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Old 11-15-2012, 07:02 AM   #1
RawrMeCookie
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Default Official Madolche Guide and Discussion Part XVI: We Invented the Gingerbread Man!

☆☆☆Madolche☆☆☆

=====RULES====
1. Got a problem? Be nice and solve it in a peaceful manner.
2. No swearing or intentional rustling of jimmies.
3. Don't call out other members trying to start issues or arguments.
4. Keep ad hominem to a minimum when disputing the usefulness of a card.
5. No trolling.
6. Keep spam in your sandwiches.
7. Keep discussions related to Madolche, the sets they come out in and possible exclusives, and keep them civilized.
=====RULES====

Madolche (pronounced Mah-DOL-chay) are one of the new EARTH archetypes introduced in the upcoming set Return of the Duelist (REDU), and later receives further support in Abyss Rising (ABYR). The archetype revolves around the theme of returning themselves to the deck instead of staying in the Graveyard when they are destroyed by your opponent. If their Field Spell is out, then they have the option to Return to the hand instead of the deck creating a recycle engine that leads to an insane amount of plusses! The monsters are based on desserts, wines, French culture and royalty. This archetype is sure to leave you with a massive sweet tooth.

-Index-
I: Monsters
II: Spells
III: Traps
IV: Tech Cards
--- Monsters
--- Spells
--- Traps
--- Extra Deck
V: Deck Lists
VI: Videos
VII: Fanart
VIII: Final Thoughts
IX: Quick Rulings
X: Credits

I
..::..The Monsters..::..

Let us begin with our dear sweet desserts, shall we?


Quote:
Madolche Mewfeuille
EARTH Beast / Effect
LV3 500/300
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is Normal Summoned: You can Special Summon 1 "Madolche" monster from your hand.
We've got our own adorable version of Marauding Captain! He makes easy Rank 3s with Baaple and Cruffssant, and makes summoning the royal Puddingcess a piece of (...Do I really have to say this? It's so predictable...Ugh, fine...) cake! He is also the easiest way to get Messengelato on the field and trigger his effect at the same time.

Run 2-3. Three is the recommended number, as you’ll want to draw into both this and Messengelato quickly. The less you have to search it out, the better.

(The name Mewfeuille is a portmanteau of a warping of meow, the sound a cat makes, and the French dessert mille-feuille)

Quote:
Madolche Baaple
EARTH Beast / Effect
LV3 0/1800
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. Once per turn: You can target 1 face-up Attack Position "Madolche" monster you control and 1 face-up Attack Position monster your opponent controls, if both monsters are still on the field; change them to face-up Defense Position, and if you do, the cards changed by this card effect cannot have their battle positions changed until the end of your opponent's next turn.
WHY ARE THESE SO CUTE?! Baaple is a great way to stall out larger threats and make them vulnerable to your other Madolche's attacks. It's not exactly amazing per se, but does have his syrupy niche uses. Baaple comboes well with Mewfeuille to make Rank 3s like Soul of Silvermountain on top of switching a monster to Defense.

Run 0-1; purely preference. More often than not, Cruffssant will occupy the space you’d use for Baaple.

(Baaple is a portmanteau of baa, the sound a sheep makes, and maple. In the OCG, メェ [Me-] is the sounds sheep make which makes that name rather punny, but there isn't really an English equivalent that would have kept the pun intact. Boo.)

Quote:
Madolche Cruffssant
EARTH Beast / Effect
LV3 1500/1200
When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. Once per turn: You can target 1 face-up "Madolche" card you control, except this card; Return it to your hand, and if you do, increase this card's Level by 1 and ATK by 300.
The newest of the Level 3 Beast Madolche, and he doesn't disappoint. He can bounce any Madolche card (this means Chateau and Ticket too!) to get a free ATK and Level boost. Under Chateau, after a single boost he can match even a boosted Puddingcess! His Level versatility lets him be material for anything from Rank 3 to Rank 5 Xyz, and possibly even higher if you preserve him for long enough! He can bounce back Magileines for reuse during those extensive Ultimate Offering chains or for Double Summon shenanigans. He's also a Beast for triggering Messengelato and is a consistent outlet to set off Ticket.

Run 2-3, although 3 can get cloggy. He's easily our best pet alongside Mewfeuille.

(Cruffssant is a portmanteau again, for this card it's a mix of ruff, a sound that dogs make, and the French pastry known as the croissant. The OCG romanization comes out as Crowanssant, where ワン [Wan] is the sound that dogs make.)

Quote:
Madolche Magileine
EARTH Spellcaster / Effect
LV4 1400/1200
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is Normal or Flip Summoned: You can add 1 "Madolche" monster from your Deck to the hand.
Madolche even have their own delectable version of Elemental Hero Stratos! She can not only search any member of the archetype, she can also call upon the other copies of herself for mass search power! Did I mention her broom is a fork? A FORK.

There's no reason not to run 3; she adds a significant consistency boost that this deck gladly welcomes.

(Her name is yet another portmanteau, this time combining magic or magician with the French sponge cake called a madeleine.)

Quote:
Madolche Butlerusk
EARTH Spellcaster / Effect
LV4 1500/800
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is Normal Summoned: You can add 1 Field Spell Card from your Deck to your hand. There must be another face-up "Madolche" monster on the field to activate and resolve this effect.
Well what a fine fellow this is! This gentleman kindly searches our Field Spell (do note that it doesn't have to be Chateau! He can search any Field Spell!) when he's sent to the field with another of his tasty compatriots already in the fray. He's a healthy 2000 when Chateau is in play, which shows even the most suave gentleman can put up a fight.

Run 0-1. Triggering his effect isn't as hard as it sounds, but could still be a bit difficult at times. It can be risky running 2, and any more than that can get cloggy and you may be better off running Terraforming or searching Chateau with Messengelato.

(So many portmanteaus...Combination of butler and a European hard-biscuit known as a rusk.)

Quote:
Madolche Chouxvalier
EARTH Warrior / Effect
LV4 1700/1300
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. Your opponent cannot target other face-up "Madolche" monsters you control for attacks, except "Madolche Chouxvalier".
HE'S RIDING A PONY RUN 3
But seriously, Chouxvalier is kinda subpar for what he does. His best aspect (pony aside) is his 1700 attack, which becomes 2200 under Chateau. The Ring of Magnetism esque effect is an added bonus, but doesn't accomplish a whole lot (especially since the wording omits any possibility of an attack lock if you have two). He is a Reinforcement of the Army target, as well as another Warrior you can summon via M-X-Saber Invoker.

