Friday, February 28, 2014

To Infinity and Beyond


PRIO has been released now and with it comes new cards that may or may not change the meta. For the TCG, I think you guys have a more diverse meta than us since our Incarnates are still alive and dominating the field but they're easier to fight now than before. Although, the OCG has OOPArts Nebra  Disk and Heraldic Beast Amphisbaena which I bet TCG players are envious of. But enough of that, because this time we're gonna talk about an archetype that got new support from PRIO namely, the Galaxy archetype.

It is an archetype used by Kite from the series and it's an archetype with a lot of dragon monsters as boss cards, and like I said before, I like dragons. Also, I like having unfair advantage that may frustrate my opponents and this deck has that kind of unfair advantage in it in the form of rank 8 monsters. Lastly, the archetype is composed of all light monsters and right now we're heading towards a format dominated by light monsters.

Decklist after the jump


MONSTERS 17
x3 Galaxy-Eyes Photon Dragon
x2 Galaxy Knight
x1 Photon Slayer
x3 Galaxy Soldier
x2 Overlay Booster
x3 Galaxy Wizard
x1 Galaxy-Eyes Cloud Dragon
x2 Effect Veiler

SPELLS 15
x1 Heavy Storm
x3 Accel Light
x1 Dark Hole
x3 Galaxy Expedition
x1 Foolish Burial
x1 Monster Reborn
x2 Mystical Space Typhoon
x2 Forbidden Lance
x1 Galaxy Zero

TRAP 8
x2 Bottomless Trap Hole
x2 Compulsory Evacuation Device
x2 Call of the haunted
x1 Solemn Judgment
x1 Solemn Warning

EXTRA 15
x2 NO. 62 Galaxy-Eyes Prime Photon Dragon
x2 NO. 107 Galaxy-Eyes Tachyon Dragon
x3 Divine Dragon Knight Felgrand
x1 Alsei, Guardian God of Shinra
x1 Gaia Dragoon, the Thunderclap Knight
x1 Tiras, Keeper of the Founders
x2 Sacred Pleiades
x1 NO. 61 Volcasaurus
x1 Shark Fortress
x1 NO. 101 S. H. Ark Knight

From just seeing the extra deck monsters and the number of high-level monsters in the main deck, I bet you could understand how the deck works. It is a deck that specializes in bringing out rank 8 monsters, specifically, Divine Dragon Knight Felgrand, the unfair advantage I was talking about. Accept it, when Divine Dragon Knight Felgrand hits the field and you have nothing to negate him, you're gonna have at least 2 turns thinking how to bait Felgrand's effect or summon a monster with higher ATK.

So how do we use the deck? It seems like summoning 2 level 8 monsters is a difficult task right? But it's not, it's like a walk in the park for this deck. Every turn, the possibility of having a Divine Dragon Knight Felgrand is very often with just the proper hand cards.

 I will tell this in advance, having a Divine Dragon Knight Felgrand is very frustrating. It controls the field and has a very high ATK power to back it up. Now, imagine having two of them on your field, your opponent will have twice the monster to defeat and twice the frustration. This ability of the deck gives it a little bit of being a control deck, or let's just call it a Felgrand Beat.

Now, how do we bring out the fierce rank 8 out on the field? Well, this can be done via simple methods like normal summoning or using Accel Light to bring out Galaxy Wizard and use its effect to make it lvl 8, then use Galaxy Expedition to bring out a lvl 8 Photon or Galaxy, specifically, Galaxy-Eyes Photon Dragon, so you wouldn't draw it often.

Another way of having a rank 8 is using Galaxy Knight's effect. Galaxy Knight can be normal summoned without any tribute by having a Photon or Galaxy monster on your field. When Galaxy Knight is summoned this way, it loses 1000 ATK and you can special summon a Galaxy-Eyes Photon Dragon from your graveyard, and proceed to rank 8. The easiest way to have that Photon or Galaxy immediately to fulfill Galaxy Knight's condition, is by Galaxy Soldier. First, special summon Galaxy Soldier by discarding Galaxy-Eyes Photon Dragon, then get Galaxy Knight from the deck via Galaxy Soldier effect, and proceed to Galaxy Knight's process as mentioned above.

And that is how you put those rank 8 on your field.

But, not everything can be taken care of by Divine Dragon Knight Felgrand, there are some monsters that have enough high ATK to take out Divine Dragon Knight Felgrand, so how do we solve that? Well, Galaxy Soldier is a lvl 5 light monster and what better use to fully utilize a lvl 5 light monster is to xyz it to Sacred Pleiades. By using Galaxy Expedition to bring out another lvl 5 Photon or Galaxy when Galaxy Soldier is on the field, you can xyz summon Sacred Pleiades. You can also summon a rank 5 with Overlay Booster while Galaxy Soldier is on the field.

Now you have Divine Dragon Knight Felgrand and Sacred Pleiades on your field, the only problem now would be Gao, Protector of the Sacred Tree since it has a high ATK and Sacred Pleiades can't bounce him, but to defeat it, you can put Honest in the main deck, I just didn't put him there due to preference.

Lastly, it has an OTK with NO. 62 Galaxy-Eyes Prime Photon Dragon. Just don't forget not to detach Galaxy-Eyes Photon Dragon.



CARD CHOICES DISCUSSION

Why did you only put 2 Galaxy Knight?
*We actually don't want to draw Galaxy Knight at the beginning because it'll be a dead draw and during early game, we should prioritize on preparing the hand and grave.

What's that 1 Photon Slayer doing in the main deck?
*Photon Slayer is a lvl 5 Photon monster that we can special summon by Galaxy Expedition when Galaxy Soldier is on the field. I put it there because it seems like a waste to fetch another Galaxy Soldier. Also, you can special summon it when you have an xyz monster. This time you can use Galaxy Expedition to special summon Galaxy Soldier and activate its effect as well to fetch Galaxy Knight and proceed to a rank 8.

Why have Overlay Booster?
*You can special summon it when you have Galaxy Soldier for an easy rank 5. Don't put more than 2 because that'll be too much.

Why is there 1 Galaxy-Eyes Cloud Dragon?
*It's there as another target for Accel Light since Accel Light has only Galaxy Wizard as target without Galaxy-Eyes Cloud Dragon and it'll be a waste not to put Accel Light at 3. Also, it has the ability to call Galaxy-Eyes Photon Dragon from your hand or grave.

What is Forbidden Lance for?
*The main use of Forbidden Lance here is not to decrease your opponent's monster's ATK, but to protect your monsters from your opponent's backrow, specially to prevent Galaxy Soldier from BTH and the likes.

Why only have 1 Galaxy Zero?
*It's a reborn card, and having 3 reborn cards is too much and there are more better cards to put than a reborn. And since Galaxy Zero has restrictions and I want 2 reborn cards, I added Monster Reborn since it's the best reborn card and 1 Galaxy Zero as backup.

Why did you choose BTH and CED as traps instead of others?
*When choosing my trap cards, I always think of the phrase "pick your poison" and think of the traps that would better suit my style and what I want to achieve. I chose BTH and CED since both of those cards can mess up your opponent's normal summon.

Why have Call of the Haunted?
*It's a good reviving card and it's also used to set up my field for a Galaxy monster for Galaxy Knight's condition. Also, it can trigger Galaxy Soldier's effect during the opponent's turn.

NOTE: I did try having Artifact cards but the build became slower and I don't want to focus on Sacred Pleiades but rather, Divine Dragon Knight Felgrand.

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