

Sky iris is another card that can protect your scales from cards that might target them like mystical space typhoon and fire lake of the burning abyss (once the card can be targeted by MST and fire lake, it is too late as it is already protecting them). The other effect of the card allows you to trade any card on your side of the field for an “odd-eyes card”, which includes odd-eyes pendulum dragon, odd-eyes fusion and other non released yet odd-eyes cards like odd-eyes gravity dragon. The main interactions of the card come in the form of creating an advantage “loop” with insight magician, oafdragon magician and dragonpit magician.

 

1) Play Oafdragon magician/dragonpit magician in any combination with wisdom-eye magician. Use wisdom-eye to play the one you don't have. Use Oafdragon's magician effect to grab wisdom-eye magician from extra deck to your hand. 

2) Use sky iris to pop dragonpit magician and add odd-eyes pendulum dragon to hand.

3) Use wisdom-eye's magician effect to play another dragonpit magician from deck.

4) Now, you have a rank 7 set-up ready.

5) Next turn, add wisdom-eye magician from your extra to your hand with oafdragon's pendulum effect. Pop oafdragon from the pendulum zone with sky iris to search odd-eyes. Use wisdom-eye to play oafdragon magician again. When you pendulum summon oafdragon, you are goingb to be able to recover the previously overlayed dragonpit magician.

 

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Fusion Summon 1 Dragon-Type Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls 2 or more monsters and you control no monsters, you can also use up to 2 "Odd-Eyes" monsters in your Extra Deck as Fusion Materials. You can only activate 1 "Odd-Eyes Fusion" per turn.

 

On the surface, odd-eyes fusion is a simple in theme polymerization for odd-eyes vortex dragon. However, when your opponent has 2 or more monsters than you while you control no monsters, you can use the materials from your extra deck and that looks underwhelming until you realize that includes cards like odd-eyes vortex dragon, odd-eyes rebellion dragon, odd-eyes meteorburst dragon and odd-eyes absolute dragon, so the card doesn’t need extra deck set-up with regular odd-eyes and can be live in t1 while going second easily. Don’t forget that the extra deck cards dumped by this card can’t be brought back with odd-eyes absolute dragon.

 

Finally, we have the extra deck odd-eyes monsters that give the strategy utility and muscle.

 

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1 Tuner + 1 or more non-Tuner monsters

 

When this card is Special Summoned: You can target 1 card in your Pendulum Zone; Special Summon it, but this card cannot attack for the rest of this turn. You can only use this effect of "Odd-Eyes Meteorburst Dragon" once per turn. Monsters in your opponent's possession cannot activate their effects during the Battle Phase.

 

Odd-eyes meteorburst dragon might seem underwhelming at first, but card packs a punch with 2 powerful effects. The first effect is meant to create a combo play that I labeled “meteorburst ladder” and the second effect is pretty relevant in a format where odd-eyes absolute and kozmo ships are relevant. If somehow burning abyss is still relevant after this deck’s release, this card and ignister makes sure that the match-up becomes one sided.

 

The desirable play sequence will have you reducing 3 levels from regular odd-eyes to summon noble dragon magician from your hand or graveyard, by doing this, you send the tuner back into the extra deck instead of shuffling it. The play can be done with nobledragon and any level 4 monster at the cost of shuffling your tuner into the deck.

 

The “meteorburst ladder” allows you to summon a free rank 7 monster by doing the following:

 

Summon meteorburst in any way.

Use meteorburst to summon dragonpit magician or xiangke magician from your pendulum zone.

Xyz summon odd-eyes absolute dragon by overlaying the summoned monster with meteorburst.

Attack with any monster (including absolute dragon) and block your own attack with odd-eyes absolute dragon´s effect by detaching odd-eyes meteorburst dragon. Upon successfully blocking the attack, you are allowed to summon an odd-eyes monster from your graveyard (as long as it has been properly summoned from extra deck or is regular odd-eyes), including the same monster previously detached (even if you had no odd-eyes monster before attack declaration).  Meteorburst can summon any monster in your pendulum zone, so it can clear dracoslayer if you need to.

 

If you have a scale with oafdragon magician and have wisdom-eye magician, you can set-up a defensive play sequence with odd-eyes absolute dragon. 

