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Topic: Tellarknight Deck Guide [TCG|April/2015] | RsS
Replies: 4 Views: 4011
| Search in: Deck Guides Subject: Tellarknight Deck Guide [TCG|April/2015] Wed Apr 01, 2015 1:11 am |
- TellarKnight Deck Guide-
Introduction:
Hello and welcome to the Tellarknights deck guide, sorry for being late in posting one, but better late than never! Let's begin. |
Overall Look:
The archetype is based on LIGHT attribute and Warrior-Type monsters, Pretty nice combination and kinda similar to Constellars (even with the naming) yet we see Tellarknights took everything to a new higher level, with their type having a very powerful support spell (Reinforcement of the army at three) and them being Light, that means access to really powerful light premium monsters (Omega, Paladynamo, Bujintei Tsukuyomi) Even tho you really don't need any of them, also Hoe the archetype is pretty constant and effective.
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Archetype Cards:
- Playable Monsters:
Deneb: The main searcher of the deck, a must to run in all variants of tellarknight builds. Altair: Another main card of the deck to swarm the field, a must to run in all variants of tellarknight builds.
Vega: Same as Altair, a must to run in all variants of tellarknight builds. Unukalhai: This monster is good if you run their quick-play spell, it can perform many combos that I'll talk about in the playing style of the deck. This's not a card to run in any variant of the archetype. Sirius: This card isn't bad at all, you can recycle your used tellarknights and draw a card, pretty much win win. Could run in any variant of the deck. Alsahm: A burn card that would work very nicely while you're running all those cards to special summon from the grave, yet it's not a main card to run and I believe it's a personal choice/tech you decide.
- None-Played Monsters:
Those might look playable, might look effective at a point, yet fact is, no one actually plays them, I wouldn't play them, they won't make the deck in that needed efficiency to compete vs other decks, Maybe if the Serpah cards got hit, people might figure out combos with these that would work! The Zefra cards won't do the archetype any good, in my opinion they would slow it down if you run them, You don't need the Pendulum summoning to begin with and their effects are not that great. Yet, maybe someone figured out something to do with them! who knows.
- XYZ Monsters:
Delteros: I consider this monster as the main xyz of the deck, it's ability to destroy cards on the opponent side and the fact your opponent cannot use things on it's summoning makes it a pretty solid card. Triverr: With this card effect, one of the most powerful effects of YGO to bounce cards this monster is truly epic along aside it's second effect to force your opponent discard! Ptolemaios: With this XYZ starting hands and first turn could always lead to a great opening, summoning it with 2 materials and going to EP to attach a Tellar XYZ setting the monster to active it's effect during either player's turn to summon a rank 5! Diamond: An amazing add to the deck that can be used in Special summon in your M2 overlaying it over a used tellarknight xyz! I'll talk more about this in the playing style
- Spells/Traps:
This quick-play spell is kinda bad because of it's side effect, you can't special summon any other thing than Tellarknight, in my opinion this spell should run only with a deck that runs Unukalhai to do combos with it. (Combos will be explained in the next section). Those 2 spells are really horrible, the deck doesn't even need them and they'll slow it down, I don't recommend running them in any variant. Alpha is a very effective trap, not only it's a negating counter, it also draws and this deck likes pluses and can do them easily, you'll always have a tellarknight on your field, so this trap is amazing and should be ran in any variant. Honestly this card hasn't tested will with me, it might seem good, but again, it might also block the deck from doing whatever it should be doing, I won't say it's bad, I'll say it needs more testing and at a point, it might be dead in hand/field.
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Playing Style
Tellarknights archetype is based on swarming the field and XYZ summon (With mostly XYZ that needs three level 4 monsters), they are very efficient and constant based on the fact they have a searcher monster and Reinforcement Of The Army being at 3 along aside other Tellarknight monster that help the special summoning of others.
What you aim to do is set up your plays with Deneb searching Altair/Vega in order to achieve the 3 level 4 on the field; That can be done by:
1-Deneb in grave, Altair and Vega in hand: Normal summon Vega then use it's effect to special summon Altair, use Altair's effect to special summon Deneb and search with him whatever you need.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 2-Vega in grave, Deneb and Altair in hand: Summon Altair and target Vega in your graveyard and special summon it, use Vega's effect special summon Deneb from hand and then search with it.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 3-Unukalhai plays: Mainly this card is there to set your graveyard for upcoming turns, if you're running this monster then you should be running their quick play spell Skybridge.
