| | U.A. (Ultra Athletes) Deck Workshop | |
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Trueking123
Custom Title : Adaptation is Key
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| Subject: U.A. (Ultra Athletes) Deck Workshop Tue Feb 03, 2015 6:36 pm#1 | |
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U.A Deck Guide
Hello everyone, I'm back to talk about a TCG exclusive archetype. No, it isn't Burning Abyss, that will be covered at another time. I am talking about a deck that incorporates sportsmanship and tagging each other in and out to pressure the field and keep hand advantage. I am talking about the awesome and epic U.A. (Ultra Athletes). This deck focuses on hand and field advantage, tagging monsters in and out with their effects, and each have a different effect that helps keep that presence on the field. Remember how annoying Gladiator Beasts were with it? Well these guys may not be as annoying yet, they are still pretty powerful if built right. Now without further ado, let's begin with the monsters of the deck. |
U.A. Midfielder - Effect:
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Midfielder". You can only Special Summon "U.A. Midfielder" once per turn this way. During either player's turn: You can target 1 other "U.A." monster you control; return that face-up monster to the hand, then Special Summon 1 "U.A." monster from your hand with a different name from that monster. You can only use this effect of "U.A. Midfielder" once per turn.
Here we begin with our midfielder. his ability is pretty good, being able to tag out any U.A. monster on the field (except himself) with another is a great thing. Also at the moment, is the only level 4 U.A. monster we have, so you will want to get this in hand as soon as possible.
U.A. Mighty Slugger - effect:
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Mighty Slugger". You can only Special Summon "U.A. Mighty Slugger" once per turn this way. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
Oh man is this card good. When it attacks, it automatically protects itself until the end of the damage step. This is your go to attacking card, so I would suggest getting it out quickly and start the pressure on the field.
U.A. Goalkeeper - effect:
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Goalkeeper". You can only Special Summon "U.A. Goalkeeper" once per turn this way. Once per turn, during your opponent's turn: You can target 1 "U.A." monster you control; once during this turn, it cannot be destroyed by battle or card effects (this is a Quick Effect).
One of our more "defensive" monsters of this deck, hes able to prevent one U.A from being destroyed once, and this is a quick effect, so it can be chained to quite a lot of cards. Also I use defensive in quotations because a card that is coming up makes just about any card in this deck a beat stick
U.A. Playmaker - effect:
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Playmaker". You can only Special Summon "U.A. Playmaker" once per turn this way. When another "U.A." monster you control declares an attack: You can have this card lose exactly 800 ATK, and if it does, your attacking monster gains 800 ATK.
This is a really nice effect, losing 800 atk, and giving another U.A. monster that 800 (this is a permanent 800 by the way, they will only lose it by leaving the field). He can easily be bounced back to simply reset his atk for another 800 boost. No wonder why he is a play maker
U.A. Perfect Ace - effect:
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Perfect Ace". You can only Special Summon "U.A. Perfect Ace" once per turn this way. Once per turn, during your opponent's turn, when a card or effect is activated: You can discard 1 card; negate that activation, and if you do, destroy it (this is a Quick Effect).
Yet another quick effect that works wonders. It can stop your opponent from either making a huge play, or it can stop them from clearing your field, shame it's only once per turn. The hand discard really wont matter, cause I'm certain you will just replenish your hand next turn.
U.A. Blockbacker - effect:
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Blockbacker". You can only Special Summon "U.A. Blockbacker" once per turn this way. Once per turn, when your opponent Special Summons a monster(s): You can change their battle positions, and if you do, negate their effects.
Another really good "defensive" monster. His effect is really annoying for opponents, since he can negate the effect and change the battle position of one monster that is special summoned. If you can time his effect right, you can lock your opponent out of a combo that may have ended the duel.
U.A. Dreadnought Dunker - effect:
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Dreadnought Dunker". You can only Special Summon "U.A. Dreadnought Dunker" once per turn this way. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card inflicts battle damage to your opponent: You can target 1 card on the field; destroy it.
Oh man, what a card. One of the newer U.A. monsters released, this card is pretty decent, dealing piercing damage and also popping 1 card on the field when it inflicts damage.
U.A. Rival Rebounder - effect:
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Rival Rebounder". You can only Special Summon "U.A. Rival Rebounder" once per turn this way. If this card is Special Summoned during your opponent’s turn, or Normal Summoned: You can Special Summon 1 "U.A." monster from your hand or Graveyard, except "U.A. Rival Rebounder". You can only use this effect of "U.A. Rival Rebounder" once per turn.
Get this card on the field as often as possible. It's effect is really good, being able to net you any U.A. monster from the hand OR the grave. Which means that Perfect Ace in the grave will be able to come back the moment you either find a way to normal summon it or special summon it during your opponents turn (*cough* turnover tactics *cough*).
