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- To make a long story short I have been preparing for a regional next week and have been super indecisive about what deck I want to actually play. Originally I was going to play Salamangreat, however with super-poly at 2, and not having access to Phantazmay I feel that the deck won't do as well for me as I would hope. Because of my budget cards like fantastical dragon phantazmay, and pot of extravagance aren't avaible to me, so I wanted to get a little creative with one of my favorite decks.
- Altergiest is the deck that brought me back into this wonderful card game, I know how to play it better then any of my other options and I feel that with the shift in the meta perhaps it won't be as sided against as it was before. additionally I feel that some of the Dane support can cover the decks prior weaknesses.
- My deck list looks like this right now:
- Main Deck: 41 (15 monsters, 1 spell, 25 traps)
- Altergiest Core:
- Altergiest Multifaker 3
- Altergiest Marionetter 3
- Altergiest Silquitous 2
- Altergiest Meluseek 3
- Altergiest Kunquery 1
- Altergiest Manifestation 2
- Altergiest Protocal 2
- Personal Spoofing 3
- Hand traps:
- Infinite Impermanence 3
- Ash Blossom & Joyous Spring 3
- Floodgate:
- Summon limit 3
- Mystic Mine 1
- Metaverse 2
- Imperial Order 1
- Notes:
- I think summon limit is the best floodgate in the game right now, the second being Mystic mine. Because of some later tech, the "bricks" of this deck are all backrow hands. Mystic mine gives the deck a way to stall until a monster or personal spoofing is drawn. Afterwords, its not too hard to summon during the other players end phase to out it, then combo off on your turn. I only run 1 because I really don't want to see it in my hand and I don't particularly want to draw it. With trap trick in the main deck as well most of the time I am only going to have 1 playable metaverse
- Tech
- Trap Trick 3
- Heavy Storm Duster 2
- Solemn Strike 3
- Altergiest Haunted Rock 1
- Notes:
- Traptrick can search Manifestation, Duster, and metaverse. Because of it I can effectively run 6 copies of my field spell, and only 2 copies of Storm Duster. I have considered cutting strike and replacing it will effect negation like Effect Veiler. Haunted rock is a bad card, no way around it. However, the card being in my deck enables really stupid turn 1 plays because it can be activated the turn it was set by Marionetter. Because of Marionetter's second effect, you can get a turn 1 Hextia off of any 2 Altergiest monsters so long as one of them is Marionetter. If the other card is mutlifaker, your turn 1 can be 2 hextia and a search. Its also not totally useless vs mine burn, as the card is trap negate. From my testing, if altergiest can get Hextia on the board, they will usually win.
- Extra Deck:
- Altergiest Hextia 3
- Altergiest Kidolda 2
- Altergiest Primebanshee 1
- Altergiest Dragviron 1
- Linkuriboh 1
- Akashic Magician 1
- Salamangreat Violet Chimera 1
- Mudragon of the Swamp 1
- Starving Venom Fusion Dragon 1
- Chimeratech Fortress Dragon 1
- Link Spider 1
- Saryuja Skull Dread 1
- Notes:
- Hextia and Linkuriboh are the only cards I consistently summon with the exception of the super poly targets, its altergiest after all. I should likely remove the other altergiest monsters for the knightmares, but it seems silly as I likely won't even be able to summon them in the first place.
- Side:
- Evenly matched 3
- Secret Village of the Spell casters 1
- NecroValley 1
- D.D. Crow 3
- Artifact Lancea 3
- The Winged dragon of Ra - Sphere Mode 2
- Super Polymerization 2
- Notes:
- Lancea and Sphere mode are for Orcust and Thunder Dragons, the two weakest match ups. D.D. Crow can really shut off Salad and sky strikers when used correctly. Evenly matched is a good way to proc multifaker on turn 1 going second. Super poly is a dumb card that should have never come back, if I was a bit more confidant in the meta I would main deck it. the 2 field spells give my deck a little more versatility.
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