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  1. Hi! If you're a student like me, then you know Final Exams are looming which is the most stressful time of the year — it's also the perfect time to ignore all that stress and studying by prioritizing your free time towards an Ultimate Competitive Yu-Gi-Oh! Guide! My buddy /u/DG-Kun's recent Dino Striker Guide inspired me to discuss my own pet deck, which also happens to be one of the most hated decks in the game: **Altergeists**. This will be a pretty lengthy post so let me break it down:
  2.  
  3.  
  4.  
  5. >###  I. Introduction
  6. ###  II. Strategies for Success
  7. ###  III. Standard Decklist
  8. ###  IV. Additional Techs
  9. ###  V. Matchups
  10. ###  VI. Other Variants (Alternatives to Extravagance)
  11. ###  VII. Conclusion
  12.  
  13.  
  14.  
  15. Let's jump into it!
  16.  
  17.  
  18.  
  19. ># I. Introduction
  20.  
  21. I'll try to keep this brief to not bore you too much. When Flames of Destruction finally hit the TCG, I did what any normal College student would do and dropped $300 on a playset of Impermanence so that I can play Altergeists. Not only was I not that great of a player, but the only other deck I had at the time were Fluffals which were massacred in MR4, so I felt pressured to get something that I can actually compete with.
  22.  
  23.  
  24. I kid you not that my first deck creations Geists had *sick techs* such as Gozen Match and Macro Cosmos... yeah. If it wasn't a floodgate, it wasn't in my deck. Looking back at those days, I still managed to steal some wins and I can't imagine how mad my opponents must've been to lose to such jankiness.
  25.  
  26.  
  27. It was a long, embarrassing road, but fast forward a year & a half later and I went from signing up for Win-A-Mats by round 3 with Fluffals to getting Top 32 at the latest YCS Niagara. I also earned my first Regionals top during that time. Since picking up the deck, I started attending a competitive locals weekly, keeping up with the meta, theory crafting how to counter it, and eventually joined a team. I pretty much learned how to compete with this deck which is why I'll always have a soft spot for it.
  28.  
  29.  
  30. I promised to keep the introduction short, so let's start talking about you're gonna win with these spooky ladies.
  31.  
  32.  
  33.  
  34. ># II. Strategies for Success
  35.  
  36. Before getting into a decklist, I want to give an overview of Altergeist's strengths and weaknesses along with how they should be played.
  37.  
  38. One thing you have to understand about Geists is that they are not a stun deck, but a control deck. Stun decks have very little resource management or recovery and win by *"stunning"* your opponent via floodgates or unbreakable boards (e.g. Guru). Geists are closer to decks like Salamangreat and Sky Striker (although they admittedly had a worse grind game than the two which is why they were always a tier below), who win not via their insane first turn boards, but by slowly grinding out your opponent with recurring disruptions and 1 card engines. The reason they are so hated (and also a contributing reason to why they're so fun to play) is because they give your opponent that "fuck, I don't want to play against this" feeling in the back of their head which gives you an advantage before the duel even starts. Mind games are so important in card games, and Geists mess with your opponent's head more than any deck I've seen so far.
  39.  
  40.  
  41.  
  42. | How should I build Altergeists? |
  43. |:-------------------------------------------------------------------------------|
  44. | This sounds vague, and it is, as I will go into much more detail regarding this topic in the Standard Decklist section. I'm putting this here to give a general idea before we dive into the actual deck building. First thing's first: this is a trap deck, so you need traps, and you want to go first. The traps you decide to put in your deck should always be meta defining, i.e. if the best decks are immune to targeting then you shouldn't be playing Compulse or Lost Wind.
