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Pendulums (Performapal/Odd-Eyes/Dracos/good cards)

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Ostaph    73

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The Performages are:

 

Performage Trick Clown

If this card is sent to the Graveyard: You can target 1 "Performage" monster in your Graveyard; Special Summon it, its ATK and DEF become 0, then you take 1000 damage. You can only use this effect of "Performage Trick Clown" once per turn.



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This guy is of course extremely important as he enables multiple rank4 summons a turn. He can not only bring back himself, but also a Plushfire, to have its effect triggered by destruction. As his eff is opt, you might want to play more than one copy to trigger him again later in the game after he got sent to grave twice a turn.

Performage Hat Tricker

If 2 or more monsters are on the field, you can Special Summon this card (from your hand). During either player's turn, when a card or effect is activated that would inflict damage to you: You can place 1 Performage Counter on this card (max. 3), then make that effect damage to you 0. When the 3rd Performage Counter is placed on this card, it's ATK and DEF become 3300.



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As searchable as the other Performages and important for big combos, due to his ability to be special summoned to the field with little restriction. Sometimes an enabler when going 2nd and opening him and a Jigabyte. He doesn't inherently provide cardadvantage and is especially useful to make a functioning hand even better.

Performage Damage Juggler

During either player's turn, when a card or effect is activated that would inflict damage to you: You can discard this card; negate the activation, and if you do, destroy that card. During either player's Battle Phase: You can discard this card; reduce the next battle damage you would take this turn to 0. You can banish this card from your Graveyard; add 1 "Performage" monster from your Deck to your hand, except "Performage Damage Juggler". You can only use this effect of "Performage Damage Juggler" once per turn.



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This is one of the most important and best cards in the deck. He searches half the monsters in the deck (including scales) and provides protection. You will bring out either him or Tick Clown with Plushfire eff. He can be brought back with either Psy-Frame Lord Omega or Bujinki Amaterasu.

Performage Plushfire

Pendulum Effect
    If a "Performage" monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your Pendulum Zone, then take 500 damage. You can only use this effect of "Performage Plushfire" once per turn.
Monster Effect
    If this card on the field is destroyed by battle or card effect: You can Special Summon 1 "Performage" monster from your hand or Deck, except "Performage Plushfire".



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One might call this card broken. It is so easy to trigger its effect because when it goes to extra it is considered monster, no matter whether is was in the monster or pendulum zone upon destruction. That makes it a primary target for Wavering Eyes and Dracoslayer. It replaces itself and gets another Performage on board, most likely Trick Clown or Damage Juggler.

Performage Mirror Conductor

Pendulum Effect
    Once per turn: You can target 1 face-up Special Summoned monster on the field; its ATK and DEF become equal to its current ATK or DEF (whichever is lower) until the end of this turn (even if this card leaves the field).
Monster Effect
    Once per turn, during either player's turn: You can target 1 face-up monster on the field; switch its current ATK and DEF, then take 500 damage. This ATK and DEF change lasts until the end of this turn.



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This is the themed complementing scale. While nowhere near as good as Plushfire, you still play this guy, mostly because of the scale, level and searchability. It's eff has a nice interaction with Ragna Zero, which you should keep in mind.

 

The Performapals are:

 

Performapal Skullcrobat Joker

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, "Magician" Pendulum Monster, or "Odd-Eyes" monster from your Deck to your hand, except "Performapal Skullcrobat Joker".



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We had this guy for a while now. We all know by now how important he is. And he just gets better with the releases of more good Performapals. The reach of his search eff is remarkably increased and thus makes him one of the best normal summons in the game atm. Start your turn with his eff getting Sorcerer to your hand and you are golden.

Performapal Pendulum Sorcerer

Pendulum Effect
    If a "Performapal" monster(s) is Pendulum Summoned to your side of the field: All "Performapal" monsters you currently control gain 1000 ATK until the end of this turn (even if this card leaves the field).
Monster Effect
    If this card is Special Summoned: You can target up to 2 cards you control; destroy them, and if you do, add "Performapal" monsters with different names from your Deck to your hand, except "Performapal Pendulum Sorcerer", equal to the number of monsters destroyed. You can only use this effect of "Performapal Pendulum Sorcerer" once per turn.