Run 0. You can tech him if you want, but it’s more practical to just run 3 Messengelato.

(Chouxvalier's name is a melding of the French dessert Choux ŕ la Crčme [also known as a profiterole or a creampuff] and the French word for knight, chevalier.)

Quote:
Madolche Messengelato
EARTH Warrior / Effect
LV4 1600/1000
When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. When this card is Special Summoned: You can add 1 "Madolche" Spell/Trap Card from your Deck to your hand. You must control a face-up “Madolche” Beast-Type monster to activate and to resolve this effect.
You've got mail! Messengelato is another member of our new ABYR support, and he brings with him a way of searching our themed S/T support. Now it may sound difficult to trigger his effect, what with him having to be Special Summoned AND control a Beast Madolche monster, but summoning him through Mewfeuille makes fulfilling both conditions easy as...pie [ugghhhhh]. He also gets his effect if summoned with Madolchepalooza alongside a Mewfeuille/Baaple/Cruffssant. With Ticket active for searching, Gelato will go off rather often and if you can't use him for his effect, he's a 2100 beatstick while Chateau is in place.

A great card overall. Most builds should run 2-3.

(Mr. Mailman's name is messenger and gelato [Italian ice cream] bundled together)

Quote:
Madolche Marmalmaide
EARTH Spellcaster / Effect
LV4 800/2000
When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. When this card is flipped face-up: you can target 1 "Madolche" Spell/Trap Card in your Graveyard; add that target to your hand.
This maid's talents aren't exclusive to the dining room floor! Her large “defensive prowess” stops opponents in their tracks (she also gets a hefty defense boost when Chateau is up) and has the power to recover our used S/T support when flipped! Getting back destroyed Chateaus and Tickets and giving Madolchepalooza a second wind is a useful talent. However, more often than not she'll just be used as a wall (which isn't a bad thing necessarily) or as Material for the Queen.

She has potential, but as of right now she’s a tech card at 0-1. Do keep in mind though: until we get S/T support that can consistently go to grave (something like a Normal/Quickplay Spell Card), Marmalmaide will be somewhat limited in her uses.

(Marmalmaide's name stirs together the orange rind jelly marmalade with maid into one.)

Quote:
Madolche Puddingcess
EARTH Fairy / Effect
LV5 1000/1000
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. While you have no monsters in your Graveyard, this card gains 800 ATK and DEF. After damage calculation, when this card battles an opponent's monster: You can target 1 card your opponent controls; destroy that target.
Ah, and now we can bask in the glory that his her royal Puddingcess. Although her offensive skills may be a tad bitter to the untrained palette, her special ability more than sweetens the deal. So long as she battles another monster (whether she curbstomps them or falls valiantly) she wipes a card off the field! As a bonus, if you keep her subjects and other monsters out of the Graveyard she gains an additional power boost of 800, putting her at a decent 1800 (and 2300 in the Chateau). She does require a Tribute to have her presence on the field, but you can use Mewfeuille's effect to attract her to the field without sacrifice. She also fulfills Ticket's conditions if on the field, allowing you to summon the Madolche you search! We must protect the Puddingcess at all costs!

Run anywhere from 0-2. If you run Mewfeuille, she becomes much easier to Summon so it's recommended to run the cat alongside her. In Pudding-centered builds, run 3. Currently though, she’s become mostly a tech choice for her destruction effect.

(Her royal highness combines the sweet treat pudding with princess to make her name. That wasn't obvious at all...)

Quote:
Madolche Queen Tiaramisu
EARTH Fairy / Xyz
RANK4 2200/2100
2 Level 4 "Madolche" monsters
Once per turn: You can detach 1 Xyz Material from this card, then target up to 2 "Madolche" cards in your Graveyard; shuffle those cards into the Deck, then shuffle cards your opponent controls into the Deck, up to the number of “Madolche” cards returned.
The true matriarch of her delicious kingdom emerges in ABYR! She is very sweet, but she should not be taken lightly. Summoned by calling two of her Level 4 Madolche compatriots to her side, she can send one of them to the Graveyard to retrieve up to two Madolche cards (note again, not just monsters!) and Return them to the Deck while spinning up to an equal amount of the opponent's cards back to their Deck! She brings both recycling and field control together in a way that could only fit a queen. With all the new support that she brings with her, it's simple to call her to the battlefield so her potential for massive plussing can be put to use. Oh, I forgot to mention that under Chateau she is not only an intimidating 2700/2600, but any of her subjects returned through her effect can be added to your hand instead? She also triggers Ticket in both returning a Madolche AND being a Fairy so you can Special Summon the searched Madolche! She has truly earned her reign over the Madolche kingdom (or Queendom rather).

There's no reason not to run 2-3 of her; she's just that irresistible. The general consensus has been to limit yourself to 2 copies to save Extra Deck space and because she is easily recycled by the other copy or Chateau.

(The Queen's name is a portmanteau of a small feminine crown called a tiara and tiramisu, an Italian multilayer dessert.)

II
.:.:.The Spells.:.:.

Now that our main members have had their introduction, let's get on with the second course: the Spells!

Quote:
Madolche Chateau
Field Spell Card
When this card is activated: Shuffle all "Madolche" monsters in your Graveyard into the Deck. All "Madolche" monsters on the field gain 500 ATK and DEF. If a monster(s) in your Graveyard would be returned to the Deck by the effect of a "Madolche" monster, you can add it to your hand instead.
Le pičce de résistance! Our field (that you've probably heard many things about in the previous section) does so much and is a vital component to our strategies. When activated, it returns any stray Madolche that couldn't get their effect off back to the Deck, thus clearing the way for the Puddingcess to get her inherent power boost and giving those fallen compatriots a second wind. It also gives our tasty army a 500 point boost to both stats, making for a formidable offense and defense. And last but certainly not least, it redirects any Madolche trying to Return to the Deck to instead Return to your hand. The plussing power skyrockets with this effect as you can constantly reuse any of your Madolche that falls in battle every turn! This allows for constant searching with Magileine to boot!

You run 3, plain and simple. You want to draw into this as soon as possible.

(Chateau is the only Madolche S/T that carries the whole sweet pun thing. A chateau is basically a mansion, but there is also a tasty dessert called gateau as well as a dessert wine called Château d'Yquem that may also have some influence on the naming.)

