Random Deck Ideas: Malefic Synchro

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Random Deck Ideas: Malefic Synchro

Post by Hexoc-Shade on Sun Nov 15, 2015 4:57 pm



This is a random deck idea I got to utilize Malefic Parallel Gear. I know its a bad deck, but I'm not looking to beat meta with this, this is just a fun little thing for random duels. Any thoughts on it?


Last edited by Hexoc-Shade on Sun Nov 15, 2015 5:21 pm; edited 1 time in total

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Re: Random Deck Ideas: Malefic Synchro

Post by Zenjirou on Sun Nov 15, 2015 5:19 pm

As for your deck, I'd definitely say that I don't particularly like Malefic Blue-Eyes, Malefic Red-Eyes, or Malefic-Rainbow. The reason? You could draw the monster you need to banish from your deck, and since its only one in the deck, even though you have Trade-In to help, even if you Trade it in, what if you draw into a Malefic Blue-Eyes? Its a probability game that can lead to dead draws. Also, having 3 Malefic Blue-Eyes with only 1 Blue-Eyes means that after you draw the first one, the other 2 will be dead. That's why I'd say to generally avoid those main deck Malefic Monsters.

Since the Malefic field spell can psuedo search a Malefic during your draw phase, its not particularly imperative to have more than 6 Malefics. That's off the bat what I see. When the picture is bigger I'll be able to offer more opinions ^^
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Re: Random Deck Ideas: Malefic Synchro

Post by Hexoc-Shade on Sun Nov 15, 2015 5:24 pm

Sorry for bad first image, iPad(my only method for any duel site/app) doesn't work with DN's built in snapshotting
the malefic blue-eyes is their for synchro-ing with parallel gear, the lone regular blue-eyes is there to summon one if I need and its in the deck, or as trade-in fodder.
The rest of the non-malefic monsters are mostly to give me something to put on the field other than a malefic or level 10 synchro

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Re: Random Deck Ideas: Malefic Synchro

Post by Zenjirou on Sun Nov 15, 2015 6:13 pm

Hmmm, my hypothesis is that your deck will do better with more traps / disruption. Here is my reasoning:

I'll pitch in my idea in the form of a little winning formula for deck building that I've noticed both through practice and research. No archetype will ever be truely powerless, and I have a Galaxy deck that's been able to right against meta decks for a long time (even now). The trick isn't necessarily using meta cards, the trick is taking your deck and making it do what a meta deck can do, or giving it the characteristics of a meta deck in other words. I'm going to make an actual post explaining this concept when I get more time, but I'll share the abridged version here ;3

Winning decks all have 4 characteristics, Potency, Consistency, Versatility, and Efficiency.

Potency: What's the scariest thing your deck can do? Is that something your opponent should be afraid of? If not, you might need to go back to the drawing board.

Necloths can make Trishula or Unicore, both scary cards right? Burning Abyss has Fire Lake. Pretty scary eh? Shaddolls had Construct, Shekhinaga, and Winda. Qliphorts had Towers and now Skypallace. It goes on. Heck Gem-Knights have their OTK, a scary play if you don't have backrow eh?

Consistency: How often can your deck do what it does? Does it depend on drawing a card you only run 1 of? Does it depend on drawing one specific card? In other words, your deck needs to be able to get what it needs where it needs it, and it needs to be able to do that often.

Be it by searching, milling, or drawing, your deck needs to be able to influence probability in some way to make it more than likely that it will get its power plays off, or any play at all off

Versatility: What does it take to knock you down or slow you down or stop you in your tracks? Does your deck have ways of dealing with those things? If backrow will stop you, do you have spell / trap removal? If monster effects will hurt you, do you have effect negation?

This is where the side deck and your tech / staple / splashed cards come into play. If monsters or monster effects are a problem, run solemns, if backrow is a problem, run S / T hate.

Efficiency: How long do your resources last? Burning abyss monsters float for days. Shaddolls recycle almost everything. Necloths can search and ritual summon from the graveyard. Qliphorts not only have the pendulum zone, but their monsters are nigh invincible when tribute summoned (Towers being the perfect example). Every good deck has some way of maintaining card advantage, either by having a way of replacing cards when they are destroyed (recycling), summoning cards that take out multiple cards (XX Saber Hunlei and Trishula for example), or summoning cards and making them unkillable or untouchable (Towers, Monarchs do this with March of the Monarchs).

Recycle everything, destroy a lot of stuff, or protect your most valuable assets, they do one of those things, or they'll be whitted down into nothing through the course of the duel.

What do Malefics do?
I'd say your main power play is Malefic End Dragon under a mound of the bound, or a LV 10 Synchro under a mound. Basically, a big huge gigantonourmous monster that can't be targeted / destroyed by card effects. THIS IS RELATED TO A TIME TESTED STRATEGY!