 

1) Summon odd-eyes absolute dragon in any way.

2) when odd-eyes absolute dies, summon meteorburst.

3) Special summon a level 7 scale from your pendulum zone with meteorburst.

4) Play wisdom-eye to put another level 7 scale in your pendulum zone and retrieve wisdom-eye with oafdragon.

5) XYZ summon odd-eyes absolute again.

 

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2 Level 7 monsters

 

When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack, then you can Special Summon 1 "Odd-Eyes" monster from your hand or Graveyard. If this Xyz Summoned card is sent to the Graveyard: You can Special Summon 1 "Odd-Eyes" monster from your Extra Deck, except "Odd-Eyes Absolute Dragon". You can only use each effect of "Odd-Eyes Absolute Dragon" once per turn.

 

Odd-eyes absolute dragon is disgusting and hands down the best card in the whole deck.

 

At first the card might seem underwhelming as it is a better utopia that brings back a detached odd-eyes monster from graveyard with every successful blocked attack and while that playsequence is indeed important (look at “meteorburst ladder”), it is not the reason as of why card is insane. The reason is that when odd-eyes absolute dragon is sent to the graveyard if it was XYZ summoned, he can special summon an “ood-eyes” monster from your extra deck, including odd-eyes vortex dragon, odd-eyes meteorburst dragon, odd-eyes rebellion dragon or regular odd-eyes dragon if it is in your extra.

 

In practice, that means that every time it dies, it brings a vortex dragon from extra. You can blow it with your own eccentric or sky iris if you want to.

 

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1 "Odd-Eyes" monster + 1 Pendulum Monster

 

When this card is Special Summoned: You can target 1 face-up Attack Position monster your opponent controls; return it to the hand. During either player's turn, when a Spell/Trap Card or another monster's effect is activated: You can shuffle 1 face-up Pendulum Monster from your Extra Deck into the Deck, negate the activation, and if you do, destroy that card. You can only use each effect of "Odd-Eyes Vortex Dragon" once per turn.

 

Odd-eyes vortex dragon is a powerful card that can pretty much negate anything you want once per turn as long as you can send any pendulum in your extra to your main deck. Not only that, it comes with 3000 DEF and a compulsory effect to make sure that it takes down something threatening along the way. It is very hard for kozmo to run over this card and almost no combination of cards allow them to OTK you through absolute into this thing. It can also lock the kozmo deck alongside xiangke magician as long as they don’t have emergency teleport or reasoning.

 

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2 Level 7 Dragon-type XYZ monsters.

 

Pendulum Effect  Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone.

 

Monster Effect  If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card in your Extra Deck. If this card is Xyz Summoned by using an Xyz Monster as a Material: Destroy as many Level 7 or lower monsters your opponent controls as possible, inflict 1000 damage to your opponent for each card destroyed, and if you do, this card can make 3 attacks during each Battle Phase this turn. If this card in the Monster Zone is destroyed by battle or card effect: You can destroy as many cards in your Pendulum Zones as possible (min. 1), and if you do, place this card in your Pendulum Zone.

 

 First-up, card can be pendulum summoned as long as you have a 8 scale like dragonpit magician. The second effect requires the assistance of xiangke or xiangsheng magician, but it will steal games on occasion if you run at least 1 xiangke (xiangsheng is terrible) by inflicting massive damage and allowing it to deal multiple attacks per turn. Also, if odd-eyes rebellion dies, he can go to your pendulum zone at the cost of destroying at least 1 scale (which you should have if you summoned it through the “meteorburst ladder” or with xiangke) to re-establish your scale (though it will only help you to summon level 6 and 7 monsters by pairing it up with dragon pit).

 

The most practical use of this thing is to out kozmo dark destroyer through the “meteorburst ladder”:

 

Have both scales set-up or be able to synchro summon meteorburst with a level 7 scale in your pendulum zone while you have an extra spare monster (any will do). If you have properly summoned meteorburst in graveyard, 2 level 7 monsters and a spare monster will do.

 

Summon meteorburst and special summon from your pendulum zone a level 7 scale.

Xyz summon odd-eyes absolute by using meteorburst and the level 7 scale.

Attack a dark destroyer with your spare random monster and block with absolute. }

This play allows to summon meteorburst back to the field (and this time it can attack as the condition gets reset).