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This new Spellcaster adds an incredibly useful destruction+search effect to the deck. The ability to search 2 new matching scales is pretty great already. When taking into consideration which scales that will often be, things become completely nutty. Monkeyboard and Guiturtle are ready to give you another two additional cards after being played. And he's a level 4...An uninterrupted typical Sorcerer play will give you so much advantage that he has to be considered among the most powerful cards an already top tier deck has ever gotten as new support.

Performapal Monkeyboard

Pendulum Effect
    Unless you have a "Performapal" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. During your Main Phase, if this card was activated this turn: You can add 1 Level 4 or lower "Performapal" monster from your Deck to your hand. You can only use this effect of "Performapal Monkeyboard" once per turn.
Monster Effect
    You can discard this card; reveal 1 "Performapal" or "Odd-Eyes" monster in your hand, and reduce the Levels of all monsters in your hand with the revealed monster's name by 1 until the end of this turn (even after they are Summoned/Set).



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Remember Qliphort Scout? Tadaa, Performapals have their own themed Scout now. A themed Stratos was clearly not enough, right? The only downsides are that a) he is not a level 4 and b) his scale becomes 4 when paired with something other than another Performapal in the Pendulum Zone. A niche use for his level though might be that you can use him to tribute a Flying "C" away.

Performapal Guiturtle

Pendulum Effect
    If a "Performapal" card is activated in your other Pendulum Zone: You can draw 1 card. You can only use this effect of "Performapal Guiturtle" once per turn.
Monster Effect
    Once per turn: You can target 1 card in your Pendulum Zone; increase its Pendulum Scale by 2 until the end of this turn.



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This one will most of the time be searched with Sorcerer together with Monkeyboard as he's a high scale and the perfect match. The draw power is always welcomed and has good synergy with Drawlizard -> Activate Guiturtle, activate Lizard, trigger Turtle eff, draw, use Lizard eff, draw, activate Monkeyboard, use eff to search. That's pretty good, hm?

Performapal Partnaga

Pendulum Effect
    Once per turn: You can target 1 face-up monster you control; it gains 300 ATK for each "Performapal" card you currently control, until the end of this turn.
Monster Effect
    If this card is Normal or Special Summoned: You can target 1 monster you control; it gains 300 ATK for each "Performapal" monster you currently control. Level 5 or lower monsters cannot attack



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Rather bad level and subpar effect. It is played because it's a low scale that can be searched with King of the Feral Imps, Joker and Pendulum Sorcerer. Can have additional niche interactions with Trapeze Magician to get the OTK or get over a strong monster like Dark destroyer with Ignister. When you have another Performapal in the Pendulum Zone and even another as monster on the field, the boost becomes pretty serious stuff, though. Can also tribute a Flying "C" away.

Performapal Lizardraw

Pendulum Effect
    If you have a "Performapal" card in your other Pendulum Zone, except "Performapal Lizardraw": You can destroy this card, and if you do, draw 1 card. You can only use this effect of "Performapal Lizardraw" once per turn.
Monster Effect
    If another face-up monster you control is destroyed by your opponent's attack or card effect: You can draw cards equal to the number of "Performapal" monsters you currently control. You can only use this effect of "Performapal Lizardraw" once per turn.



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This guy gets so much better with his new friends released. It can be searched with King of the Feral Imps, Joker and Pendulum Sorcerer and provides deck thinning. The interaction with Guiturtle is nice but needs another Performapal in hand for the low scale afterwards to be fully effective.

 

Other Performapals that see or saw occasional play but are far less relevant include:

 

Performapal Camelump

Pendulum Effect
    Once per turn, during your Main Phase 1: You can target 1 face-up monster you control; the monsters your opponent currently controls lose 800 DEF until the end of this turn, and if they do, if the targeted monster attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent. (These effects remain even if this card leaves the field.)
Monster Effect
    If this card is destroyed by battle: You can make the monster that destroyed this card lose 800 ATK.



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This card saw some play due to its level, scale and attribute. It is searchable and offers the option to go into Naturia Beast with it. Apart from that it has limited utility.

Performapal Silver Claw

Pendulum Effect
    All "Performapal" monsters you control gain 300 ATK.
Monster Effect
    If this card declares an attack: All "Performapal" monsters you currently control gain 300 ATK, until the end of the Battle Phase.