Note that with Skybridge being used, you can only special summon Tellarknight monsters, so you must aim for getting three materials on the field.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Unukalhai /Skybridge Combos:
A) Use Unukalhai effect to send Deneb to graveyard, use Skybridge to special summon Vega and use it's effect to special summon Altair from your hand then, use Altair effect to special summon Deneb from grave, search and XYZ into the Tellarknight you need.
B) Use Unukalhai effect to send Vega to grave, use Skybridge to special summon Altair, use Altair effect to special summon Vega from your graveyard, then use Vega effect to special summon Deneb from your hand, search and XYZ into the Tellarknight you need.
There are more combination of plays to do and note that you don't have to always summon Deneb you can try some extra damage using Alsahm or even Capella to go directly into Diamond, it all depends on your build and what you aim to do with the deck.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 4-You can go for Ptolemaios plays that gives you access to powerful rank 5 monsters such as Pleiades, Tiras and Cyber Nova to then use it to go into Cyber Infinity gave the deck an additional boost in being even better. This's also a nice combo to perform using the Star Seraph cards that I'll talk about in the next section.
Note that you can go for Ptolemaios at your first turn if you have Vega and Deneb in hand, you'll simply summon Vega and Deneb; use Deneb to search Altair setting up your next plays and then XYZing into Ptolemaios, during your EP, attached a Deletors and wait the right time to XYZ to what fits, in most cases your opponent won't be able to get rid of Ptolemaios and you'll use it's effect to special summon Cyber Nova at the End Phase, and simply go into Infinity on your turn, and if your opponent was about to destroy Ptolemaios you can just use it to go Pleiades. In all cases, it's a win win.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 5-Other plays that the deck will perform are going Diamond at Main Phase 2 after your current tellar XYZ has done it's work, getting another powerful monster at ease is a win win, with it's effect that stands against many of the currently used decks, Dimond proves to be a very helpful card.
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Star Seraph
I'm making a personal spot for them here because they are in my opinion a part of the deck that shouldn't run without, they help in swarming and spamming and destroying!
The only cards from the seraph archetype you need are Specter and Sovereign. Fact is those monsters will give you a lot of pluses; drawing, summoning, xyzing and destroying.
How will this go:
Assuming you have a Sovereign in your hand along aside a Specter, Summon Specter and use it's effect chain Sovereign effect to special summon it; when you do you'll draw a card, then search another Sovereign from your deck and special summon it; and again you'll draw a card. After you have those three on the field, xyz into whatever you feel like of the monsters that need 3 level 4 monsters, in most cases you will go for Delteros, not that your opponent cannot active card effects due to Delteros effect when you summon it, Specter other effect will trigger, you can target a card on the field and destroy it, and when you do you can plus one more card, then use Delteros's own effect to destroy a card.
Basically, you'll end up destroying 2 cards your opponent control and draw three cards.
Note that this's one of the reasons the deck runs a lot of grave summoning cards (AKA Call Of The Haunted, Noden/Instant Fusion, Oasis etc) so you gain the effect of specter (excluding noden) and summon Sovereign to plus.
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Supporting Cards
- The Seraph cards: The best archetype mix with them is the seraph, spamming, drawing and effective!
- Honest: Obviously any LIGHT attribute archetype should consider running honest, except Noble Knights I must say.
- Thrasher: With an opening hand of Thrasher and Deneb, you can perform the XYZ of tellarknight ptolemaios and start off with that.
- Summoner Monk: Might work if you're running a decent amount of spells, gives you additional spamming power.
- Kagetokage: Could work with a Deneb in a starting hand to go into tellarknight ptolemaios like the Thrasher plays.
- Noden/Instant Fusion: Amazing considering the deck is aiming to get three level 4 all the time, and Noden helps in doing that along aside running the Serpah cards
- Call of The Haunted/Soul Charge/Oasis: All those cards that would special summon can help triggering the effect of the tellarknights since they active in wither way of being summoned, special or normal. Also with Serpah cards those reborn cards are needed.
- Reinforcement Of The Army: A standard card to run for any Warrior-Type based deck, amazing at three and ultimate searcher.
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Pros/Cons Pros:
- The Constancy: The deck searches a lot.
- Drawing: The deck can draw decently and plus out of the Serpah cards.
- Easily Swarming: The deck can easily swarm the field with 3 level 4 giving access to a lot of helpful things.