Crash absolute into dark destroyer and take 200 damage.

Summon odd-eyes rebellion from extra deck. Crash it with dark destroyer (dark destroyer graveyard effect gets blocked by meteorburst)

Rebellion goes to your pendulum zone and grabs dragonpit/odd-eyes/eccentric to your other pendulum zone to help you reset your scale.

 

Other support

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Eccentrick archfiend is a good card with a simple effect that allows you to pop a backrow, a pesky monster or pop out your absolute dragon to lock a field with vortex. The scale allows to summon level 6 and below monsters. Alongside dragonpit magician, you can easily snipe potentially dangerous stuff like solemn warning or bottomless trap hole.

 

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Luster Pendulum the Dracoslayer is the best generic pendulum in the game atm. He blocks the magician´s scales effects but speeds-up magicians gameplan a lot as it still allows for high level pendulum summoning in a pinch (level 6 and 7 are still enabled with dragonpit). Wavering eyes, sky iris and meteorburst can clean it if needed, so there is no real reason not to play it. He also enables ignister, which is the best legal removal card in the game atm alongside trishula.

 

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Mist valley apex avian is an interesting card here as you can pendulum summon it turn after turn to keep negating stuff. Keep in mind that absolute dragon and vortex dragon protect it to create incredibly annoying fields. The only downfall of the card is that it is not a pendulum monster and sometimes that shows as whoever has played a lot of pendulum knows by now that every non pendulum card your hand contains hinders your ability to play the game.

 

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Majespecter Unicorn - Kirin is a middle point between apex avian’s utility and power. The scale is not utterly useful, but it can be used in a pinch as a scale or can be popped by sky iris/wavering to further down the plays. As a monster, it has a nice protection effect and has neat interactions with performapal skullcrobat joker (using compulsory and enabling continuous searches) and eccentrick archfiend. It is the biggest card majespector monster and once it hits the field, they have issues taking care of it as it block an ignister once per turn.

 

Against kozmo, card is not that good, but still blocks strawman’s and farmgirl’s effects by forcing early tag-outs. It can be really annoying in mirror match aswell by cutting you out of abslolute dragon’s floating.

 

Deck saw a bit of success in Japan with a small majespecter engine (usually just fox, raccoon, tempest and kirin) before the format evolving into EMEm.

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If there are typos or grammar mistakes, let me know and will correct them. I post this as i already contacted Matthew and he told me that thread was fine as long as i put the legality date of the deck in thread's tags.

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How is this Magician versions Kozmo matchup?

I figure Meteorburst stops the spaceships replacing themselves but you need to have another monster to kill them since Meteorburst only has 2500. Vortex is quite good because it negates the ships from replacing theselves too but they still banish themselves as then cost so Kozmotown still gets them back. I haven't done that much testing but, on one hand you want to go first to lock them out with Vortex (and Xiangke too) but that gives Kozmo the first battle phase with Farmgirl so I suppose it's better to go second? Only problem then is that Vortex is at it's best when you stop the pilot's special summoning effect since it will still cost them their normal summon so you can force them to play from behind right at the start, but if you go second they can drop a ship before you can summon Vortex.

While I haven't done too much testing with Magicians I played a few games and had a couple thoughts:

1) I really don't like Nobledragon Magician. I realise you can drop Meteorburst with it as the OP stated but it just doesn't come up much for me because I don't think Odd-Eyes Pendulum Dragon is all that great in this deck tbh. By association that makes me want to cut Sky Iris as well, but then I feel like I'm left with a 25 card deck after I cut cards here and there.

2) I liked Performapal Trump Witch when I practiced with this deck. In some hands I could open with a rank 7 so using Trump Witch (searchable with Skullcrobat Magician obviously) I could fuse with Odd-Eyes Absolute Dragon to make a Vortex on turn 1. I liked this because even though I usually choose to go second, when I lose the die roll/rps I felt like I had a very strong turn 1 play, being able to negate anything means I'd have Cyber Dragon Infinity a couple months early in a strange sort of way.

Thoughts?
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This deck has a really easy kozmo match-up (have playtested around 300 matches by now and it has a very favourable game 1) and has multiple avenues to take down dark destroyer and OTK them if it is all they have. One is the "meteorburst ladder" with odd-eyes rebellion and the other should be ignister as per usual with pendulum decks.