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Silver Claw was sometimes played together with Camelump, as it complements its scale. It's also a 4 and has pretty good stats. Occasionally seen as a 1of in OCG builds. When the several different boost effects add up, monsters can become quite big.

Performapal Drummerilla

Pendulum Effect
    Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can target that monster you control; it gains 600 ATK until the end of the Battle Phase (even if this card leaves the field).
Monster Effect
    If there are no monsters on the field, you can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4. Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can target that monster you control; it gains 600 ATK until the end of the Battle Phase.



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One of the sometimes considered additional Performapals. Again a boost effect. Can be a lvl 4. Will most likely see a very limited amount of play.

 

The Dracos are:

 

Luster Pendulum, the Dracoslayer

Pendulum Effect
    Once per turn, if you have a card in your other Pendulum Zone: You can destroy that card, and if you do, add 1 card from your Deck to your hand, with the same name as that card.
Monster Effect
    Cannot Special Summon Fusion, Synchro or Xyz Monsters using this card as a Material, except "Dracoslayer" monsters



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This is THE CARD that marks the real dawn of the pendulum era. It can maybe be compared with what Tour Guide was for the beginning of the XYZ era. Inherent +1s, combo enabler and provides access to Ignister, one of the best extra deck monsters in the game right now. It's interaction with Plushfire is the reason this deck exists. Starting with this, Plushfire and another Clown can lead to crazy boards of min. 4 XYZs.

Vector Pendulum, the Dracoverlord

Pendulum Effect
    Negate all card effects in your opponent's Pendulum Zones.
Monster Effect
    This Overlord overran an entire world with his army of Dracofiends, using his Dragon Alchemy to convert all life into his terrible minions. The source of this power is unidentified, and probably extra-dimensional.



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Although a Skill Drain for the opponent's pendulum zones, this is not the main reason it is played. It is searchable with Painful Decision which makes Masked Chameleon an instant Ignister. Although powerful on paper this combo can be somewhat inconsistent. UPDATE December 2015: With the Magicians in the game, there are now many more pendulum effects worth negating with this card - at least in theory. 2nd UPDATE: Saw no play with the Magicians. Is integral to the Dracorival engine and this time I'm sure: His Skill Drain eff for opponent's Pendulum zones will be useful with the Performapals in the ring now.

Master Pendulum, the Dracoslayer

Pendulum Effect
    You can target 1 card in either player's Pendulum Zone; destroy it. This effect can only be used once while this card is face-up in the Pendulum Zone.
Monster Effect
    "Luster Pendulum, the Dracoslayer" after having gained power from his comrades. He seems to be have manifested draconic power similar to the mysterious hexes used by the clan of the Dracoverlord, but he has lost all memories of who he was before he became the Dracoslayer, so the truth is unknown. Believing Dragon Alchemy is the key to breaking this curse and unlocking his memories, he continues his journey, fighting the evils of the Dracoverlord wherever he finds them.



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Another Vanilla. And thus, he does not have the restrictions of Luster Pendulum and can be used for any extra deck monster (although NOT, when summoned by Ignister of course). The Pendulum effect is a nice addition to the arsenal of the deck and provides good versatility.

Ignister Prominence, the Blasting Dracoslayer

1 Tuner + 1 or more non-Tuner Pendulum Monsters
Once per turn: You can target 1 Pendulum Monster on the field or 1 card in the Pendulum Zone; destroy it, and if you do, shuffle 1 card on the field into the Deck. Once per turn: You can Special Summon 1 "Dracoslayer" monster from your Deck in Defense Position, but it cannot be used as a Synchro Material for a Summon.



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It does not target! Not. Target! Read the effect. Need I say more?! Maybe, if you did not read carefully, you missed that you do not have to destroy one of your pendulum cards. This guy is an out to everything. And he gets you another Dracoslayer. And has high attack stats. Everybody fears this guy. Even Dark Destroyer does.

Majester Paladin, the Ascending Dracoslayer

2 Level 4 Pendulum Monsters
When this card is Xyz Summoned: You can add 1 Pendulum Monster from your Deck to your hand during the End Phase of this turn. Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 face-up "Dracoslayer" Pendulum Monster from your Extra Deck, but it cannot be used as an Xyz Material for a Summon.



