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Relinquished Strategy Discussion (OP Updated, Guide Included!)

7 posts in this topic

This thread will serve all Relinquished deck discussion (for PvP / tournament etc. purposes, not for beating Ai). A guide will be added within a few days, but for now we can use this to discuss anything about the deck.

 

Relinquished, Black Illusion Ritual, Senju and Sonic Bird
This is the core of the deck, and it's very hard to obtain. You can get 2 Relinquished 2 Black Illusion Ritual only from the Pegasus event, so if you don't have it already, you'll have to hope and wait till it comes back. Senju and Sonic Bird are UR's in different sets, but having at least 2 of each is recommended if you want your deck to be optimal. 

Sphere Kurboh
Another UR, although in the same set as Sonic Bird. This card is especially useful because of it's graveyard effect: it's the full tribute of Relinquished. You probably always want to include 2 or 3 in your deck if you can.

Twister, De-Spell, Storm, Release Restraint Wave
Using these on your Relinquished equip means you can soak up another one of your opponent's monsters, which is huge. Twister is probably the best since it's the most versatile, stops opponent's Relinquisheds pushes during their turn, etc. The others are more situational and some would even call them win-more, but they can be a huge blow-out when you're able to pull them off.

Possesed Dark Soul
This card is the main counter being used against Relinquished, but it's especially to play it yourself as well: not only do you counter the mirror match, you also counter their Possesed Dark Soul by taking your own Relinquished back, so it's a great card to main. It can be dead sometimes, but it can also be a blow-out against Venus, and it takes Jerry Beans Man which people play as well.

Interdimensional Matter Transporter
Gives you the opportunity to use Relinquished's effect again. It may look weak and situational at first sight, especially considering the fact you leave your field open to get OTK'd and you have to wait a turn to get your Relinquished back, but when you consider you can basically use this to dodge 'anything', from Order to Charge to Possesed Dark Soul to your opponent attacking over it, you'll realize this card has a lot of uses and it's very hard for your opponent to deal with, once you have Relinquished with this trap down. It is recommended to play enough defense though, so you won't get OTK'd when you have to resolve this card, or that your Relinquished doesn't get run over when you have to use this trap during your turn to dodge an Order to Charge, etc. Riryoku Field can also out Order to Charge, Enemy Controller, etc, so it can also be considered.

Windstorm, Enemy Controller, Skull Liar etc.
Staples that can go in any deck can still be played here, you could also for example opt to play Mirror Wall to protect your Senju/Sonic Birds during your early game.

There are currently 2 main ways in which Relinquished is being used:


Harpies Relinquished
Uses 3 copies of the Harpie Lady variants in combination with Mai's Harpies Hunting Ground skill, to destroy up to 3 spell and trap cards during the duel, before summoning Relinquished. It's weak to spell removal, but other than that it can be very powerful: clear backrows early game, then finish your opponent late-game. If you have to choose between destroying fields or destroying backrow, I'd always opt to destroy backrow, unless if they field spell is an immediate threat such as 'Hunting Ground' or 'Umi', because you're not going to win the ATK game versus Dino, GK, etc, anyway, so there's way more value in just clearing their traps. I see way too many people hitting fields when I played Dino, and I was glad everytime they did. As for the monster line-up, you can go a few ways: you could play 3 normal Harpie Lady's to fuel Order to Charge, while adding in a few other normals into your deck (such as Dunames) as well. You can also play Harpie Lady 1, 2 and 3, which have pretty useful effects: especially Harpie Lady 3 is pretty good in any deck, in general: numbing their monster for 2 turns is great, and by the time they can attack again, you've already drawn into your Relinquished + protection set-up. 

Bandit Keith Relinquished
Uses the Switcheroo ability to add more consistency to the deck. Can use Sergeant Electro to deal with face-down spells and traps. Can potentially use Thunder Dragon which has synergy with Switcheroo (turns it into a Pot of Greed, basically), although this is optional. I personally think Switcheroo Relinquished is better than Harpies: it's not reliant on the field, it has more consistency, and you can play monsters with higher ATK, rather than having to play weak Harpie monsters. 


Sergeant Electro
This card is being used mainly in Switcheroo Relinquished, but Harpie Relinquished can support it as well. It's especially powerful when backed up with backrow or Sphere Kuriboh, since you can potentially nuke an entire backrow, and most cards aren't really chainable to this either, and if they are, you still force them to use them at suboptimal times. You clear the path so you can Relinquished them without your opponent having a counter to it, and it's hard to beat a Sergeant Electro + Relinquished field.

Possible techs:
Djinn Dissere of Rituals
Fulfilment of the Contract

These exist as well. I don't like the Djinn since there are just better ways to do what it does (Hunting Ground, Sergeant Electro, Sphere Kuriboh, Storm etc.), but I guess Fulfilment can be pretty good.

 

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Posted (edited)

I honestly feel Keith Relinquished is the best deck in this game by far. When people start main decking tech just to beat a deck, you know that deck is the best.