  45. You also need cards that help you going second; what makes Geists different than other backrow decks is their ability to win despite losing the die roll. Their engine is so compact that you can afford to run up to ~10 handtraps if you need to. This isn't always necessary — in fact you'll see soon that my current build only has 6 handtraps, but in a format like Gouki Extra Link you'll want more. That said, handtraps are not the only way to win when going second, which we will discuss more in the next topic. |
  46. |Reminder that this is a control deck, so card advantage is everything. Think two turns in advance, i.e. don't over commit to your board if you don't have to. As long as you have more cards than your opponent, you are in a winning position. This is why you will often see lists run Heavy Storm Duster over Twin (and why you'll see Striker often run Cosmic/MST over Twin)— because the discard cost is not worth it since your cards don't do anything in the GY. |
  47.  
  48.  
  49.  
  50.  
  51.  
  52. | General tips |
  53. |:--|
  54. | If you have Faker, **do not shotgun her if you don't have to**. Not only is it Battle Phase bait, but your opponent will be playing their whole turn around it so it's best to keep it in hand as long as possible. The strongest play with this deck is not Faker -> Silq, but Faker -> Meluseek in their End Phase so that next turn you are setup for Hextia + Mario which nets you insane advantage. |
  55. | If you have Meluseek but lose hard to Ash, don't overcommit. It's a safe play to set the Melu to make them run over it in battle, since they can't Ash you in Damage Step, or to simply keep Melu in your hand until you can deal with Ash. It's all about evaluating your hand and how badly you need the search to resolve. |
  56. | If Marionetter is your only monster, set Manifestation instead of Protocol. Sure, Protocol is a negate, but if you top deck any other Geist monster, you are going to be really happy you set Manifestation since now you'll be able to link into Hextia (which is the best card of the deck by the way, don't let people fool you that Faker is).|
  57. | This goes for any control deck but the BEST way to win consistently is to **be familiar with the deck you are against**! I recommend playing with other meta decks, or at the very least learn them, to understand where their chokepoints are. If you do this, you'll know what to disrupt and when to disrupt it. When you get really familiar with your opponent's deck, you'll also be able to "read his mind" based on how they're playing (i.e. you can start to predict the cards in their hand and what they will do next). |
  58. | Similar to Sky Striker, Geists are notorious for struggling against untargetable beat sticks such as Avramax, BLS, etc. If you run into one of these, your out is to slowly gain field presence via Kunquery, Linkuriboh and Manifestation. Then, link away for something that deals with their monster, such as Borreload or Ningirsu. |
  59. | Despite being a trap deck, Geists are also notorious for struggling against certain floodgates like There Can Be Only One and Gozen Match. If you think your opponent has these, stick to Melu until you feel safe enough to play. You can play around those as long as you don't get locked into Faker or Mario. Of course, if you have Spoofing, then you won't have to be worried about being locked out. |
  60.  
  61.  
  62.  
  63. | How to win going second |
  64. |:--|
  65. | Primarily? Handtraps. Ash Blossom and Infinite Impermanence are cards that can really hurt your opponent from doing anything too threatening on their first turn. The goal isn't to make them look at their hand and go "uhh... pass" (although it is really sweet when they do), the goal is to make them end on less disruptions so that you can actually set up on your turn. For example, against Salamangreat, you are in big trouble if they set up Rage lock, but if you can stop that Rage lock, then you can still grind things out even if they happen to Ash or Roar something. |
  66. | As I said earlier, handtraps aren't the only way to stop your opponent. Sometimes having reactive cards, like Cosmic Cyclone or Called By The Grave, are really strong to bait a Crescendo or banish a Dingirsu. Super Polymerization and Pankratops are other great examples of this.|
  67. |Lastly, although not always ideal, setting 5 really isn't that bad going second. This ties back into "How should I build Altergeists?": you should have traps that work going second as well. For example, Compulse or Crackdown are strong even if they aren't set up turn 0, *especially* if they are backed up by a Solemn. |
  68.  
  69.  
  70.  