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This is an important card to extend combos with Luster Pendulum and prepare your next moves. Best summoned after you made Ignister with Luster. Then you can get the Luster back on board and expand your plays.

Dinoster Powerful, the Mighty Dracoslayer

1 "Dracoslayer" Pendulum Monster + 1 Pendulum Monster
Must first be Special Summoned (from your Extra Deck) by Tributing the above cards you control. (You do not use "Polymerization".) Pendulum Monsters you control and cards in your Pendulum Zones cannot be destroyed by battle or an opponent's card effects. Once per turn: You can Special Summon 1 "Dracoslayer" Pendulum Monster from your hand or Graveyard, but it cannot be used as a Fusion Material for a Summon.



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This is the third Dracoslayer you go into in the full sequence. Ignister with Luster gets Master, Majester gets Luster back, Dinoster gets Master back from grave. That can then be used for Ignister's effect if you want. Or something else. Great stuff and all your pendulum cards are protected from here on. All this gets facilitated by the next card in the list:

Draco Face-Off

Reveal 1 "Dracoslayer" Pendulum Monster and 1 "Dracoverlord" Pendulum Monster from your Deck, your opponent randomly picks 1 of them for you to place in your Pendulum Zone or Special Summon (your choice), and you add the other card to your Extra Deck, face-up. You can only activate 1 "Draco Face-Off" per turn.



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This is a sort of +1 play. While not directly giving you one more card than you had, it gets you a free resource for later in the extra deck. And whatever your opponent does chose, an Ignister summon is much closer now. This card is very powerful and adds another engine to the deck that relies on tutoring and searching monsters with incredible effects and utility. The fact that it even is a quick play spell card is just the cherry on the cake.

 

The Reptiles/Familiar Possessed theme monsters are:
 

Jigabyte

You can only control 1 "Jigabyte". If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). When this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon 1 monster with 1500 ATK and 200 DEF from your Deck, except "Jigabyte".



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Searchable via King of the Feral Imps and special summonable while one of the Performages is on board. This card is essential to combos that lead to multiple XYZ boards. Such a simple effect, but so much utility in the deck. Its second effect is often overlooked and not used so much, but can come in handy.

Nefarious Archfiend Eater of Nefariousness

You can only control 1 "Nefarious Archfiend Eater of Nefariousness". If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). During your opponent's End Phase, if this card is in your Graveyard: You can target 1 face-up monster you control; destroy it, and if you do, Special Summon this card.



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Cannot be searched with King of the Feral Imps! But shares its special summon ability with Jigabyte. Its last effect can have nice interactions with Plushfire, Trick Clown or Damage Juggler.

Masked Chameleon

Cannot be Normal Summoned if you control a Level 5 or higher monster. When this card is Normal Summoned: You can target 1 monster with 0 DEF in your Graveyard; Special Summon that target in face-up Defense Position. Its effects are negated. You cannot Special Summon any other monsters, except from the Extra Deck, during the turn you activate this effect.



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Searchable, instant Ignister and Omega after setup (and of course anytime it is summoned alongside a pendulum level 4 monster), very powerful. The (almost) only problem is the inherent inconsistency of the Painful Decision and Vector Combo (see below), but  can easily be ran without those two. Don't overlook the special summon restriction after you used this card. You cannot pendulum summon from hand the turn you used this or cannot use this if you special summoned from hand or deck earlier.

X-Saber Palomuro

When another "Saber" monster you control is destroyed by battle and sent to the Graveyard, you can pay 500 Life Points to Special Summon this card from the Graveyard.



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You can search him with King of the Feral Imps and make Naturia Beast as he is a lvl 1 Tuner. Effect is irrelevant.

King of the Feral Imps

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; add 1 Reptile-Type monster from your Deck to your hand.



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Who would have thought, that this guy would become the most important XYZ of the format one day? He searches the other half of your deck, the half that Damage Juggler does not cover. A starting board of two of this guy is nothing uncommon.

 

UPDATE December 2015: The Magicians arrived
 

With the release of the Master of Pendulum Structure Deck in the TCG, this deck did get a lot of new cards to play with. But first of all I want to point out that there is a dedicated Magician thread here: Magician Pendulum Discussion. That is where you can find explanations of every card mentioned in this paragraph and their effects. It's also where the in-depth discussion about that deck should take place.