We found out that the problem for kozmo was being forced to go first and needing to open destroyer/sliprider, pilot and 2-3 backrows to stand a chance. Otherwise, dragonpit magician kept sniping the backrow (with eccentrick or sky arc's aid for multiple pops per turn) and you just overwhelmed them with your superior monsters and engine.

Also, kozmo has a really hard time overcoming odd-eyes absolute floating into vortex if they go second. It basically needs a god hand with raigeki, dark destroyer teleport and another pilot or it is gping to get blocked right there.

Majespecter/magician hybrid has a harder time dealing with kozmo.

Odd-eyes is a single beater, you are not going to use his effects much (well the double damage one sometimes comes in handy against kozmo when you drop rank 6 utopia if you play it and the other is usually applief when you cleared a scale after assembling absolute), he is just there to provide combo fodder and muscle for bigger damage outputs.

Nobledragon is in the same boat. I see most people running 1-2 and while i understand that she is accesible easily and is a pure combo piece that does nothing alone, i always want to see at least 1 to increase my chances at t1 absolute (a hand of oafdragon/noble dragon and wisdom-eye is an absolute drop). Maybe the way i am tackling the deck is suboptimal as i am focusing in t1 absolute instead of vortex (absolute leads into vortex anyway and vortex is onve per turn regardless) and trying to find a middle point between t1 locks and t1 boardbreaking if i have to go second.

Also, meteorburst blocks stuff like damage juggler, plushfire, trapezee, odd-eyes absolute, dante, malebranches, etc. Card is really strong atm.

Cutting odd-eyes might seem logical at first, but when you realize all the utility it provides in the extra deck and how you lose all of that to play magicians as a performage engine is when you realize that maybe leaving odd-eyes in is the correct approach. OCG evolved into EMEm, but we don't have the stuff that made that deck a thing, so picking where OCG left before that seems like the right course of action (while taking into account that this deck will go into a kozmo heavy field and odd-eyes build is really good against kozmo).

Also, not sure about trump witch, i think thatvthe most optimal way to drop vortex is through absolute.
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24

3 Performapal Skullcrobat Joker

3 Odd-Eyes Pendulum Dragon

3 Mist Valley Apex Avian

3 Wisdom-Eye Magician

3 Majespecter Unicorn

3 Oafdragon Magician

3 Dragonpit Magician

2 Xiangke Magician

1 Nobledragon Magician

 

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3 Odd-Eyes Fusion

3 Pendulum Call

3 Sky Iris

2 Wavering Eyes

1 Raigeki

 

4

2 Solemn Scolding

1 Solemn Warning

1 Vanity's Emptiness

 

Extra Deck:
2 Odd-Eyes Vortex Dragon

2 Odd-Eyes Absolute Dragon

1 Odd-Eyes Meteorbust Dragon

1 Rune-Eyes Pendulum Dragon

1 Odd-Eyes Rebellion Dragon

1 Ebon Illusion Magician

1 Norito The Moral Leader

1 Clear Wing Synchro Dragon
1 Abyss Dweller
1 Castel, the Skyblaster Musketeer
1 Performage Trapeze Magician

1 Majester Paladin, the Soaring Dracoslayer

1 Diamond Direwolf

 

Posted this in the OCG Land thread hoping to get some traction, so I'm glad this thread was created. I too have been anticipating this decks release, and this is what I've currently been testing. I realized that Odd-Eyes Vortex Dragon is a ridiculous card, so I opted to play a more fusion-centric build with 3 Sky Iris, and 3 Odd-Eyes Fusion. I also think that in today's format, being able to cheat out an Odd-Eyes Vortex with Fusion's secondary effect is pretty relevant.

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My list is totally incomplete, I'm at the following:

3 Dragonpit
1 Dragonvein
3 Wisdom-Eye
3 Oafdragon
3 Skullcrobat
3 Xiangke
2 Odd-Eyes Pendulum Dragon
1 Nobledragon Magician
3 Mist Valley Apex Avian

3 Pendulum Call
2 Sky Iris
1 Terraforming

That's about 28 cards but idk where to go from here. I thought about Majespecter Unicorn but you can't target most Kozmo due to their spaceships' protection and their pilots quick effects, not to mention you can't target the opponents Majespecters. Maybe it would be good if Magicians become the dominant pendulum deck but idk if I would take that risk if I were attending Lille.

