Post by g1nz0 on Nov 10, 2013 9:55:59 GMT -6
**** The Harpie archetype has been around for a long time, and it has been a fan favorite of sorts as well. With the release of very important supprt cards from Lord of the Tachyon Galaxy, the deck has become a Meta threat to some extent and is able to be played at a competitive level. Sure, you could have built a deck in the past, but it would have been thrown together with a bunch of sub-par cards. With the release of a few cards we will mention in this discussion, Harpie's will finally take flight with a purpose, and that purpose has without a doubt change from last format due to some key introductions such as Magical Hats!
Let's Begin:
* RUN 0-3 Cyber Harpie Lady was the Harpie Lady of last format's Harpie deck, and it still may be for you, but it seems that with the change of face the deck has taken in strategy, and direction, so has the choice to fill this role. When you run this card it is your target for Elegant Egotist, and it also facilitates your generic, and archetype specific, Rank 4 plays.
* RUN 0-3 Harpie Lady #1 has become the more standard choice for the deck's Harpie Lady. It is searchable by the new tech in the Battle Recruiter, Flying Kamakiri #1. It's ATK boosting effect is also another reason it has gained the Harpie Lady spot since it encourages big pushes, and just the ability to OTK in general.
* RUN 3 This Cost Recruiter opens up your Rank 7 plays with ease, as well as being an access point for your generic Rank 4 Xyzs, and also Lightning Chidori. This combined with Summoner Monk can lead to very dynamic turns.
* RUN 0-1 (2) Pet Dragon has become a semi-staple for the deck at this point. While it was almost guaranteed to have a spot in the Main Deck last format due to the presence of Lightning and Tempest which made the Rank 7 play much more prevalent, the absence of Lightning alone seems to have crippled that function. Channeler gives Pet Dragon a reason to be considered still, but it is much more of a preference call than it was last format.
* RUN 3 Queen is the Field Spell Tutor which adds another way to thin the deck out of cards you'd prefer to not draw. It's also a 2100 ATKer while the Field Spell is active, which could be key as well.
* RUN 2-3 An interesting combo piece for the deck that allows for simple plays, I think the fact that it gives the deck another card that can be Tutored via Hysteric Sign, and another target for Hysteric Party, are the real selling points for Dancer in the Harpie deck.
* Zephyros offers the Harpie deck a bit of utility in that there are obvious ways to use him in conjunction with cards like Call of the Haunted and Fiendish Chain, but also, you can activate Hysteric Sign to add an Elegant Egotist from your deck to your hand and then Special Summon Zephyros by paying 400 LP's and returning Sign back to your hand. Now you can Normal Summon Summoner Monk and use that Sign to activate his effect and you will get the +3 in the EP from sign. Zephyros is also a Dark which helps to enable BLS.
* This is a simple addition to the deck I feel. It's a Winged Beast so Icarus Attack can make use of the copies you may/will draw, but it is very synergetic with Summoner Monk and Call of the Haunted, as well as supporting BLS in the deck.
* Garuda can be used to speed the deck up a bit allowing for more summons of Level 4, Wind-Attribute, bodies.
* With all of the cards that will remain on your field like Call of the Haunted, Fiendish Chain, Harpie's Hunting Ground, Hysteric Sign, etc. Mist Valley Falcon could be a tech card for you. It's easy to access via Summoner Monk, as well as it can be fodder for Icarus Attack.
* It hasn't taken me long in testing this deck while trying to find the right recipe for the deck to understand how Summoner Monk, a Monster usually frowned upon, is one of the deck's best cards; if not the best single card besides Hysteric Sign. The Extra Deck access this card delivers is a step above what it has been possible to offer decks before. Just getting Channeler onto the field can make for very explosive plays. Summoner Monk gives you excellent opening, mid and late game plays. It can put pressure or it can stabilize. It's quite the versatile tool for Harpie players. We will go into this more in the Combo Section.
* Flying Kamakiri #1 is a new tech for the Harpie deck some players are utilizing since it can act as an access route to Channeler and Harpie Lady #1.
* Instant Fusion and Mavelus are a combination of cards for Online Duelists since Mavelus is not available for IRL duelists at this point. This, again, aims to speed the deck up in hitting certain plays earlier.