 

Nonetheless, the Magicians can also add a lot to the Performage/Draco/Performapal Pendulum deck discussed here. Splashing an engine of 3 Wisdom-Eye, at least 1 of each Dragonpit and Dragonpulse as well as 3 Skullcrobat Joker (which is a Performapal and not a Magician anyways)  is a common thing by now and is often supported by also running 3 Pendulum Call. While the monsters provide further searching, deck-thinning and consistent scale-setup, as well as destruction effects, the spell on-top of all that adds temporary immunity of your Magicians to destruction while in the pendulum zones. This is especially huge with Wavering Eyes being super game-breaking and in basically every deck right now.

 

In addition, the high scale of Dragonpit makes it possible to run and support Majespecter Unicorn - Kirin, which in turn is a great threat to any extra-deck based strategy in the game.

 

What you will most likely not see is a mash-up of the two strategies with a lot of Odd-Eyes specific cards involved. Or in other words, if you see it, it's much rather an Odd-Eyes Magician deck with some splashed clowns most likely.

 

In conclusion, while some of the card-choices will most likely be different after the release of the Magicians, the focus of the deck, making rank4's and level8's, stays very much the same. Even the ways to achieve this are in principle almost unchanged.

 

Before coming to the more obscure or niche things in the deck and its history, it is time for the most important Spell in the game right now:
 

Wavering Eyes

Destroy as many cards in each player's Pendulum Zones as possible, then apply these effects, in sequence, depending on the number of cards destroyed by this effect.
● 1 or more: Inflict 500 damage to your opponent.
● 2 or more: You can add 1 Pendulum Monster from your Main Deck to your hand.
● 3 or more: You can banish 1 card on the field.
● 4: You can add 1 "Wavering Eyes" from your Deck to your hand.



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And this is the most important card of the upcoming few months. It's status in the game will be as controversial as cards like the Djinn, Vanity's Emptiness, Soul Charge, Return from a D.D. and few other legendary, format shaping cards in the past were. Successfully resolving a big Wavering Eyes can simply equal winning the game right there an then many times. Yes, it is THAT important.

 

Spells, Monsters and engines that are or have been played are:

 

 

Especially recently, at ARG events (Anaheim at 21./22. Nov.), the Gem-Knight engine is also used. It consists of only 3 cards, which are Brilliant Fusion, Gem-Knight Garnet and Gem-Knight Seraphinite in the extra deck.
 

Brilliant Fusion

When this card is activated: Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials, but change its ATK and DEF to 0. If this card leaves the field, destroy that monster. Once per turn: You can discard 1 Spell Card; the monster Special Summoned by this card's effect gains ATK and DEF equal to its original ATK and DEF, until the end of your opponent's turn. You can only activate 1 "Brilliant Fusion" per turn.



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This card acts as an additional Foolish Burial. You have to run at least one Gem-Knight monster, though. Then you can send to the graveyard that Gem-Knight and most likely a light, if you run Seraphinite. This means you set-up your graveyard with a Chameleon target and a clown.

Gem-Knight Seraphinite

1 "Gem-Knight" monster + 1 LIGHT monster
Must first be Fusion Summoned with the above Fusion Material Monsters. During your Main Phase, you can Normal Summon/Set 1 monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)



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This is your Gem-Knight of choice for Brilliant Fusion. It requires a light monster and gives you another normal summon. Eats up a space in an already tight extra-deck and on board.

Gem-Knight Garnet

The Gem-Knight Warrior who carries the Garnet Soul. His Flaming Iron Fist crushes all enemies.



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You will most likely run him as your maindecked Gem-Knight because he is a Chameleon target and at least has decent ATK stats. But remember that you cannot make Ignister from him and Chameleon as Ignister needs a pendulum monster as non-tuner.

While overall, the engine is good and proven, one will have to see, whether it's consistent and its plays and options it provides are rewarding enough to run it and pack main and extra deck with additional cards.

 

Ariadne the Absolver

Pendulum Effect
    Apply these effects.
    ● You do not pay LP to activate Counter Trap Cards.
    ● You do not discard cards to activate Counter Trap Cards.
Monster Effect
    If this card is destroyed by battle or card effect: You can reveal 3 Counter Trap Cards from your Deck, your opponent picks 1 for you to add to your hand, and you shuffle the rest back into your Deck.



