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 Mesmerizing maneaters deck profile

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Wynaughtify (KFC)

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PostSubject: Mesmerizing maneaters deck profile   Fri May 31, 2013 4:23 pm

So, honestly, I'm really not the best at deck building. But I made a few decks on my own that actually doesn't work bad at all. One of them is a mesmerizing maneaters deck. At first, I wanted to play them, because I prefer slower paced format, where traps are more useful, where you have to think and be careful, but also (especially) because I love their artwork. At first I wanted to play a control stun deck, with Atra playing traps from the hand and basically stop the opponent from doing any plays. But although the deck was kinda viable (I didn't make that one), going first was often a necessicity. Don't get me wrong the deck wasn't bad, but it had a very bad match-up against some common decks. So I decided to make my own mesmerizing deck. It plays a lot less traps, but has many backup plans.

http://imgur.com/AyXfW2z

Deck list (40 cards) :

Monsters (22 cards) :

-3 Redox, Dragon Ruler of Boulders
-3 Reactan, Dragon Ruler of Pebles
-1 Exploder dragon
-3 Atra the Mesmerizing Maneater
-3 Kazura the Mesmerizing Maneater
-3 T'lion the Mesmerizing Maneater
-2 Grandsoil the elemental lord
-2 Aztekipede the Worm Warrior
-2 Doom Dozer

Spells (7 cards) :

-1 Monster Reborn
-1 Dark hole
-2 Forbidden Lance
-2 Mystical Space Typhoon
-1 Gold Sarcophagus

Traps (11 cards) :

-2 Bottomless trap hole
-2 Mesmerizing Trap Hole
-2 Deep Dark Trap Hole
-2 Void Trap Hole
-2 Starlight Road
-1 Solemn Judgement

Extra deck (15 cards) :

-2 Big Eye
-2 Mecha Phantom Beast Dracossack
-2 Stardust
-1 Catastor
-1 Hieratic Sun Dragon Overlord of Heliopolis
-1 Gagaga cowboy
-1 Gem-knight Pearl
-1 Maestroke the Symphony Djinn
-1 Number 39: Utopia
-1 Number C39: Utopia Ray
-1 Vylon Disigma
-1 Number 32: Shark Drake

Side deck (15 cards) :

-2 Acid Trap Hole
-2 D.D. Trap Hole
-2 Trap hole
-1 Giant Trap Hole-remember mesmerizing maneaters are unaffected by it
-1 Mesmerizing Trap Hole
-1 Void Trap Hole
-2 Mirror Force
-2 Sacred Sword of the Seven Stars

The new cards :

So as there might be some new cards that you are not familiar with, I'll explain them to you.

All the Mesmerizing Maneater monsters are earth and have the same effect that they are not affected by "hole" normal trap cards (no bottomless :] ) - except Dark Trap Hole (everytime I'll further say any "hole" normal traps, it will be except Dark Trap Gole. It's because its japanese name doesn't include "hole" in it, so it's not part of the archetype).

-Atra is a 1800 beater level 4 insect monster. While on the field, the opponent cannot negate the activation of normal trap cards. Plus, you can actiavte any "hole" normal trap from your hand - even during the opponent's turn. (not even MSTable Razz )

-Kazura is a 2000 defender level 4 plant monster. While face-up on the field, each time a "hole" normal trap is activated, you can target one mesmerizing maneater monster from your deck except herself, and choose to either add it to your hand or special summon it.

Both of them are very clue in the stun version of the deck.

-T'lion is a 1600 beater level 4 insect monster. When she is normal summon, you can add 1 "hole" normal trap from your deck to your hand (usually bottomless :] ). When she is special summon, you can destroy one Spell or trap card your opponent control.

This one is always a good draw, espacially first turn, and I think it can be a good tech in any deck, as long as you play bottomless.

-Aztekipede is a 1900 beater level 4 insect monster, that cannot be normal, special or set regularly. You can only special summon it by removing from play one insect in your graveyard. If it inflicts battle damage to your opponent, he has to mill one.

-Doom Dozer is the same, except it's level 8, has to banish two insects and has 2800 attack.

They both are discard fodder for Reactan and Redox. Plus they can somehow manipulate the grave to summon Grandsoil easier and are pretty good to get free monsters on the field too, and go for rank 4 or even 8 sometimes.

-Mesmerinzing Trap Hole is a normal trap that negate the effect of a monster and destroy it, if he uses its effect the turn it was summon.

-Void Trap Hole destroy a monster that has an effect as long as it has at least 2000 attack when it is summoned. Also, its effect is negated.

-Deep Dark Trap Hole banish a level 5 or higher monster when it is summon.

(I won't explain the side deck - you can check it out though and the extra monsters are common. But if you have any question, don't hesitate to ask me ^^).