- Can summon amazing powerful XYZs at ease.
- More? You tell me in a comment.
Cons:
- Weak to any negation such as Light-Imprisoning Mirror, Skill Drain, Fiendish, etc.
- Maxx would force you to either stop or carry on plussing your opponent since the deck special summons a lot.
- Summon negotiators such as Vanity's and Flying "C" are realy hurtful for the deck.
- More? You tell me in a comment.
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DeckList My current personal build that I'm using, won me a lot of duels and has been effective and constant, all the cards and options are explained in the guide so I won't talk a lot about this build.
- .YDK Download:
Just clicked HERE
- Card List:
#mainPhoton Thrasher Star Seraph Scepter x3 Satellarknight Altair x3 Stellarknight Sirius Satellarknight Deneb x3 Satellarknight Vega x2 Honest x2 Star Seraph Sovereign x3 Instant Fusion x2 Raigeki Reinforcement of the Army x3 Soul Charge Mystical Space Typhoon x3 Bottomless Trap Hole Torrential Tribute Compulsory Evacuation Device Fiendish Chain x3 Call of the Haunted x3 Celestial Factor x3 #extraElder God Noden x2 Cyber Dragon Infinity Stellarknight constellar Diamond Constellar Pleiades Cyber Dragon Nova Stellarknight Delteros x2 Stellarknight Triverr Number 101
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| Topic: Harpie's Deck Guide [TCG|April/2015] | RsS
Replies: 7 Views: 6924
| Search in: Deck Guides Subject: Harpie's Deck Guide [TCG|April/2015] Sun Mar 29, 2015 7:58 am | -HARPIE DECK GUIDE- TCG: April/2015 BanList
Overall look:
- The archetype is Wind attribute and Winged-Beast type.
- The archetype focuses on searching, swarming the field with monsters and getting rid of opponent annoying backrow.
Archetype Usable Cards:
Harpie Queen: Hunting Ground searcher, high attack power, a must to run card.
Cyber Harpie Lady: An option to run with Lady 1, personal choices that I don't recommend.
Harpie Harpist: Great monster that I talked about in a single card discussion HERE. A mini hysteric sign that harpies.
Harpie Dancer: The current greatness of this card is her effect to redo a harpie summon, gaining the effect of hunting ground, hopefully if we have divine wind field spell back at 2 or 3, dancer should be epic in. (run2) Harpie Channeler: The main harpie monster that searches any other harpie or the pet dragon, giving you quick access to xys R4/7.
Harpie Lady 1: The main reason to run this along aside cyber harpie is to be able to summon them via egotist along aside the boost lady 1 gives, this card is good. Harpie's Pet Dragon: The only reason to run this dragon is for the Rank 7 access using channeler.
Elegant Egotist: Searched by sign, spamming spell main card.
Harpie's Hunting Ground: The field spell and it's ability to remove the opponent backrow, another main card.
Hysteric Sign: The main searching spell and the most important card in the deck.
Hysteric Party: The monster reborn of all harpies in grave, spam like crazy with one card.
Unplayable cards to mention: Normal harpies, Lady sisters, Lady 1, 2, Pet Baby Dragon, Triangle, Phoenix Formation and Cyber Shield are all considered to be 'bad' cards that wouldn't run in a smooth way for a competitive build.
That leaves the xyz Pet Dragons, and it's in between, I can't say I like it and I can't say I dislike. It can be effective but it takes needed spaces in the extra deck! (you can run 1)
Playing Style:
- Hapries as on their own are meant to swarm the field with quick monsters and having Hunting Ground face up on the field to get rid of opponent's back row and then go off into XYZ or just attacking if the it's suitable.
- Opening with Monk and Hysteric sign is amazing, by summoning monk, discarding sign and special summoning channler (assuming you have a harpie in hand) you can imdiatly go into R7/4 and during the EP you can search three harpies. And that sets you for the rest of the game.
- Your main aim should focus around pulling Channler fast and keeping your field filled and protected with other S/T.
Supporting Archetypes/Cards:
Blackwings
As harpies can run on their own, they can also run with Blackwings, either a full hyprid deck or just running the most useful blackwing for them, which is the zephyros, with zephyros effect you can recycle your Sign or Party to reuse again anytime, and then you can use zephyros to xyz or whatsoever you feel like. And let's not forget you can bounce your field spell to special summon zephyros.
