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Earth Attribute Deck

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foofatron    39


Monsters [29]:
3x Block Dragon
3x Dinowrestler Pankratops
1x Gem-Knight Garnet
1x Giant Rex
3x Gigantes
2x Gokibore
2x Gokipole
3x Kumongous, the Sticky String Kaiju
2x Madolche Petingcessoeur
3x Mathematician
1x Resonance Insect
3x SPYRAL Super Agent
1x Shaddoll Dragon
1x The Rock Spirit
Spells [11]:
1x Brilliant Fusion
1x Foolish Burial
1x Gold Sarcophagus
2x Instant Fusion
1x One-Time Passcode
3x Shaddoll Fusion
2x Unexpected Dai
1x Abyss Dweller
1x Borreload Dragon
1x Borrelsword Dragon
1x Curious, the Lightsworn Dominion
1x El Shaddoll Shekhinaga
1x Gem-Knight Zirconia
1x Karbonala Warrior [IF target]
1x Knightmare Cerberus
1x Knightmare Phoenix
1x Link Spider
1x Missus Radiant
1x Number 101: Silent Honor ARK
1x Number 41: Bagooska the Terribly Tired Tapir
1x Saryuja Skull Dread
1x Tornado Dragon
1x Barrier Statue of the Drought
3x Hey, Trunade!
1x Instant Fusion
1x Madolche Petingcessoeur
1x Monster Reborn
3x Performage Hat Tricker
1x Tackle Crusader
1x The Rock Spirit
3x Twin Twisters

Main Deck:
The principle of the deck is to go second, ideally OTK, if not then break their board and finish next turn. The deck is equipped with many main deck removal options that simultaneously swarm the field. Let me introduce you to some cards that you may not be familiar with. 

Resonance Insect
EARTH Insect Lvl 4, 1000 / 700 (A/D)
If this card is sent from the field to the Graveyard: You can add 1 Level 5 or higher Insect-Type monster from your Deck to your hand. If this card is banished: You can send 1 Insect-Type monster from your Deck to the Graveyard, except "Resonance Insect".

EARTH Insect Lvl 3 1000 / 1200
If this card is sent to the GY: You can add 1 Level 4 Insect monster from your Deck to your hand. If you added a Normal Monster by this effect, you can Special Summon it, then you can destroy 1 monster on the field whose ATK is higher than or equal to the ATK of the Special Summoned monster. You can only use this effect of “Gokipole” once per turn.

These cards are quite potent. Gokipole gives the deck access to off-field, non-targeting destruction. It’ll out all your favorite big boys like Hot Red Dragon Archfiend Abyss, Darkest Diabolos, Lord of the Lair, etc while putting a monster on your field. Resonance can send this card to the GY when banished, working in tandem with your rock monsters. Resonance is a crazy card. Use it for a link summon, or just crash it, and you can search a Kaiju. Then banish it and you can summon and destroy a monster. It can very easily dismantle boards that don’t have Colossus up. Note, Resonance is not once per turn so you can trigger the field effect again via Skull Dread and the banish effect dumps more fodder for the rock monsters. Also, it is a natural predator to Dark Matter. If they don’t have Colossus up then you’ll get free stuff and a pop.
I was originally running 3 of each and no Math, but this can lead to bricking since the rock monsters need an earth in grave and the side decked Hat Trickers need two monsters on the field. The cards are great for protecting your link monsters effects via the Chain Link and vice versa. With a lot of effect negation running around I didn’t deem this as valuable and for these reasons opted for Math. Also, Math can send Dragon to pop floodgates.

Block Dragon
EARTH Rock Lvl 8 2500 / 3000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 EARTH monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Rock-Type monsters you control cannot be destroyed, except by battle. If this card is sent from the field to the Graveyard: You can add up to 3 Rock-Type monsters from your Deck to your hand, whose total Levels equal 8. You can only use this effect of "Block Dragon" once per turn.

This is the backbone of the deck. The other cards pick apart boards and this guy gives the push and grind. It is generally the priority to get out, but sometimes you can OTK without it. The summoning condition is not once per turn and will give you a recurring beat stick that also generates advantage thanks to the second effect. 

EARTH Rock Lvl 4 1900 / 1300
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 EARTH monster from your Graveyard. If this card is destroyed by battle and sent to the Graveyard: Destroy all Spell and Trap Cards on the field. 

Like its cousin The Rock Spirit it is a lvl 4 inherent summon that adds to the swarming ability and searchable off block dragon. Unlike its cousin, it has a great effect. Not sure how heavy storm got printed onto the effect of a rock monster in IOC, but I’ll take it. Perfect out to copious backrow and floodgates since it activates during the damage step and off field. Throw down a Kaiju to disable stuff like Widow Anchor or Salamangreat Roar.
The rest of the main deck monster contribute to either removal or getting three different earth types for Curious. SPYRAL Super Agent is good because most decks are skewed towards one type. You’ll likely guess right vs the combo decks, which would be the most critical matchups to hit. Vs. backrow decks you can afford to whiff, but it also increases your odds of winning if you hit. I’m main deck the Shaddoll engine to increase the number of main deck ways to reach block dragon and it’s just good vs most decks right now. Pop a backrow, pop a monster via Gokipole, and get a free card when you use it for a link summon. Your odds of winning will go up quite a bit if you resolve this card. Gold Sarcophagus, Instant Fusion, One-Time Passcode, and Unexpected Dai are just proxy for more earths. Cards are ran at 2 so once per turn effects aren’t dead. Consider them as a conglomerate rather than individual cards.