* RUN 0-1 (2) Egotist's relevance in today's Harpie Deck was underestimated by some, including myself. My view has changed since this deck can be so dependant on the Normal Summon at times, that a well timed Effect Veiler can shut you down. Egotists allows you to push through. You can use it to activate the effect of cards like Summoner Monk, or Hysteric Party, and this adds added value to make the card less of a dead draw since Sign can grab it from your Graveyard, and not just from the deck alone.
* RUN 3 This card creates a lot of options for the Harpie player. At face-value you can battle other Field Spell playing decks without having to use your more generic removal. It can be Tutored to your hand via Harpie Queen. It gives your Winged Beast Monsters a 200 ATK boost which can help to push over big bodied LV 4 Monsters like Thunder King Rai-Oh, or simply help to add up some damage. Then there is the Spell/Trap removal aspect, which, again, is another great aspect of the card. And even a little more use out of the card would be discarding it to activate card effects since the presence of this card on the Field isn't as necessary as say Gates of the Dark World for Dark World decks. And of course since Field Spells are more relevant today, especially in the Dragon Ruler match-up, Hunting Ground let's you combat the Field Spell war while using your utility removal on more threatening cards. Also note, that in the Mirror Match you can use your opponent's Hunting Ground to pop his Spells/Traps from your Harpie Summons.
* RUN 3 Hysteric Sign:
- Effect 1: When you activate this card you can add Elegant Egotist to your hand. It's much better than drawing it, but also you have the ability to to retrieve it from the Graveyard as well. When you need to make an Xyz play, and you are relying on that Egotist to be the 2nd Monster, Sign acts as another Egotist which means you will have access to it when you need it.
- Effect 2: If this card was sent to the Graveyard. Notice there are no "how it is sent" restrictions. This is the beauty of Hysteric Sign. So, now you can use this as a bluff to eat up opposing MSTs and then go +3 off of it! Pitch it to the Graveyard for Summoner Monk's effect. EP advantage. Since Dimensional Fissure and Macro Cosmos have been limited, these cards won't hurt this deck anymore, or as much.
* I haven't personally had the chance to test this card since I am working on the Harpie Town build currently, but I am sure there is some situational value in the card. But it needs to be mentioned, regardless, since it is the newest bit of support for the Harpie deck.
* Swallow's Nest is a neat card that can be an asset to the Harpie player, but only because it is a Quick Play Spell. This can help you dodge Effect Veiler, since there is nothing worse than paying a cost to activate an effect and then having that Monster Effect Veiler'd. You can also dodge negation/removal like Bottomless Trap Hole, Compulsory Evacuation Device, and Fiendish Chain. And it allows you to grab cards from your deck that you would prefer not to draw such as Sacred Crane. Countering counters is always nice.
* Phalanx Pike is a new tech card for the Harpie Deck that adds a bit of sillyness to the deck. Since all of your Harpie Monsters consider themselves Harpie Lady in the Graveyard the explosive potential of this card only increase as the game goes on and you build resources. You Should Definitely Test This!
* Quil Pen is a bit gimmicky, but it does offer the Harpie deck a bit of a reset button in a grind game to make Channeler live again while also serving as spot removal from a problem card.
* Terraforming isn't a must, and quite possibly may not make it into your build, but the aspect of the game that the new techs and tweaks that are populating the Harpie Deck aim to engage is Speed. And Terraforming will without a doubt facilitate that.
* Thanks to a new tech that has changed the face of the Harpie Deck that we will touch on in the section below, Traps, Geartown and Ancient Gear Gadjiltron Dragon have made one of the most surprising appearances that "splash cards" have made in quite some time. I'd run Geartown at 2, and Gadjiltron Dragon at 1 and that should suffice the advantage machine that is Magical Hats quite enough in combination with Hysteric Sign.
* RUN 3 (2) Hysteric Party provides some truly explosive plays to the Harpie deck. Discarding a cost to Special Summon as many Harpie Lady cards as possible from your Graveyard is just tremendous. Especially when you think that you could be discarding a Harpie to activate the card! This card can produce some really silly fields such as double Lightning Chidori +, or a Rank 4, or two, with the likes of Dracossack or Big Eye to boot! This card went from a one, or two, of, to almost a mandatory three-of.
* RUN 2-3 With almost every Monster in your deck being a Winged Beast, there is no other Trap card that begs for inclusion. This is a real advantage creater especially when the timing is right like when your opponent blind MSTs or over commits in general.