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This card caused a lot of fuss when it was first revealed in the OCG. Every Counter Trap is SEARCHABLE now? Including the new Solemn? Holy crap! That's what most thought. In the end it didn't see the amount of play in the OCG most maybe expected. Nonetheless an interesting card and time will tell whether it is consistent and useful enough to warrant play.

Magical Abductor

Pendulum Effect
    Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. Once per turn: You can remove 3 Spell Counters from this card; add 1 Pendulum Monster from your Deck to your hand.
Monster Effect
    Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 100 ATK for each Spell Counter on it. Once per turn: You can remove 3 Spell Counters from this card; add 1 Level 1 Spellcaster-Type monster from your Deck to your hand.



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It's a level 4 spellcaster (remember Jigabyte) with a matching scale. That makes it a card to consider automatically. Especially in builds with additional spells such as Wonder Wand included, its RML effect is very useful. rarely goes off in here. Stats are decent.

Wonder Wand

Equip only to a Spellcaster-Type monster. It gains 500 ATK. If you control the equipped monster and this card: You can send both to the Graveyard; draw 2 cards.



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This spell serves dual purpose in here. Not only it offers draw power and deck thinning while also sending a spellcaster (like Juggler...) and itself to the graveyard, it is also another spell to work with Magical Abductor.

Samurai Cavalry of Reptier

At the start of the Damage Step, if this card attacks an opponent's face-up monster that is not a Pendulum Monster: You can destroy that monster.



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This is an interesting little card. It outs every Kozmo, while can be searched (like all the pendulums) by Wavering Eyes. And it's, like Abductor, a level 4 with good scale and good stats. It opens the opportunity to play the Evolzars in the extra deck if you can find the space for them. It's also, again like Abductor, an earth monster, which makes it interesting for Naturia Beast plays with GUB. Compared with Abductor, it does not open up Jigabyte plays, though.

Archfiend Eccentrick

Pendulum Effect
    You can target 1 other Spell/Trap Card on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn.
Monster Effect
    You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn.



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A great overall card. The problem here is that once you used it, you are not going to get it back because its level conflicts with the scales in your deck. But it's a searchable (Wavering Eyes) out to monster floodgates like Vanity's Fiend as well as almost all S/T floodgates (apart from ASF).

Doomstar Magician

 Once per turn: You can discard 1 card, then target 1 card in either player's Pendulum Zone; destroy that card, and if you do, draw 1 card.



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Breaker on steroids and one of the latest additions to the deck. Incredible synergy with what the deck already does. Discarding is often more beneficial than a actual cost due to the clowns and you can target one of you own scales (Plushfire most likely). AND he is a Spellcaster level 4, with no summoning restrictions. Not too shabby. Isn't a pendulum itself, though and therefore more of a powercard.

Breaker the Magical Warrior

 If this card is Normal Summoned: Place 1 Spell Counter on it (max. 1). This card gains 300 ATK for each Spell Counter on it. You can remove 1 Spell Counter from this card, then target 1 Spell/Trap Card on the field; destroy that target.



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Doomstar's older brother or father or whatever. Must be normal summoned to be useful. Less synergy and simpler effect. Yet, sometimes very welcomed and useful to get rid of a floodgate and opening the door to further XYZ plays. Will most likely see less play now that Doomstar has entered the arena...

Painful Decision

Send 1 Level 4 or lower Normal Monster from your Deck to the Graveyard, and if you do, add 1 monster with the same name as that card from your Deck to your hand. You can only activate 1 "Painful Decision" per turn.



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This was used to get you a copy of Vector and send one to the grave. The problem is in the numbers. Drawing this after you drew 2 Vector was pretty awful. Playing 3 Vector without drawing this was awful, too. Was never really mainstream and does not see play at all anymore.

 

 

Generic cards especially worth including here:

  • Mystical Space Typhoon as well as Storm are ways to not only get rid of opponents cards, but also trigger your own Plushfire.
  • Maxx "C" is an important card for the mirror match, as this deck obviously special summons a lot and can hardly put pressure on board without.
  • Instant Fusion in combination with Elder Entity Norden is particularly strong in this deck as almost all monsters played are level 4.