Quote:
Madolche Ticket
Continuous Spell Card
When a "Madolche" card is returned from your side of the field or your Graveyard to your hand or Main Deck by a card effect: Add 1 "Madolche" monster from your Deck to your hand. If you control a Fairy-Type "Madolche" monster, you can Special Summon the monster from your Deck in face-up Attack Position instead of adding it to your hand. You can only use the effect of “Madolche Ticket” once per turn.
So like Wind-Ups with Factory and Blackwings with Whirlwind, we also get a Continuous Spell searching card in the form of Ticket. It doesn't stack with multiple copies or replaying a bounced copy; the effect happens once per turn and that's it so no room for abuse. It combos with the general Madolche effect, as well as with Cruffssant, Lesson, Chateau's activation effect, and Tiaramisu. It is also triggered by some off theme cards like Compulsory Evacuation/Escape Device and The Transmigration Prophecy. Most of the time you'll be using it to search, but the Special Summoning clause is very useful. It may seem hard to fulfill the condition of a Fairy Madolche on the field, but note that Puddingcess and Tiaramisu both fit this description! Ticket adds another grain of consistency that this deck welcomes with open arms.

*redsmas sidenote* With Madolche Ticket, you can create more combinations utilizing Puddingcess to her fullest. You can summon her with Mewfeuille, then have Mew suicide into an opponents monster which will allow Ticket to summon another Puddingcess from the Deck. Another combination is having two Puddingcess (or one Puddingcess and one Tiaramisu) out and have one Puddingcess suicide into an opponent's monster (destroying a card) then using Ticket to summon that same one back from your deck.

It is advised to run at least 2. Although you cannot use it more than once per turn, you want to get this to your hand as soon as possible like Chateau. It can be dead late game however, so keep this in mind if considering 3 copies.


III
::..:The Traps:..::

Our trap cards are interesting, but could be a bit sweeter. We’ll see if we get anymore support as exclusives or in ABYR.

Quote:
Madolche Tea Break
Counter Trap Card
When a Spell/Trap card is activated, if you have no monsters in your Graveyard: Negate the activation, and if you do, Return it to the hand, then if you control a face-up "Madolche Puddingcess", you can destroy 1 card your opponent controls.
Tea Break is very...interesting to say the least. It negates the card but doesn't destroy; instead returning the card in question to the hand. This makes it completely useless on your opponent's Spell Cards but pricelessly trollish against certain Traps, namely the Solemn Brigade, as well as other cards with costs. It can negate and bounce your own cards however, and it can get pretty funny if you control Puddingcess.

Run 0-1. It's not particularly noteworthy, but in Puddingcess builds it's worth a tech for some good 'ol fashioned jimmie-rustlin'. Other than that, Tea Break isn't very useful at all and is akin to a themed Malfunction/Goblin out of the Frying Pan.

Quote:
Madolche Lesson
Normal Trap Card
Target 1 "Madolche" monster in your Graveyard; Shuffle that target into your Deck, and if you do, all "Madolche" monsters you currently control gain 800 ATK and DEF, then you can shuffle 1 other monster from your Graveyard into the Deck.
Etiquette is always important in a Duel, and this card helps us remember to mind our manners! This card has significant uses for builds that run off-theme monsters to keep Puddingcess' boost intact as well as recover stray Madolche and boost their on-field comrades by a -permanent- 800. What some people don't know is that you can chain Lesson to the activation of a Madolche's returning effect, returning it anyway but getting the 800 boost for free! This gain along with Chateau's makes our Madolche pretty formidable opponents.

Run 0-1. It really comes down to your build and preference. With Queen doing all the recycling nowadays Lesson has fallen a bit out of the spotlight, but it's still worthy of a tech slot due to the boost.

Quote:
Madolche Waltz
Continuous Trap Card
Each time a "Madolche" monster you control attacks or is attacked, after damage calculation: Inflict 300 damage to your opponent.
You know how every archetype has that one card that you glance at and say, "...Why? I don't even..."? Welp, Waltz is that card. 300 burn is pretty weeny and you're better off running something like Ceasefire if burn's your focus (which isn't recommended at all).
However, there is a infinite burn loop involving Waltz and Desperate Tag, but that doesn't mean it's consistent in any way and is only for this gimmick use.

Run 0. To make an analogy, this is that one horrible tasting chocolate that you leave in the box to get rotten. You only use this in a focused Waltz OTK build alongside 3 Desperate Tag and multiple Chouxvalier/Messengelato.

Quote:
Madolchepalooza
Normal Trap Card
Special Summon any number of "Madolche" monsters from your hand, but shuffle them into the Deck during the End Phase.
Everyone loves a party! Palooza allows for swarming and big pushes by making Xyz like Tiaramisu among others to garner field advantage and OTK capability. Also, if paired with Chateau, you should have no problem gathering a fair few Madolche in your hand to slap on the field (although they won't Return to hand at the End Phase, since Chateau only takes effect if it activates from the Graveyard). It also triggers Ticket if you have any Madolche left over from Palooza’s effect, making for a potential search/Special Summon (If you brought out Tiaramisu or control Puddingcess). It also works magnificently with Messengelato because if you summon both him and a Cruffssant/Mewfeuille/Baaple through Palooza, you can search too!

Excellent card that gives us both defensive power as well as offensive power that can help end games. Recommended to run 1-2. Any more than two and it just clogs, especially when it's searchable via Messengelato. Even 2 might be pushing it.


IV
.::Tech Cards::.

- Monsters -

Battle Fader
Protects you when needed and is the ideal Tribute fodder for Puddingcess since he banishes himself if used to stop an attack and doesn't clog the Graveyard. It's great in all builds really, although he's more notable in Puddingcess builds and pre-ABYR. Post-ABYR...it's not needed.

Naturia Cherries
Oh hey, Cherries is also an EARTH Tuner for the Naturia Synchros! They also replace themselves when destroyed in any way, so they can be used for defensive purposes as well. Cherries is an easy way to make Naturia Beast easily (as most Madolche are Level 4) and fuels the Graveyard enough for Lesson to be live.

(I tried hard not making a pun here...)

T.G. Striker
Another EARTH tuner for those Naturia Synchros, and he can also Special Summon himself as to not take away from your all-important Normal Summon. He's another RotA target, and if you run any of the other T.G.s like Warwolf/Rush Rhino, he can help search them. Good standalone tech even without the T.G. engine.