I thought about Archfiend Eccentrick but being a scale 7 is absolutely useless. It's effect makes up for it somewhat I suppose, and I can accept that most times I will use its effect rather than have it as a makeshift pendulum scale. I just don't know if the deck is really that desperate for an MST, although it's neat that Oafdragon being a scale 2 means you can summon this card back.

Where do I go from here? With respect I don't think the Odd-Eyes Fusion spell is best maxed out, I would maybe play one to tutor with Sky Iris but even that's at a push imo. Not to mention I'm thinking of cutting a Terraforming since I'm not desperate for a third copy of the field spell.

At this point I really am clutching at straws. My list on DN had a Majespecter suite, triple Raccoon, triple Fox, triple Unicorn and triple Tempest. However the only reason was because it was the only way I could climb to 40 and not feel as if the rest of my cards were filler at best since the Majespecters are decent cards. Problem is I don't think they compliment the deck well enough. Scale 5 Raccoon isn't fantastic, bad going second (which I aim to do), adding traps which are non-combo pieces, weak stats. I think the deck is better off focusing on rank 7 if that's really the win condition vs Kozmo.

Probably adding Upstart Goblin not because I care that much about consistency right now as much as I want to get to a 40 (or 37) card deck list.
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Just a quick question, how often do you find yourself in the situation that to you have the possibility to go 1St Turn absolute? Don't you need 3 combo pieces for that or something?
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As someone who isn't familiar with this deck at all, what are the main ways to deal with Dark Destroyer besides meteorburst? The lists i'm seeing above don't play ignister/luster pendulumn, so how consistent is this deck at outing kozmo fields?

 

edit: ok, reading afr second post now.

 

edit 2nd question. With this deck, do you want to go first or 2nd? I faced a few people online who chose to go first, but looking at the builds posted here it seems to me this is combo heavy deck so 2nd would seem more appropriate from a first glance. Again, i don't know anything about this deck, so excuse my ignorance if i'm asking dumb questions.

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So my first impression trying to get a feel for this deck online ( using vishnubhai's buid) is that the deck is very good. So far i have been testing online tonight  (small sample size i kno--4 kozmo, 1 mirror) but i've been able to win all of them despite facing scary boards. This is with me having zero experience with this deck with having read most of these cards only today, so my play is very very beneath what an experienced user of the deck can do. My overall impression is that this is a skill intensive deck, that can toolbox almost all its cards. It's a deck very suited for a play style of your opponent throws  a board at you, and then you toolbox to find an appropriate response to try and solve it. That sounds like what most decks want to do, but this deck gives you access to the cads you need to make those problem-solving boards. I found that (using vish's build) i would always want to go second, because i would rather solve my opponent's board than blindly set up defensively and going first i almost always never knew what the correct play was. Out of the five matches i played i lost 4 games where my opponent chose to go 2nd. Going 2nd allos you to possibly abuse odd-eyes fusion, but my favorite part so far is the fact that pendulum call protects your scales, so you can't be easily interrupted by a sliprider or an MST, which meant i would always be able to get something going. The Kozmo match-up seems very favorable, since the "climbing the ladder" play is very accessible to out opposing untargetables, and i'm using a build that doesn't have access to ignister so i imagine it gets even better with that. 

 

Overall, i really like how this deck plays and im looking forward to playing with it some more and possibly even building IRL. I think it's going to be one of those decks the hoban-crowd that likes big decks with lots of options and multiple-lines of play will naturally gravitate to when it becomes legal. 