  71. | How to win after Game 1 against Twin, Reboot and Evenly |
  72. |:--|
  73. | First of all, always play assuming your opponent has his side card. If he's playing Salamangreat, assume he has Twin or Evenly. If he's playing Pendulums, assume he has Denko or Reboot. With that being said, sometimes you have to play into it. I've had hands where I've thought "I have to play into Twin, but if I don't set these cards then I'm in trouble regardless". It's all about evaluating the situation. At the end of the day, those side cards are meant to beat you, and sometimes they will and there's nothing much you can do. |
  74. | Of course, you can try avoiding that headache altogether. That's what the side deck is for, it's important to have cards that don't lose to your opponent's side deck. If I think my opponent has Reboot, I'll cut down on traps. If I get Reboot'd, but Ash stops their turn, I usually win because I just set any trap I want. If I think my opponent has Twin, I'll try to only keep reactive backrow like Called By or Metaverse so that I can chain. Oh, also, Solemn Judgment being at 3 **really** helps with dealing with all of this. |
  75. | If you do have Judgment, save it as long as you can. Good players will save their Twin to blow you out mid turn and negating that is game changing. |
  76.  
  77.  
  78.  
  79. | How to win in time |
  80. |:--|
  81. | The ugliest way to win, but, it comes up. This deck has a nasty relationship with time because although it grinds like crazy, it has a habit of not dealing much damage early game. With the combination of small monsters and a heavy Solemn package, time is not your friend with this deck. If there's <8 minutes left on the clock and you're about to side for Game 3, you are best off siding out your Solemns and going second. Pankratops, Super Poly, Phantazmay and Meluseek are all cards you can use to deal damage going second, while setting up Linkuriboh/Kunquery/traps etc to minimize the damage you'll be taking next turn. If you have Linkuriboh up and have access to Faker+Kunqery, you can essentially eat 5 attacks that turn without taking damage, which means a Meluseek direct attack will be enough for lethal. |
  82.  
  83. &nbsp;
  84.  
  85. > #&nbsp;III. Standard Decklist
  86.  
  87. The decklist I'm presenting here is the list I am currently running, but please treat it as a template. I change my deck around more than a Draco player chains, so some cards I'm presenting likely won't even be in my build in two weeks. However, I will structure the deck the way I structure it in my mind whenever I'm optimizing it.
  88.  
  89. &nbsp;
  90.  
  91. | Visual | Total | Monsters | Spells | Traps | Extra Deck | Side Deck |
  92. |:-------|-------|----------|--------|-------|------------|-----------|
  93. | Click here | 40 | 13 | 7 | 20 | 15 | 15 |
  94.  
  95. &nbsp;
  96.  
  97. | # | Main Deck | Description |
  98. |:--|------------------------|-----------------------|
  99. | **16** | **The Core** | **Cards you have to play** |
  100. | 3 | Altergeist Marionetter | You hate seeing at it as the only monster in your hand but otherwise she is your swiss army knife. Sets whatever you need for the situation and revives anything you need for the situation. |
  101. | 3 | Altergeist Meluseek | Dzeef has said this before, but she is actually the best main card of the deck. Second best removal in the current meta after Dingirsu, with a bonus floating effect. |
  102. | 2 | Altergeist Silquitous | The brick of the deck, but at the end of the day Kirin effect is too powerful to cut to 1 and the floating effect comes up in the grind game. |
  103. | 1 | Altergeist Multifaker | Call me crazy but she's the 3rd best card in your deck, after Melu and Hextia. You play her at 1 because Konami says so. People think this hit killed the deck but it still does the same thing though slightly less consistently (and you'll have to be more careful to not have your 1 copy banished). |
  104. | 1 | Altergeist Kunquery | Some consider this a brick but I was playing 2 at one point. In some niche situations you want to Special Summon her off Faker instead of Silq for a disruption, but normally you are using her to keep your monsters on the field and to get to Hextia.