* RUN 0-3 Magical Hats has turned the deck upside down a little. Not only has it given the Harpie player another way to activate the Tutor effect of Hysteric Sign, but it has also allowed the Harpie player to add flavor cards like Geartown and Ancient Gear Gadjiltron Dragon into the deck for additional explosiveness.
* These two for obvious reasons. Falcon and Zephyros, but also Call of the Haunted serves as the generic continuation/facilitator play we know it for.
* Lightning Chidori is a great card that just fits this deck naturally. Almost all of your monsters are Wind, and they are very easy to get to the field. The ability of disruption this guy can inflict to set-ups is, at times, game winning. Don't be fooled into thinking that, in turns that you can/will drop two of this guy, this card can be a facilitator for the deck's OTK potential.
* Diamond Dire Wolf is an excellent Extra Deck option for the Harpie Deck since you have Winged Beast Monsters to spare to get the most out of his effect! Easy Removal in a deck that seems to specialize in getting problem cards out of it's way.
* Ice Beast Zerofyne is one of the most underrated Xyz Monsters in the Harpie Extra Deck. Do not be fooled how dynamic Zerofyne's ability to shut off every effect on your opponent's side of the field can be. This is only bolstered by Zerofyne's ability to gain 300 ATK for every other face-up card on the field other than itself. So, It can basically effect stun every face-up card on your opponent's field while also gaining enough ATK to push over their biggest threat.
* While I'm not sold on Emeral in the Harpie Extra Deck, some players have turned to it since it can put Harpie bodies back into your deck to make mid/late game Channelers live.
* Queen Dragun Djinn is one of your generic Rank 4's, but more of a gimmick/preference card more than anything. It can allow you to put Rank 7's on board in turns where this might not have been possible. In general: it lets you get your Pet Dragon back for presence, or further usage with connector cards like Call of the Haunted or Tempest, Dragon Ruler of Storms.
* Master Key Beetle can be a tech selection for you if you are running Blackwing - Zephyros the Elite along with your Summoner Monks. While your pair of Summoner Monks would be enough to make Key Beetle, Zephyros just opens the play up a bit more frequently.
* Crazy Box, if for nothing else can be your reason for Side Decking Eradicator Epidemic Virus. His effect, with the luck of the Die Roll, can be quite sacky as well.
* Ouroboros has become the Harpie Deck's replacement for Shock Master. While it does not aim to replace the effect of Shock Master, it does replace it as the end result of the play that would spawn Shock Master. Oh, and it's effect, while not as dynamic as Shock Master's, it still quite good.
* When it comes to the Pet Phantasmal Dragon, I must admit, I'm still not wholly sold, or better said, certain. Since it does have the dynamic effect of being able to attack directly, and also the protection effect, I leave it in the Extra on default alone. But let's not be fooled here, it's effect can be quite dynamic, and game changing/ending, and while I won't tell you to run two, I would almost guarantee that it is a must-have at one.
* While these two Xyz's may have somewhat defined the deck's strengths last format, they just aren't the focus, or winning play(s), the deck once leaned on. If your version of the deck can run them, you should be running them as one-of's at the least; or as the standard.
Making your Generic Rank 4's is quite obvious. Whether you hard summon them, or make them via Summoner Monk who grabs, let's say for instance, Sacred Crane, there is no secret here.
With that being said, there are variations. There will be scenarios where you have Call of the Haunted/Elegant Egotists in hand to use as continuations, but let's take a look at the dynamic side of Summoner Monk and some interactions with other cards.
3 LV 4's Rank 4
Summoner Monk + Spell + Harpie Card in Hand
Normal Summon Summoner Monk → Discard Spell → Special Summon Harpie Channeler
Discard Harpie Card → Special Summon Harpie Lady #1/Harpie Queen
Rank 7
Harpie Channeler + Harpie Card
Normal Summon Harpie Channeler → Discard Harpie Card
Special Summon Harpie's Pet Dragon
Double Rank 4
Summoner Monk + Elegant Egotist + Harpie Card + Spell Card
Normal Summon Summoner Monk → Discard Spell Card
Special Summon Harpie Channeler → Discard Harpie Card
Special Summon Harpie Lady #1/Harpie Queen
Activate Elegant Egotist → Special Summon Harpie Lady #1
Summoner Monk + Hysteric Sign + Blackwing Zephyros the Elite in Graveyard
This combination of cards can do several things, it just depends on the game state, and what cards you have access to.