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So my first impression trying to get a feel for this deck online ( using vishnubhai's buid) is that the deck is very good. So far i have been testing online tonight  (small sample size i kno--4 kozmo, 1 mirror) but i've been able to win all of them despite facing scary boards. This is with me having zero experience with this deck with having read most of these cards only today, so my play is very very beneath what an experienced user of the deck can do. My overall impression is that this is a skill intensive deck, that can toolbox almost all its cards. It's a deck very suited for a play style of your opponent throws  a board at you, and then you toolbox to find an appropriate response to try and solve it. That sounds like what most decks want to do, but this deck gives you access to the cads you need to make those problem-solving boards. I found that (using vish's build) i would always want to go second, because i would rather solve my opponent's board than blindly set up defensively and going first i almost always never knew what the correct play was. Out of the five matches i played i lost 4 games where my opponent chose to go 2nd. Going 2nd allos you to possibly abuse odd-eyes fusion, but my favorite part so far is the fact that pendulum call protects your scales, so you can't be easily interrupted by a sliprider or an MST, which meant i would always be able to get something going. The Kozmo match-up seems very favorable, since the "climbing the ladder" play is very accessible to out opposing untargetables, and i'm using a build that doesn't have access to ignister so i imagine it gets even better with that. 

 

Overall, i really like how this deck plays and im looking forward to playing with it some more and possibly even building IRL. I think it's going to be one of those decks the hoban-crowd that likes big decks with lots of options and multiple-lines of play will naturally gravitate to when it becomes legal. 

 

I've tried to fit things like Luster Pendulum into the deck, but it just doesn't seem to work out as well as people think it would. Being a non-magician scale 5 usually puts a damper on many plays lol. Plus, Wisdom-Eyes is essentially our pseudo-luster, with the exception of not being able to summon Ignister.

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In hindsight I think I was undervaluing how useful Odd-Eyes Pendulum Dragon and Nobledragon Magician are in my initial post.

I brought my list up to 40 cards, right now I'm using 3 Odd-Eyes and 2 Nobledragon since drawing multiples of Noble is pretty bad but 2 Odd-Eyes at least gives you Absolute. The Meteor Burst ladder combo is pretty good and I like Nobledragon more for it now. Nobledragon isn't great to draw but being able to ditch it with Dragonpit is helpful since I still get value from Nobledragon with its effect to synchro for Meteor Burst.

Right now I think maxing out on Odd-Eyes and Xiangke along with the obvious three Dragonpit is correct. If rank 7 is the game plan to beat Kozmo (and I haven't lost a match to them yet although I didn't play that much with them today), then I figure you max out on those just to make sure you can make it. 9 level 7's should be enough and from there you can run Sky Iris (I'm at 2 right now; being a field spell means drawing mutiples is useless so I don't go above that) and one copy of Odd-Eyes Fusion. I'm thinking of possibly cutting Fusion because I'm not hugely impressed however the one copy being searchable is handy sometimes.

Presumably you cannot revive Vortex with Absolute from the graveyard unless you properly fusion summoned it the first time correct? If so then at least fusion opens up that interaction to you for the rest of the game.

Also thinking of running two Odd-Eyes Rebellion Dragon just because sometimes I use the first to crash with Kozmo Dark Destroyer but if they summon the second another copy off Absolute could come up.

I'm running three Luster Pendulum but am finding the same thing as vishnubhai; being a scale 5 just isn't that good and often gets in the way of my plays more than it helps. Perhaps cutting it to 1 or 2 is better.
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What's the general consensus on maining vs. siding Wavering Eyes? 2 of them mained have worked out okay so far, but I've found that it usually ends up conflicting with Pendulum Call. If we were to start playing a full set of Luster Pendulums, perhaps our builds would then warrant the use of 3 Waverings in the main, so that we can clear Luster when needed.

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Luster pendulum just doesn't fit very well in this deck. IMO it gets in the way more than anything.

Also, there should definitely be space in the main for glow up bulb and foolish burial. Bulb let's you go into Ignister easily and if you draw it, you can use it as discard fodder for pendulum call.

Foolish on the other hand gives you access to both bulb and noble dragon.
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What's the general consensus on maining vs. siding Wavering Eyes? 2 of them mained have worked out okay so far, but I've found that it usually ends up conflicting with Pendulum Call. If we were to start playing a full set of Luster Pendulums, perhaps our builds would then warrant the use of 3 Waverings in the main, so that we can clear Luster when needed.


You're playing Wavering so you win the moment you resolve it vs your opponent who just so happens to utilize pendulums. Call and Wavering have little to do with each other.
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What's the general consensus on maining vs. siding Wavering Eyes? 2 of them mained have worked out okay so far, but I've found that it usually ends up conflicting with Pendulum Call. If we were to start playing a full set of Luster Pendulums, perhaps our builds would then warrant the use of 3 Waverings in the main, so that we can clear Luster when needed.