  105. | 1 | Altergeist Protocol | This is where my list varies from others, but I took a page out of OCG's book and started playing Protocol at 1. I've only ever needed 1 because Mario searches it and Manifestation + Silq recycle it, but it is correct to play 2 as well. Protocol acts as a pseudo Solemn Strike every single turn, with the bonus effect of your opponent not being able to negate your monsters. |
  106. | 2 | Altergeist Manifestation | Instead of 2 Protocol, I'm playing 2 of this — which as mentioned earlier, is unlike standard TCG lists. My reasoning for it is Manifestation is way better in the grind game because reviving a Hextia + Faker while both players are low on resources is game changing. You don't necessarily like to see it turn 1, but even at that it's not bad because it allows you to play around Solemns. |
  107. | 3 | Personal Spoofing | If this was called Altergeist Spoofing, this would probably be banned. Similar to Mario, this is your swiss army knife of the deck (trap version) and also a consistency booster. I used to consider running 3 but with Faker at 1, you want to see this card as early as possible. |
  108. |&nbsp;|||
  109. | **8** | **Life Points Don't Matter** | **Cards you should be playing because of how powerful they are on their own; don't let anyone ever convince you not to run a good card because of life point costs. These could theoretically be swapped out for other cards if the meta changes significantly.** |
  110. | 3 | Solemn Strike | Solemns negate your opponent's monster effects but most importantly, it also negates summons. This is really crucial against cards that Altergeists would normally struggle with if they successfully hit the field, like Yazi or Avramax. |
  111. | 3 | Solemn Judgment | Similar to Strike except more versatile. This is your favorite card going into Games 2&3 because it stops any side card they have for you. |
  112. | 1 | Solemn Warning | This isn't necessary with 6 other Solemns, but as mentioned above, negating Summons is generally very powerful. |
  113. | 1 | Imperial Order | You really don't rely on your green cards to win (unless you brick), so you can play this card, and you should unless the meta really doesn't care about its Spells. This is your auto-win button vs. Striker and other rogue strategies like Infernoids, Prank-Kids or Dinos. |
  114. |&nbsp;|||
  115. | **6** | **Hand Traps** | **Cards that help you go second and are also overall strong. You should play at least 6 in a competitive build.** |
  116. | 3 | Ash Blossom & Joyous Spring | I really don't need to go into depth about this, all control decks should be playing Rihanna at 3 right now. It's the best generic handtrap by a decent margin and hits like a ton of bricks when activated at the right time. |
  117. | 3 | Infinite Impermanence | The second best generic hand trap right now, bonus points for being a trap. Impermanence + Faker is how you downright win games before your opponent even ends his turn — unfortunately this happening is pretty rare nowadays. |
  118. |&nbsp;|||
  119. | **5** | **Consistency** | **Cards you need to play so that you brick less. Unfortunately, you need 3 Extravagance if you want the most competitive build.** |
  120. | 3 | Pot of Extravagance | This is what makes the deck expensive but it's the best draw power in the game. Outside of Hextia and Meluseek fodder (i.e. Linkuriboh), you really don't care what you banish because the rest is all toolbox for niche situations. You can still win the game without Hextias, if you happen to banish them all. |
  121. | 2 | Pot of Duality | I'm not a huge fan of this card because after turn 1, you always want to Special Summon. However, it's a consistency booster and will un-brick you way more than it will brick. It's also great for digging into the side deck. Usually you want to side this out going second, though. |
  122. |&nbsp;|||
  123. | **5** | **Flex Spots** | **The rest of these spots can be anything depending on the current meta. Juicy techs are welcome!** |
  124. | 3 | Compulsory Evacuation Device | This might just be the best 1-for-1 trap this format, as shown by how many decks played it in the recent YCS. It's solid against everything except Sky Striker. |
  125. | 2 | Called By The Grave | I'm personally playing CBTG as a small consistency boost (to ensure Spoofing or Melu doesn't get Ash'd) and because it's a good generic card versus the current meta. It's *really* good going first because of how GY-oriented decks are right now, but is also underrated going second — it comes in clutch versus Orcust when they to revive Ding to pop something or trigger Trisbaena. |
  126.  
  127. &nbsp;
  128.  
