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 Shadoll (pure)

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Eria
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PostSubject: Shadoll (pure)   Sun Apr 27, 2014 4:19 am

x3 Shadoll Lizard
x3 Shadoll Falcon
x3 Shadoll Hedgehog
x3 Shadoll Beast
x3 Shadoll Dragon
x1 Effect Veiler
x1 Rainbow Kuriboh
x1 Electromagnetic Turtle
x1 BLS - Envoy of the Beginning
x1 A/D Changer
x1 Secret Sect Druid Dru
x1 Phantom of Chaos
x3 The Dark Creator
x1 Dark Armed Dragon
x1 Armageddon Knight

x3 Shadoll Fusion
x1 Dark Hole
x3 Polymerization
x1 Allure of Darkness
x1 Foolish Burial

x3 Facing the Shadows
x1 Shadoll Roots

Extra:

x3 El-Shadoll Midrash Elshadoll Midrash
x3 El-shadoll Nephilim
x1 Armades, Keeper of Boundaries
x1 Tempest Magician
x1 Moonlight Rose Dragon
x1 Daigusto Emeral
x1 Arcanite Magician
x1 Number 101: Silent Honor ARK
x1 Tiras, Keeper of Genesis
x1 Leo, the Keeper of the Sacred Tree
x1 Divine Dragon Knight Felgrand

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Last edited by Eria on Wed May 07, 2014 6:10 pm; edited 1 time in total
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Hippocampus
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MP:
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PostSubject: Re: Shadoll (pure)   Sun Apr 27, 2014 9:45 pm

I probably don't know what I'm talking about, but here are my questions:

You already run 2 Veilers, so I think 2 Fiendish Chains are a bit much. I feel that MST, Lance, or Dress would be more useful instead. Also I know you said you want a lot of draw power, but The Beginning of the End seems a bit overkill... I would think you already have Shadoll Fusion in your hand if you've got 7+ Shadolls in graveyard lol. Maybe DWD is better, since it's more useable early game?

Also (and this is more for my own personal knowledge gathering), explain your reasoning behind only 1 Roots.

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Eria
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PostSubject: Re: Shadoll (pure)   Mon Apr 28, 2014 5:26 am

Hippocampus wrote:
I probably don't know what I'm talking about, but here are my questions:

You already run 2 Veilers, so I think 2 Fiendish Chains are a bit much. I feel that MST, Lance, or Dress would be more useful instead.


So far 2 Veiler + 2 Chain never fail, decks nowadays relies on effect monster to summon each other to the field, so they always alive. And the thing I like about Fiendish is that also stops attack, with the downside it falls to MST. I'll consider Dress since it works well with Nephilim, making her quite invincible for a turn.

Hippocampus wrote:
Also I know you said you want a lot of draw power, but The Beginning of the End seems a bit overkill... I would think you already have Shadoll Fusion in your hand if you've got 7+ Shadolls in graveyard lol. Maybe DWD is better, since it's more useable early game?

When I said I want a lot of draw power, I mean it's early game, to get Shadoll Fusion fast, and Beginning of the End isn't for that purpose since it takes time to dump that much monster. From testings, it's really good since it makes use of Shadolls in grave, and they dump themselves fast enough. Technically once the Shadolls stay in grave there's little you can do with them. Beginning of the End will stay in my deck until Shadoll get card that can recycle themselves. If anything I want to change into DWD it'll be Hand Des. But Hand Des draw 2, instead of 1, so.... I prefer Hand Des more at a bit conditional cost of having opp has 2 cards in their hand. I will test more, if Hand Des failed me a lot, I will switch into DWD or Dragged Down.

Hippocampus wrote:
Also (and this is more for my own personal knowledge gathering), explain your reasoning behind only 1 Roots.