Esper Girl/Psychic Jumper
Serene Psychic Witch/Psychic Commander
Emergency Teleport
The Psychic engine may seem a bit unorthodox here, but it works somehow.
The Tuners give us access to the Naturia Synchros (Madolche are EARTH, remember?), and Witch gives a semi-reliable way to search the other Psychics. She and Commander can also aid in making Rank 3 Xyz with Mewfeuille and Cruffssant.
Emergency Teleport is a must to pull your Psychics onto the field for those quick Synchro/Xyz plays.
You can't really just tech any of this; you have to dedicate your build somewhat. Ideally you would use 1-2 Esper/Jumper, 1-2 Witch and Commander, and 2-3 E-Tele.

T.G. Warwolf/Spell Striker/Junk Forward/Elder of the Six Samurai
All of these are Level 3 and Special Summon themselves somehow to open up some Rank 3 Xyz plays (mainly M-X-Saber Invoker) without consuming your Normal Summon. Warwolf can be searched by T.G. Striker and vice-versa, whereas the last three can be searched with RotA if you run it. None of these are necessary, but if you feel you need a bit speed and don't want to be passive using things like Spirit Reaper, go ahead and try them.

Snowman Eater
Very good card this format. Easy way to get rid of opposing monsters, as well as being a Level 3 that easily survives battles to use for Xyz Summons.

D.D. Warrior Lady
She's mostly used as another RotA target and a way to move big monsters out of the way. She can also keep herself away from the Graveyard if you get her effect off. Not needed as much nowadays however, but still an okay tech.

Thunder King Rai-Oh
Most know what he does and how good he is, so there isn't really much to be said here. Great for stun focused builds. He may have some conflicting qualities with cards like Duality and Ticket (under normal circumstances), but it isn't a big issue for what Rai-Oh does.

Guardian Eatos
DO NOT RUN THIS.
She's just a simple 2500 beater that can be summoned easily enough if your build focuses on keeping the Graveyard empty (which isn't needed). She doesn't add much to the deck except a tad of muscle, but we don't run Equips to make the most out of her so there's no real point. She can also be dead if a monster gets away from you and you have no way to fish it out of the Graveyard. Not recommended at all; JUST BECAUSE KONAMI SAYS SO DOES NOT MAKE IT GOOD.

Tragoedia
Since we can't really use Gorz since we have Chateau/Ticket, Trag's the next best thing. Easy Xyz/Synchro access due to his Level modification as well as occasional stealing. Then there's the effect he's known for obviously, which can help turn games around or just stall for a turn. Not to mention that the number of effects madolche have to add cards to your hand can make its attack incredibly high.

Photon Sabre Tiger/Wind-Up Rabbit
Horn of the Phantom Beast
In a mixed Beast Stun build, these cards are decent. Tiger is a self-searching Level 3 for Xyz, and Rabbit puts pressure on your opponent as well as being Level 3.
Both of these cards, as well as Cruffssant/Mewfeuille/Baaple all benefit from Horn (although some more than others) giving attack boosts that your opponent may have trouble with.
Only use these in a dedicated build though, they’re not as great as techs.

Malefic Cyber End Dragon
Well, we DO run a Field Spell, so we can get away with tossing out this behemoth every now and then. Easy 4000 beatstick for laughable summoning conditions can help seal games or bait backrow for your real plays. Remember you'll need to have some Cyber End Dragon in your Extra to Summon this, else you'll look like a fool. At this point in time, he's more of a side deck boss.

- Spells -

Forbidden Lance
Versatile card that has seen play in many decks. You can use it to protect your monsters from S/T effects that could prove detrimental, as well as reduce opposing monster's ATK to either allow you to run it over or prevent it from doing the same to you.

Book of Moon
Yet another versatile card that can easily earn itself a slot. It also can set used Magileines for more searching!

Pot of Duality
We don't Special Summon on the whole a great amount, so we can benefit greatly from the added consistency. Also combos pretty well with Magileine.

Terraforming
Another way to get to Chateau (or in a Spellcaster build, Secret Village). Keep in mind that Butlerusk and Messengelato are around, so you shouldn't run too many to avoid clogging.

Reinforcement of the Army
Can search out Messengelato to make those Mew+Gelato plays that much more consistent. It can also nab other things normally unsearchable like T.G. Striker and Spell Striker/Elder of the Six Samurai if you opt to run them.

Instant Fusion + Level 3/4 Fusions
Has the possibility to help with Xyz plays and serves a similar purpose to the Level 3s mentioned prior, although with a tad more flexibility at the cost of Extra Deck space. The ideal Fusions you would use with this include Fusionist and Karbonala Warrior so you can still make Soul of Silvermountain with the former and Fairy King Albverdich and the Warrior Xyz with the latter.

Double Summon
It's normally a -1, but because of the +1 you get from most Madolche it usually evens out and can put you forward a turn in that respect. It's basically a quick one-time Ultimate Offering.

- Traps -

Safe Zone
In some builds (Puddingcess Control especially), this is a great card. It lets Puddingcess survive every battle and pop cards left and right, and it can also be used offensively to protect yourself from effects.

Compulsory Evacuation Device
Compulsory is already a decent card, but with Ticket you can also use it to your advantage (albeit occasionally, but still).

Dark Bribe
It protects you where Starlight and The Huge-Revolution is Over can’t regarding non-multi destruction Spells and Traps. It can save your Chateau from MSTs (although it really isn't wise to waste Bribe on a MST) and other backrow hate in addition to anything else threatening to stop your plays short. It can also bring your opponent's plays to a halt in a similar respect.

Starlight Road
Great for protecting against things like Dark Hole, Heavy Storm and the like, and at the same time netting you a Stardust. Be wary of Warnings though.

The Huge-Revolution is Over
This card saves you from whatever Starlight does, along with a couple others like Scrap Dragon. It can't be Warning'd like Starlight can, but doesn't net you field presence like Starlight either. It really comes down to insurance (Starlight) vs versatility (THRiO).

Ultimate Offering
With 3 copies of Magileine and most of our monsters getting their effects when Normal Summoned, this card lets you swarm the field and Xyz while still using your monster effects. With our Queen, this opens up to major swarms and plusses that just can't be matched. This card is extremely useful to the deck and should always be considered at the 1 copy allowed. It isn't necessary however, so if you don't feel comfortable using it then you don't have to.