  129. | # | Extra Deck | Description |
  130. |:--|------------------------|--|
  131. | **5** | **The Core** | **Cards you'll be summoning in almost all of your games** |
  132. | 3 | Altergeist Hextia | She is the best card in your deck. Attack buff, negates Spell/Traps, and floats into literally anything. If I could play a 4th Hextia, I would, but 3 is usually enough. You can definitely win with just 1 copy. Winning with 0 copies is a little tougher, but still very doable as well. |
  133. | 2 | Linkuriboh | Gets Melu in the GY so that you can search Faker, and also protects you from taking damage which is nice given how big the Solemn package is. You don't need 3 IMO, and yes I've banish both copies before, but setting Melu really isn't that bad because your opponent is going to destroy it regardless. |
  134. |&nbsp;|||
  135. | **4** | **Toolbox** | **Cards you play to get you out of weird spots** |
  136. | 1 | Knightmare Phoenix | Helps with chain-blocking Melu in GY if you're in an awkward spot, but most importantly it gets rid of annoying floodgates like TCBOO. |
  137. | 1 | Knightmare Unicorn | Because the Extra Deck is so tight (due to Super Poly), I cut Ningirsu as I often wouldn't be able to meet it's Summoning requirements after resolving Extravagance. So, I went with Unicorn for a generic Link 3, but if it weren't for Super Poly this would be Ningirsu. |
  138. | 1 | Borreload Dragon | The best toolbox monster in your Extra Deck IMO as it outs monsters that you usually couldn't deal with. |
  139. | 1 | Borrelsword Dragon | Same reason as above, also helps with OTKs that I couldn't otherwise achieve. This would be an Avramax, but similar to why I cut Ningirsu, the tight Extra Deck meant after resolving Extravagance I would get stuck not being able to summon it. |
  140. |&nbsp;|||
  141. | **6** | **Super Poly targets** | *If you don't play Super Poly, this will just be more toolbox. I.E. Avramax, Ningirsu, Primebanshee, third Linku, etc. ** |
  142. | 2 | Mudragon of the Swamps | The most generic one and pretty underrated IMO, it's great against things you don't expect like Guru and Traptrix, etc. |
  143. | 2 | Salamangreat Violet Chimera | I have to respect the Salad matchup, it's a tough one. |
  144. | 1 | Starving Venom Fusion Dragon | Probably the best one, you could put this to 2 and cut a Mudragon instead. I like Mudragon because it's more versatile but Starving Venom is definitely stronger. |
  145. | 1 | Predaplant Dragostapelia | This is really just here to deal with Titan + Colossus boards, and some Pendulum boards that have Vortex + Savage or Jackal. |
  146.  
  147. &nbsp;
  148.  
  149. | # | Side Deck | Description |
  150. |:--|------------------------|--|
  151. | 2 | Dinowrestler Pankratops | Great generic going second card that also helps deal with floodgates. |
  152. | 2 | Nibiru, the Primal Being | I'm honestly not in love with Nibiru, but it does help steal wins that you wouldn't have won otherwise. I wouldn't mind cutting this for something else. |
  153. | 3 | Cosmic Cyclone | I like Cosmic over Heavy Storm Duster because it allows me to bait Roar/Crescendo in Standby so that I can resolve Extravagance in MP. I also prefer it over Duster to snipe those set Twins. |
  154. | 2 | Secret Village of the Spellcasters | Auto-win button vs Striker and rogue to accompany Imperial Order. Bonus that it turns off Twin Twister! |
  155. | 3 | Super Polymerization | You don't need this anymore, but I still really like it. Super Poly is the only card worth the discard; it wipes the board, clears negates, gives you a monster and pushes for game all at once. |
  156. | 3 | Evenly Matched | The thought of Evenly + Faker is super, super sweet (and more or less game over if it resolves), but I haven't actually been able to resolve Evenly in months. This is here because when it comes up, it wins you the game, but it feels like it doesn't come up often anymore.|
  157.  
  158. &nbsp;
  159.  
  160. > #&nbsp;IV. Additional Techs
  161.  
  162. The following list contains cards not in my decklist above, but are cards I've considered in the past and can be incorporated into the deck depending on the format.