Activate Hysteric Sign → Add Elegant Egotist to hand from Deck or Graveyard
Activate Zephyros' effect to Special Summon himself from the Graveyard → Return Hysteric Sign to your hand → Special Summon Zephyros → Take 400 damage
Normal Summon Summoner Monk → Discard Hysteric Sign → Here you can Special Summon A) another Summoner Monk, B) generic LV 4, or C) Harpie Channeler.
(In the EP of this turn, since Hysteric Sign was activated to grab Elegant Egotist, you will not add up to 3 Harpie Cards from your deck)
↓↓↓↓↓A↓↓↓↓↓
Special Summoner Monk
(If you have another Spell to use)
→ Discard Spell → Special Summon Harpie Channeler (If you have an extra Harpie Card at this point you can continue on with more)
Activate Elegant Egotist → Special Summon Harpie Lady #1
Your field could be 2 Rank 4's with a Winged Beast to make Icarus Attack live, or Evilswarm Ourosboros/Harpie's Pet Phantasmal Dragon with one of your generic/Match-Up Rank 4's (Lightning Chidori / Ice Beast Zerofyne / Abyss Dweller / Number 50: Blackship of Corn)
↓↓↓↓↓B↓↓↓↓↓
Special Generic LV4
You can make a Match-Up specific Rank 4 and still have a Winged Beast to make Icarus Attack live, or make one of your 3 LV 4 Rank 4's. Or, you can activate Elegant Egotist and make two Rank 4's.
↓↓↓↓↓C↓↓↓↓↓
Harpie Channeler
(W/O an Extra Harpie Card in hand; just Elegant Egotist)
Activate Elegant Egotist → Special Summon Harpie Lady #1
You can make two Rank 4's, or a 3 LV4 Rank 4 while leaving a Winged Beast to make Icarus Attack live.
(With an Extra Harpie Card in hand)
Activate Channeler's effect → Discard the extra Harpie card → Special Summon Harpie's Pet Dragon
Activate Elegant Egotist → Special Summon Harpie Lady #1
Now you can make your Evilswarm Ouroboros / Harpie's Pet Phantasmal Dragon + Dracossac field (or Big Eye, if that is appropriate).
Let's Begin:
MONSTERS
* RUN 0-3 Cyber Harpie Lady was the Harpie Lady of last format's Harpie deck, and it still may be for you, but it seems that with the change of face the deck has taken in strategy, and direction, so has the choice to fill this role. When you run this card it is your target for Elegant Egotist, and it also facilitates your generic, and archetype specific, Rank 4 plays.
* RUN 0-3 Harpie Lady #1 has become the more standard choice for the deck's Harpie Lady. It is searchable by the new tech in the Battle Recruiter, Flying Kamakiri #1. It's ATK boosting effect is also another reason it has gained the Harpie Lady spot since it encourages big pushes, and just the ability to OTK in general.
* RUN 3 This Cost Recruiter opens up your Rank 7 plays with ease, as well as being an access point for your generic Rank 4 Xyzs, and also Lightning Chidori. This combined with Summoner Monk can lead to very dynamic turns.
* RUN 0-1 (2) Pet Dragon has become a semi-staple for the deck at this point. While it was almost guaranteed to have a spot in the Main Deck last format due to the presence of Lightning and Tempest which made the Rank 7 play much more prevalent, the absence of Lightning alone seems to have crippled that function. Channeler gives Pet Dragon a reason to be considered still, but it is much more of a preference call than it was last format.
* RUN 3 Queen is the Field Spell Tutor which adds another way to thin the deck out of cards you'd prefer to not draw. It's also a 2100 ATKer while the Field Spell is active, which could be key as well.
* RUN 2-3 An interesting combo piece for the deck that allows for simple plays, I think the fact that it gives the deck another card that can be Tutored via Hysteric Sign, and another target for Hysteric Party, are the real selling points for Dancer in the Harpie deck.