You're playing Wavering so you win the moment you resolve it vs your opponent who just so happens to utilize pendulums. Call and Wavering have little to do with each other.
Only problem is, I think this card isn't as good in Magicians as oppossed to other decks which use it. There is no Plushfire to pop, no Ariadne to trigger etc. Sure it's auto win when you resolve it for 4 for the card just seems useless vs any deck that doesn't use Pendulums, specifically Kozmo.

This being said this deck does seem to have a favourable Kozmo matchup so maybe this flaw of the card is outweighed by its interactions in pendulum mirrors. Only problem is, your opponents Pendulum Call gets around this, and lets not forget they can pop it with Dragonpit Magician or Archfiend Eccentrick to stop you getting the kind of value you might need to justify this card.
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What's the general consensus on maining vs. siding Wavering Eyes? 2 of them mained have worked out okay so far, but I've found that it usually ends up conflicting with Pendulum Call. If we were to start playing a full set of Luster Pendulums, perhaps our builds would then warrant the use of 3 Waverings in the main, so that we can clear Luster when needed.


You're playing Wavering so you win the moment you resolve it vs your opponent who just so happens to utilize pendulums. Call and Wavering have little to do with each other.

 

Call prevents your scales from being destroyed until the end of the opponents next turn. So during that time, you can't play Wavering. Just saying, you won't be able to preemptively pop your own scales to combo off. Not sure how the ruling works when adding two opposing scales into the equation. Your scales will stay, your opponents scales will be destroyed, but how does that affect the resolution of Wavering Eyes effect? I assume Wavering HAS to destroy the scales in order for it's effect to fully resolve. I can't recollect the exact text at the moment, so I'm probably just trippin.

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you would just search and inflict burn dmg.

in either case, the both of you are missing the point here in the sense that you are extremely undervaluing just how much disrupting your opponent scales really is. yes, you might not be able to hit them for 3+ every time, but you don't need to. often enough playing it once is enough to turn their hand from something good to pretty awful.

also, it's one of the few cards you actually want to to see in the unfortunate event that you go first, as an opposing dragonpit means jack shit.

edit: i guess i should have clarified, in by no means am i advocating the use of wavering just as a defensive tool.
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someone pointed out to me that you can easily otk with odd-eyes pend damage doubling effect and utopia beyond. might be worth it if you can find space for a rank six.

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someone pointed out to me that you can easily otk with odd-eyes pend damage doubling effect and utopia beyond. might be worth it if you can find space for a rank six.

 

If you have room in the Extra, the inclusion of Moral Leader Norito, and Ebon Illusion Magician seems pretty beneficial. You can summon Ebon using a spent Norito, and tutor out a Dragonpit Magician with it's effect. Idk how often that would come up, but it seems cute nonetheless.

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when i was testing your build i never used norito (since i would never want to get rid of kirin so the only way to make it was having multiple  oafs out and that did not happen often), but ebon's eff did come up a couple times to force a banish. I ended up cutting it for big eye in the end though, since that came up a lot more for me.

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so xiangke is actually really important in the satella matchup as a monster. He's once per turn breakthrough skill vs them.

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Since this is basically the deck of the Holiday season. I am curious to see what version people come up with.
I am a huge fan of Vortex Dragon and Odd Eyes Fusion so I plan to abuse them as much as possible along with Absolute when I can.

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So playing around with this deck with the odd-eyes build and i found that the rank 6 utopia is absolutely amazing here, and might as well be called a staple since the otks it can generate out of the blue are too real. There's nothing like making a Dark Destroyer 0 ATK and then swinging for 5K damage with OEPD. You wouldn't think that comes up a lot, but with 3 kirin, 3 oaf that play is real. 

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So playing around with this deck with the odd-eyes build and i found that the rank 6 utopia is absolutely amazing here, and might as well be called a staple since the otks it can generate out of the blue are too real. There's nothing like making a Dark Destroyer 0 ATK and then swinging for 5K damage with OEPD. You wouldn't think that comes up a lot, but with 3 kirin, 3 oaf that play is real. 

 

throw in a trapeze magician and thats 10

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