 

The thing is, I don't feel that these tech are enough. Possessed Dark Soul is a one-time use effect that also gets dodged by Interdimensional Matter Transporter, and costs a Normal Summon to boot.

 

Skull Lair appears to be better, but that is IMO because Relinquished is dropping S/T destruction at the moment. No, Storm + whatever builds are bad; they only make your easy matchups even more one-sided. If Skull Lair is really that bad, all that happens is that Twister will just come back in.

 

The build I would start off from probably looks like this:

 

3 Senju of the Thousand Hands

3 Sonic Bird

1 Sphere Kuriboh

3 Thunder Dragon

2 Relinquished

2 Black Illusion Ritual

2 Enemy Controller

1 Twister

2 Interdimensional Matter Transporter

1 Windstorm of Etaqua

 

EDIT: Just to have an idea how good I think this is, I'm starting a new account just to reset for Sonic Bird and race to 12-15k Gems by end March just in case Konami doesn't release a banlist to stop Relinquished.

Edited by the4got10-1
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I agree that Switcheroo Relinquished is very good: Harpies are way easier to beat, and at higher levels during the KC Cup I faced the deck a lot. Switcheroo is general is just a very good ability, and Relinquished is hard to counter. 

 

I think the deck in which Possesed Dark Soul is the best, is in Relinquished itself, since you also counter their Possesed to take back your Relinquished again.

 

Not sure if I like Interdimensional Matter Transporter. It's very situational, leaves your field open for OTK's, although at the same time it's very hard to counter when it works. Being a counter to Possesed Dark Soul is probably the only reason I'd even consider it tbh, I may change my mind on this though. 

 

3 Twister is probably staple, since it deals with burn, the mirror, and lets you use Relinquished twice. 

 

As for other general counters to this deck: Order to Charge hard counters this deck better than E-Con or Twister ever can, because they will protect their Relinquished another turn with E-Con/Windstorm/Sphere Kuriboh, then strike again. A solid strategy can also be to leave their Relinquished on the field until you have 3 monsters or 2 monsters+Twister before attacking: this way you can play around E-Con/Sphere Kuriboh a bit, although you risk them drawing into their 2nd Relinquished or ITM/Twister, etc, so you have to make a calculated read depending on the situation. 

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9 hours ago, the4got10-1 said:

 

EDIT: Just to have an idea how good I think this is, I'm starting a new account just to reset for Sonic Bird and race to 12-15k Gems by end March just in case Konami doesn't release a banlist to stop Relinquished.

 

Don't. You'll lose Relinquished which you got from the Pegasus event, unless if you know for certain that it comes back to the game somehow. Spending all gems you can get while resetting the moment you hit Bird (or Sphere Kuriboh+Bird, fwiw) seems like the most viable strategy atm. 

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If I can get my hands on 1-2x Senju my build would looks something like this.

 

Switcheroo Relinquished

 

Monsters:11

2x Relinquished  

2x Senju

2x Sonic Bird

2x Sphere Kuriboh

3x Thunder Dragon

 

Spells:7

2x Black Illusion Ritual

2x Enemy Controller 

3x Twister

 

Traps:3

1x Ririyoku Field 

1x Interdimensional Transporter 

1x Windstorm of Etaqua 

 

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Updated OP, let me know if I let anything out, I think I included all relevant cards but I may need to go more in-depth on technical play notes and match-ups etc, so I'll add in any interesting interactions people may note. 

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I gave it some thought and tested a bit on LackeyDGZ, and I came to the following conclusions:

 

I like Switcheroo, although something like 3 Harpie Lady 1/2 Birdface + Hunting Ground can shine as well.

I don't like Thunder Dragon: it's still a brick most of the time, I prefer 3 Sphere Kuriboh as tribute fodder, so I'd only consider it a 'budget option' if you have like 0-1 sphere kuriboh. I mean, it's good with Divine Wrath, but then for your deck to perform 'optimally' it now becomes a 4-card combo (thunder dragon + divine wrath + relinquished + spell), which seems inconsistent.

Playing some very high number such as 5+ between Windstorm, E-Con and Sphere Kuriboh is definitely correct, not only does it make your early game with the 1400-floaters extremely strong, it can protect Relinquished from double attacks or Twister/De-Spell + attack as well, which is huge. 

There's one catch, Thunder Dragon does make Skull Liar stronger, but I feel like you can play 1 Skull Liar 0 Thunder Dragon to combat the mirror still. It's not like you want to play 2 Skull Liar because of Thunder Dragon, because drawing doubles still sucks even with Switcheroo (you also want to switcheroo the thunder dragon), and you still need 2 more monsters in grave to destroy 1 monster. It's not like you're suddenly destroying 2+ monsters with Skull Liar consistently because of Thunder Dragon, so playing a 3-off just to make a 1-off slightly better seems bad. 

Thunder Dragon Switcheroo is definitely strong though, I just don't think this is the right deck for it, as Sphere Kuriboh makes tribute fodder essentially unneeded. 

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