-Side Deck-

Here are some good cards that counter our opponents while giving us the upper hand!

Shadow-Imprisoning Mirror
Mainly for Dark Worlds and Inzektors, but also effective aginst rogue Infernity/Blackwing matchups.

Light-Imprisoning Mirror
Stops Hieratics and the Lightsworns aspect of Chaos Dragons as well as Lightpulsar/Eclipse Wyvern. Also with Earth back at 2, you may see some rogue Agent deck floating around again. There'll also be Constellars and Hunders floating around soon.

Imperial Iron Wall
Stops Chaos Dragons cold, and is a good counter-side against decks you'd think would side in Dimensional Fissure/Macro Cosmos.

Gozen Match
We only run EARTH Attribute (Minus any off-theme non-EARTH monsters if you use them). Hurts Rabbits, Wind-Ups and Prophecies. It can Backfire when trying to Xyz Summon, but having some EARTH Attributes like Soul of Silvermountain and Fairy King Albverdich as well as Tiaramisu can remedy this.

Soul Drain/Debunk
So I guess you’re wondering, “Why would I use Soul Drain when it hurts my own monsters?”
It hurts Mermails/Atlanteans and Dark World far worse than it does ourselves. We can still use Tiaramisu and Chateau’s activation effect to get our Madolche back, so it isn’t as bad for ourselves.
Debunk has similar uses if you’re uncomfortable with Soul Drain.

-Extra Deck-

Naturia Beast/Naturia Barkion
If you run any of the EARTH Tuners, you run the infamous Naturia lockdown Synchros. Beast is great against heavy Spell decks like Prophecy and Exodia, where Barkion can keep backrow at bay whilst you conduct your plays/attacks.
It's also advised to run an Ally of Justice Catastor for another decent Level 5 option.

Stardust Dragon
Some of us choose to run Starlight Road, so if you do it is obvious to run Yusei’s signature monster to summon from it. Can be used as a beatstick or for the one time negation (since if summoned via Starlight, it can’t revive itself). You could also summon this by regular means if it comes down to it.

Blade Armor Ninja/Heroic Champion Excalibur
Very easy to drop in this deck. Messengelato is the main Warrior you'd be using, as well as Chouxvalier if you tech him. These guys can end games rather quickly, but if not you can use any Madolche that were Materials as Tiaramisu fodder. In most respects, Excalibur is preferred over Blade Armor here.

M-X-Saber Invoker
Very easy to summon using Mewfeuille. Gives you an extra way to pull out Messengelato, as well as immediately putting a Madolche into the grave for Tiaramisu. Using Level 3s that summon themselves like T.G. Warwolf, Spell Striker, etc. can help open up OTKs with Invoker and Tiaramisu.

Other notable Xyz:
Wind-Up Zenmaines
Temtempo the Percussion Djinn
Leviair the Sea Dragon (Helpful to counter banishing)
Number 17: Leviathan Dragon
Number 30: Acid Golem of Destruction
Soul of Silvermountain
Gagaga Cowboy
Abyss Dweller
Maestroke the Symphony Djinn
Number 50: Blackship of Corn
Photon Papilloperative
Fairy King Albverdich
Gem-Knight Pearl
Number 39: Utopia
Number 16: Shock Master
Tiras, Keeper of Genesis (Only with Puddingcess!)
Adreus, Keeper of Armageddon (Only with Puddingcess!)


V
.:..Deck Lists..:.

If you have a decklist you'd like to add to the OP, PM it to me and it'll be added in a jiffy!

Quote:
Skeleton:
3 Madolche Magileine
2-3 Madolche Mewfeuille (depends on how many Puddingcess/Messengelato normally 3)
2-3 Madolche Cruffssant
2-3 Madolche Messengelato (recommended at 3)
0-2 Madolche Puddingcess (3 if a Puddingcess build)
0-1 Madolche Butlerusk
0-1 Madolche Baaple
0-1 Madolche Chouxvalier
0-1 Madolche Marmalmaide

3 Madolche Chateau
2-3 Madolche Ticket

1-2 Madolchepalooza

Whatever space isn't filled in by this should be taken up with staples and preference.
Miidnigh7's Builds:
Post-Abyss

Redsmas's Builds:
Standard
Waltz Deck

eSynes's Builds:
Psychic Madolche

RawrMeCookie's Builds:
Standard

ronelm2000's Builds:
Reckless Pure

VI
:.:.Videos.:.:

If you have your own videos of Madolche duels or find some on Youtube or elsewhere, PM them to me and I'll add them.

Madolche Casters vs Inzektors <- This deck and idea look really interesting.
Madolche/Gadgets vs E-Heroes
Madolche/Gadgets vs Twilight Dragons
Madolche vs Dark Fusion
Madolche Mirror! TCG vs OCG
Madolche vs Gravekeepers
Madolche OTK
Madolche vs Stall


VII
.:.::Fanart::.:.
Flackenstien has kindly compiled a folder chock full of Madolche fanart for us to partake in!
Feast upon the talent of the Madolche artists!
It will be updated periodically, so keep checking back for more fanmade goodies!


VIII
::.::Final Thoughts::.::

The Madolche are a very versatile archetype and can be tricky to beat. They refuse to die and are too cute to ignore. Keep in mind that their effects only activate when your opponent destroys them, so when you Torrential Tribute or Dark Hole yourself it won't trigger their effects. For being fairly new, the Madolche were given a fair amount to work with, although we could always use more. However, it's our job to make the most out of them. They're amazingly adorable which just makes trolling your opponent with them all the more sweeter.
This deck keeps becoming more viable with each new card revealed, and is surely to become a competitive deck that'll give you a run for your money and certainly cause a multitude of cavities for both you and your opponent!


IX
:.:.Quick Rulings.:.:

If you're opponent questions something, or if you're just not sure on something, refer to here.

Madolche Destruction:
The original TCG text (For REDU Madolche) reads:
“When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck.”
This implied that they had to be on the field to get their effects, which led to many a dispute regarding things like Solemn Warning and Deck Devastation Virus.

The revised TCG text (For ABYR Madolche) reads:
“When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck.”
This new text means that as long as you owned the Madolche monster when it was destroyed (Deck, hand, had its Summon negated, etc; just not while in your opponent’s control), its effect will activate. This new text applies for all Madolche monsters, not just the ABYR ones.
More on this here.


