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Laporkan kesalahan penerjemahan
I've been playing some Skull Servants, and even with a almost pure build (so no Lightsworn or That Grass Looks Greener engine) it's kind of funny getting out King of Skull Servants with like 5000+ attack. Probably wont win a ton though in a pure build.
Earth Machines have alot of options since olden times; way back when we had Gadgets with their constant hand replenishing, Ancient Gears, then Machinas, then Geargias and some non-archetype but useful level 10-ish Machines, and currently Infinitracks. Machine typing and just the general clauses on alot of archetype effects allow you to mix and match among those that I mentioned quite nicely. I believe the most competitive version right now mixes Machinas with Infinitracks for powerful, high level and rank monsters, but you could try other builds as well.
Magical Muskets are a rather unknown but very interesting archetype: the gist is these low level Musket monsters that use Spells and Traps as "bullets", gaining benefits when Spells/Traps are activated in the same column where they are. Definitely not meta, but very interesting mechanic.
It's decently consistent thanks to TImestar Magician, and thanks to the Dimension Dragons and Supreme King Dragons, can hold it's own even when it has bad draws...
It's not ridiculously overpowered, but it also doesn't negate everything/combo for several minutes. The only real downside is that it doesn't like to go first, and it basically has to survive one turn if you can't get what you need...
The fun part really comes from the fact that usually, even just paying the cost of something can be adventagous, as your only goal is to get 4 cards on your hand/field/GY and another one on the field, so discarding cards from your hand/deck just gets you closer to victory...
A lot of the Pendulum Monsters also have decent effects when destroyed.
Figured if I can't keep up with all this Link Summoning stuff, I'd construct a deck that awards my preference for a slower pace AND forces my opponent to slow down as well (via cards like Domain of the True Monarchs, Black Horn of Heaven, Fossil Dyna Pachycephalo), whilst also using Escalation of the Monarchs to cycle through my Monarchs on EITHER turn and Dark Advance and Pot of Avarice to effectively recycle my Monarch monsters. (esp important as I have no qualms tributing my Monarchs to summon Monarchs if the situation calls for it; unless I can use my opponent's monster that is :3)
And since he's practically a Mega Monarch in terms of ease of tribute summoning (actually a little bit more lax as the Level 5+ monster being used as tribute does NOT have to be tribute summoned), threw in an Odd-Eyes Advance Dragon as well.
I'm sure you've probably seen enough of it to be vaguely familiar with it, but it's a good deck if you're looking for ways to second guess yourself on how you could have played better instead of just following a flow chart.
Ghostrick is probably fun, probably bad too
Crux of the deck revolves around A-counters. You put them on the enemy, or on your own monsters as storage, and you can whip up some crazy effects with them. Deck has some pretty good traps too, quite a few revolve around taking control of your opponent's monsters. With the most recent support, your ideal strat is just to swarm out monsters (hopefully with the help of alien dog and overlord) to link into shocktrooper and then into cosmic slicer zeroll. He acts as a hard floodgate, monsters with A-counters are put into defense position and can't activate effects, plus searches a card relating to A-counters on summon. Combined with alien kid (puts a counter on each monster the opponent special summons) you can lock down even meta decks, but setting that up against them would be near impossible. It also turns the deck's most important spell (A-cell recombination device device) into a quick-play skill drain that also sets up your graveyard, feeds more A counters, and searches aliens all at once.
On the other side of that coin, you have alien ammonite as the one-card synchro since it lets you special summon a low level alien from the grave. It's meant to go into cosmic fortress golgar, which is also a very powerful control card. Returns spells/traps from the field to the hands to charge A counters, and can use counters to destroy cards. This is particularly nasty with code A ancient ruins, which can use A counters to special summon aliens from the grave on only a soft once per turn.
Pretty much all the alien effects except for cosmic slicer's search are soft once per turns, so by shuffling them between the field/hand/grave you can re-use them many times as long as you have the A counters. Really strong board once it's set up that can go into link-4s pretty easily, but it's slow to set up and the cards have virtually no protection against destruction or disruption. Also really complicated to pilot, been playing them for dozens of duels against AI and still need to spend a while thinking about effect order to maximize card advantage and get good A counter distribution
It's best to go first and prevent them from playing (a huge chunk of people will just surrender outright). Going second and trying to establish control is a bit harder, but the monarchs stormforth makes it much easier. You can use your opponent's monster as a tribute for your own and it bypasses the vast majority of boss monsters' protection because it doesn't target or destroy.
The only issue with the deck is the consistency. Sometimes you'll brick really hard with monarchs. Either you'll open up with all tribute fodder and no good monsters, or all good monsters with no tribute fodder. It sucks, but the deck can still be very hard to deal with if you establish a proper board- even for many meta decks. I hear monarchs have been powercrept a bit with dracos, but I still prefer playing monarchs.
I've also heard that floowandereeze have a similar playstyle when it comes to tributing/normal summoning and locking your opponent out of activating monster effects and special summoning, but they aren't in the game yet. They're also way more consistent and I'm planning on trying them out when they're added to the game. I already have 10k gems saved up since the only deck I play is monarchs lol.
The reason I prefer Fossil Dyna: If your opponent manages to sneak in a bunch of special summons Fossil Dyna's Quasi-Flip Effect (has the same activation requirement as a Flip Effect, but isn't actually one XD) will nuke the lot.
Or at least the ones that can be destroyed by card effects. ;)