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Post by thursday on Feb 16, 2014 22:58:00 GMT -6
Tour Guide (current): 2 Effect Veiler 3 Madolche Anjelly 3 Madolche Hootcake 3 Madolche Magileine 3 Madolche Messengelato 2 Madolche Mewfeuille 2 Tour Guide From The Underworld
Book of Moon Dark Hole 2 Forbidden Lance 2 Madolche Chateu 2 Madolche Ticket 3 Mystical Space Typhoon
Bottomless Trap Hole 3 Forbidden Seal Madolchepalooza 2 Mirror Force Solemn Warning Torrential Tribute 2 Trap Stun
Abyss Dweller Diamond Dire Wolf Evilswarm Exciton Knight Gagaga Cowboy Ghostrick Alucard Lavalval Chain 2 Leviair the Sea Dragon M-X-Saber Invoker 2 Madolche Queen Tiaramisu Maestroke The Symphony Djinn Number 101: Silent Honor ARK Number 49: Fortune Tune Steelswarm Roach
2 D.D. Crow 2 Maxx "C" Thunder King Rai-Oh 2 Breakthrough Skill 2 DNA Surgery 2 Guard Mines 2 Light-Imprisoning Mirror 2 Overworked
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Post by JerkJerk on Feb 16, 2014 23:41:43 GMT -6
3 Mewfeuille just sounds absolutely silly. With Hootcake, Ticket and Chateau keeping things around, and searching it with Magiliene. It's pretty unnecessary.
I would also suggest dropping one Magiliene, because again, ratios. It's not immediately useful especially since it's not activated with Hootcake. Yeah, it's Stratos but most things aren't immediately useful. Since you're playing double ticket (which, from what I have seen is only used with less Mag) and so on.
And Gelato searches Ticket/Chateu, from Hootcake/Anjelly. Redundancy has its merits if you're not having a deck that does the same thing over and over again with cards that are not immediately beneficially by themselves.
So that's 3 slots I would suggest integrating a T.G. Engine for a few more Rank 3 plays. 1 Striker and 2 Warwolf. Or, ideally, 2 Striker and 3 Warwolf.
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Post by ライトロード on Feb 17, 2014 0:11:42 GMT -6
Madolche more consistently without the T.G. Engine post PRIO. Three Mew is too excessive, though.
Trap Lineup should look like this:
1 Compulsory Evacuation Device 1 Bottomless Trap Hole 1 Madolchepalooza 1 Solemn Warning 2 Fiendish Chain 2 Mirror Force (Leo is a thing now)
Also, triple MST over Tripler Instant (mid-late game, it's practically useless to you in a lot of scenarios).
Another thing to consider. This is a combo deck. You might want to go Upstarts over Duality.
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Post by thursday on Feb 17, 2014 0:15:50 GMT -6
I'm liking Instant Fusion at the moment. Will try Mirror Force over D. Prison though.
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Post by thursday on Feb 17, 2014 16:24:33 GMT -6
After testing all day I noticed some things.
TGU is super fun in Madolches. Magiliene is still very good. I think Messengelato is a lot better at 2 for me. The T.G. engine isn't all it's hyped up to be. Sure Naturia summons are nice, but meh. Instant Fusion was fun but it was just alright. Spell Striker was super fun to mess around with. Duality was alright but I didn't really need them, Upstart wasn't that good. Mirror Force was great and turned the duel around in my favor a lot and Safe Zone is amazing MST bait.
I've got a couple of lists I was testing that I'll add to the OP in a bit.
EDIT: OP edited with my current main madolche build, Spell Striker. Might edit more later after testing TGU and Psychics.
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Post by thursday on Feb 19, 2014 17:01:25 GMT -6
OP updated with current builds. bump.
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Post by Ursiel on Feb 21, 2014 10:19:03 GMT -6
In the TGU build couldn't you drop the Night Assailant? I've had fine results just using #49 to cycle back used TGUs to continuously keep the 3rd live, and with Madolches themselves getting back into deck/hand it isn't a bad idea.
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Post by thursday on Feb 21, 2014 14:07:50 GMT -6
In the TGU build couldn't you drop the Night Assailant? I've had fine results just using #49 to cycle back used TGUs to continuously keep the 3rd live, and with Madolches themselves getting back into deck/hand it isn't a bad idea. The third TGU and Night Assailant is something I've been going back and forth with during testing. I'm definitely loving the TGU build the most because it's essentially a free Invoker without giving up a Madolche which can be really clutch at times.
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Post by Ursiel on Feb 21, 2014 18:32:10 GMT -6
#49 has been clutch in renewing my love for TGU. The level of annoyance that cycling them back into deck and just dropping them right back onto field is great.
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Post by thursday on Feb 21, 2014 21:16:37 GMT -6
Yah, I actually didn't like 49 at first but she grew on me, and she's really great in this deck. I moved some stuff around with the main deck I'm testing. Still working on ratios and what not. I may drop the other 2 decks altogether because I'm loving TGU that much.
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Post by Ursiel on Feb 22, 2014 20:08:05 GMT -6
lol That's because she is that good!
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Post by thursday on Feb 23, 2014 13:51:06 GMT -6
Indeed she is.
Made some changes and added a side deck. Guard Mines has been really neat so far.
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Post by Yoh Komori on Feb 23, 2014 23:03:01 GMT -6
guard mines, why?like I get what it can do, but is it really that effective in here?
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Post by thursday on Feb 23, 2014 23:09:38 GMT -6
Just a side deck card I wanted to try. Some friends of mine have been testing it's showing good results.
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Post by Ursiel on Feb 26, 2014 11:52:46 GMT -6
It does have uses against just about every meta deck I can think of right now.
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