 

 

Sample builds, combos and explanations:

A build with Painful Decision, Vector and Samurai Cavalry in the main

Another Vector build:

Another one with Vector and Brilliant Fusion

Only a single Vector, 2 Chameleon, but no Painful Decision

A build with triple Abductor but no Vector. Cavalry in the side deck.

No Vector, the Performapals, 2 Breaker, Wander Wand



Emanuelle Domina – Top 16 – Performage Pendulum CCG Stop Milan

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ARG Anaheim Decklists.

 

 

 

 

 

Version/Update History:

November 2015 - Original post, minor additions and edits

December 2015a - Magician section added, Combo section removed, further small edits

December 2015b -  Performapals and Dracos added with own sections; side-deck will become a section (soon)

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zubby    234

Good start, I would move the Chameleon into the Reptile section and I would also talk about the Gem Knight Engine, as it offers this deck so many more plays.

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bluestar899    84
Some combos would be appeciated. On a smaller note; Partnaga's attack gain can help you get over certain attack thresholds such as letting PSY-Framelord Omega (who I'd consider extremely important in here due to his interactions with Juggler) beat over a Dark Destroyer. Otherwise a fantastic start.

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Ostaph    73

I moved Chameleon to Reptiles. Thank you for that.

 

Some combos would be appeciated. On a smaller note; Partnaga's attack gain can help you get over certain attack thresholds such as letting PSY-Framelord Omega (who I'd consider extremely important in here due to his interactions with Juggler) beat over a Dark Destroyer. Otherwise a fantastic start.

OK, yes that's very niche but true of course. Speaking of interaction with Juggler, another overlooked card is Amaterasu, which can get back a Juggler, too. Will add that to OP, too.

 

EDIT: Gem-Knights added.

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lightstridr    6

It's missing Majester Paladin in the Pendulum section I think.

 

Also something that I've seen players running is Doomstar Magician and/or Magical Abductor, which are cards that have potential to work with the deck. Obviously Instant Fusion is a card, and I've seen and played Samurai Cavalry of Reptier in this deck.

 

Reminder that Duo Dawn King's negation doesn't go off if you summon it via XYZ Universe.

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Ostaph    73

I added a combo section, input appreciated.

 

@lightstridr

Instant Fusion is too generic to be specifically discussed here imho. It almost has Upstart status for decks like this. I would rather keep the OP close to core cards than include everything loosely related to the deck. Majester is debatable in that regard.

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yo ostaph if you wanted this to be moved to deck discussion (which it should), why haven't you posted this in Updates Center for reviewing?

 

ill go ahead and move it there so another mod can approve, but don't use the report function to do something like this

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Ostaph    73

yo ostaph if you wanted this to be moved to deck discussion (which it should), why haven't you posted this in Updates Center for reviewing?

 

ill go ahead and move it there so another mod can approve, but don't use the report function to do something like this

Thank you very much.

 

I was going to make a deck garage thread and in the middle of making it switched my mind and made this. When I clicked the Post button, I had forgotten (took several hours to write and format this) that it would have been better to post it elsewhere. Sorry for that and for using the report button to contact a mod.

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Ostaph    73

no worries, alternatively, you could've pm'd a mod or 2 about your request

OK :)

 

After Exciton being banned, I think I might run Black Rose at least in the side deck. It's eff can put be such a huge momentum swing in the mirror and of course also in other matches.

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SrkyBoy    27
Hey guys,if u play Armageddon knight,and u draw it and briliant fusion,u can end with seraphinite,kind of feral imps,emeral and omega with briliant fusion in hand on turn 1,or OTK if you are going second

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Deladox    1
Even though zephyros has Some neat interactions with the deck, I dont know if Armageddon Knight is worth it. I feel like those that have played pendulums for a while would know that every card that isn't a pendulum or can get to one/ can do something of its own is generally not worth it.

However, zephyros might just be worth it because when you get access to zephyros and luster pendulum with plushfire you gain so much advantage, it's like plus 3 or something. But as said, you need to consider how many times it is worth it compared to other cards.

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Abe Thalos    518

Even though zephyros has Some neat interactions with the deck, I dont know if Armageddon Knight is worth it. I feel like those that have played pendulums for a while would know that every card that isn't a pendulum or can get to one/ can do something of its own is generally not worth it.