Well, that's it for the Athletes, lets check out their spells U.A. Stadium - effect:
If a "U.A." monster is Normal Summoned to your side of the field: You can add 1 "U.A." monster from your Deck to your hand. Once per turn, if a "U.A." monster(s) is Special Summoned to your side of the field: All monsters you currently control gain 500 ATK.
Oh man what a good field spell, it searches and gives a 500 atk boost to ALL monsters on your field, even those that aren't U.A. This is why I put defensive in quotations, cause if they stay on the field long enough, that can get around 2500-3000 atk
U.A. Powered Jersey - effect:
Equip only to a "U.A." monster. It gains 1000 ATK and DEF, also if it battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. If the equipped monster destroys a monster by its attack: It can make a second attack during this Battle Phase. During your Standby Phase: Banish the equipped monster. If this card is sent to the Graveyard because the equipped monster returned to the hand: You can return this card to the hand.
Well this equip is a bit OTK heavy huh, a 1000 atk and def boost, doubling any damage a U.A. deals when they destroy a monster, and giving them a second attack. I would recommend equipping this to only mighty slugger, since he will be able to protect himself while he attacks. Also you wont need to worry about its other effect to banish, if you tag out your equipped monster, you will just get both cards back in hand, as powered jersey returns to your hand when the monster it's equipped to is returned to the hand
U.A. Turnover Tactics - effect:
If you control 2 or more "U.A." monsters with different names: Shuffle as many monsters on the field as possible into the Deck, then Special Summon "U.A." monsters from your Deck that have different names from each other, up to the number of cards shuffled into your Main Deck, but those monsters cannot attack this turn. Then your opponent can Special Summon monsters from their Deck, up to the number of cards shuffled into their Main Deck. You can only activate 1 "U.A. Turnover Tactics" per turn.
Now, while I haven't been able to use this card much, i do know it's devastating potential, swapping out 2 U.A.'s with different names and any other monster on the field, to bring out the same amount of U.A.'s that you returned to your deck with different names, your opponent can do the same, unless the monsters you returned went to the extra deck, then you get a huge field advantage, while they lose everything they committed to the field, Only downside is your monsters summoned wont be able to attack.
U.A. Signing Deal - effect:
Special Summon 1 "U.A." monster from your Deck, but its effects are negated, also it cannot be used as Synchro or Xyz Material for a Summon. Then you lose LP equal to the Level of the monster you Special Summoned by this effect x 300. You can only activate 1 "U.A. Signing Deal" per turn.
another great spell. Think of this as a search card for your higher leveled U.A. cause it would be pointless keeping them on the field since their effects are negated. And be wary for the LP you will lose. It adds up in time
Yeah now this deck has a trap card. Just 1 at the moment, but its really good U.A. Penalty Box - effect:
At the start of the Damage Step, if your "U.A." monster battles an opponent's monster: You can banish that opponent's monster until your opponent's 2nd End Phase. You can only use this effect of "U.A. Penalty Box" once per turn. You can banish this card from your Graveyard; add 1 "U.A." Spell Card from your Deck to your hand.
oh man, this is a good card. Banish the first monster your opponent attacks a U.A. monster with which will most likely be their best one for 2 turns, and when this card is in the grave you get to add 1 U.A. spell card to your hand. So good
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Thats all the cards in the archetype at the moment, Sadly there are no trap cards or synchro/ xyz that I know of. For now though, lets look at some cards that would fit in nicely with this deck
ROTA- searches out midfielder or any other lvl 4 or lower warrior type you have
Redox-This dragon can be a 3000 defensive wall, or can bring back any U.A. you have in the grave
Feast of the Wild LVL 5- I've heard about it, and I suppose its alright since you can bring out a rank 5 xyz, but I think perfect ace and mighty slugger are fine already
M-X-Saber Invoker- tough to bring out without any level 3 monsters, but you do decide to add level 3's in this deck, Invoker will get you a midfielder out on the field for some plays
Monarchs Storm Forth- Need to get mighty slugger or Perfect Ace out but with no U.A. to tag? Storm Forth get them on the field, and tributes an opponents monster on top of that
Transmodify- If you have a midfielder out, but no stadium to search or another U.A. to tag, transmodify will let you get a perfect ace or mighty slugger out. |
O.K. now I would like to talk about the basic OTK of this deck. You will need these cards: 1 U.A. Stadium 2.U.A. Powered Jersey 3.U.A. Mighty Slugger 4.U.A. Midfielder
So what you want to do is first activate U.A. Stadium. Then summon Midfielder out, activate Stadiums effect and search Mighty Slugger if you didnt have him in hand, or another U.A., preferably Perfect Ace. Then, tag out midfielder with Mighty Slugger, and equip powered jersey on him. Might Slugger Will now have 3800 atk. If you opponent one monster out on the field in attack mode with less then 1800 atk. They will lose that duel. If by chance they do survive, go to main phase 2, and swap out mighty slugger with perfect Ace or midfielder if you have to, and attempt the powered jersey attack next turn
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Like every deck there are pros and cons.
