Notes & Combos
Why put up 6+ interaction boards when you can win instead.
The primary goal of this deck is to:
- use sprind to send gale dogra to grave.
- use cross sheep to summon it to revieve gale to send omega + nightingale to grave
- summon sksvd to copy nighting gale to burn for 4000
- link it off and use omega to shuffle sksvd back into deck
- summon again for another 4000 damage
The deck is very conistant and only needs 2 cards to win most of the time. <br>
Here are the 2 card combos that I currently have mapped out:
- Vaylanyz field spell + sorc
- 2 of the following 3: gate mag, astro, PEvo + any pendulum
- joker/monkeyboard + any special summon:
- darkwurm + monkeyboard
- darkwurm + joker
- Shrine + Gate magician
- Shrine + traited magician
This is not an exhaustive list just what I have manually verified
My current c/mulcharmies philosophy
- if your oppenent makes you go first or if you open ttt and see that they are on a boardbreaker tempi deck, play through it and try to ftk
- else if you can get to barrone + celestial with only a couple draws try to ftk
- if you can get to time graph with only 1 addional draw I go for that
- if it is none of the above I will pass the turn
Reasons I like Monkeyboard
- It is a free +1
- It lets you play through more disruptions and handtraps
- It enables sorc more and lets you play butler
- It is not hard to clear it's 4 scale lock through:
- valantz field spell
- celestial magician
- wisdom search celestial
- beyond negates it
Overall I feel that it adds more value to the deck then you lose
Changes you could make to the deck
I am 95% that this is the currect extra deck configeration. Giving that you could try out instead:
- swap cross-sheep for spright elf
- cutting whale,princess,zealantis for something else
- (This makes the combos very less consistant)
- swap magician of hope with timestar
As for the main deck:
- change the handtraps around
- +1/-1 on the vaylantz fieldspell
- go down 1 on poison
- go up 1 on double iris
- go up on duelist alliance
- play 3 chrono + gazer
- play 2nd celstial magician
- (Yes I have thought about it before)
- play one or more revolution dragon
Detailed General Plan
You want to be able to have 2 bodies on board to be able to go into beyond. Using beyond you want a hand that gets access to blackfang, gate mag, and harmonizing. If you can get to this board state it's pretty straight forward to win
- pend summon
- search pevo
- make magician of hope
- make sprind -> dump gale dogra
- make electrumite -> search astro
- pop blackfang -> summon astro -> summon beyond
- go into princess -> whale -> zealantis
- pop blackfang again -> summon astro -> dark magician
- zealantis reset -> sprind + zealantis for cross-sheep
- summon skdsv -> summon gale with cross-sheep
- dump omega + nightinggale
- copy nightinggale with skdsv ->link off into apollousa
- pop blackfang again -> summon astro -> dark magician
- omega shuffle it and skdsv back into ed
- summon skdsv again for the last 4k burn if you have access to 3 bodies without harmonizing instead
- make baronne
- do steps 3-7 the same way
- pop any extra card you have -> summon astro -> search last blackfang
- (low scale, fieldspell, stargraph)
- do step 9
- use baronne to pop black fang -> summon dark magicain
- do step 10-15 if you open shrine or fieldspell and have no access to harmonizing to play around nib
- summon 2 lv4's
- make magician of hope
- get another body for beyond
- steps 1-15 These lines so far require you to have used 2 dark magicians as material for magician of hope. This is only required if you did not get access to gate magician. if you have access you can use the addional pend summon to get the required dark pendulums needed to summon skdsv (if you noticed we searched pevo but did not use it once during this combo)