Extra Deck:
Pretty self-explanatory. I was running Azathot but in absent of things like Nekroz or Witchcrafter Golem I decided to drop it. Perhaps against Kunquery, but I found myself going into tornado dragon more. Honor Ark is my last choice, simply a removal option that won’t trigger Raye. Would consider replacing with exciton if I thought I’d encounter more rouge decks.

Side Deck:
I’m on the fence about Hey! Trunade and would consider swapping it for Typhoon. I don’t have much to side against Rum decks and having 3 Typhoons would give me 6 cards to try to stop the opening play. Useful in other match-ups like Sky Striker too as a handtrap and to kill summon limit.  Also considering impermanence for extra outs to Vanity’s and perhaps preventing Azathot set-up. Not sure how successful that would be.
Tackle Crusader is used to out Vanity’s Fiend while also being good vs Thunder Dragons. It can be sent via brilliant fusion too. 
Barrier Statue is your go to T1 play vs combo decks. Most are pretty mono and will have few outs to it. I run it over dyna as the decks you’d want to side this kind of card against aren’t earth and it allows you to still summon monsters so you can push for game next turn. Ideally, you want to make #41 + statue, but if not then go for Skull dread -> Barrier -> Missus. This way barrier will be in def pos with 1800. That won’t be run over. Also, it is a relatively simple side in if you suspect your opponent may make you go first. If not, you always have dweller.
The other cards are for going first since you play with your going second cards in the main deck. 

I’m excited for Tianwei Dragon – Vishudda, an honorary earth thanks to the Link 1. With it, even more of the deck will contribute to removing opponent’s cards. Also, it’ll increase your odds of milling something extra from Curious. Salamangreat Almiraj is card that I think would justify cutting math and running three Gokipole and Resonance Insect. You could trigger their effects to get an earth in grave, enabling the rock monsters, and get a second monster on the field, enabling Hat Tricker. Also, it would allow you to search a Kaiju much more often. You could search Scary Moth which restricts both players to one ss a turn. You can also search Contact “C”, which can be good against decks that want to resolve place dependent effects like Summon Sorc or Gaurdragons. In addition, they provide Curious with natural protection against things like Ash or Salamangreat Roar thanks to chain links.


I’ve recorded some duels with the deck:

Keep in mind I’m far more out of this game than in and only come back now and again when things pique my interest. All in all I think the earth stuff is sleeper that will someday break.

Edited by foofatron
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Gospel    375

An earth package has recently topped this past weekend in a Burning Abyss deck. It basically trades the shadoll engine, normal monster package and spell package in your deck for level 3 extenders, Burning Abyss monsters and Sekka's Light. This deck also tries to go 2nd like yours but has an easier time killing as it has more ways to send cards to the graveyard and can make borrelsword easier which leads to game. I am not suggesting you just switch to that list but I am going to post it just because you said you are more out of this game than in and maybe it will help you with your deck.

3x Fiendish Rhino
3x Gallis
3x Gigantis
3x Danger! Jackalope
3x Danger! Tsuchinoko
3x Block Dragon
2x Psychic Wheeleder

2x Psychic Tracker
2x Earth Kaiju
2x Destrudo
2x Pankratops
2x Rescue Cat
6x B.A. Monsters (2 Farfa, Libic, Scarm, Graff, Cir)
1x Tour Guide
1x Mathmatician
1x Card Trooper
1x Giant Rex
1x Dotscaper
1x Glow-Up Bulb
3x Ash Blossom
2x Ghost Belle
3x Sekka's Light

by turning your spell extenders into monster extenders you get to play sekka's light which is very strong for draw power and for fixing hands as these decks due tend to have cards you don't want in hand or are better in the deck. It also opens up spots for hand traps which are a players preference on running in these kind of decks but in this one specifically even when not live as a hand trap is a level 3 monster to start plays. This shows though that the earth engine you are using is viable.

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foofatron    39

That's a really cool concept. I love ba's playstyle too. I played with the list a bit and it encouraged me to slim down my build. Per your input, I've cut down the spell count too (unexpected dai, gold sarc + rex, if). I think for this format shaddoll fusion is stronger than sekka. Certainly not good against rouge decks, but I'm ok with that. S/T support also feels really effective right now. Twin twister is so good vs. not thunder dragon stuff and against other stuff that can make dweller,/azathot like pendulum, evenly matched has proved super helpful. I'm not sure if I'll still run math or just trigger cards like gokipole, dotscrapper, tacklecrusader, but I think 2 gokipole:1 goki normal is good and with math 1:1. At least with these cards you can pitch them via knightmares and trigger their effects so they aren't dead in your hand. There are also a bunch of earth options for ss like turbo booster to further add to the ss list. Actually think the effect isn't half bad should the game become unplayable for you and you need to out a monster.

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