Pros:
- Can OTK
- Turnover tactics can ruin your opponents field
- Can play aggressive, passive or defensive
- Can protect itself well
- So Much Searching
- Tagging monster will keep hand and field presence
- All U.A. monster can become beat sticks in time
- Love your Perfect Ace
- That trap card though
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Cons:
- Needs Midfielder to get going
- Vanity's Emptiness e.e... nuff said
- struggles a bit without its searching
- Lose a Turn rapes your face
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U.A's are a really fun deck to play, though learning what to tag in and out will be quite tough at first, but once you get the hang of it, you will be annoying your opponents with retaliative ease. I hope you all enjoyed my deck guide on U.A.'s I will update this as soon as possible once new cards come out. Have anything for this guide? Let me know below |
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Last edited by Trueking123 on Sat Jul 11, 2015 9:43 pm; edited 2 times in total |
| | | RsS
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| Subject: Re: U.A. (Ultra Athletes) Deck Workshop Tue Feb 03, 2015 9:58 pm#2 | |
| They truly look fun to use, I'm sure gonna run them, now after reading the guide I have good idea about them =)
Thanks Trueking! |
| | | Thanako
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| Subject: Re: U.A. (Ultra Athletes) Deck Workshop Wed Feb 04, 2015 3:03 am#3 | |
| Midfielder is insanely sub-par, but I suppose that justifies the level drop. I'd much rather get rid of it all together, depending on if new cards happen to come out in a lower level. I remember when it was just Ace and Slugger, and how it created a very weak lockdown, with some opponents raging that their Dimensional Prison was now useless. |
| | | Master Marcus
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| Subject: Re: U.A. (Ultra Athletes) Deck Workshop Wed Feb 04, 2015 12:48 pm#4 | |
| nice guide son.....go back to school xD |
| | | emmamuel13
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| Subject: Re: U.A. (Ultra Athletes) Deck Workshop Thu May 07, 2015 7:08 pm#5 | |
| New cards just came in. These are also very well supported through Monarch's Stormforth and Reinforcements of the Army, for obvious reasons. The new cards, however, are not yet legal in rated. |
| | | Trueking123
Custom Title : Adaptation is Key
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| Subject: Re: U.A. (Ultra Athletes) Deck Workshop Tue Jul 07, 2015 5:36 am#6 | |
| Well I got around to trying out the new cards and man they are fun. I'll add a basic build of the deck soon enough, whenever i get the time to do it Guide has been updated with the new cards released |
| | | Tensa
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| Subject: Re: U.A. (Ultra Athletes) Deck Workshop Tue Jul 07, 2015 10:41 am#7 | |
| Nice Guide I have played against this deck a lot a few people on ERA liked to play it & this decks best card atm is also it's biggest weakness U.A. Stadium with that card U.A become annoying & like to play a hit & run style when they get that field spell they like to attack you then sit behind Goalkeeper which is annoying as hell so if you hit that field spell as quick as possible they usually can't do what they want & lose card advantage quick because they will be to busy swapping monsters to stop what your doing just hope they don't draw another Stadium before they lose the advantage lol. |
| | | Trueking123
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| Subject: Re: U.A. (Ultra Athletes) Deck Workshop Thu Jul 09, 2015 2:25 pm#8 | |
| - Tensa wrote:
- Nice Guide I have played against this deck a lot a few people on ERA liked to play it & this decks best card atm is also it's biggest weakness U.A. Stadium with that card U.A become annoying & like to play a hit & run style when they get that field spell they like to attack you then sit behind Goalkeeper which is annoying as hell so if you hit that field spell as quick as possible they usually can't do what they want & lose card advantage quick because they will be to busy swapping monsters to stop what your doing just hope they don't draw another Stadium before they lose the advantage lol.
well you have a point, but now with the new cards you are able to get U.A. stadium much quicker to your hand, plus midfielder kinda subs for the stadium until you are able to add it to your hand lol sub, get it? it a pun because they are all made after sport positions and... wtf am i doing lol |
| | | RsS
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| Subject: Re: U.A. (Ultra Athletes) Deck Workshop Thu Jul 09, 2015 2:26 pm#9 | |
| Thanks for updating it TK! I hope you'll do more guides once we're active again ;D |
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| Subject: Re: U.A. (Ultra Athletes) Deck Workshop #10 | |
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