Madolche Puddingcess:
Madolche Puddingcess' effect activates after damage calculation, and goes off whether she lives or dies. She activates in the same substep of the Damage Step that Flip Effects normally activate (Which is after Damage Calculation but before she is sent to the Graveyard.)

Safe Zone:
Just realize that if your opponent blows up a Madolche equipped with Safe Zone, they will go to grave. It was your Safe Zone of course, so there's no reason why their effects would go off.

Madolche Lesson:
Can be chained to the activation of the Madolche returning effect and Return them before they do it themselves. Free boosts make everything better.

Creature Swap/Enemy Controller/Mind Control:
Madolche specify that they need to be destroyed by your opponent's card while you control it, so if they steal it and either they kill it or you're forced to, it'll go to the Graveyard with no effect. Be on your toes!

Madolche Ticket:
It will only activate once, regardless of multiple copies or replaying a bounced copy from Cruffssant and the like.
It also only triggers if an effect returns a Madolche card to the hand/Deck, so things that bounce/spin as a cost like Genex Ally Birdman will NOT trigger Ticket.

Field Spell Mechanics:
You can activate another field spell while you already control one. The previous one will just be replaced. This means playing a Chateau over another to fuel the Graveyard for Tiaramisu is 100% legal.

Queen Madolche Tiaramisu:
***IN ORDER TO ACTIVATE HER EFFECT YOU MUST ALREADY HAVE A TARGET IN GRAVE. BUT YOU CAN Return THE MONSTER YOU DETACH***
If this is too hard to understand, refer to Zombie Master, Lumina, Lightsworn Summoner, or Ojama Country rulings.

X
★★ Credits ★★
Special thanks to the OP:
SatchmoToT
Momiji
MiidNigh7
Redsmas
Dragynking1
TG-CYBER-MAGICIAN
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Old 11-15-2012, 07:04 AM   #2
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yay subbing
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Old 11-15-2012, 07:12 AM   #3
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Subbed/10charizards
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Old 11-15-2012, 07:35 AM   #4
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Yay for winning with 1 vote
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Old 11-15-2012, 07:37 AM   #5
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Well time for me to post here and add a certain someone to my ignore list
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Old 11-15-2012, 07:38 AM   #6
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Obsolete. Needs more Rulings / stuff discussed in the prev. thread.

Fetching them now.

Replace:
Quote:
The revised TCG text (For ABYR Madolche) reads:
“When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck.”
This new text means that as long as you owned the Madolche monster when it was destroyed (Deck, hand, had its Summon negated, etc; just not while in your opponent’s control), its effect will activate. This new text applies for all Madolche monsters, not just the ABYR ones.
With:
Quote:
The revised TCG text (For ABYR Madolche) reads:
“When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck.”
This new text means that as long as you owned the Madolche monster when it was destroyed (Deck, hand, had its Summon negated, etc; just not while in your opponent’s control), its effect will activate. This new text applies for all Madolche monsters, not just the ABYR ones. More on this here.
Add to Deck List:
Quote:
ronelm2000
Reckless Pure Build
...maybe we shouldn't add a reference to IRS in this archetype. lolz.

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Old 11-15-2012, 08:01 AM   #7
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Hi.
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Old 11-15-2012, 08:05 AM   #8
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Quote:
Originally Posted by ThePROlificHipster View Post
Hi.
Well that was random.

Magilene says hi... I mean "Urasai!".
My Puddingcess whenever she'll battle Natruria Beast

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Old 11-15-2012, 08:25 AM   #9
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Augh....all my quotes were deleted. Oh well, I'll et what I can remember.


Madolche Marmalmaide I find quite helpful. I am currenlty bouncing her between 1-2.

She isn't a half bad card and certainly amazing tech. Reason why I love her is mainly because of her insanely high defense, add Chateu and can even cause decent damage once she is flipped; not to mention once she is flipped she recovers a Madolche spell/trap card, which as we know is quite important. She is what keeps the opponent from simply strateizing at killing off your Chateu/Tickets directly to slow you down, not that it happens often but its a simple strategy to decks that rely on one spell or trap knowing its onna be a late game round aka Gravekeepr's Necrovalley or Stun decks Skill Drain, once you kill all 3 if you can handle everything else you're in the clear; and and Marmalmaide does what she does best and serves you with a happy helping of easy and simple survival techniques of recovering a vital card backed by a overwhelming defense of 2000+.

Also a major plus is she is a level 4. With her near undying body and ability to plus 1, summoning Queen with her basically seals the deal. Queen is most fun with Chateu and Ticket, Marmalmaide just makes sure both is present for her highness's arrival. You should not have much problems with keeping your Madolche traps in handy, but Marmalmaide will make sure you don't have to go out of your way to recover them. Lke her name suggest, she is a Maid. She is here to clean things up and keep the mojo moving. She isn't needed all the time, but you can call on her basically whenever you need her. So running 1-2 is quite logical, 1 being logical, 2 being on your preference; just never, not becuse of dead draws, more because you will want more variety than just re-using Madolche cards, at least till Heavy is gone.

Note: She is also great help to me early game as I run Magic Jammer and man is it fun! Discard a currently dead Madolche card and use Maide to recover it later when its soon to become live! Did this once with Madolche Palooza, it was a happy Festa indeed.


Baaple is preference as well, except not as staple even at 1. I like Baaple a lot and usually run 1. Boucning between 0-1 depending how my build changes. I dont use him to stall really more of screw over my opponent. It really slows them down, especially on specific monsters. I summon Baaple and my opponent's large attack monster is nulled. Baaple also shares a high DEF like Marmalmaide which is nice. What makes it even better is its level 3, so I can lock there monster in defense for a while and easily run it over with a Rank 3 with Mewfueille. Acid Golem really shines in this instance late game, and even if I somehow screw that up my opponent's monster still cannot attack and is locked in defense.

Of course Baaple depends largely on build. Lke I am currently testing a build running a bit less Madolche, 12 to be accurate. I am also running Madolche Lesson so I can focus on abusing Puddingcess and Tea Break easier, as well as control the game early on rather than worry about problems later. In theory it should function quite well. Nonetheless, for this reason I am focusing on raising large attack and having more beatdown advantage so I don't have to worry about beaters too much; not that I do, but this allows me to make Happy Festa and Queen plays late game, rather than tossing the dice mid game. I added more anti spell card backrow removal too, so my chances of dumping a monster in the grave is raised.