My extra :

-Big Eye and Dracossack are self explanatory. You might be wondering why I play them, as I only have Redox as level 7 monster, and his effect to special summon itslef can only be ctivated once per turn. Well, I got them out every duel at least once, and generally twice. Rectan, Grandsoil and Reborn and the insects that you can tribute for a summon really works.

-Heliopolis is here to help you finish the game without fearing the opponet cards. Plus you can special summon him with Grandsoil, so that you don't have to skip your next battle phase because of its eff.

-Stardusts are here because stralight. I'm thinking putting starlight at one though.

-I know I can't summon Catastor with my deck, but it is a very good card against lots of decks, so if i draw into reborn and my opponent has a tuner, I migth be able to summon it. Keep in mind to always add cards like that when you build your deck, if you have the room for it. I had, so I added it. It actually saved me one time.

-Cowboy and Pearl are great on their own, and they are earth monsters. I think them and is other are self-explanatory.

How does the deck play ?

Well, you try to survive a few turns, which is quite easy. If you can get the mesmerizing monsters to actuvate their effects, especiallt Kazura, it's awesome. Basically you set up for Redox (Dracossack and Big Eye), Grandsoil and even Doom Dozer for an explosif finish. You can just stall, if you only draw the mesmerizing, you can get Dracossack, if you only draw the dragons, and if you draw both, just play as you feel like it. For the moment it worked pretty well, and I'm really happy with it. I managed to beat Dragunities (he got Scarp Dragon, Catastor, Mist wurm - not at the same time- had bottomless and Compulse, and I was honestly surprise I won. Itwas the very first time I was playing the deck), Bujin (I honestly thought I would lose. I drew into two Deep Dark Trap Hole, which I thought was useless (Bujin don't play level 5 or higher monster). I was thinking I have to side it. He got Yamato, out, then Susanoo, had Hetsuka and murakumo in the grave. I had two Deep Dark Trap Holeset and one lance, 4 earth in the grave, 1 grandsoil and one Doom Dozer. That was it. He had Susanoo on the field, one Hetsuka left in the grave and ONe Habakiri in hand. He was at 7900. I told him gg, he told me he likes mesmerizing maneaters. I drew into Reactan. I discarded Reactan and Doom Dozer to get Redox. I banished my own Redox with my Deep Dark Trap Hole, to get Exploder Dragon. I attacked into Susanoo and destroyed it (Exploder doesn't target, that's the great thing about him, so no Hetsuka). I ended my turn. At that point I had only one card in hand (Grandsoil - I know I could have summon him, but it would have been after battler phase, and I didn't want to run into Dark Hole. Plus I still had 3800 lp left) and no cards on the field. He didn't draw into Yamato or tenki, and decided, seing as I had only one card, to end his turn as well. I drew into another Grandsoil. I summoned bith, used their effect to special summon Susanoo and Exploder, and attacked for game. If i didn't draw into another Grandsoil, I would have gone for Dracossack (becasue I could :] ). The other decks I currently faced weren't as good or as epic as those duels. This two duels are here to show how many plays you can have with this deck. (Against Dragunities, I basically got Dracossack and Big Eye. I stole his Catastor. He got over Big eye, Draco and Catastor - he was really good and ressourcefull - But it cost him too much ressources, and I summoned Doom Dozer to finish him). Then again, each one play with its own style, but I like how ressourcefull this deck revealed to be.

The side deck

Basically, if your traps don't work against your opponent's deck (because he doesn't special much, because he never go monsters over level 4, because he had low attatck monsters, because he set too much...), the traps in the side are here to face any situations. Sacred sword are here to add more draw power and plusses if you wish (you might main 1 instead of one of the starlight road) And iIf you realize the opponent's deck would have a bad match up against stun control, side out one Grandsoil, the two Aztekipede and the two Doom Dozer to side 5 traps in, and stun him. Mirror force is meant to be among this 5 traps, as Atra protect its activation - it's a stun deck after all.


If you read all this, thanks a lot. I kow it's quite long, but I really wanted to show the thought process behin the deck. Again, if you have any questions, ask me. So I'm really liking this deck so far. Then again, it's more a fun deck, but it doesn't compete bad. (I can tell that against e drags and Prophecy, it wouldn't win :/ ). So tell me guys what you think about it, and what improvements do you think I might need. If you want to try it, go ahead, that's why I posted this long as deck profile. If you liked it,let me know and I might end up do more if you want (I can also review decks I didn't make, like explaining why a deck that topped is good, and help you understand the different plays in it). So hope you enjoyed and bye guys (any feedback would be cherished :] ) !
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PostSubject: Re: Mesmerizing maneaters deck profile   Fri Jun 07, 2013 10:52 am

WoW this looong but thanks for your efforts
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Wynaughtify (KFC)

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PostSubject: Re: Mesmerizing maneaters deck profile   Fri Jun 07, 2013 11:38 am

Haha, thanks mang. I do that hoping it can help ^^
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