SUPPORT MONSTERS
* Zephyros offers the Harpie deck a bit of utility in that there are obvious ways to use him in conjunction with cards like Call of the Haunted and Fiendish Chain, but also, you can activate Hysteric Sign to add an Elegant Egotist from your deck to your hand and then Special Summon Zephyros by paying 400 LP's and returning Sign back to your hand. Now you can Normal Summon Summoner Monk and use that Sign to activate his effect and you will get the +3 in the EP from sign. Zephyros is also a Dark which helps to enable BLS.
* This is a simple addition to the deck I feel. It's a Winged Beast so Icarus Attack can make use of the copies you may/will draw, but it is very synergetic with Summoner Monk and Call of the Haunted, as well as supporting BLS in the deck.
* Garuda can be used to speed the deck up a bit allowing for more summons of Level 4, Wind-Attribute, bodies.
* With all of the cards that will remain on your field like Call of the Haunted, Fiendish Chain, Harpie's Hunting Ground, Hysteric Sign, etc. Mist Valley Falcon could be a tech card for you. It's easy to access via Summoner Monk, as well as it can be fodder for Icarus Attack.
* It hasn't taken me long in testing this deck while trying to find the right recipe for the deck to understand how Summoner Monk, a Monster usually frowned upon, is one of the deck's best cards; if not the best single card besides Hysteric Sign. The Extra Deck access this card delivers is a step above what it has been possible to offer decks before. Just getting Channeler onto the field can make for very explosive plays. Summoner Monk gives you excellent opening, mid and late game plays. It can put pressure or it can stabilize. It's quite the versatile tool for Harpie players. We will go into this more in the Combo Section.
* Flying Kamakiri #1 is a new tech for the Harpie deck some players are utilizing since it can act as an access route to Channeler and Harpie Lady #1.
* Instant Fusion and Mavelus are a combination of cards for Online Duelists since Mavelus is not available for IRL duelists at this point. This, again, aims to speed the deck up in hitting certain plays earlier.
SPELLS
* RUN 0-1 (2) Egotist's relevance in today's Harpie Deck was underestimated by some, including myself. My view has changed since this deck can be so dependant on the Normal Summon at times, that a well timed Effect Veiler can shut you down. Egotists allows you to push through. You can use it to activate the effect of cards like Summoner Monk, or Hysteric Party, and this adds added value to make the card less of a dead draw since Sign can grab it from your Graveyard, and not just from the deck alone.
* RUN 3 This card creates a lot of options for the Harpie player. At face-value you can battle other Field Spell playing decks without having to use your more generic removal. It can be Tutored to your hand via Harpie Queen. It gives your Winged Beast Monsters a 200 ATK boost which can help to push over big bodied LV 4 Monsters like Thunder King Rai-Oh, or simply help to add up some damage. Then there is the Spell/Trap removal aspect, which, again, is another great aspect of the card. And even a little more use out of the card would be discarding it to activate card effects since the presence of this card on the Field isn't as necessary as say Gates of the Dark World for Dark World decks. And of course since Field Spells are more relevant today, especially in the Dragon Ruler match-up, Hunting Ground let's you combat the Field Spell war while using your utility removal on more threatening cards. Also note, that in the Mirror Match you can use your opponent's Hunting Ground to pop his Spells/Traps from your Harpie Summons.
* RUN 3 Hysteric Sign:
- Effect 1: When you activate this card you can add Elegant Egotist to your hand. It's much better than drawing it, but also you have the ability to to retrieve it from the Graveyard as well. When you need to make an Xyz play, and you are relying on that Egotist to be the 2nd Monster, Sign acts as another Egotist which means you will have access to it when you need it.
- Effect 2: If this card was sent to the Graveyard. Notice there are no "how it is sent" restrictions. This is the beauty of Hysteric Sign. So, now you can use this as a bluff to eat up opposing MSTs and then go +3 off of it! Pitch it to the Graveyard for Summoner Monk's effect. EP advantage. Since Dimensional Fissure and Macro Cosmos have been limited, these cards won't hurt this deck anymore, or as much.
* I haven't personally had the chance to test this card since I am working on the Harpie Town build currently, but I am sure there is some situational value in the card. But it needs to be mentioned, regardless, since it is the newest bit of support for the Harpie deck.
* Swallow's Nest is a neat card that can be an asset to the Harpie player, but only because it is a Quick Play Spell. This can help you dodge Effect Veiler, since there is nothing worse than paying a cost to activate an effect and then having that Monster Effect Veiler'd. You can also dodge negation/removal like Bottomless Trap Hole, Compulsory Evacuation Device, and Fiendish Chain. And it allows you to grab cards from your deck that you would prefer not to draw such as Sacred Crane. Countering counters is always nice.
