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Posts Posts : 38

PostSubject: Arcanite   Sat Apr 21, 2012 9:10 am

Sometime around last summer when I was playing on a regular basis, I was looking at cards like Citadel of Endymion and other spellcasters, realizing how much synergy they could have with the proper things, like drawpower. I decided to build a deck around Arcanite, since it was so easy to get out and so beneficial to do so. I had some luck, but also a lot of dead draws. Not a competative deck, but fun nonetheless. (I won my first two duels during testing, so I switched to this for the third game and lost, lol) I haven't updated it since september, since I haven't played IRL since then, so it's pretty outdated. If anyone has any suggestions, by all means, let me know.

Basically, the ideal goal of this deck is to accumulate counters, clear the opponent's field, and beatdown with a variety of high attack and variable attack monsters. Due to the large amount of time-specific cards, however, this often seems to fail thanks to dead draws.

I was going to post the image here, but I can't post the thumbnail yet, as I can't post links for 7 days. So I'll just post the list and add it next week.


Monsters x16

x3 Arcane Apprentice
This little guy is both a level 2 tuner and makes it easy to grab Assault Mode Activate to switch into Arcanite Magician/Assault Mode soon after I sync for Arcanite Magician. Makes clearing the field fast as possible. Unfortunately, fire though, so not much synergy with the lightxdark removal monsters.

x2 Arcanite Magician/Assault Mode
This is pretty easy to get out in this deck, and very beneficial to do so. Comes out with 2 counters, putting it to 2900 instantly, and is boostable by 1k with Spell Power Grasp. Since it brings back Arcanite when it dies, another can be brought out soon after, and Miracle Synchro Fusion can be performed. All around, essential for the deck. That is, when it stays out of the hand.

x1 Black Luster Soldier - Envoy of the Beginning
Pretty obvious, really. Comes out easily in this deck and wins games.

x2 Breaker the Magical Warrior
This little devil is extremely useful. It's level 4, allowing me to alternatively sync into either of the level 6 spellcaster synchros or Brio, and can pretty much clear the opponent's backrow alone with Citadel late game or with with SPG. Also a 1900 beatstick with a counter that goes on the Citadel when dead. Dark as well. Pretty sweet.

x2 Chaos Sorcerer
This would be a little more useful if I could run a level 1 tuner, but nonetheless, pretty useful. Gets rid of beatsticks when I don't have Arcanite out, and is a beatstick itself. Also very easy to drop in this deck.

x3 Krebons
Also extremely useful. Essential, moreso. Dark, tuner for Arcanite, and a wall all in one. I'd lose a lot more than I already do without this clown.

x3 Oracle of the Sun
Also vital to the deck, no way I could run it without this. Specials when I control no monsters, is a wall, and most importantly, syncs with one of the level 2 tuners for Arcanite, as it is a level 5. It also avoids Bottomless, which is very nice, as does Arcanite since it doesn't get its counters until it hits the field. Love this card.


Spells x15

x1 Emergency Teleport
Pulls out Krebons for summoning easily, effectively increasing the odds so it seems there are 7 level 2 tuners. Also saves lives in tight spots. Might also add the level 3 psychic tuner at some point and test that with breaker. I also noticed it's now at 2 (wasn't really paying attention last banlist as I couldn't play all that much at the time) so I might try and incorporate a second, especially if I add the level 3 psi-tuner.

x3 Instant Fusion
This accompanies Oracle as my second set of level 5 spellcaster tuners. Brings out Musician King at the cost of 1k life, but that's well worth it when I'll be getting Arcanite, Assault Mode, and possibly even Supreme Arcanite Magician as a result.

x3 Magical Citadel of Endymion
The second card this deck is built around. Each counter on it can effectively be a card lost by the opponent, as I have 8 cards that destroy opponent's cards with counters. No endymion though, waaaaay too much of a dead draw.

x2 Miracle Synchro Fusion
This is easy to pull off but is often a dead draw, I may take it out soon to increase the odds of getting off Arcanite, I can live without the Supreme Arcanite Magician it pulls out.

x1 Monster Reborn

x1 Mystical Space Typhoon
I think I side more (don't have my decks here at school and haven't added a side since they added matches on DN), integral against anything that negates effects, primarily Skill Drain.

x3 Spell Power Grasp
Seems like a strange card, but adds 2 counters with Citadel up, thins the deck and boosts Arcanite variants by 1k. Pretty good trade-off.

x1 Terraforming
Increases chances of getting Citadel. Pretty obvious.


