Wado_3000

Duel Links Bandit Keith deck

Feb 13th, 2017
226
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.76 KB | None | 0 0
  1. #SleightOfHand
  2. Monsters: 11
  3. 3 Guardian of the Throne Room
  4. 2 Arsenal Summoner
  5. 2 4 Star Ladybug
  6. 1 Twin-Barrel Dragon
  7. 1 Ally of Justice Clausolas
  8. 1 Overdrive
  9. 1 Possessed Dark Soul
  10. Spells: 5
  11. 1 Order to Charge
  12. 1 Twister
  13. 1 Storm
  14. 1 Murmur of the Forest
  15. 1 Half Shut
  16. Traps: 5
  17. 2 Common Charity
  18. 1 Metalmorph
  19. 1 Embodiment of Apophis
  20. 1 Trap Jammer
  21. (1 Blast with a Tribute used before Plat rank)
  22. Total: 21
  23.  
  24. Introduction:
  25. The idea of this deck is basically to abuse Machines, and take advantage of one of Bandit Keith's abilities, Sleight of Hand (screw Switcheroo!). The way it works, is that when you take 1500 damage, during your turn you can add the card '7 Completed' to your hand. You don't need to run it in your deck, it comes from "Keith's wristband" lol, love this game. 7 Completed simply boosts the ATK or DEF of a Machine-type monster by 700.
  26. This was made mainly casually, but as the game grows, the meta game takes form and you have to build decks with more synergy, and better individual cards. In the not too distant future, playing strategies dependent on equips will probably be kinda awful, like in the real TCG. As things stand though, at least in the lower levels of play, equiping some monster to have a huge ATK is viable and can win games outright. Ultimately, I have a ton of fun with this, and will try to make this ability as good as possible.
  27.  
  28. Deck Explanation:
  29. (currently, I lack cards like Sphere Kuriboh, Mirror Wall, Yomi Ship, Hane Hane, and Enemy Controller/Windstorm of Etaqua)
  30. Monsters:
  31. One engine in this deck is Arsenal Summoner + Guardian. Arsenal allows you to search for any Guardian monster when flipped face up, and Guardian of the Throne Room is a 1650 Vanilla Machine-type. Arsenal is one of the better first turn sets at the moment, outside of cards like Yomi, Hane Hane, and Ladybug. And as a searchable Machine, Guardian is a solid option for the strategy I'm going for.
  32. As previously mentioned, one of the other better set cards to run is 4 Star Ladybug. With such a focus on level 4's in the game, Ladybug is one of the best control cards to run, and one of the few cards in game that can net you positive card advantage, killing a well established field of level 4's instantly. The only downside, is when the opponent runs tributes, or surprisingly, when they play Jerry Beans Man lol.
  33. In terms of generic Machines, Twin-Barrel Dragon may be the best one. 1700 ATK that can potentially destroy any card is pretty great, even if it only works 25% of the time. The most ideal deck would probably run 2 or 3 copies, but 100K from Trader is expensive af :(
  34. The other 2 machines are Clausolas and Overdrive. Earlier versions of this deck were more focused on tributing, hoping to get cards like Clausolas and Machine King to 3000 ATK, and praying for more outs. However, a focus on tributing is too costly nowadays, plus opening multiple tribute monsters is pretty killer. The reason I kept Clausolas over Machine King, and the reason I run Overdrive, are for the Normal monster support cards that I run in deck, which I'll go over:
  35. Spells
  36. Order to Charge is a -1, and as the game evolves will be worse and worse. However, with generic destruction being so rare, cards like this and Michizure are very useful. It's best to use Order when the monster you would tribute would be destroyed anyways, or for when the opponent has used many resources on 1 monsters (tribute summons, rituals, fusions, or just equipping cards to 1 monster). It can be questionable late game, if you're lacking a vanilla, or when your life so low that it doesn't matter. But early to mid game, removal of any kind is really solid right now.
  37. Twister is pretty staple right now, way to much dependence on face up spells or traps right now. So Storm will be the card to explain: generic spell or trap removal is pretty low in this game. Nothing like MST or Dust Tornado exists (yet), so a card like Storm is far more appealing; it's always a -1, but if played properly can be devastating. As the player, you can decide that 1-2 of your spells or traps are unimportant, and that popping your opponent's cards are more necessary. Cards such as Umi and Jurassic World are key for the ever popular Mako and Rex respectively, getting rid of their fields is beyond helpful. Also, cards such as Mirror Wall dictate the game very often; Storm is an easy out.
  38. One thing to remember is that Sleight of Hand adds the equip to your hand for free, it's a +1 out of nowhere. So if you need to, you can take the free 7 Completed and use it to pop a card, basically free of cost. Another great combo is to use chainable spells or traps with it as well: setting Twister turn 1, then net turn activating Storm, and chaining Twister to pop their spell or trap is a strong 2-2 trade. Twister resolves first, then Storm allows you to pop that Twister to destroy any s/t they have. Strongly suggest anyone to try it out.
  39. Murmur is pretty okay, if this was a quick-play it would obviously be amazing. It helps to switch the positions of cards, and since this puts them face down, can help shut off certain effects, destroy equip spells, etc. But if I had it my way I'd replace it with Enemy Controller, which I think is mind-blowingly good right now. Half Shut is generically a good card, can ensure any card on your field survives battle, and can half the ATK of any monster on field. Would probably replace this with a Mirror Wall, but it's a flexible card that can be played in a variety of spots.
  40. Traps
  41. Common Charity gives the deck a decent boost in speed. With 5 vanillas, 3 of which are searchable, this card at multiple copies can work. As a trap, it takes a turn of set up, plus it can be awkward if you have just 1 vanilla, and would rather summon the monster than banish it from the hand. However I can honestly say this card is pretty consistent. Can also work really well with Storm in a chain.
  42. Metalmorph is one of the better non-removal traps you could run IMO. The 300 boost can be pretty significant when so many of the lower level cards are between 1600-1900 ATK. And obviously, the boost when attacking a card can help inflict plenty of damage. Also, Keith gets a custom quote, which is cool as hell :)
  43. Personally I love Apophis. A trap monster with decent stats is pretty useful, 1800 DEF can help wall certain matchups. As a special summon, it's also good if you need to tribute summon. A downside is that it takes up both a s/t zone, and a monster zone while on field, which can feel pretty scarce when they're already limited to 3 each. A cool fact is that, as a trap monster, it's always considered a Normal monster on field, so it works with Order to Charge.
  44. Trap Jammer is fairly staple IMO, too many traps everywhere to not run, even if limited to the Battle Phase. It can be annoying to draw the s/t hate against matchups that don't run many spells or traps at all, but that's how it is. Blast with a Tribute is a bit situational, and in higher levels of play probably isn't necessary. But when it's live, it's Mirror Force that does 1000 burn, which is phenomenal. One thing to note, is that since s/t zones are so limited, this is a card you wanna hesitate to set in case it's dead. If it is, it's one of the better cards to use with Storm.
  45.  
  46. Overall, I don't this deck is at its best. The way I got to KoG was mainly based on people misplaying, plus I never saw cards such as Riryoku for instance.
  47.  
  48. How to play:
  49. - Typically, I like to go first, as my deck likes to set Summoner and Ladybug early, which means an Element Saurus or Baou equip can ruin your day lol. Common Charity feels amazing to open early as well. After getting their effects, I like to either take some damage to get a 7 Completed, or summon a Machine to bait removal, depending on the opponent and situation. The absolute ideal is to have 2300+ beatsticks easily control the game for the win.
Add Comment
Please, Sign In to add comment