* Phalanx Pike is a new tech card for the Harpie Deck that adds a bit of sillyness to the deck. Since all of your Harpie Monsters consider themselves Harpie Lady in the Graveyard the explosive potential of this card only increase as the game goes on and you build resources. You Should Definitely Test This!
* Quil Pen is a bit gimmicky, but it does offer the Harpie deck a bit of a reset button in a grind game to make Channeler live again while also serving as spot removal from a problem card.
* Terraforming isn't a must, and quite possibly may not make it into your build, but the aspect of the game that the new techs and tweaks that are populating the Harpie Deck aim to engage is Speed. And Terraforming will without a doubt facilitate that.
* Thanks to a new tech that has changed the face of the Harpie Deck that we will touch on in the section below, Traps, Geartown and Ancient Gear Gadjiltron Dragon have made one of the most surprising appearances that "splash cards" have made in quite some time. I'd run Geartown at 2, and Gadjiltron Dragon at 1 and that should suffice the advantage machine that is Magical Hats quite enough in combination with Hysteric Sign.
TRAPS
* RUN 3 (2) Hysteric Party provides some truly explosive plays to the Harpie deck. Discarding a cost to Special Summon as many Harpie Lady cards as possible from your Graveyard is just tremendous. Especially when you think that you could be discarding a Harpie to activate the card! This card can produce some really silly fields such as double Lightning Chidori +, or a Rank 4, or two, with the likes of Dracossack or Big Eye to boot! This card went from a one, or two, of, to almost a mandatory three-of.
* RUN 2-3 With almost every Monster in your deck being a Winged Beast, there is no other Trap card that begs for inclusion. This is a real advantage creater especially when the timing is right like when your opponent blind MSTs or over commits in general.
* RUN 0-3 Magical Hats has turned the deck upside down a little. Not only has it given the Harpie player another way to activate the Tutor effect of Hysteric Sign, but it has also allowed the Harpie player to add flavor cards like Geartown and Ancient Gear Gadjiltron Dragon into the deck for additional explosiveness.
OTHER/STANDARD OPTIONS
* These two for obvious reasons. Falcon and Zephyros, but also Call of the Haunted serves as the generic continuation/facilitator play we know it for.
EXTRA DECK
* Lightning Chidori is a great card that just fits this deck naturally. Almost all of your monsters are Wind, and they are very easy to get to the field. The ability of disruption this guy can inflict to set-ups is, at times, game winning. Don't be fooled into thinking that, in turns that you can/will drop two of this guy, this card can be a facilitator for the deck's OTK potential.
* Diamond Dire Wolf is an excellent Extra Deck option for the Harpie Deck since you have Winged Beast Monsters to spare to get the most out of his effect! Easy Removal in a deck that seems to specialize in getting problem cards out of it's way.
* Ice Beast Zerofyne is one of the most underrated Xyz Monsters in the Harpie Extra Deck. Do not be fooled how dynamic Zerofyne's ability to shut off every effect on your opponent's side of the field can be. This is only bolstered by Zerofyne's ability to gain 300 ATK for every other face-up card on the field other than itself. So, It can basically effect stun every face-up card on your opponent's field while also gaining enough ATK to push over their biggest threat.
* While I'm not sold on Emeral in the Harpie Extra Deck, some players have turned to it since it can put Harpie bodies back into your deck to make mid/late game Channelers live.
* Queen Dragun Djinn is one of your generic Rank 4's, but more of a gimmick/preference card more than anything. It can allow you to put Rank 7's on board in turns where this might not have been possible. In general: it lets you get your Pet Dragon back for presence, or further usage with connector cards like Call of the Haunted or Tempest, Dragon Ruler of Storms.
* Master Key Beetle can be a tech selection for you if you are running Blackwing - Zephyros the Elite along with your Summoner Monks. While your pair of Summoner Monks would be enough to make Key Beetle, Zephyros just opens the play up a bit more frequently.
* Crazy Box, if for nothing else can be your reason for Side Decking Eradicator Epidemic Virus. His effect, with the luck of the Die Roll, can be quite sacky as well.