However, zephyros might just be worth it because when you get access to zephyros and luster pendulum with plushfire you gain so much advantage, it's like plus 3 or something. But as said, you need to consider how many times it is worth it compared to other cards.

Also if you play the 2nd Garnet you can re-use brilliant fusion because it doesn't die with seraphinite.

 

On a side note: has everyone been calling this deck "PePe" {Pe(h)Pe(ay)}? Or is this just a SouthEast thing?

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DaX    178
How are the builds gonna look like post structure deck? Would it look more OCGish sans Wizard, etc.?

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werbo    47

^ Im pretty sure most builds will add 3 joker, 2 each of pit and pulse, and 3 insight with any other magicians being techs. I kinda want to run kirin and nobledragon as well, since kirin is amazing vs mirror, and meteorburst dragon is very strong vs the mirror as well and it punishes passive turn 1s as it shuts off plushfire,juggler and trick clown

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Ostaph    73

In many games I find I want another way to trigger Plushfire early. Doomstar seemed like a good option. But after reading about Storm again I tried it and came to really liking it at two instead of Doomstar.

 

Storm

Destroy as many Spell/Trap Cards you control as possible, then destroy as many Spell/Trap Cards your opponent controls as possible, up to the number of cards destroyed by this effect.

[SPOILER]

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[/SPOILER]

 

Jason GM mentions its use on TCGPlayer very briefly: http://tinyurl.com/nbxe5gwThat's where I read it.

It's very much like it was in the Qli deck. You clear stuff to go off safely while also advancing your game.

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Deladox    1

^ Im pretty sure most builds will add 3 joker, 2 each of pit and pulse, and 3 insight with any other magicians being techs. I kinda want to run kirin and nobledragon as well, since kirin is amazing vs mirror, and meteorburst dragon is very strong vs the mirror as well and it punishes passive turn 1s as it shuts off plushfire,juggler and trick clown

The magician's are very good yes, especially insight, however, they are only good when coupled with another magician, this can by itself create inconsistencies within the deck. it is very refined as it is and I do not see what cards you would be willing to take out apart from the three scales that is magical abductor or the like, and you need 10 cards for what you suggested.

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abbádon    37

V8oDdXb.png

 

not that it matters anymore since the structures are on the way. i took this list to south florida's giant hand tournament held at Pro-play Games. i went x-1 only losing to kozmo of all decks, only to be beaten in the first match of top 8 against the winner of the hand. if anyone has any questions about the card choices just let me know.

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Ostaph    73

Was Masquerade ever useful? Did it block a Juggler? Did you even make it?

 

I find you siding of Raigeki and Dark Hole interesting. I did that too recently (only one Dark Hole) and it was pretty good vs. boards and floodgates. Trap Stun over Decree because of MST?

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mark    3105
Why is it so that we do not have PePe and Majespecter in the deck discussion thread yet? The pendulum magician thread has been very insightful so far, but we're missing an entire part of the meta. Is a good openingpost really more important than good discussion? Also, aren't these opening posts good enough already? We have more than 10 deck threads but the real meta part is missing, I do not see from.a competitive point of view how that is beneficial at all and to me it seems to be an reoccuring problem

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abbádon    37

Was Masquerade ever useful? Did it block a Juggler? Did you even make it?
 
I find you siding of Raigeki and Dark Hole interesting. I did that too recently (only one Dark Hole) and it was pretty good vs. boards and floodgates. Trap Stun over Decree because of MST?


Masquerade was played because my crew was all playing speedroid menko. And it jusr secured the game push vs a lot of decks. I sided hole aand geki vs ba since it eithere answers there on fifield monsters so they can't horn or there fiends so I'm still able to play.

Yeah stun was played for that exact reason. Decree is way to fragile right now to play. With magicians comming out soom everything will be changing

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DaX    178

V8oDdXb.png
 
not that it matters anymore since the structures are on the way. i took this list to south florida's giant hand tournament held at Pro-play Games. i went x-1 only losing to kozmo of all decks, only to be beaten in the first match of top 8 against the winner of the hand. if anyone has any questions about the card choices just let me know.


What would you change post structure?

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