Ninjas and Apex
Ninjas are used in a none pure harpie deck, they can help the deck get more plays and able to summon Apex. Bad thing about this tech is it eating the main deck cards count, you'll need to run 7 cards at least to make this work. (x3Hanzo, x3Art of Transformation, x1Apex) And for such build you should consider running Magic Planter, Divine wind field and Dark Simorgh.
Artifacts
Artifacts offers you other ways to simply popup your sign using Beagall, And to boost up the deck with more techs, you'll run moral, Scythe and maybe other usable artifacts.
Summoner Monk
A great card for them to ditch that sign in your hand to trigger it's effect and plus three, using the monster you summoned with summoner and swarm your field if possible!
Symbol Of Heritage
All harpies are considered as "Harpy Lady" in the graveyard, so hooray! monster reborn for free.
Mask Change Second
A card that helps the deck at many levels, starting by discarding sign to use it to summon Masked HERO Divine Wind and draw of his effect or go with Dark Law using summoner monk/zephyros. Let's not forget that you can easily get R7 that means Dracossack and his baby tokens following him (You can use mask change on the tokens).
Magical Hats
This's not a joke! Magical hats are amazing in them, not only you'll protect your attacked monster but you can special summon Sign so then it goes to grave and you gain it's effect, If you're running Galaxy Cyclone you can use it as the second choice of spell card. Cyclone can be used on your own activated sign (not on the turn you active it!!!!) to gain it's effect.
Icarus Attack An amazing trap to run considering the whole archetype is made of Winged-Beast monsters.
Galaxy Cyclone
As I mentioned before, the usage is simple for that, or getting rid of opponent annoying backrow, also Cyclone good spell to discard for monk in case you don't have sign!
Phoenix Wind Wing Blast
A card to use to discard sign and troll your opponent!
Divine Wind Of Mist Valley/Genex Ally Birdman
These shouldn't be mentioned anymore, but I'll talk a little about Divine wind card is really good, but sadly it's limited making the usage of it unlikely to be used, amazingly good with Dancer/Birdman but I personally wouldn't recommend running it.
Others
-The deck can run some techs from other archetypes like Dragunity, Rairapoters and Gustos. (thank you LoudFist) I'll leave you all to be creative in figuring out ways to =p
-Creativity I've seen from iToki in running Bamboo Swords with them, I won't say more but I just gave you the idea =p
Tempest, Dragon Ruler of Storm... Wops~ poor thing is banned But, back in the days or if it ever came back, running it with lavlaval in extra deck helps with more R7s access.
Pros and Cons:
Pros:
- Deck has a great searching spell and a scary reborn trap (Party).
- S/T Removal at ease with Hunting Ground and the access to Chidori.
- Easily swarming the field with monsters.
- Wind attribute; giving access to amazing cards like Chidori.
- Winged Beast type; giving access to running Icaruse Attack, Ice Beast, etc.
- Can perform a Rank 7 XYZ; giving access to the big R7 such as Big Eye and Dracossack.
Cons:
- As most of other decks, effects that negates, stops special summoning, searching/adding to hand, etc.. might stop harpies or limit their abilities.
- No more cons to mention, unless you have some suggestions, please post them =).
Deck List: My personal build of what I currently use:
Screenshot: (Click on it to make bigger)
List:
- HERE:
#mainHarpie's Pet Dragon Harpie Queen x3 Harpie Harpist x3 Blackwing - Zephyros the Elite Harpie Channeler x3 Harpie Lady 1 x3 Harpie Dancer x2 Summoner Monk x2 Galaxy Cyclone x2 Raigeki Elegant Egotist Mask Change II Hysteric Sign x3 Symbol of Heritage Harpies' Hunting Ground x2 Bottomless Trap Hole Torrential Tribute Breakthrough Skill x2 Magical Hats x2 Compulsory Evacuation Device Hysteric Party x3 #extraMasked HERO Divine Wind x2 Masked HERO Dark Law Mecha Phantom Beast Dracossack Number 11: Big Eye Number 103: Ragnazero Queen Dragun Djinn Number 101: Silent Honor ARK Ice Beast Zerofyne Castel the Avian Skyblaster Lightning Chidori x2 Evilswarm Exciton Knight Abyss Dweller Gagaga Cowboy
Download .ydk: HERE
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I hope I didn't make any errors while making this guide and I hope it helps you guys, make sure to ask anything you need and comment on this giving your ideas and thoughts of it all!
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