* Ouroboros has become the Harpie Deck's replacement for Shock Master. While it does not aim to replace the effect of Shock Master, it does replace it as the end result of the play that would spawn Shock Master. Oh, and it's effect, while not as dynamic as Shock Master's, it still quite good.
* When it comes to the Pet Phantasmal Dragon, I must admit, I'm still not wholly sold, or better said, certain. Since it does have the dynamic effect of being able to attack directly, and also the protection effect, I leave it in the Extra on default alone. But let's not be fooled here, it's effect can be quite dynamic, and game changing/ending, and while I won't tell you to run two, I would almost guarantee that it is a must-have at one.
* While these two Xyz's may have somewhat defined the deck's strengths last format, they just aren't the focus, or winning play(s), the deck once leaned on. If your version of the deck can run them, you should be running them as one-of's at the least; or as the standard.
COMBOS
Making your Generic Rank 4's is quite obvious. Whether you hard summon them, or make them via Summoner Monk who grabs, let's say for instance, Sacred Crane, there is no secret here.
With that being said, there are variations. There will be scenarios where you have Call of the Haunted/Elegant Egotists in hand to use as continuations, but let's take a look at the dynamic side of Summoner Monk and some interactions with other cards.
3 LV 4's Rank 4
Summoner Monk + Spell + Harpie Card in Hand
Normal Summon Summoner Monk → Discard Spell → Special Summon Harpie Channeler
Discard Harpie Card → Special Summon Harpie Lady #1/Harpie Queen
Rank 7
Harpie Channeler + Harpie Card
Normal Summon Harpie Channeler → Discard Harpie Card
Special Summon Harpie's Pet Dragon
Double Rank 4
Summoner Monk + Elegant Egotist + Harpie Card + Spell Card
Normal Summon Summoner Monk → Discard Spell Card
Special Summon Harpie Channeler → Discard Harpie Card
Special Summon Harpie Lady #1/Harpie Queen
Activate Elegant Egotist → Special Summon Harpie Lady #1
Summoner Monk + Hysteric Sign + Blackwing Zephyros the Elite in Graveyard
This combination of cards can do several things, it just depends on the game state, and what cards you have access to.
Activate Hysteric Sign → Add Elegant Egotist to hand from Deck or Graveyard
Activate Zephyros' effect to Special Summon himself from the Graveyard → Return Hysteric Sign to your hand → Special Summon Zephyros → Take 400 damage
Normal Summon Summoner Monk → Discard Hysteric Sign → Here you can Special Summon A) another Summoner Monk, B) generic LV 4, or C) Harpie Channeler.
(In the EP of this turn, since Hysteric Sign was activated to grab Elegant Egotist, you will not add up to 3 Harpie Cards from your deck)
↓↓↓↓↓A↓↓↓↓↓
Special Summoner Monk
(If you have another Spell to use)
→ Discard Spell → Special Summon Harpie Channeler (If you have an extra Harpie Card at this point you can continue on with more)
Activate Elegant Egotist → Special Summon Harpie Lady #1
Your field could be 2 Rank 4's with a Winged Beast to make Icarus Attack live, or Evilswarm Ourosboros/Harpie's Pet Phantasmal Dragon with one of your generic/Match-Up Rank 4's (Lightning Chidori / Ice Beast Zerofyne / Abyss Dweller / Number 50: Blackship of Corn)
↓↓↓↓↓B↓↓↓↓↓
Special Generic LV4
You can make a Match-Up specific Rank 4 and still have a Winged Beast to make Icarus Attack live, or make one of your 3 LV 4 Rank 4's. Or, you can activate Elegant Egotist and make two Rank 4's.
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Harpie Channeler
(W/O an Extra Harpie Card in hand; just Elegant Egotist)
Activate Elegant Egotist → Special Summon Harpie Lady #1
You can make two Rank 4's, or a 3 LV4 Rank 4 while leaving a Winged Beast to make Icarus Attack live.
(With an Extra Harpie Card in hand)
Activate Channeler's effect → Discard the extra Harpie card → Special Summon Harpie's Pet Dragon
Activate Elegant Egotist → Special Summon Harpie Lady #1
Now you can make your Evilswarm Ouroboros / Harpie's Pet Phantasmal Dragon + Dracossac field (or Big Eye, if that is appropriate).
DECKS