  163.  
  164. &nbsp;
  165.  
  166. | Card Name | Description
  167. |:----------|:--|
  168. | Maxx "C" | lol I wish |
  169. | One For One | Theoretically a fantastic card, and if it were at 2, I'd do what OCG is doing now and build around it. Unfortunately, I still prefer Duality because it doesn't lose to Ash and can still un-brick you if you have no monsters in your hand. |
  170. | Sangan | Dzeef has made this card famous for how "awful" it is. I don't think it's awful, but I agree with his points that unless you bricked, it's the worst card in your hand and you are never summoning it after turn 1. I don't think it's incorrect to play this, though. |
  171. | Salamangreat Almiraj | You play this if you play Sangan. Otherwise, Linku is better in most cases. |
  172. | Altergeist Primebanshee | If I wasn't playing Super Poly, I'd play a copy of Primebanshee. She does come up every now and then and her floating effect is solid, but majority of the time if you're able to successfully summon a Link 3 then you're already in a winning position. |
  173. | Altergeist Emulatelf | OCG actually plays this at 1. It's okay. I think it will be more relevant when Lightning Storm comes out. |
  174. | Heavy Storm Duster | As explained earlier, I prefer Cyclone right now to bait Rage/Roar/Crescendo/Twin on my turn. |
  175. | Typhoon | I actually used to play this when Pendulums were running around a lot. It's amazing in the right format, considering it's another trap you can trigger Faker with during your opponent's turn. |
  176. | Crackdown | Another one of my favorites that I sometimes play, sometimes don't. I think Compulse is slightly better right now, simply because it's not a Continuous.
  177. | Fantastical Dragon Phantazmay | I've juggled with Phantazmay and ultimately decided it's way better in the Side than Main. I've left it off my list for now but it's another one of those cards that are in and out; I wish it didn't conflict with Faker! |
  178. | Torrential Tribute | Old version of Geists played this because you could blow up the field, then summon Faker. It's pretty broken in theory, but it's bad versus most of the current meta which has destruction protection.|
  179. | Dark Renewal | This is a cute tech that I've never bothered trying because I personally think there are better options, but I can see it be useful.
  180. | Waking the Dragon | I actually love this card if you know how to play mind games. The best players probably won't fall for it, but it wins you the game when it works. Best targets are Last Warrior, Ultimate Falcon and Exterio. |
  181. | Rivalry of the Warlords | The one floodgate Geists can play besides Secret Village. This card hasn't been good for a few months now due to Salad's prominence, but it's a card we can definitely see come back when the meta changes. |
  182.  
  183. &nbsp;
  184.  
  185. > #&nbsp;IV. Matchups
  186.  
  187. This will give you a general understanding of what to expect going into a certain matches: how tough the matchup is, how to beat them and how they intend to beat you. Of course, I can't cover every matchup, but I will talk about the most relevant ones.
  188.  
  189. | Deck | Difficulty | How to Win
  190. |:-----|:-----------|:----------
  191. | Orcust | Average | I personally haven't struggled too much against Orcust. Their scariest play going first against you is being able to set up Trisbaena to banish your backrow on their turn. Going first, you should definitely be able to lock them down by simply interrupting Galatea. Going second, Cyclone helps bait Crescendo and Pankratops puts in work too considering they rarely end on Ding (they usually end on Crescendo + Long/Galatea or the Trisbaena play). If your town is Orcust heavy, I recommend incorporating D.D. Crow or Lancea into your build.|
  192. | Salamangreat | Above-Average | This is a pretty tough matchup and it's why the deck vanished while Salamangreat was everywhere. You can usually snag the win going first but going second is often a nightmare. Salad will simply outgrind you if you don't stop them immediately. Going first, you ideally want to bounce their normal summon with Silq, and save your traps for a big link play or Gazelle in case they have an extender. Generally, Solemns will win you this match. Going second, Super Polymerization turning off Roar and Rage while clearing their field helps a lot but it's not game changing if the rest of your hand is mediocre; you'll still need to get your engine going or else they will re-setup. Pankratops and Cyclone also help by baiting Rage/Roar. If your town is Salad heavy, I'd recommend incorporating D.D. Crow into your deck.