The concept is called "Mounting." The idea, you set up a field that can deal with a variety of situations. So for your first turn you would syncro summon Stardust Dragon and Set a Solemn Warning and pass. Even if you had more than 1 trap in your hand, you would still only set the 1 Solemn. The reasoning? Stardust can protect the solemn from MST with its effect, and if they summon something that is a threat, well. You solemn it. Its a field that can deal with multiple situations.

Malefics have always done something like this. Back in the days of Malefic Oricalcos Drain, it was the exact, same, concept. Summon a huge monster that they need a card effect (usually a monster effect) to get rid of, and set Skill Drain and activate it, cutting off their ability to use monster effects that they need. In other words, they create a win - win situation and try to keep the situation like that, making one play per turn until they win.

Qliphorts did / do this (with Lose 1 Turn, notice L1T does not affect tribute summoned monsters). Necloths did this (Unicore + searching Valk. They need a monster effect to stop Valc, but they need to attack to run over Unicore. Win-Win Situation? Check). Masked Heroes do this (Dark Law, set, pass. In other words, summon Dark Law and keep it on the field), and even Shaddolls could do this by setting El-Shaddoll Fusion so they could fuse into Wynda or Shehinaga on the opponent's turn, or if they tried to target one of their monsters, they could fuse the target away, thus keeping their field prescence, or possibly making it stronger.

So there's what your deck likely thrives on doing. Mounting. You'll likely do it through a Level 10 + the field, or making Leo when you don't have the field (a good choice).

Consistency? Since surprisingly little can actually search a malefic, you have about all you can do, Upstarts + the fields + Terraforming. On top of Trade-Ins and Allure.

Versitility? Can your deck deal with a number of different situations? This is where your deck in particular wants to shine, since Malefics in the past have thrived on being able to answer multiple situations.

Efficiency? Your deck wants to protect a huge monster to win. The Field Spell, and traps (which it seems like you need moar of) are how you'll do it. So your efficiency is going to come from disrupting your opponent and protecting your plays. One form of card advantage (known as virtual card advantage) is when one of your cards invalidates your opponent's cards. For example, if you have mound of the bound out, and 4 of the 5 cards in your opponent's hand target, your opponent is currently at a -4, meaning they only have 1 useful card while the rest are useless. They still have those cards, but they are irrelevant to the situation, so they may as well not exist. That's what virtual card advantage is (half of it at least).

So I'd say revisit the deck with those things in mind ^^ but the main thing it boils down to right now: Add moar traps.
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Re: Random Deck Ideas: Malefic Synchro

Post by Zenjirou on Sun Nov 15, 2015 6:30 pm

As for the other monsters besides the malefics, I'd say replace them with an engine if you can. An Engine is a series of cards that work well together to do things. For example, the traptrix engine is myrmeleo + dionaea. Summon Myrmeleo to search a trap hole, Dionaea lets you make Rank 4s. The Tour Guide Engine was usually 3 tour Guides + a Sangan or any other lv 3 fiend. The Firefist Engine is Tenki + Bear + Wolfbark. Tenki to search Bear of Wolfbark. Bear to search Tenki or Pop a monster, Wolfbark to make rank 4s.

It doesn't need to be an established engine, or a rank 4 engine, you might even need to make an engine or need to come up with an engine to do what you need. It just needs to help you do what you do. Since the idea is Malefic synchro, you might need some kind of viable Synchro engine that can work with Malefics. Plaguespreader Zombie is a card for example.

Going with Plague Spreader, Dark Grepher is also fantastic. Dark Grepher would allow you to discard your dead Malefic Blue-eyes, or even the actual Blue-eyes, in order to send a Plaguespreader to the grave, then bring it back. Also. Plaguespreader can put Blue-Eyes back in your deck!

So maybe try a Malefic / Zombie Synchro and see how it works as a secondary engine, since Malefics aren't going to be able to do all the work all the time, and relying on Gear Golemn might not be the best thing in the world.
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Re: Random Deck Ideas: Malefic Synchro

Post by Hexoc-Shade on Sun Nov 15, 2015 6:45 pm

Thanks for the input. Looking at it right now, I fit potency well and consistency about as good as I can get(sans planet pathfinder), but due to my personal dislike of high trap counts, I ruined Efficiency greatly, and efficiency, based on your reasoning and my personal experience, ties in greatly to versatility. Can't wait to see the full version of the guide.

I was considering a mini zombie engine, but I was having a hard time thinking of what to add in and remove that I just settled for this. Gonna make an effort to fit in this time.

PS: The Gem-Knight example in potency is right on the money. Before the Lavalval Chain ban, they were my main deck. I played them for a year and a half, and got to know pretty much everything you can do with a G-K deck through mostly personal experimentation(the best way to learn a deck). Chain was a surprisingly huge hit on the deck though, and slowed it down considerably.