All in all my build changing means I'm focusing on abusing the Madolche cards directly and seperately, then bring them together slowly and explode than making shiftly plays with Baaple. Sicne I am also running Lesson I'lll be running 1 Cruff in his place to fill that Beast monster spot and have something to beat face early game. Still Baaple is amazingly good for what he offers, just at the moment I don't have room for him.


Madolche Happy Festa is amazing hands down. It depends on what ou focus on though. If you focus on early and mid game advantage then it is not really gonna help, as Happy Festa is more meant for late game endings. It's clearly designed for that.

Also Happy Festa is really only good in Pure builds. Outside of it, you wil be running synchros or alternatives to fill that control/ late game push so it not only becomes less effective but becomes less powerful. As Happy Festa clearly works better with the more Madolche you have in hand, and like all the Madolche spell and traps cards, it sucks to draw a Madolche spell/ trap and no monsters to match it.

I personally find Happy Festa very good and balanced; and makes perfect sense seeing as Madolche monsters clog the hand late game. What better way to get them back intot he deck and swarm the feel for mass pluses? Sure it isn't derpy but its not meant to be a derpy card as we're not a derpy archetype, thank goodness for that. Konami had made this card very well.

I did run a build once without this card and regreted it quickly. As late game, if I had it in my deck I'd had searched it with Messengelato and set up a Queen play. Without it, I relyed almost entirely on my normal summons. Wasn't bad early and mid game but late game when your opponent is staring you down with his big boss, only Puddingcess and/or Compulsory can save you. Which is reliable, especially Puddingcess for late game; but there's no better way of a guranteed FINISH HIM moment when you summon 3-5 Madolche out of nowhere, spinning his key cards off the field, making mass pluses even more then attacking for basically a guranteed game winning amount of damage not even the mother of Gorz can save them from. That's why I run 1 Palooza.


Again this is all my opinion and from what I see of peple's builds and whatnot. Overall it's quite clear it all comes to preference, playstyle, and build. All that counts, win or lose, is that its fun for you. After all, if this archetype wasn't fun for you in some shape or form, meta competitive or casual, would you even be on this thread?
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Old 11-15-2012, 08:29 AM   #10
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Quote:
Originally Posted by darkpaw1 View Post
Augh....all my quotes were deleted. Oh well, I'll et what I can remember.


Madolche Marmalmaide I find quite helpful. I am currenlty bouncing her between 1-2.

She isn't a half bad card and certainly amazing tech. Reason why I love her is mainly because of her insanely high defense, add Chateu and can even cause decent damage once she is flipped; not to mention once she is flipped she recovers a Madolche spell/trap card, which as we know is quite important. She is what keeps the opponent from simply strateizing at killing off your Chateu/Tickets directly to slow you down, not that it happens often but its a simple strategy to decks that rely on one spell or trap knowing its onna be a late game round aka Gravekeepr's Necrovalley or Stun decks Skill Drain, once you kill all 3 if you can handle everything else you're in the clear; and and Marmalmaide does what she does best and serves you with a happy helping of easy and simple survival techniques of recovering a vital card backed by a overwhelming defense of 2000+.

Also a major plus is she is a level 4. With her near undying body and ability to plus 1, summoning Queen with her basically seals the deal. Queen is most fun with Chateu and Ticket, Marmalmaide just makes sure both is present for her highness's arrival. You should not have much problems with keeping your Madolche traps in handy, but Marmalmaide will make sure you don't have to go out of your way to recover them. Lke her name suggest, she is a Maid. She is here to clean things up and keep the mojo moving. She isn't needed all the time, but you can call on her basically whenever you need her. So running 1-2 is quite logical, 1 being logical, 2 being on your preference; just never, not becuse of dead draws, more because you will want more variety than just re-using Madolche cards, at least till Heavy is gone.

Note: She is also great help to me early game as I run Magic Jammer and man is it fun! Discard a currently dead Madolche card and use Maide to recover it later when its soon to become live! Did this once with Madolche Palooza, it was a happy Festa indeed.


Baaple is preference as well, except not as staple even at 1. I like Baaple a lot and usually run 1. Boucning between 0-1 depending how my build changes. I dont use him to stall really more of screw over my opponent. It really slows them down, especially on specific monsters. I summon Baaple and my opponent's large attack monster is nulled. Baaple also shares a high DEF like Marmalmaide which is nice. What makes it even better is its level 3, so I can lock there monster in defense for a while and easily run it over with a Rank 3 with Mewfueille. Acid Golem really shines in this instance late game, and even if I somehow screw that up my opponent's monster still cannot attack and is locked in defense.

Of course Baaple depends largely on build. Lke I am currently testing a build running a bit less Madolche, 12 to be accurate. I am also running Madolche Lesson so I can focus on abusing Puddingcess and Tea Break easier, as well as control the game early on rather than worry about problems later. In theory it should function quite well. Nonetheless, for this reason I am focusing on raising large attack and having more beatdown advantage so I don't have to worry about beaters too much; not that I do, but this allows me to make Happy Festa and Queen plays late game, rather than tossing the dice mid game. I added more anti spell card backrow removal too, so my chances of dumping a monster in the grave is raised.

All in all my build changing means I'm focusing on abusing the Madolche cards directly and seperately, then bring them together slowly and explode than making shiftly plays with Baaple. Sicne I am also running Lesson I'lll be running 1 Cruff in his place to fill that Beast monster spot and have something to beat face early game. Still Baaple is amazingly good for what he offers, just at the moment I don't have room for him.


Madolche Happy Festa is amazing hands down. It depends on what ou focus on though. If you focus on early and mid game advantage then it is not really gonna help, as Happy Festa is more meant for late game endings. It's clearly designed for that.

Also Happy Festa is really only good in Pure builds. Outside of it, you wil be running synchros or alternatives to fill that control/ late game push so it not only becomes less effective but becomes less powerful. As Happy Festa clearly works better with the more Madolche you have in hand, and like all the Madolche spell and traps cards, it sucks to draw a Madolche spell/ trap and no monsters to match it.

I personally find Happy Festa very good and balanced; and makes perfect sense seeing as Madolche monsters clog the hand late game. What better way to get them back intot he deck and swarm the feel for mass pluses? Sure it isn't derpy but its not meant to be a derpy card as we're not a derpy archetype, thank goodness for that. Konami had made this card very well.