  193. | Thunder Dragon | Below-Average | Thunder is one of the easier matchups for Geists. Going first, as long as you don't get Denko'd, Silq + your traps will stop them from being able to get anything going. Colossus isn't that scary for us so I'd recommend saving your interrupts for Titan. Going second, Colossus + Titan is actually very scary, which is why we side Super Poly and Nibiru. If you can stop them from setting that up, you'll usually being able to outgrind from there thanks to your traps and Silq.
  194. | Sky Striker | Above-Average | Striker is still annoying to play against, but Striker players will say the same thing when they face Geists. Going first, Solemns put in a lot of work to stop them from going ham. Save your Faker for the End Phase if you can; Silq and Protocol don't do much against them so ideally you want to bring out Melu so that on your turn you can go Hextia -> search for Mario -> set Manifestation. Of course your search or Mario will probably get negated, but that's fine as long as you have Hextia on the field as its floating effect will come in clutch even if you have nothing to negate with. Going Second, you'll hope to have Ash or Secret Village to bait their Cosmic/MST (if they have one, if not then you're in a good spot). Hextia is honestly your win condition versus Striker and Kunquery puts in massive work as well since it stops Hayate. In Games 2 and 3, don't overcommit because they will punish you with Evenly; setting 1 or 2 is honestly enough to hold them off. Striker will often beat you by setting up 5+ Spells in the GY with Shizuku to turn off Meluseek's removal effect, so be weary of that! If your town is Striker heavy, I recommend maximizing on Secret Village+Metaverse, Phantazmays and various backrow hate. Waking the Dragon can also punish unsuspecting opponents. |
  195. | True Draco | Difficult | By far the deck's toughest matchup. I think I have PTSD from "Activate Diagram". Early game, Meluseek is absolutely your win condition (as long as they don't have Skill Drain/Erupt) as it can get rid of problematic floodgates or it can get rid of their monster without them being able to chain, since it's Damage Step. Mid game, if you can set up Hextia, you'll be able to snag the win. Kunquery similarly helps this matchup by protecting your monsters from the big Draco monsters while also turning off Diagram or a floodgate. Although Manifestation is better here because it gets you to Hextia quicker, Protocol does come in clutch by protecting your monster effects against Skill Drain/Erupt. Strike isn't very good here, but sometimes it will save you if you manage to bait them into chaining their monster effect. In Games 2 and 3, you really need Pankratops to deal with Boarder and floodgates. Cyclone and Evenly will help too, but they don't deal with Boarder by themselves which is the biggest issue. If your town is Draco heavy and you're tired of losing to them, I highly suggest stocking up on backrow removal + Pankratops + Waking the Dragon. However, don't feel bad if you get your ass kicked in this matchup, I've been there and done that.
  196. | Pendulums | Average | Similar to Orcusts, I haven't had too much trouble with Pends. They are very frail, so if you win the die roll, your traps will take care of them. End Phase go Faker -> Melu and the rest is history, they really don't have enough of a grind game to deal with Hextia and more. Just make sure they don't get to the Endymion Mighty Master because that thing is annoying to deal with. Going second can be troublesome if you don't open handtraps or your Side; Pankratops or Evenly bait a negate but that's often not enough if you're facing 2 more negates. Ideally you'll want to Ash the Servant/Pend Call, or hope you have Super Poly. In games 2 & 3, be weary of Denko and Reboot, but otherwise, Secret Village is pretty amazing because if you have a way to bounce their Normal Summon then they are literally forced to pass turn with nothing. If your town is Pendulum heavy, then I recommend incorporating Ghost Ogres (for Servant/Electrumite) & Typhoons (for Servant/scales) into your build.
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  200. dinosaurs suck so i'm not including them here, sorry corentin
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