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Re: Random Deck Ideas: Malefic Synchro

Post by Zenjirou on Sun Nov 15, 2015 7:07 pm

Yeah Gem-Knight OTK was scary, sometimes regardless of whether or not you had back row! (As your profile picture illustrates very comically xD Opponent sets Mirror Force and Double D-Prison, still gets OTKed). So their power play was definitely on the high end of potency.

Glad I was able to help out Very Happy Hopefully other people will contribute to the thread as the week progresses with their thoughts and maybe recommend some engines to try out.

Soon as I get the site's stuff all ready to roll and fully operational, I'll be able to post my articles (will be in Astral World) explaining stuff like what I shared with you c:
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Re: Random Deck Ideas: Malefic Synchro

Post by Hexoc-Shade on Mon Nov 16, 2015 9:19 pm

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This is what I got going back into it, and am through 7 and a half hours of playtesting, I am completely satasified with it. This build has held its own against multiple meta decks and even a few anti-meta decks. I plan to continue experiments with the deck idea in general, but for now it seems more than suffiecient from playing it. Thank you again Zenji for the suggestions

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Re: Random Deck Ideas: Malefic Synchro

Post by HeyaGamer on Mon Nov 16, 2015 9:30 pm

Am i the only one who calls him Zein?

Anyways, i will still have to stand and say that you have too many Blue-Eyes Malefic dragons up there.

If that's some form of strategy you have then don't mind me ^^

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Re: Random Deck Ideas: Malefic Synchro

Post by Hexoc-Shade on Mon Nov 16, 2015 9:33 pm

Appreciate the concern, but its part of the strat, more fodder for trade-in, parallel gear, allure, and dark grepher. Basically, its the card that is used for doing everything sacrificial when I have him(which is quite often actually)

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Re: Random Deck Ideas: Malefic Synchro

Post by HeyaGamer on Mon Nov 16, 2015 9:34 pm

Well then have at it ^^

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Re: Random Deck Ideas: Malefic Synchro

Post by Zenjirou on Tue Nov 17, 2015 1:12 pm

The only edit I'd say at this point is cutting the 2 upstarts for 2 more good traps. Between Trade-Ins, Allure, tripple Terraforming and tripples of the malefic field spell, your search power should be ok. Upstart is only really good for consistency if you're running it a 3 and have no alternative cards upstart can take the place of that are better. I think you'd benefit from maining more traps. Particularly, since Skill Drain is currently at 1 and monster effect negation is kind of important (Castel, Utopia the Lightning, and a number of field nukers can and will be problematic). Feindish Chains might be the go-to card since it also doubles as a way to stall should you have a bad hand (by preventing attacks).

Also, the viruses are good cards, but they are conditional (requiring you draw them AND have a strong dark on the field AND they don't get end-phase spaced). And I'm on the wall about how effective eradicator epidemic will be. I'd put crush card in the side vs pendulums since if you can wreck their hand then you win. Again, more summon and effect negation is what I'd lean for, maybe even consider maining the veilers in their place.

Also, I HIGHLY recommend siding the major powerhouse floodgates at at least 2s in the side. Your play style will greatly benefit from:

Stygian Dirge: Against Xyz based decks. It might derp with your synchro ability, but the idea is that you synchro / get a huge monster out first, THEN Flip it. You can main cyclones instead of MSTs so that you can cyclone it from the grave without going too minus if you need levels again.

Mistake: With the idea that you do your searching first, get out a malefic, then flip it on opponent's turn once your field is set

Light Imprisoning Mirror: Tellarknights and CDI and... ~KOZMO~ are still and will be a thing. I understand that Imperial Iron Wall is your go-to card against Kozmo AND Infernoids though and both will be pretty prime in the near future c: So you probably benefit more from keeping Iron Wall instead of trying to squeeze this in xD unless another really good light deck comes out Razz

Vanity's Emptiness: Stops everything. Summon Malefic End, activate mound, set emptiness. Need I say more on how that's a hard game for them to win unless they have / draw mst?

Cards To Consider
Dark Illusion: All of your malefics and a good number of your other cards are DARK. Its a counter trap so its seldom going to get stopped.

Final Considerations
In order to consistently draw them, you'll want at least 8 cards in your deck that protect your plays in this sort of deck (ie traps). Mound of the Bound + the Terraformings that search them do count technically, but I don't think Upstart does anything better for you at 2 than 2 more useful traps couldn't out value, particularly a Vanity's or a Fiendish Chain in their place.


Last edited by Zenjirou on Tue Nov 17, 2015 1:27 pm; edited 1 time in total (Reason for editing : Imperial Iron Wall is good considering how it stops both Kozmo and Infernoids. It trumps Light-Imprisoning mirror in that respect.)
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Re: Random Deck Ideas: Malefic Synchro

Post by Zenjirou on Tue Nov 17, 2015 1:24 pm

But glad the deck has been a success so far! Very Happy seems like the little theory works ;3 I'm gonna definitely get some articles coming out in the future, but in the mean time hope you benefit a ton from the knowledge ^^
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