I did run a build once without this card and regreted it quickly. As late game, if I had it in my deck I'd had searched it with Messengelato and set up a Queen play. Without it, I relyed almost entirely on my normal summons. Wasn't bad early and mid game but late game when your opponent is staring you down with his big boss, only Puddingcess and/or Compulsory can save you. Which is reliable, especially Puddingcess for late game; but there's no better way of a guranteed FINISH HIM moment when you summon 3-5 Madolche out of nowhere, spinning his key cards off the field, making mass pluses even more then attacking for basically a guranteed game winning amount of damage not even the mother of Gorz can save them from. That's why I run 1 Palooza.


Again this is all my opinion and from what I see of peple's builds and whatnot. Overall it's quite clear it all comes to preference, playstyle, and build. All that counts, win or lose, is that its fun for you. After all, if this archetype wasn't fun for you in some shape or form, meta competitive or casual, would you even be on this thread?
Good analysis. That's what I thought about most of them. Also, although... I don't use Magic Jammer to dump. I use Hand Destruction.
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Old 11-15-2012, 08:33 AM   #11
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@darkpaw: that was a good read, didn't convince me to tech a baaple or anything but I agree with the rest of it.
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Old 11-15-2012, 08:35 AM   #12
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Subbing for delicious sweets.


I find it quite suiting that a cookie (that speaks dinosaur) is the op for a Madolche guide
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Old 11-15-2012, 08:37 AM   #13
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Subbing, etc.
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Old 11-15-2012, 08:45 AM   #14
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My weird build again for new thread

A few changes I made (haven't tested changes yet though)

Main deck:

-2 T-Roar
+2 Mirror Force

I liked having T-Roar being chainable, but the Force is mainly just more protection from TKRO, Doom Cal, etc

Side:

-3 Electric Virus
+2 Gozen Match
+1 Soul Taker

Electric Virus was mainly for Evolzar Xyz and possibly using a Geargia/Karakuri to Xyz with, but I find that the Gozen Match will hurt Rabbit more and Soul Taker is just for more protection against certain monsters.
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Old 11-15-2012, 08:56 AM   #15
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@shuckle: Every time I see your build, I lol a little. (I mean this in a non-insulting way)
-1 fiendish for +1 Ultimate Offering though, your build is likely to draw into it and a magi far quicker than most of ours would.
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Old 11-15-2012, 08:58 AM   #16
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http://i.imgur.com/9GpGT.png

I didn't forget to order anything important not including Madolchepalooza (which I don't like based on personal preference)?
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Old 11-15-2012, 09:03 AM   #17
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Quote:
Originally Posted by LinkKiller View Post
@shuckle: Every time I see your build, I lol a little. (I mean this in a non-insulting way)
-1 fiendish for +1 Ultimate Offering though, your build is likely to draw into it and a magi far quicker than most of ours would.
Probably a good idea, but I might take out a D-Prison instead of a Fiendish Chain only because negating effects is really good.

Though I guess either could work.


Only things I'm scared of is if it'll be like the last time I had UO in the deck and be dead half the time I use it (even with the draw power).


Also, I'm not insulted, trust me, I have heard a lot worse than that

(I have to ask, what makes you lol? )
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Old 11-15-2012, 09:04 AM   #18
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Quote:
Originally Posted by Freshie View Post
http://i.imgur.com/9GpGT.png

I didn't forget to order anything important not including Madolchepalooza (which I don't like based on personal preference)?
I have to ask why you're getting 3 of the maid

I understand 1-2 can be a good tech, but 3?


EDIT: Why no double merge?
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Old 11-15-2012, 09:08 AM   #19
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@Freshie: As long as you have all the non-madolche s/t and extra you want to use that should be everything you need (assuming you don't want to use palooza/butler/pudding/etc). Also lol BLS and Secret Barrel.

@Shuckle: Could be just in case wanting to use more in the future, I bought 3 of each all the madolche commons/rares so I could test with them (were all 25c to $1 anyway).
Oh and its the upstarts and recklesses that make me lol. Didn't you also have one days in there at one point?
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Old 11-15-2012, 09:10 AM   #20
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I getting 3 just in case i need 3 or if I lose 1/2.

I don't actually play the maid in my build but its like 30 cents/

Additional Comment:

The Secret Barrel is for my Chain Burn while the BLS is for my agents lol, both I also have now completed.

Last edited by Amuro : 11-15-2012 at 09:10 AM. Reason: Automerged Doublepost
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Old 11-15-2012, 09:11 AM   #21
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Subbing.
Getting my last Queen for a DT Genex Controller ;D
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Old 11-15-2012, 09:12 AM   #22
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Thats not fair, I would die to trade away my DT controller.
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Old 11-15-2012, 09:18 AM   #23
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My cousin needed it. He also threw in a shock master.

LinkKiller what synchros do you play in your extra?
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Old 11-15-2012, 09:23 AM   #24
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@Marionette: Just beast, barkion and sturdust. I like keeping my options open on the Xyz side even though queen and invoker are the most commonly used ones. Current extra is:
Extra (15):
1x Stardust Dragon
1x Naturia Barkion
1x Naturia Beast
1x Number 16: Shock Master
1x Gem-Knight Pearl
2x Queen Madolche Tiaramisu
1x Kachi Kochi Dragon
1x Steelswarm Roach
1x Maestroke the Symphony Djinn
1x Abyss Dweller
1x Gagaga Cowboy
1x Soul of Silvermountain
1x M-X-Saber Invoker
1x Wind-Up Zenmaines

I want to fit in a Temtempo, but can't decide what to take out for it. Maybe Kachi but I've actually have had use for it before xD
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Old 11-15-2012, 09:24 AM   #25
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Quote:
Originally Posted by LinkKiller View Post
@Freshie: As long as you have all the non-madolche s/t and extra you want to use that should be everything you need (assuming you don't want to use palooza/butler/pudding/etc). Also lol BLS and Secret Barrel.

@Shuckle: Could be just in case wanting to use more in the future, I bought 3 of each all the madolche commons/rares so I could test with them (were all 25c to $1 anyway).
Oh and its the upstarts and recklesses that make me lol. Didn't you also have one days in there at one point?
I did indeed have One Day in there, replaced them with Reckless as a test so far they've been working well.

And I get now why you're getting 3 maids now, Freshie

I may or may not try to find room for One Day, it did help a lot consistency wise and life points wise
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Last edited by Shuckle : 11-15-2012 at 09:26 AM.
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