Traps x9

x2 Assault Mode Activate
100% needed, I can pull it with Apprentice and also acts as enemy destruction bait. Can also recycle it with GGH, so not too bad to draw.

x2 Call of the Haunted
Res power is extremely useful in this deck, as it lacks it with monsters.

x3 Good Goblin Housekeeping
1 - Get 1, lose 2
2 - Get 3, Lose 4
3 - Get 6, Lose 6
But it's essential to cycle through without negativing, and returns Arcanite Assault Modes to the deck.

x1 Mirror Force
Do I need to explain?

x1 Solemn Judgment


Extra Deck x15

x3 Musician King
Obvious, level 5 magican fusion to use with Instant Fusion.

x1 Supreme Arcanite Magician
This guy is pretty good. I can get him out with any of the spellcaster synchros, making him nice, and his base attack is 3400. the downside, however, is that he can only use his effect once per turn. It's a trade-off. But comes from almost nothing with Miracle Fusion late-game and saves my ass quite a bit. May take out just one Miracle Fusion and see how things go.

x3 Arcanite Magician
Uh, duh? Alright. So it's a level 7 synchro. This means it comes out with any of the many combinations of monsters above. It gets 2 counters, boosting it to 2400 ATK right AFTER it's summoned, so it avoids effects that state "with 1500 when summoned, etc.". It's best part, is that you can pop off monster or backrow by removing spellcounters. Normally, this is great, in decks not based around it, people bring it out in defense mode, use the counters and then sync it or use it as a wall (1800 def). In this deck, however, it can remove counters from anywhere to pop off stuff, keeping its attack at 2400, its attack can be boosted with SPG, and can be turned into an Arcanite Assault Mode or Supreme Arcanite Magician. This makes it one extremely useful card. Who woulda thought.

x1 Black Rose Dragon
So, uh... This deck pulls out level 7s the easiest, and it's black rose. Any questions?

x1 Brionac, Dragon of the Ice Barrier
We have lots of level 2 tuners, Breaker, and tons of cards that are junk a lot of the time or better in the grave. 'Nuff said.

x1 Explosive Magician
This guy is pretty hit-or-miss. The only way to sync into him is via breaker, and breaker's effect is much better. Normally I wouldn't run him, as he takes up space, but he serves 3 purposes. 1 - He is a 2500 beatstick, 2 - He is a light, which are less common within the maindeck, and 3 - He's a Supreme Arcanite Magician target. He doesn't hurt anything by being there.

x1 Tempest Magician
A little more useful. Accumulates counters quickly, and can end games near the end or even midway through of the citadel has cycled through all the SPGs and a few spells. She hits 500 per card in hand and 1000 for each Spell Power Grasp. Not too shabby. She's also a dark and pulls Supreme Arcanite Magician with help.

x1 Stardust Dragon
Only level 8. Level 2 tuner + level 6 synchro or Chaos Magician. Pretty obvious choice.

x1 Adreus, Keeper of Armageddon
Sometimes there are 2 level 5s out, pretty easy with Oracle and Instant Fusion. This is pretty nice to pull out if I can't make Arcanite.

x1 Number 61, Volcasaurus
Same as above.

x1 Tiras, Keeper of Genesis


Alright, so let me know what you think, and PM me if you'd like me to show you it in action. Props if you read all this post.

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Genma no Ou

Posts Posts : 222

PostSubject: Re: Arcanite   Mon Apr 23, 2012 3:43 pm

I'm honestly not sure what to change here because this deck is VERY unlike anything else in the format. I might suggest switching GGH to a different draw card (ie Reckless Greed, Upstart Goblin), or perhaps Pot of Duality.

My Decks:
Volcanic Xyz
Troll Beasts
HERO Drain
Neo Galaxy Hieratics
Hieratic Gishki
Chaos Piper
Darkstorm Turbo
Chaos Dragons
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Posts Posts : 127

PostSubject: Re: Arcanite   Mon Apr 23, 2012 7:59 pm

Add a secound teleport and 1 lv3 psychic. Also u can replace 1 krebons with PLZ. I dont think u need this goblin, better add 2 PoD. And where is your Warning?? I really like this deck btw Smile

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Posts Posts : 38

PostSubject: Re: Arcanite   Mon Apr 23, 2012 9:21 pm

EviL wrote:
Add a secound teleport and 1 lv3 psychic. Also u can replace 1 krebons with PLZ. I dont think u need this goblin, better add 2 PoD. And where is your Warning?? I really like this deck btw Smile
Oh, true. See, this was directly pulled from a deck I built IRL a year ago, when Dualities and Warnings were still EXTREMELY expensive and I couldn't afford them. They'd make excellent additions now, I'm gonna swap things up a bit. Dualities would make it way more consistent, I think I did intend on switching the goblins out for them once we received the duality reprints, but I moved away before that. Hm, I think this could really work, now.

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Posts Posts : 588

PostSubject: Re: Arcanite   Fri Apr 27, 2012 3:11 am

O.o y u so troll lol nice deck man only thing id say is... ^ that lol

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Posts Posts : 38

PostSubject: Re: Arcanite   Sat Apr 28, 2012 6:04 pm

Heh. Alright, so I went...
-3 Good Goblin Housekeeping (Still not sure about this, lol)
-1 Krebons
-1 Instant Fusion
-1 Miracle Fusion

+1 Psychic Commander
+2 PoD
+2 Warning
+1 E-Tele

Still testing things out, but seems pretty good so far!

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