Because from my testings, if it comes into my hand, really, it doesn't do anything much other than being vanilla monster. There's scenarios that I almost lose (or lose) because of Roots stuck instead of anything else. Rarely I ever used it to fusion into Nephilim (or Midrash). And to do that, it first needs to be special summoned first, which you can't do it in the turn its set, so it's kinda slow if you ask me. The only thing I like about Roots is dumping it from the deck to get Fusion back from grave, or discard it from hand via Hand Des or Beast. But other than that, I don't like drawing into it. I prefer trap that can counter opponent's move/stun instead, like Fiendish Chain. Because, it's better to stop your opponent's move when you need it instead of summoning a vanilla trap monster which can't do anything much. I know if you have at least 2 Roots you can Xyz into Rank 9, but Extra Deck already tight and it's not like it going to happen often in the game. By only using 1 Roots, so far I never missed my other Roots. It works fine for me.

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Eria
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PostSubject: Re: Shadoll (pure)   Wed May 07, 2014 5:58 pm

Update:

-1 Effect Veiler
-1 The Beginning of the End
-1 Hand Destruction
-1 Bottomless Trap Hole
-1 Torrential Tribute
-2 Dimensional Prison
-1 Solemn Warning
-1 Compulsory Evacuation Device
-2 Fiendish Chain

+1 Rainbow Kuriboh
+1 Secret Sect Druid Dru
+1 Armageddon Knight
+1 Dark Armed Dragon
+1 Phantom of Chaos
+3 The Dark Creator
+3 Polymerization

Extra:
-1 Ally of Justice Catastor
-1 Star Eater

+1 El-Shadoll Midrash
+1 Number 101: Silent Honor ARK

After more testing, Dark Creator is a great card for Shadolls since it can make use the Shadolls in grave, and is more efficient than Beginning of the End, which seems to work better in variant that uses more traps.

Phantom of Chaos is great for copying Dark Creator/DAD/BLS for a turn. Since there's only 1 copy and the deck not just centered around Dark Creator/DAD, PoC in action would be rarely seen, but at worse, it can turn into Fusion material for Midrash. Same case for DAD.

Q: OMG, X3 Poly that's dumb, will clog hand since there's aleready x3 Shadoll Fusion, u use 6 fusion spellz?! Dat's overkill, dude! Srsly???

A: In fact, adding x3 Poly won't clog hand as you think. Poly will give me quicker access to my Fusion monsters, also it provides a backup if my opponent Compul/BTH/etc my Midrash or Nephilim so I can Fusion Summon again in that turn.

Shadoll Fusion can only be activated once per turn, but there's no limit as how many Poly can be activated per turn. Also the point is just not to provide backup, but also to create more field control by summoning 2 Fusion monster in a turn when the condition called (and one of them is Midrash who can limit sp summon).

Also, unlike previous build that uses many traps, this build uses more monsters; that means more monsters in hand can be used as Fusion material. More fusion summon also means more grave dump, and it'lll make Dark Creator becomes handy once my opponent can deal with my field of Shadolls.

While Poly seemed like a dumb card to add, in other decks that utilize Fusion monsters, Poly is indeed a minus card. But, not in Shadolls. Activating Poly is just like activating Shadoll Fusion when your opponent doesn't control monster summoned from Extra Deck. Also, the problem in Shadolls, when you're unlucky not getting your Fusion spell early, you'll be stomped by turbo or fast deck that utilizes swarming. So Poly can give you more chance summoning your boss monster earlier.

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Hippocampus
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Posts : 1868
Charmer Power : 582
Join date : 2013-06-01
Age : 25
Favorite Charmer : Wynn
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Character sheet
Name: Theodore Tsakiris
HP:
500/500  (500/500)
MP:
200/200  (200/200)

PostSubject: Re: Shadoll (pure)   Thu May 08, 2014 12:37 am

...And your deck just changed from a defensive deck to a balls-deep offensive deck. Good job Eria XD

_________________
Quotes:
Quote :
[19:31:10 25/01/14] Corrupted Charmer, Y : We opened a new world
Quote :
[07:24:14] Runo : "The day when Hippocampus joined Charmers Community, he also lost his precious sleep time for sure."

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